mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-08 05:51:09 +00:00
405 lines
11 KiB
C++
405 lines
11 KiB
C++
|
#include "actor.h"
|
||
|
#include "info.h"
|
||
|
#include "p_local.h"
|
||
|
#include "s_sound.h"
|
||
|
#include "p_enemy.h"
|
||
|
#include "a_action.h"
|
||
|
#include "m_random.h"
|
||
|
|
||
|
static FRandom pr_iceguylook ("IceGuyLook");
|
||
|
static FRandom pr_iceguychase ("IceGuyChase");
|
||
|
|
||
|
void A_IceGuyLook (AActor *);
|
||
|
void A_IceGuyChase (AActor *);
|
||
|
void A_IceGuyAttack (AActor *);
|
||
|
void A_IceGuyDie (AActor *);
|
||
|
void A_IceGuyMissilePuff (AActor *);
|
||
|
void A_IceGuyMissileExplode (AActor *);
|
||
|
|
||
|
|
||
|
// Ice Guy ------------------------------------------------------------------
|
||
|
|
||
|
class AIceGuy : public AActor
|
||
|
{
|
||
|
DECLARE_ACTOR (AIceGuy, AActor)
|
||
|
public:
|
||
|
void Deactivate (AActor *activator);
|
||
|
};
|
||
|
|
||
|
FState AIceGuy::States[] =
|
||
|
{
|
||
|
#define S_ICEGUY_LOOK 0
|
||
|
S_NORMAL (ICEY, 'A', 10, A_IceGuyLook , &States[S_ICEGUY_LOOK]),
|
||
|
|
||
|
#define S_ICEGUY_WALK1 (S_ICEGUY_LOOK+1)
|
||
|
S_NORMAL (ICEY, 'A', 4, A_Chase , &States[S_ICEGUY_WALK1+1]),
|
||
|
S_NORMAL (ICEY, 'B', 4, A_IceGuyChase , &States[S_ICEGUY_WALK1+2]),
|
||
|
S_NORMAL (ICEY, 'C', 4, A_Chase , &States[S_ICEGUY_WALK1+3]),
|
||
|
S_NORMAL (ICEY, 'D', 4, A_Chase , &States[S_ICEGUY_WALK1]),
|
||
|
|
||
|
#define S_ICEGUY_PAIN1 (S_ICEGUY_WALK1+4)
|
||
|
S_NORMAL (ICEY, 'A', 1, A_Pain , &States[S_ICEGUY_WALK1]),
|
||
|
|
||
|
#define S_ICEGUY_ATK1 (S_ICEGUY_PAIN1+1)
|
||
|
S_NORMAL (ICEY, 'E', 3, A_FaceTarget , &States[S_ICEGUY_ATK1+1]),
|
||
|
S_NORMAL (ICEY, 'F', 3, A_FaceTarget , &States[S_ICEGUY_ATK1+2]),
|
||
|
S_BRIGHT (ICEY, 'G', 8, A_IceGuyAttack , &States[S_ICEGUY_ATK1+3]),
|
||
|
S_NORMAL (ICEY, 'F', 4, A_FaceTarget , &States[S_ICEGUY_WALK1]),
|
||
|
|
||
|
#define S_ICEGUY_DEATH (S_ICEGUY_ATK1+4)
|
||
|
S_NORMAL (ICEY, 'A', 1, A_IceGuyDie , NULL),
|
||
|
|
||
|
#define S_ICEGUY_DORMANT (S_ICEGUY_DEATH+1)
|
||
|
S_NORMAL (ICEY, 'A', -1, NULL , &States[S_ICEGUY_LOOK]),
|
||
|
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_ACTOR (AIceGuy, Hexen, 8020, 20)
|
||
|
PROP_SpawnHealth (120)
|
||
|
PROP_PainChance (144)
|
||
|
PROP_SpeedFixed (14)
|
||
|
PROP_RadiusFixed (22)
|
||
|
PROP_HeightFixed (75)
|
||
|
PROP_Mass (150)
|
||
|
PROP_DamageType (MOD_ICE)
|
||
|
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD|MF_COUNTKILL)
|
||
|
PROP_Flags2 (MF2_PASSMOBJ|MF2_TELESTOMP|MF2_PUSHWALL|MF2_MCROSS)
|
||
|
PROP_Flags4 (MF4_NOICEDEATH)
|
||
|
|
||
|
PROP_SpawnState (S_ICEGUY_LOOK)
|
||
|
PROP_SeeState (S_ICEGUY_WALK1)
|
||
|
PROP_PainState (S_ICEGUY_PAIN1)
|
||
|
PROP_MissileState (S_ICEGUY_ATK1)
|
||
|
PROP_DeathState (S_ICEGUY_DEATH)
|
||
|
|
||
|
PROP_SeeSound ("IceGuySight")
|
||
|
PROP_AttackSound ("IceGuyAttack")
|
||
|
PROP_ActiveSound ("IceGuyActive")
|
||
|
END_DEFAULTS
|
||
|
|
||
|
void AIceGuy::Deactivate (AActor *activator)
|
||
|
{
|
||
|
Super::Deactivate (activator);
|
||
|
SetState (&States[S_ICEGUY_DORMANT]);
|
||
|
}
|
||
|
|
||
|
// Ice Guy Projectile -------------------------------------------------------
|
||
|
|
||
|
class AIceGuyFX : public AActor
|
||
|
{
|
||
|
DECLARE_ACTOR (AIceGuyFX, AActor)
|
||
|
};
|
||
|
|
||
|
FState AIceGuyFX::States[] =
|
||
|
{
|
||
|
#define S_ICEGUY_FX1 0
|
||
|
S_BRIGHT (ICPR, 'A', 3, A_IceGuyMissilePuff , &States[S_ICEGUY_FX1+1]),
|
||
|
S_BRIGHT (ICPR, 'B', 3, A_IceGuyMissilePuff , &States[S_ICEGUY_FX1+2]),
|
||
|
S_BRIGHT (ICPR, 'C', 3, A_IceGuyMissilePuff , &States[S_ICEGUY_FX1]),
|
||
|
|
||
|
#define S_ICEGUY_FX_X1 (S_ICEGUY_FX1+3)
|
||
|
S_BRIGHT (ICPR, 'D', 4, NULL , &States[S_ICEGUY_FX_X1+1]),
|
||
|
S_BRIGHT (ICPR, 'E', 4, A_IceGuyMissileExplode , &States[S_ICEGUY_FX_X1+2]),
|
||
|
S_BRIGHT (ICPR, 'F', 4, NULL , &States[S_ICEGUY_FX_X1+3]),
|
||
|
S_BRIGHT (ICPR, 'G', 4, NULL , &States[S_ICEGUY_FX_X1+4]),
|
||
|
S_BRIGHT (ICPR, 'H', 3, NULL , NULL),
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_ACTOR (AIceGuyFX, Hexen, -1, 0)
|
||
|
PROP_SpeedFixed (14)
|
||
|
PROP_RadiusFixed (8)
|
||
|
PROP_HeightFixed (10)
|
||
|
PROP_Damage (1)
|
||
|
PROP_DamageType (MOD_ICE)
|
||
|
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
|
||
|
PROP_Flags2 (MF2_NOTELEPORT)
|
||
|
|
||
|
PROP_SpawnState (S_ICEGUY_FX1)
|
||
|
PROP_DeathState (S_ICEGUY_FX_X1)
|
||
|
|
||
|
PROP_DeathSound ("IceGuyMissileExplode")
|
||
|
END_DEFAULTS
|
||
|
|
||
|
// Ice Guy Projectile's Puff ------------------------------------------------
|
||
|
|
||
|
class AIceFXPuff : public AActor
|
||
|
{
|
||
|
DECLARE_ACTOR (AIceFXPuff, AActor)
|
||
|
};
|
||
|
|
||
|
FState AIceFXPuff::States[] =
|
||
|
{
|
||
|
S_NORMAL (ICPR, 'I', 3, NULL , &States[1]),
|
||
|
S_NORMAL (ICPR, 'J', 3, NULL , &States[2]),
|
||
|
S_NORMAL (ICPR, 'K', 3, NULL , &States[3]),
|
||
|
S_NORMAL (ICPR, 'L', 2, NULL , &States[4]),
|
||
|
S_NORMAL (ICPR, 'M', 2, NULL , NULL),
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_ACTOR (AIceFXPuff, Hexen, -1, 0)
|
||
|
PROP_RadiusFixed (1)
|
||
|
PROP_HeightFixed (1)
|
||
|
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_SHADOW)
|
||
|
PROP_Flags2 (MF2_NOTELEPORT)
|
||
|
PROP_RenderStyle (STYLE_Translucent)
|
||
|
PROP_Alpha (HX_ALTSHADOW)
|
||
|
|
||
|
PROP_SpawnState (0)
|
||
|
END_DEFAULTS
|
||
|
|
||
|
// Secondary Ice Guy Projectile (ejected by the primary projectile) ---------
|
||
|
|
||
|
class AIceGuyFX2 : public AActor
|
||
|
{
|
||
|
DECLARE_ACTOR (AIceGuyFX2, AActor)
|
||
|
public:
|
||
|
int DoSpecialDamage (AActor *target, int damage);
|
||
|
};
|
||
|
|
||
|
FState AIceGuyFX2::States[] =
|
||
|
{
|
||
|
S_BRIGHT (ICPR, 'N', 3, NULL , &States[1]),
|
||
|
S_BRIGHT (ICPR, 'O', 3, NULL , &States[2]),
|
||
|
S_BRIGHT (ICPR, 'P', 3, NULL , &States[0]),
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_ACTOR (AIceGuyFX2, Hexen, -1, 0)
|
||
|
PROP_SpeedFixed (10)
|
||
|
PROP_RadiusFixed (4)
|
||
|
PROP_HeightFixed (4)
|
||
|
PROP_Damage (1)
|
||
|
PROP_DamageType (MOD_ICE)
|
||
|
PROP_Flags (MF_NOBLOCKMAP|MF_DROPOFF|MF_MISSILE)
|
||
|
PROP_Flags2 (MF2_LOGRAV|MF2_NOTELEPORT)
|
||
|
|
||
|
PROP_SpawnState (0)
|
||
|
END_DEFAULTS
|
||
|
|
||
|
int AIceGuyFX2::DoSpecialDamage (AActor *target, int damage)
|
||
|
{
|
||
|
return damage >> 1;
|
||
|
}
|
||
|
|
||
|
// Ice Guy Bit --------------------------------------------------------------
|
||
|
|
||
|
class AIceGuyBit : public AActor
|
||
|
{
|
||
|
DECLARE_ACTOR (AIceGuyBit, AActor)
|
||
|
};
|
||
|
|
||
|
FState AIceGuyBit::States[] =
|
||
|
{
|
||
|
S_BRIGHT (ICPR, 'Q', 50, NULL , NULL),
|
||
|
#define S_ICEGUY_BIT2 (1)
|
||
|
S_BRIGHT (ICPR, 'R', 50, NULL , NULL),
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_ACTOR (AIceGuyBit, Hexen, -1, 0)
|
||
|
PROP_RadiusFixed (1)
|
||
|
PROP_HeightFixed (1)
|
||
|
PROP_Flags (MF_NOBLOCKMAP|MF_DROPOFF)
|
||
|
PROP_Flags2 (MF2_LOGRAV|MF2_NOTELEPORT)
|
||
|
|
||
|
PROP_SpawnState (0)
|
||
|
END_DEFAULTS
|
||
|
|
||
|
// Ice Guy Wisp 1 -----------------------------------------------------------
|
||
|
|
||
|
class AIceGuyWisp1 : public AActor
|
||
|
{
|
||
|
DECLARE_ACTOR (AIceGuyWisp1, AActor)
|
||
|
};
|
||
|
|
||
|
FState AIceGuyWisp1::States[] =
|
||
|
{
|
||
|
S_NORMAL (ICWS, 'A', 2, NULL , &States[1]),
|
||
|
S_NORMAL (ICWS, 'B', 2, NULL , &States[2]),
|
||
|
S_NORMAL (ICWS, 'C', 2, NULL , &States[3]),
|
||
|
S_NORMAL (ICWS, 'D', 2, NULL , &States[4]),
|
||
|
S_NORMAL (ICWS, 'E', 2, NULL , &States[5]),
|
||
|
S_NORMAL (ICWS, 'F', 2, NULL , &States[6]),
|
||
|
S_NORMAL (ICWS, 'G', 2, NULL , &States[7]),
|
||
|
S_NORMAL (ICWS, 'H', 2, NULL , &States[8]),
|
||
|
S_NORMAL (ICWS, 'I', 2, NULL , NULL),
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_ACTOR (AIceGuyWisp1, Hexen, -1, 0)
|
||
|
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
|
||
|
PROP_Flags2 (MF2_NOTELEPORT)
|
||
|
PROP_RenderStyle (STYLE_Translucent)
|
||
|
PROP_Alpha (HX_ALTSHADOW)
|
||
|
|
||
|
PROP_SpawnState (0)
|
||
|
END_DEFAULTS
|
||
|
|
||
|
// Ice Guy Wisp 2 -----------------------------------------------------------
|
||
|
|
||
|
class AIceGuyWisp2 : public AActor
|
||
|
{
|
||
|
DECLARE_ACTOR (AIceGuyWisp2, AActor)
|
||
|
};
|
||
|
|
||
|
FState AIceGuyWisp2::States[] =
|
||
|
{
|
||
|
S_NORMAL (ICWS, 'J', 2, NULL , &States[1]),
|
||
|
S_NORMAL (ICWS, 'K', 2, NULL , &States[2]),
|
||
|
S_NORMAL (ICWS, 'L', 2, NULL , &States[3]),
|
||
|
S_NORMAL (ICWS, 'M', 2, NULL , &States[4]),
|
||
|
S_NORMAL (ICWS, 'N', 2, NULL , &States[5]),
|
||
|
S_NORMAL (ICWS, 'O', 2, NULL , &States[6]),
|
||
|
S_NORMAL (ICWS, 'P', 2, NULL , &States[7]),
|
||
|
S_NORMAL (ICWS, 'Q', 2, NULL , &States[8]),
|
||
|
S_NORMAL (ICWS, 'R', 2, NULL , NULL),
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_ACTOR (AIceGuyWisp2, Hexen, -1, 0)
|
||
|
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
|
||
|
PROP_Flags2 (MF2_NOTELEPORT)
|
||
|
PROP_RenderStyle (STYLE_Translucent)
|
||
|
PROP_Alpha (HX_ALTSHADOW)
|
||
|
|
||
|
PROP_SpawnState (0)
|
||
|
END_DEFAULTS
|
||
|
|
||
|
// Wisp types, for randomness below -----------------------------------------
|
||
|
|
||
|
static const TypeInfo *const WispTypes[2] =
|
||
|
{
|
||
|
RUNTIME_CLASS(AIceGuyWisp1),
|
||
|
RUNTIME_CLASS(AIceGuyWisp2)
|
||
|
};
|
||
|
|
||
|
//============================================================================
|
||
|
//
|
||
|
// A_IceGuyLook
|
||
|
//
|
||
|
//============================================================================
|
||
|
|
||
|
void A_IceGuyLook (AActor *actor)
|
||
|
{
|
||
|
fixed_t dist;
|
||
|
fixed_t an;
|
||
|
|
||
|
A_Look (actor);
|
||
|
if (pr_iceguylook() < 64)
|
||
|
{
|
||
|
dist = ((pr_iceguylook()-128)*actor->radius)>>7;
|
||
|
an = (actor->angle+ANG90)>>ANGLETOFINESHIFT;
|
||
|
|
||
|
Spawn (WispTypes[pr_iceguylook()&1],
|
||
|
actor->x+FixedMul(dist, finecosine[an]),
|
||
|
actor->y+FixedMul(dist, finesine[an]),
|
||
|
actor->z+60*FRACUNIT);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//============================================================================
|
||
|
//
|
||
|
// A_IceGuyChase
|
||
|
//
|
||
|
//============================================================================
|
||
|
|
||
|
void A_IceGuyChase (AActor *actor)
|
||
|
{
|
||
|
fixed_t dist;
|
||
|
fixed_t an;
|
||
|
AActor *mo;
|
||
|
|
||
|
A_Chase (actor);
|
||
|
if (pr_iceguychase() < 128)
|
||
|
{
|
||
|
dist = ((pr_iceguychase()-128)*actor->radius)>>7;
|
||
|
an = (actor->angle+ANG90)>>ANGLETOFINESHIFT;
|
||
|
|
||
|
mo = Spawn (WispTypes[pr_iceguychase()&1],
|
||
|
actor->x+FixedMul(dist, finecosine[an]),
|
||
|
actor->y+FixedMul(dist, finesine[an]),
|
||
|
actor->z+60*FRACUNIT);
|
||
|
if (mo)
|
||
|
{
|
||
|
mo->momx = actor->momx;
|
||
|
mo->momy = actor->momy;
|
||
|
mo->momz = actor->momz;
|
||
|
mo->target = actor;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//============================================================================
|
||
|
//
|
||
|
// A_IceGuyAttack
|
||
|
//
|
||
|
//============================================================================
|
||
|
|
||
|
void A_IceGuyAttack (AActor *actor)
|
||
|
{
|
||
|
fixed_t an;
|
||
|
|
||
|
if(!actor->target)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
an = (actor->angle+ANG90)>>ANGLETOFINESHIFT;
|
||
|
P_SpawnMissileXYZ(actor->x+FixedMul(actor->radius>>1,
|
||
|
finecosine[an]), actor->y+FixedMul(actor->radius>>1,
|
||
|
finesine[an]), actor->z+40*FRACUNIT, actor, actor->target,
|
||
|
RUNTIME_CLASS(AIceGuyFX));
|
||
|
an = (actor->angle-ANG90)>>ANGLETOFINESHIFT;
|
||
|
P_SpawnMissileXYZ(actor->x+FixedMul(actor->radius>>1,
|
||
|
finecosine[an]), actor->y+FixedMul(actor->radius>>1,
|
||
|
finesine[an]), actor->z+40*FRACUNIT, actor, actor->target,
|
||
|
RUNTIME_CLASS(AIceGuyFX));
|
||
|
S_SoundID (actor, CHAN_WEAPON, actor->AttackSound, 1, ATTN_NORM);
|
||
|
}
|
||
|
|
||
|
//============================================================================
|
||
|
//
|
||
|
// A_IceGuyMissilePuff
|
||
|
//
|
||
|
//============================================================================
|
||
|
|
||
|
void A_IceGuyMissilePuff (AActor *actor)
|
||
|
{
|
||
|
AActor *mo;
|
||
|
mo = Spawn<AIceFXPuff> (actor->x, actor->y, actor->z+2*FRACUNIT);
|
||
|
}
|
||
|
|
||
|
//============================================================================
|
||
|
//
|
||
|
// A_IceGuyDie
|
||
|
//
|
||
|
//============================================================================
|
||
|
|
||
|
void A_IceGuyDie (AActor *actor)
|
||
|
{
|
||
|
actor->momx = 0;
|
||
|
actor->momy = 0;
|
||
|
actor->momz = 0;
|
||
|
actor->height = actor->GetDefault()->height;
|
||
|
A_FreezeDeathChunks (actor);
|
||
|
}
|
||
|
|
||
|
//============================================================================
|
||
|
//
|
||
|
// A_IceGuyMissileExplode
|
||
|
//
|
||
|
//============================================================================
|
||
|
|
||
|
void A_IceGuyMissileExplode (AActor *actor)
|
||
|
{
|
||
|
AActor *mo;
|
||
|
int i;
|
||
|
|
||
|
for (i = 0; i < 8; i++)
|
||
|
{
|
||
|
mo = P_SpawnMissileAngleZ (actor, actor->z+3*FRACUNIT,
|
||
|
RUNTIME_CLASS(AIceGuyFX2),
|
||
|
i*ANG45, (fixed_t)(-0.3*FRACUNIT));
|
||
|
if (mo)
|
||
|
{
|
||
|
mo->target = actor->target;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|