2006-02-24 04:48:15 +00:00
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#include "actor.h"
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#include "info.h"
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#include "p_local.h"
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#include "s_sound.h"
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#include "p_enemy.h"
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#include "a_doomglobal.h"
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#include "gstrings.h"
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#include "a_action.h"
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void A_VileChase (AActor *);
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void A_VileStart (AActor *);
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void A_StartFire (AActor *);
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void A_FireCrackle (AActor *);
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void A_Fire (AActor *);
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void A_VileTarget (AActor *);
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void A_VileAttack (AActor *);
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FState AArchvile::States[] =
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{
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#define S_VILE_STND 0
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S_NORMAL (VILE, 'A', 10, A_Look , &States[S_VILE_STND+1]),
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S_NORMAL (VILE, 'B', 10, A_Look , &States[S_VILE_STND]),
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#define S_VILE_RUN (S_VILE_STND+2)
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S_NORMAL (VILE, 'A', 2, A_VileChase , &States[S_VILE_RUN+1]),
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S_NORMAL (VILE, 'A', 2, A_VileChase , &States[S_VILE_RUN+2]),
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S_NORMAL (VILE, 'B', 2, A_VileChase , &States[S_VILE_RUN+3]),
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S_NORMAL (VILE, 'B', 2, A_VileChase , &States[S_VILE_RUN+4]),
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S_NORMAL (VILE, 'C', 2, A_VileChase , &States[S_VILE_RUN+5]),
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S_NORMAL (VILE, 'C', 2, A_VileChase , &States[S_VILE_RUN+6]),
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S_NORMAL (VILE, 'D', 2, A_VileChase , &States[S_VILE_RUN+7]),
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S_NORMAL (VILE, 'D', 2, A_VileChase , &States[S_VILE_RUN+8]),
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S_NORMAL (VILE, 'E', 2, A_VileChase , &States[S_VILE_RUN+9]),
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S_NORMAL (VILE, 'E', 2, A_VileChase , &States[S_VILE_RUN+10]),
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S_NORMAL (VILE, 'F', 2, A_VileChase , &States[S_VILE_RUN+11]),
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S_NORMAL (VILE, 'F', 2, A_VileChase , &States[S_VILE_RUN+0]),
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#define S_VILE_ATK (S_VILE_RUN+12)
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S_BRIGHT (VILE, 'G', 0, A_VileStart , &States[S_VILE_ATK+1]),
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S_BRIGHT (VILE, 'G', 10, A_FaceTarget , &States[S_VILE_ATK+2]),
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S_BRIGHT (VILE, 'H', 8, A_VileTarget , &States[S_VILE_ATK+3]),
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S_BRIGHT (VILE, 'I', 8, A_FaceTarget , &States[S_VILE_ATK+4]),
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S_BRIGHT (VILE, 'J', 8, A_FaceTarget , &States[S_VILE_ATK+5]),
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S_BRIGHT (VILE, 'K', 8, A_FaceTarget , &States[S_VILE_ATK+6]),
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S_BRIGHT (VILE, 'L', 8, A_FaceTarget , &States[S_VILE_ATK+7]),
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S_BRIGHT (VILE, 'M', 8, A_FaceTarget , &States[S_VILE_ATK+8]),
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S_BRIGHT (VILE, 'N', 8, A_FaceTarget , &States[S_VILE_ATK+9]),
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S_BRIGHT (VILE, 'O', 8, A_VileAttack , &States[S_VILE_ATK+10]),
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S_BRIGHT (VILE, 'P', 20, NULL , &States[S_VILE_RUN+0]),
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#define S_VILE_HEAL (S_VILE_ATK+11)
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S_BRIGHT (VILE, '[', 10, NULL , &States[S_VILE_HEAL+1]),
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S_BRIGHT (VILE, '\\', 10, NULL , &States[S_VILE_HEAL+2]),
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S_BRIGHT (VILE, ']', 10, NULL , &States[S_VILE_RUN+0]),
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#define S_VILE_PAIN (S_VILE_HEAL+3)
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S_NORMAL (VILE, 'Q', 5, NULL , &States[S_VILE_PAIN+1]),
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S_NORMAL (VILE, 'Q', 5, A_Pain , &States[S_VILE_RUN+0]),
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#define S_VILE_DIE (S_VILE_PAIN+2)
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S_NORMAL (VILE, 'Q', 7, NULL , &States[S_VILE_DIE+1]),
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S_NORMAL (VILE, 'R', 7, A_Scream , &States[S_VILE_DIE+2]),
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S_NORMAL (VILE, 'S', 7, A_NoBlocking , &States[S_VILE_DIE+3]),
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S_NORMAL (VILE, 'T', 7, NULL , &States[S_VILE_DIE+4]),
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S_NORMAL (VILE, 'U', 7, NULL , &States[S_VILE_DIE+5]),
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S_NORMAL (VILE, 'V', 7, NULL , &States[S_VILE_DIE+6]),
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S_NORMAL (VILE, 'W', 7, NULL , &States[S_VILE_DIE+7]),
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S_NORMAL (VILE, 'X', 5, NULL , &States[S_VILE_DIE+8]),
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S_NORMAL (VILE, 'Y', 5, NULL , &States[S_VILE_DIE+9]),
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S_NORMAL (VILE, 'Z', -1, NULL , NULL)
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};
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IMPLEMENT_ACTOR (AArchvile, Doom, 64, 111)
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PROP_SpawnHealth (700)
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PROP_RadiusFixed (20)
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PROP_HeightFixed (56)
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PROP_Mass (500)
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PROP_SpeedFixed (15)
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PROP_PainChance (10)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
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PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP)
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PROP_Flags3 (MF3_NOTARGET)
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PROP_Flags4 (MF4_QUICKTORETALIATE|MF4_SHORTMISSILERANGE)
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PROP_SpawnState (S_VILE_STND)
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PROP_SeeState (S_VILE_RUN)
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PROP_PainState (S_VILE_PAIN)
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PROP_MissileState (S_VILE_ATK)
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PROP_DeathState (S_VILE_DIE)
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PROP_SeeSound ("vile/sight")
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PROP_PainSound ("vile/pain")
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PROP_DeathSound ("vile/death")
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PROP_ActiveSound ("vile/active")
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2006-06-17 20:29:41 +00:00
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PROP_Obituary("$OB_VILE")
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2006-02-24 04:48:15 +00:00
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2006-06-17 20:29:41 +00:00
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END_DEFAULTS
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2006-02-24 04:48:15 +00:00
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class AArchvileFire : public AActor
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{
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DECLARE_ACTOR (AArchvileFire, AActor)
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};
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FState AArchvileFire::States[] =
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{
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S_BRIGHT (FIRE, 'A', 2, A_StartFire , &States[1]),
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S_BRIGHT (FIRE, 'B', 2, A_Fire , &States[2]),
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S_BRIGHT (FIRE, 'A', 2, A_Fire , &States[3]),
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S_BRIGHT (FIRE, 'B', 2, A_Fire , &States[4]),
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S_BRIGHT (FIRE, 'C', 2, A_FireCrackle , &States[5]),
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S_BRIGHT (FIRE, 'B', 2, A_Fire , &States[6]),
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S_BRIGHT (FIRE, 'C', 2, A_Fire , &States[7]),
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S_BRIGHT (FIRE, 'B', 2, A_Fire , &States[8]),
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S_BRIGHT (FIRE, 'C', 2, A_Fire , &States[9]),
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S_BRIGHT (FIRE, 'D', 2, A_Fire , &States[10]),
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S_BRIGHT (FIRE, 'C', 2, A_Fire , &States[11]),
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S_BRIGHT (FIRE, 'D', 2, A_Fire , &States[12]),
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S_BRIGHT (FIRE, 'C', 2, A_Fire , &States[13]),
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S_BRIGHT (FIRE, 'D', 2, A_Fire , &States[14]),
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S_BRIGHT (FIRE, 'E', 2, A_Fire , &States[15]),
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S_BRIGHT (FIRE, 'D', 2, A_Fire , &States[16]),
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S_BRIGHT (FIRE, 'E', 2, A_Fire , &States[17]),
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S_BRIGHT (FIRE, 'D', 2, A_Fire , &States[18]),
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S_BRIGHT (FIRE, 'E', 2, A_FireCrackle , &States[19]),
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S_BRIGHT (FIRE, 'F', 2, A_Fire , &States[20]),
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S_BRIGHT (FIRE, 'E', 2, A_Fire , &States[21]),
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S_BRIGHT (FIRE, 'F', 2, A_Fire , &States[22]),
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S_BRIGHT (FIRE, 'E', 2, A_Fire , &States[23]),
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S_BRIGHT (FIRE, 'F', 2, A_Fire , &States[24]),
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S_BRIGHT (FIRE, 'G', 2, A_Fire , &States[25]),
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S_BRIGHT (FIRE, 'H', 2, A_Fire , &States[26]),
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S_BRIGHT (FIRE, 'G', 2, A_Fire , &States[27]),
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S_BRIGHT (FIRE, 'H', 2, A_Fire , &States[28]),
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S_BRIGHT (FIRE, 'G', 2, A_Fire , &States[29]),
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S_BRIGHT (FIRE, 'H', 2, A_Fire , NULL)
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};
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IMPLEMENT_ACTOR (AArchvileFire, Doom, -1, 98)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
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PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL)
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PROP_RenderStyle (STYLE_Add)
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PROP_SpawnState (0)
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END_DEFAULTS
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//
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// PIT_VileCheck
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// Detect a corpse that could be raised.
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//
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static AActor *corpsehit;
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static AActor *vileobj;
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static fixed_t viletryx;
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static fixed_t viletryy;
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2006-09-14 00:02:31 +00:00
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bool PIT_VileCheck (AActor *thing)
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2006-02-24 04:48:15 +00:00
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{
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int maxdist;
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2006-09-14 00:02:31 +00:00
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bool check;
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2006-02-24 04:48:15 +00:00
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if (!(thing->flags & MF_CORPSE) )
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return true; // not a monster
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if (thing->tics != -1)
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return true; // not lying still yet
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if (thing->RaiseState == NULL)
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return true; // monster doesn't have a raise state
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// This may be a potential problem if this is used by something other
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// than an Arch Vile.
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//maxdist = thing->GetDefault()->radius + GetDefault<AArchvile>()->radius;
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// use the current actor's radius instead of the Arch Vile's default.
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maxdist = thing->GetDefault()->radius + vileobj->radius;
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if ( abs(thing->x - viletryx) > maxdist
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|| abs(thing->y - viletryy) > maxdist )
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return true; // not actually touching
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corpsehit = thing;
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corpsehit->momx = corpsehit->momy = 0;
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// [RH] Check against real height and radius
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fixed_t oldheight = corpsehit->height;
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fixed_t oldradius = corpsehit->radius;
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int oldflags = corpsehit->flags;
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corpsehit->flags |= MF_SOLID;
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corpsehit->height = corpsehit->GetDefault()->height;
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check = P_CheckPosition (corpsehit, corpsehit->x, corpsehit->y);
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corpsehit->flags = oldflags;
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corpsehit->radius = oldradius;
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corpsehit->height = oldheight;
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return !check;
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}
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//
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// A_VileChase
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// Check for ressurecting a body
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//
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void A_VileChase (AActor *self)
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{
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static TArray<AActor *> vilebt;
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int xl, xh, yl, yh;
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int bx, by;
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const AActor *info;
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AActor *temp;
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if (self->movedir != DI_NODIR)
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{
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const fixed_t absSpeed = abs (self->Speed);
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// check for corpses to raise
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viletryx = self->x + FixedMul (absSpeed, xspeed[self->movedir]);
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viletryy = self->y + FixedMul (absSpeed, yspeed[self->movedir]);
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xl = (viletryx - bmaporgx - MAXRADIUS*2)>>MAPBLOCKSHIFT;
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xh = (viletryx - bmaporgx + MAXRADIUS*2)>>MAPBLOCKSHIFT;
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yl = (viletryy - bmaporgy - MAXRADIUS*2)>>MAPBLOCKSHIFT;
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yh = (viletryy - bmaporgy + MAXRADIUS*2)>>MAPBLOCKSHIFT;
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vileobj = self;
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validcount++;
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vilebt.Clear();
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for (bx = xl; bx <= xh; bx++)
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{
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for (by = yl; by <= yh; by++)
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{
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// Call PIT_VileCheck to check
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// whether object is a corpse
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// that can be raised.
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if (!P_BlockThingsIterator (bx, by, PIT_VileCheck, vilebt))
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{
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// got one!
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temp = self->target;
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self->target = corpsehit;
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A_FaceTarget (self);
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self->target = temp;
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// Make the state the monster enters customizable - but leave the
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// default for Dehacked compatibility!
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if (self->HealState != NULL)
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{
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self->SetState (self->HealState);
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}
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else
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{
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self->SetState (&AArchvile::States[S_VILE_HEAL]);
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}
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S_Sound (corpsehit, CHAN_BODY, "vile/raise", 1, ATTN_IDLE);
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info = corpsehit->GetDefault ();
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corpsehit->SetState (info->RaiseState);
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corpsehit->height = info->height; // [RH] Use real mobj height
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corpsehit->radius = info->radius; // [RH] Use real radius
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/*
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// Make raised corpses look ghostly
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if (corpsehit->alpha > TRANSLUC50)
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corpsehit->alpha /= 2;
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*/
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corpsehit->flags = info->flags;
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corpsehit->flags2 = info->flags2;
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corpsehit->flags3 = info->flags3;
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corpsehit->flags4 = info->flags4;
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corpsehit->health = info->health;
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corpsehit->target = NULL;
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corpsehit->lastenemy = NULL;
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// [RH] If it's a monster, it gets to count as another kill
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2006-04-16 13:29:50 +00:00
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if (corpsehit->CountsAsKill())
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2006-02-24 04:48:15 +00:00
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{
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level.total_monsters++;
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}
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2006-04-16 13:29:50 +00:00
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// You are the Archvile's minion now, so hate what it hates
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corpsehit->CopyFriendliness (self, false);
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2006-02-24 04:48:15 +00:00
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return;
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}
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}
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}
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}
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// Return to normal attack.
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A_Chase (self);
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}
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//
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// A_VileStart
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//
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void A_VileStart (AActor *self)
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{
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S_Sound (self, CHAN_VOICE, "vile/start", 1, ATTN_NORM);
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}
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//
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// A_Fire
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// Keep fire in front of player unless out of sight
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//
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void A_StartFire (AActor *self)
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{
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S_Sound (self, CHAN_BODY, "vile/firestrt", 1, ATTN_NORM);
|
|
|
|
A_Fire (self);
|
|
|
|
}
|
|
|
|
|
|
|
|
void A_FireCrackle (AActor *self)
|
|
|
|
{
|
|
|
|
S_Sound (self, CHAN_BODY, "vile/firecrkl", 1, ATTN_NORM);
|
|
|
|
A_Fire (self);
|
|
|
|
}
|
|
|
|
|
|
|
|
void A_Fire (AActor *self)
|
|
|
|
{
|
|
|
|
AActor *dest;
|
|
|
|
angle_t an;
|
|
|
|
|
|
|
|
dest = self->tracer;
|
|
|
|
if (!dest)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// don't move it if the vile lost sight
|
|
|
|
if (!P_CheckSight (self->target, dest, 0) )
|
|
|
|
return;
|
|
|
|
|
|
|
|
an = dest->angle >> ANGLETOFINESHIFT;
|
|
|
|
|
|
|
|
self->SetOrigin (dest->x + FixedMul (24*FRACUNIT, finecosine[an]),
|
|
|
|
dest->y + FixedMul (24*FRACUNIT, finesine[an]),
|
|
|
|
dest->z);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
// A_VileTarget
|
|
|
|
// Spawn the hellfire
|
|
|
|
//
|
|
|
|
void A_VileTarget (AActor *actor)
|
|
|
|
{
|
|
|
|
AActor *fog;
|
|
|
|
|
|
|
|
if (!actor->target)
|
|
|
|
return;
|
|
|
|
|
|
|
|
A_FaceTarget (actor);
|
|
|
|
|
|
|
|
fog = Spawn<AArchvileFire> (actor->target->x, actor->target->x,
|
2006-07-16 09:10:45 +00:00
|
|
|
actor->target->z, ALLOW_REPLACE);
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
actor->tracer = fog;
|
|
|
|
fog->target = actor;
|
|
|
|
fog->tracer = actor->target;
|
|
|
|
A_Fire (fog);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
// A_VileAttack
|
|
|
|
//
|
|
|
|
void A_VileAttack (AActor *actor)
|
|
|
|
{
|
|
|
|
AActor *fire;
|
|
|
|
int an;
|
|
|
|
|
|
|
|
if (!actor->target)
|
|
|
|
return;
|
|
|
|
|
|
|
|
A_FaceTarget (actor);
|
|
|
|
|
|
|
|
if (!P_CheckSight (actor, actor->target, 0) )
|
|
|
|
return;
|
|
|
|
|
|
|
|
S_Sound (actor, CHAN_WEAPON, "vile/stop", 1, ATTN_NORM);
|
|
|
|
P_DamageMobj (actor->target, actor, actor, 20, MOD_UNKNOWN);
|
|
|
|
P_TraceBleed (20, actor->target);
|
|
|
|
actor->target->momz = 1000 * FRACUNIT / actor->target->Mass;
|
|
|
|
|
|
|
|
an = actor->angle >> ANGLETOFINESHIFT;
|
|
|
|
|
|
|
|
fire = actor->tracer;
|
|
|
|
|
|
|
|
if (!fire)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// move the fire between the vile and the player
|
|
|
|
fire->x = actor->target->x - FixedMul (24*FRACUNIT, finecosine[an]);
|
|
|
|
fire->y = actor->target->y - FixedMul (24*FRACUNIT, finesine[an]);
|
|
|
|
P_RadiusAttack (fire, actor, 70, 70, MOD_FIRE, false);
|
|
|
|
}
|