gzdoom/src/g_hexen/a_wraith.cpp

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#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"
#include "a_sharedglobal.h"
void A_WraithInit (AActor *);
void A_WraithLook (AActor *);
void A_WraithRaiseInit (AActor *);
void A_WraithRaise (AActor *);
void A_WraithChase (AActor *);
void A_WraithMelee (AActor *);
void A_WraithMissile (AActor *);
void A_WraithFX2 (AActor *);
void A_WraithFX3 (AActor *);
void A_WraithChase (AActor *);
static FRandom pr_stealhealth ("StealHealth");
static FRandom pr_wraithfx2 ("WraithFX2");
static FRandom pr_wraithfx3 ("WraithFX3");
static FRandom pr_wraithfx4 ("WraithFX4");
// Wraith -------------------------------------------------------------------
class AWraith : public AActor
{
DECLARE_ACTOR (AWraith, AActor)
};
FState AWraith::States[] =
{
#define S_WRAITH_LOOK1 0
S_NORMAL (WRTH, 'A', 15, A_WraithLook , &States[S_WRAITH_LOOK1+1]),
S_NORMAL (WRTH, 'B', 15, A_WraithLook , &States[S_WRAITH_LOOK1]),
#define S_WRAITH_RAISE1 (S_WRAITH_LOOK1+2)
S_NORMAL (WRTH, 'A', 2, A_WraithRaiseInit , &States[S_WRAITH_RAISE1+1]),
S_NORMAL (WRTH, 'A', 2, A_WraithRaise , &States[S_WRAITH_RAISE1+2]),
S_NORMAL (WRTH, 'A', 2, A_FaceTarget , &States[S_WRAITH_RAISE1+3]),
S_NORMAL (WRTH, 'B', 2, A_WraithRaise , &States[S_WRAITH_RAISE1+4]),
S_NORMAL (WRTH, 'B', 2, A_WraithRaise , &States[S_WRAITH_RAISE1+1]),
#define S_WRAITH_ICE (S_WRAITH_RAISE1+5)
S_NORMAL (WRT2, 'I', 5, A_FreezeDeath , &States[S_WRAITH_ICE+1]),
S_NORMAL (WRT2, 'I', 1, A_FreezeDeathChunks , &States[S_WRAITH_ICE+1]),
#define S_WRAITH_INIT1 (S_WRAITH_ICE+2)
S_NORMAL (WRTH, 'A', 10, NULL , &States[S_WRAITH_INIT1+1]),
S_NORMAL (WRTH, 'B', 5, A_WraithInit , &States[S_WRAITH_LOOK1]),
#define S_WRAITH_CHASE1 (S_WRAITH_INIT1+2)
S_NORMAL (WRTH, 'A', 4, A_WraithChase , &States[S_WRAITH_CHASE1+1]),
S_NORMAL (WRTH, 'B', 4, A_WraithChase , &States[S_WRAITH_CHASE1+2]),
S_NORMAL (WRTH, 'C', 4, A_WraithChase , &States[S_WRAITH_CHASE1+3]),
S_NORMAL (WRTH, 'D', 4, A_WraithChase , &States[S_WRAITH_CHASE1+0]),
#define S_WRAITH_PAIN1 (S_WRAITH_CHASE1+4)
S_NORMAL (WRTH, 'A', 2, NULL , &States[S_WRAITH_PAIN1+1]),
S_NORMAL (WRTH, 'H', 6, A_Pain , &States[S_WRAITH_CHASE1]),
#define S_WRAITH_ATK1_1 (S_WRAITH_PAIN1+2)
S_NORMAL (WRTH, 'E', 6, A_FaceTarget , &States[S_WRAITH_ATK1_1+1]),
S_NORMAL (WRTH, 'F', 6, A_WraithFX3 , &States[S_WRAITH_ATK1_1+2]),
S_NORMAL (WRTH, 'G', 6, A_WraithMelee , &States[S_WRAITH_CHASE1]),
#define S_WRAITH_ATK2_1 (S_WRAITH_ATK1_1+3)
S_NORMAL (WRTH, 'E', 6, A_FaceTarget , &States[S_WRAITH_ATK2_1+1]),
S_NORMAL (WRTH, 'F', 6, NULL , &States[S_WRAITH_ATK2_1+2]),
S_NORMAL (WRTH, 'G', 6, A_WraithMissile , &States[S_WRAITH_CHASE1]),
#define S_WRAITH_DEATH1_1 (S_WRAITH_ATK2_1+3)
S_NORMAL (WRTH, 'I', 4, NULL , &States[S_WRAITH_DEATH1_1+1]),
S_NORMAL (WRTH, 'J', 4, A_Scream , &States[S_WRAITH_DEATH1_1+2]),
S_NORMAL (WRTH, 'K', 4, NULL , &States[S_WRAITH_DEATH1_1+3]),
S_NORMAL (WRTH, 'L', 4, NULL , &States[S_WRAITH_DEATH1_1+4]),
S_NORMAL (WRTH, 'M', 4, A_NoBlocking , &States[S_WRAITH_DEATH1_1+5]),
S_NORMAL (WRTH, 'N', 4, A_QueueCorpse , &States[S_WRAITH_DEATH1_1+6]),
S_NORMAL (WRTH, 'O', 4, NULL , &States[S_WRAITH_DEATH1_1+7]),
S_NORMAL (WRTH, 'P', 5, NULL , &States[S_WRAITH_DEATH1_1+8]),
S_NORMAL (WRTH, 'Q', 5, NULL , &States[S_WRAITH_DEATH1_1+9]),
S_NORMAL (WRTH, 'R', -1, NULL , NULL),
#define S_WRAITH_DEATH2_1 (S_WRAITH_DEATH1_1+10)
S_NORMAL (WRT2, 'A', 5, NULL , &States[S_WRAITH_DEATH2_1+1]),
S_NORMAL (WRT2, 'B', 5, A_Scream , &States[S_WRAITH_DEATH2_1+2]),
S_NORMAL (WRT2, 'C', 5, NULL , &States[S_WRAITH_DEATH2_1+3]),
S_NORMAL (WRT2, 'D', 5, NULL , &States[S_WRAITH_DEATH2_1+4]),
S_NORMAL (WRT2, 'E', 5, A_NoBlocking , &States[S_WRAITH_DEATH2_1+5]),
S_NORMAL (WRT2, 'F', 5, A_QueueCorpse , &States[S_WRAITH_DEATH2_1+6]),
S_NORMAL (WRT2, 'G', 5, NULL , &States[S_WRAITH_DEATH2_1+7]),
S_NORMAL (WRT2, 'H', -1, NULL , NULL),
};
IMPLEMENT_ACTOR (AWraith, Hexen, 34, 8)
PROP_SpawnHealth (150)
PROP_PainChance (25)
PROP_SpeedFixed (11)
PROP_HeightFixed (55)
PROP_Mass (75)
PROP_Damage (10)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_NOGRAVITY|MF_DROPOFF|MF_FLOAT|MF_COUNTKILL)
PROP_Flags2 (MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_TELESTOMP|MF2_PUSHWALL)
PROP_SpawnState (S_WRAITH_INIT1)
PROP_SeeState (S_WRAITH_CHASE1)
PROP_PainState (S_WRAITH_PAIN1)
PROP_MeleeState (S_WRAITH_ATK1_1)
PROP_MissileState (S_WRAITH_ATK2_1)
PROP_DeathState (S_WRAITH_DEATH1_1)
PROP_XDeathState (S_WRAITH_DEATH2_1)
PROP_IDeathState (S_WRAITH_ICE)
PROP_SeeSound ("WraithSight")
PROP_AttackSound ("WraithAttack")
PROP_PainSound ("WraithPain")
PROP_DeathSound ("WraithDeath")
PROP_ActiveSound ("WraithActive")
PROP_HitObituary("$OB_WRAITHHIT")
PROP_Obituary("$OB_WRAITH")
END_DEFAULTS
// Buried wraith ------------------------------------------------------------
class AWraithBuried : public AWraith
{
DECLARE_STATELESS_ACTOR (AWraithBuried, AWraith)
public:
fixed_t GetRaiseSpeed ()
{
return 2*FRACUNIT;
}
};
IMPLEMENT_STATELESS_ACTOR (AWraithBuried, Hexen, 10011, 9)
PROP_HeightFixed (68)
PROP_Flags (MF_NOGRAVITY|MF_DROPOFF|MF_FLOAT|MF_COUNTKILL)
PROP_Flags2 (MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_TELESTOMP|MF2_PUSHWALL)
PROP_Flags3 (MF3_DONTMORPH|MF3_DONTBLAST|MF3_SPECIALFLOORCLIP|MF3_STAYMORPHED)
PROP_RenderFlags (RF_INVISIBLE)
PROP_PainChance (0)
PROP_SpawnState (S_WRAITH_LOOK1)
PROP_SeeState (S_WRAITH_RAISE1)
END_DEFAULTS
// --------------------------------------------------------------------------
class AWraithFX1 : public AActor
{
DECLARE_ACTOR (AWraithFX1, AActor)
};
FState AWraithFX1::States[] =
{
#define S_WRTHFX_MOVE1 0
S_BRIGHT (WRBL, 'A', 3, NULL , &States[S_WRTHFX_MOVE1+1]),
S_BRIGHT (WRBL, 'B', 3, A_WraithFX2 , &States[S_WRTHFX_MOVE1+2]),
S_BRIGHT (WRBL, 'C', 3, NULL , &States[S_WRTHFX_MOVE1]),
#define S_WRTHFX_BOOM1 (S_WRTHFX_MOVE1+3)
S_BRIGHT (WRBL, 'D', 4, NULL , &States[S_WRTHFX_BOOM1+1]),
S_BRIGHT (WRBL, 'E', 4, A_WraithFX2 , &States[S_WRTHFX_BOOM1+2]),
S_BRIGHT (WRBL, 'F', 4, NULL , &States[S_WRTHFX_BOOM1+3]),
S_BRIGHT (WRBL, 'G', 3, A_WraithFX2 , &States[S_WRTHFX_BOOM1+4]),
S_BRIGHT (WRBL, 'H', 3, A_WraithFX2 , &States[S_WRTHFX_BOOM1+5]),
S_BRIGHT (WRBL, 'I', 3, NULL , NULL),
};
IMPLEMENT_ACTOR (AWraithFX1, Hexen, -1, 0)
PROP_SpeedFixed (14)
PROP_RadiusFixed (10)
PROP_HeightFixed (6)
PROP_Mass (5)
PROP_Damage (5)
PROP_DamageType (NAME_Fire)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
PROP_Flags2 (MF2_FLOORCLIP|MF2_NOTELEPORT|MF2_IMPACT|MF2_PCROSS)
PROP_SpawnState (S_WRTHFX_MOVE1)
PROP_DeathState (S_WRTHFX_BOOM1)
PROP_SeeSound ("WraithMissileFire")
PROP_DeathSound ("WraithMissileExplode")
END_DEFAULTS
// --------------------------------------------------------------------------
class AWraithFX2 : public AActor
{
DECLARE_ACTOR (AWraithFX2, AActor)
};
FState AWraithFX2::States[] =
{
#define S_WRTHFX_SIZZLE1 0
S_BRIGHT (WRBL, 'J', 4, NULL , &States[S_WRTHFX_SIZZLE1+1]),
S_BRIGHT (WRBL, 'K', 4, NULL , &States[S_WRTHFX_SIZZLE1+2]),
S_BRIGHT (WRBL, 'L', 4, NULL , &States[S_WRTHFX_SIZZLE1+3]),
S_BRIGHT (WRBL, 'M', 4, NULL , &States[S_WRTHFX_SIZZLE1+4]),
S_BRIGHT (WRBL, 'N', 4, NULL , &States[S_WRTHFX_SIZZLE1+5]),
S_BRIGHT (WRBL, 'O', 4, NULL , &States[S_WRTHFX_SIZZLE1+6]),
S_BRIGHT (WRBL, 'P', 4, NULL , NULL),
};
IMPLEMENT_ACTOR (AWraithFX2, Hexen, -1, 108)
PROP_RadiusFixed (2)
PROP_HeightFixed (5)
PROP_Mass (5)
PROP_Flags (MF_NOBLOCKMAP|MF_DROPOFF)
PROP_Flags2 (MF2_FLOORCLIP|MF2_NOTELEPORT)
PROP_SpawnState (S_WRTHFX_SIZZLE1)
END_DEFAULTS
// --------------------------------------------------------------------------
class AWraithFX3 : public AActor
{
DECLARE_ACTOR (AWraithFX3, AActor)
};
FState AWraithFX3::States[] =
{
#define S_WRTHFX_DROP1 0
S_BRIGHT (WRBL, 'Q', 4, NULL , &States[S_WRTHFX_DROP1+1]),
S_BRIGHT (WRBL, 'R', 4, NULL , &States[S_WRTHFX_DROP1+2]),
S_BRIGHT (WRBL, 'S', 4, NULL , &States[S_WRTHFX_DROP1]),
#define S_WRTHFX_DEAD1 (S_WRTHFX_DROP1+3)
S_BRIGHT (WRBL, 'S', 4, NULL , NULL),
};
IMPLEMENT_ACTOR (AWraithFX3, Hexen, -1, 0)
PROP_RadiusFixed (2)
PROP_HeightFixed (5)
PROP_Mass (5)
PROP_Flags (MF_NOBLOCKMAP|MF_DROPOFF|MF_MISSILE)
PROP_Flags2 (MF2_FLOORCLIP|MF2_NOTELEPORT)
PROP_SpawnState (S_WRTHFX_DROP1)
PROP_DeathState (S_WRTHFX_DEAD1)
PROP_DeathSound ("Drip")
END_DEFAULTS
// --------------------------------------------------------------------------
class AWraithFX4 : public AActor
{
DECLARE_ACTOR (AWraithFX4, AActor)
};
FState AWraithFX4::States[] =
{
#define S_WRTHFX_ADROP1 0
S_NORMAL (WRBL, 'T', 4, NULL , &States[S_WRTHFX_ADROP1+1]),
S_NORMAL (WRBL, 'U', 4, NULL , &States[S_WRTHFX_ADROP1+2]),
S_NORMAL (WRBL, 'V', 4, NULL , &States[S_WRTHFX_ADROP1+3]),
S_NORMAL (WRBL, 'W', 4, NULL , &States[S_WRTHFX_ADROP1]),
#define S_WRTHFX_ADEAD1 (S_WRTHFX_ADROP1+4)
S_NORMAL (WRBL, 'W', 10, NULL , NULL),
};
IMPLEMENT_ACTOR (AWraithFX4, Hexen, -1, 106)
PROP_RadiusFixed (2)
PROP_HeightFixed (5)
PROP_Mass (5)
PROP_Flags (MF_NOBLOCKMAP|MF_DROPOFF|MF_MISSILE)
PROP_Flags2 (MF2_NOTELEPORT)
PROP_SpawnState (S_WRTHFX_ADROP1)
PROP_DeathState (S_WRTHFX_ADEAD1)
PROP_DeathSound ("Drip")
END_DEFAULTS
// --------------------------------------------------------------------------
class AWraithFX5 : public AActor
{
DECLARE_ACTOR (AWraithFX5, AActor)
};
FState AWraithFX5::States[] =
{
#define S_WRTHFX_BDROP1 0
S_NORMAL (WRBL, 'X', 7, NULL , &States[S_WRTHFX_BDROP1+1]),
S_NORMAL (WRBL, 'Y', 7, NULL , &States[S_WRTHFX_BDROP1+2]),
S_NORMAL (WRBL, 'Z', 7, NULL , &States[S_WRTHFX_BDROP1]),
#define S_WRTHFX_BDEAD1 (S_WRTHFX_BDROP1+3)
S_NORMAL (WRBL, 'Z', 35, NULL , NULL),
};
IMPLEMENT_ACTOR (AWraithFX5, Hexen, -1, 107)
PROP_RadiusFixed (2)
PROP_HeightFixed (5)
PROP_Mass (5)
PROP_Flags (MF_NOBLOCKMAP|MF_DROPOFF|MF_MISSILE)
PROP_Flags2 (MF2_NOTELEPORT)
PROP_SpawnState (S_WRTHFX_BDROP1)
PROP_DeathState (S_WRTHFX_BDEAD1)
PROP_DeathSound ("Drip")
END_DEFAULTS
//============================================================================
// Wraith Variables
//
// special1 Internal index into floatbob
//============================================================================
//============================================================================
//
// A_WraithInit
//
//============================================================================
void A_WraithInit (AActor *actor)
{
actor->z += 48<<FRACBITS;
// [RH] Make sure the wraith didn't go into the ceiling
if (actor->z + actor->height > actor->ceilingz)
{
actor->z = actor->ceilingz - actor->height;
}
actor->special1 = 0; // index into floatbob
}
//============================================================================
//
// A_WraithRaiseInit
//
//============================================================================
void A_WraithRaiseInit (AActor *actor)
{
actor->renderflags &= ~RF_INVISIBLE;
actor->flags2 &= ~MF2_NONSHOOTABLE;
actor->flags3 &= ~MF3_DONTBLAST;
actor->flags |= MF_SHOOTABLE|MF_SOLID;
actor->floorclip = actor->height;
}
//============================================================================
//
// A_WraithRaise
//
//============================================================================
void A_WraithRaise (AActor *actor)
{
if (A_RaiseMobj (actor))
{
// Reached it's target height
// [RH] Once a buried wraith is fully raised, it should be
// morphable, right?
actor->flags3 &= ~(MF3_DONTMORPH|MF3_SPECIALFLOORCLIP);
actor->SetState (&AWraith::States[S_WRAITH_CHASE1]);
// [RH] Reset PainChance to a normal wraith's.
actor->PainChance = GetDefault<AWraith>()->PainChance;
}
P_SpawnDirt (actor, actor->radius);
}
//============================================================================
//
// A_WraithMelee
//
//============================================================================
void A_WraithMelee (AActor *actor)
{
int amount;
// Steal health from target and give to self
if (actor->CheckMeleeRange() && (pr_stealhealth()<220))
{
amount = pr_stealhealth.HitDice (2);
P_DamageMobj (actor->target, actor, actor, amount, NAME_Melee);
actor->health += amount;
}
}
//============================================================================
//
// A_WraithMissile
//
//============================================================================
void A_WraithMissile (AActor *actor)
{
if (actor->target != NULL)
{
P_SpawnMissile (actor, actor->target, RUNTIME_CLASS(AWraithFX1));
}
}
//============================================================================
//
// A_WraithFX2 - spawns sparkle tail of missile
//
//============================================================================
void A_WraithFX2 (AActor *actor)
{
AActor *mo;
angle_t angle;
int i;
for (i = 2; i; --i)
{
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mo = Spawn<AWraithFX2> (actor->x, actor->y, actor->z, ALLOW_REPLACE);
if(mo)
{
if (pr_wraithfx2 ()<128)
{
angle = actor->angle+(pr_wraithfx2()<<22);
}
else
{
angle = actor->angle-(pr_wraithfx2()<<22);
}
mo->momz = 0;
mo->momx = FixedMul((pr_wraithfx2()<<7)+FRACUNIT,
finecosine[angle>>ANGLETOFINESHIFT]);
mo->momy = FixedMul((pr_wraithfx2()<<7)+FRACUNIT,
finesine[angle>>ANGLETOFINESHIFT]);
mo->target = actor;
mo->floorclip = 10*FRACUNIT;
}
}
}
//============================================================================
//
// A_WraithFX3
//
// Spawn an FX3 around the actor during attacks
//
//============================================================================
void A_WraithFX3 (AActor *actor)
{
AActor *mo;
int numdropped = pr_wraithfx3()%15;
while (numdropped-- > 0)
{
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mo = Spawn<AWraithFX3> (actor->x, actor->y, actor->z, ALLOW_REPLACE);
if (mo)
{
mo->x += (pr_wraithfx3()-128)<<11;
mo->y += (pr_wraithfx3()-128)<<11;
mo->z += (pr_wraithfx3()<<10);
mo->target = actor;
}
}
}
//============================================================================
//
// A_WraithFX4
//
// Spawn an FX4 during movement
//
//============================================================================
void A_WraithFX4 (AActor *actor)
{
AActor *mo;
int chance = pr_wraithfx4();
bool spawn4, spawn5;
if (chance < 10)
{
spawn4 = true;
spawn5 = false;
}
else if (chance < 20)
{
spawn4 = false;
spawn5 = true;
}
else if (chance < 25)
{
spawn4 = true;
spawn5 = true;
}
else
{
spawn4 = false;
spawn5 = false;
}
if (spawn4)
{
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mo = Spawn<AWraithFX4> (actor->x, actor->y, actor->z, ALLOW_REPLACE);
if (mo)
{
mo->x += (pr_wraithfx4()-128)<<12;
mo->y += (pr_wraithfx4()-128)<<12;
mo->z += (pr_wraithfx4()<<10);
mo->target = actor;
}
}
if (spawn5)
{
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mo = Spawn<AWraithFX5> (actor->x, actor->y, actor->z, ALLOW_REPLACE);
if (mo)
{
mo->x += (pr_wraithfx4()-128)<<11;
mo->y += (pr_wraithfx4()-128)<<11;
mo->z += (pr_wraithfx4()<<10);
mo->target = actor;
}
}
}
//============================================================================
//
// A_WraithLook
//
//============================================================================
void A_WraithLook (AActor *actor)
{
// A_WraithFX4(actor); // too expensive
A_Look(actor);
}
//============================================================================
//
// A_WraithChase
//
//============================================================================
void A_WraithChase (AActor *actor)
{
int weaveindex = actor->special1;
actor->z += FloatBobOffsets[weaveindex];
actor->special1 = (weaveindex+2)&63;
// if (actor->floorclip > 0)
// {
// P_SetMobjState(actor, S_WRAITH_RAISE2);
// return;
// }
A_Chase (actor);
A_WraithFX4 (actor);
}