gzdoom/src/g_strife/a_rebels.cpp

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#include "actor.h"
#include "m_random.h"
#include "a_action.h"
#include "p_local.h"
#include "p_enemy.h"
#include "s_sound.h"
#include "gi.h"
#include "a_sharedglobal.h"
#include "a_strifeglobal.h"
static FRandom pr_shootgun ("ShootGun");
void A_ShootGun (AActor *);
void A_TossGib (AActor *);
void A_Beacon (AActor *);
// Base class for the rebels ------------------------------------------------
class ARebel : public AStrifeHumanoid
{
DECLARE_ACTOR (ARebel, AStrifeHumanoid)
};
FState ARebel::States[] =
{
#define S_REBEL_STND 0
S_NORMAL (HMN1, 'P', 5, A_Look2, &States[S_REBEL_STND]),
S_NORMAL (HMN1, 'Q', 8, NULL, &States[S_REBEL_STND]),
S_NORMAL (HMN1, 'R', 8, NULL, &States[S_REBEL_STND]),
#define S_REBEL_WAND (S_REBEL_STND+3)
S_NORMAL (HMN1, 'A', 6, A_Wander, &States[S_REBEL_WAND+1]),
S_NORMAL (HMN1, 'B', 6, A_Wander, &States[S_REBEL_WAND+2]),
S_NORMAL (HMN1, 'C', 6, A_Wander, &States[S_REBEL_WAND+3]),
S_NORMAL (HMN1, 'D', 6, A_Wander, &States[S_REBEL_WAND+4]),
S_NORMAL (HMN1, 'A', 6, A_Wander, &States[S_REBEL_WAND+5]),
S_NORMAL (HMN1, 'B', 6, A_Wander, &States[S_REBEL_WAND+6]),
S_NORMAL (HMN1, 'C', 6, A_Wander, &States[S_REBEL_WAND+7]),
S_NORMAL (HMN1, 'D', 6, A_Wander, &States[S_REBEL_STND]),
#define S_REBEL_CHASE (S_REBEL_WAND+8)
S_NORMAL (HMN1, 'A', 3, A_Chase, &States[S_REBEL_CHASE+1]),
S_NORMAL (HMN1, 'A', 3, A_Chase, &States[S_REBEL_CHASE+2]),
S_NORMAL (HMN1, 'B', 3, A_Chase, &States[S_REBEL_CHASE+3]),
S_NORMAL (HMN1, 'B', 3, A_Chase, &States[S_REBEL_CHASE+4]),
S_NORMAL (HMN1, 'C', 3, A_Chase, &States[S_REBEL_CHASE+5]),
S_NORMAL (HMN1, 'C', 3, A_Chase, &States[S_REBEL_CHASE+6]),
S_NORMAL (HMN1, 'D', 3, A_Chase, &States[S_REBEL_CHASE+7]),
S_NORMAL (HMN1, 'D', 3, A_Chase, &States[S_REBEL_CHASE]),
#define S_REBEL_ATK (S_REBEL_CHASE+8)
S_NORMAL (HMN1, 'E', 10, A_FaceTarget, &States[S_REBEL_ATK+1]),
S_BRIGHT (HMN1, 'F', 10, A_ShootGun, &States[S_REBEL_ATK+2]),
S_NORMAL (HMN1, 'E', 10, A_ShootGun, &States[S_REBEL_CHASE]),
#define S_REBEL_PAIN (S_REBEL_ATK+3)
S_NORMAL (HMN1, 'O', 3, NULL, &States[S_REBEL_PAIN+1]),
S_NORMAL (HMN1, 'O', 3, A_Pain, &States[S_REBEL_CHASE]),
#define S_REBEL_DIE (S_REBEL_PAIN+2)
S_NORMAL (HMN1, 'G', 5, NULL, &States[S_REBEL_DIE+1]),
S_NORMAL (HMN1, 'H', 5, A_Scream, &States[S_REBEL_DIE+2]),
S_NORMAL (HMN1, 'I', 3, A_NoBlocking, &States[S_REBEL_DIE+3]),
S_NORMAL (HMN1, 'J', 4, NULL, &States[S_REBEL_DIE+4]),
S_NORMAL (HMN1, 'K', 3, NULL, &States[S_REBEL_DIE+5]),
S_NORMAL (HMN1, 'L', 3, NULL, &States[S_REBEL_DIE+6]),
S_NORMAL (HMN1, 'M', 3, NULL, &States[S_REBEL_DIE+7]),
S_NORMAL (HMN1, 'N', -1, NULL, NULL),
#define S_REBEL_XDIE (S_REBEL_DIE+8)
S_NORMAL (RGIB, 'A', 4, A_TossGib, &States[S_REBEL_XDIE+1]),
S_NORMAL (RGIB, 'B', 4, A_XScream, &States[S_REBEL_XDIE+2]),
S_NORMAL (RGIB, 'C', 3, A_NoBlocking, &States[S_REBEL_XDIE+3]),
S_NORMAL (RGIB, 'D', 3, A_TossGib, &States[S_REBEL_XDIE+4]),
S_NORMAL (RGIB, 'E', 3, A_TossGib, &States[S_REBEL_XDIE+5]),
S_NORMAL (RGIB, 'F', 3, A_TossGib, &States[S_REBEL_XDIE+6]),
S_NORMAL (RGIB, 'G', 3, NULL, &States[S_REBEL_XDIE+7]),
S_NORMAL (RGIB, 'H', 1400, NULL, NULL)
};
IMPLEMENT_ACTOR (ARebel, Strife, -1, 0)
PROP_SpawnState (S_REBEL_STND)
PROP_SeeState (S_REBEL_CHASE)
PROP_PainState (S_REBEL_PAIN)
PROP_MissileState (S_REBEL_ATK)
PROP_DeathState (S_REBEL_DIE)
PROP_XDeathState (S_REBEL_XDIE)
PROP_SpawnHealth (60)
PROP_PainChance (250)
PROP_SpeedFixed (8)
PROP_RadiusFixed (20)
PROP_HeightFixed (56)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_FRIENDLY)
PROP_Flags2 (MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_MCROSS)
PROP_Flags3 (MF3_ISMONSTER)
PROP_Flags4 (MF4_NOSPLASHALERT)
PROP_MinMissileChance (150)
PROP_Tag ("Rebel")
PROP_SeeSound ("rebel/sight")
PROP_PainSound ("rebel/pain")
PROP_DeathSound ("rebel/death")
PROP_ActiveSound ("rebel/active")
END_DEFAULTS
//============================================================================
//
// A_ShootGun
//
//============================================================================
void A_ShootGun (AActor *self)
{
int pitch;
if (self->target == NULL)
return;
S_Sound (self, CHAN_WEAPON, "monsters/rifle", 1, ATTN_NORM);
A_FaceTarget (self);
pitch = P_AimLineAttack (self, self->angle, MISSILERANGE);
P_LineAttack (self, self->angle + (pr_shootgun.Random2() << 19),
MISSILERANGE, pitch,
3*(pr_shootgun() % 5 + 1), MOD_UNKNOWN, RUNTIME_CLASS(AStrifePuff));
}
// Rebel 1 ------------------------------------------------------------------
class ARebel1 : public ARebel
{
DECLARE_STATELESS_ACTOR (ARebel1, ARebel)
public:
void NoBlockingSet ();
};
IMPLEMENT_STATELESS_ACTOR (ARebel1, Strife, 9, 0)
PROP_StrifeType (43)
PROP_StrifeTeaserType (42)
PROP_StrifeTeaserType2 (43)
END_DEFAULTS
//============================================================================
//
// ARebel1 :: NoBlockingSet
//
// Only this type of rebel drops bullet clips by default.
//
//============================================================================
void ARebel1::NoBlockingSet ()
{
P_DropItem (this, "ClipOfBullets", -1, 256);
}
// Rebel 2 ------------------------------------------------------------------
class ARebel2 : public ARebel
{
DECLARE_STATELESS_ACTOR (ARebel2, ARebel)
};
IMPLEMENT_STATELESS_ACTOR (ARebel2, Strife, 144, 0)
PROP_StrifeType (44)
PROP_StrifeTeaserType (43)
PROP_StrifeTeaserType2 (44)
END_DEFAULTS
// Rebel 3 ------------------------------------------------------------------
class ARebel3 : public ARebel
{
DECLARE_STATELESS_ACTOR (ARebel3, ARebel)
};
IMPLEMENT_STATELESS_ACTOR (ARebel3, Strife, 145, 0)
PROP_StrifeType (45)
PROP_StrifeTeaserType (44)
PROP_StrifeTeaserType2 (45)
END_DEFAULTS
// Rebel 4 ------------------------------------------------------------------
class ARebel4 : public ARebel
{
DECLARE_STATELESS_ACTOR (ARebel4, ARebel)
};
IMPLEMENT_STATELESS_ACTOR (ARebel4, Strife, 149, 0)
PROP_StrifeType (46)
PROP_StrifeTeaserType (45)
PROP_StrifeTeaserType2 (46)
END_DEFAULTS
// Rebel 5 ------------------------------------------------------------------
class ARebel5 : public ARebel
{
DECLARE_STATELESS_ACTOR (ARebel5, ARebel)
};
IMPLEMENT_STATELESS_ACTOR (ARebel5, Strife, 150, 0)
PROP_StrifeType (47)
PROP_StrifeTeaserType (46)
PROP_StrifeTeaserType2 (47)
END_DEFAULTS
// Rebel 6 ------------------------------------------------------------------
class ARebel6 : public ARebel
{
DECLARE_STATELESS_ACTOR (ARebel6, ARebel)
};
IMPLEMENT_STATELESS_ACTOR (ARebel6, Strife, 151, 0)
PROP_StrifeType (48)
PROP_StrifeTeaserType (47)
PROP_StrifeTeaserType2 (48)
END_DEFAULTS
// Teleporter Beacon --------------------------------------------------------
class ATeleporterBeacon : public AInventory
{
DECLARE_ACTOR (ATeleporterBeacon, AInventory)
public:
bool Use (bool pickup);
};
FState ATeleporterBeacon::States[] =
{
S_NORMAL (BEAC, 'A', -1, NULL, NULL),
S_NORMAL (BEAC, 'A', 30, NULL, &States[2]),
S_NORMAL (BEAC, 'A', 160, A_Beacon, &States[1])
};
IMPLEMENT_ACTOR (ATeleporterBeacon, Strife, 10, 0)
PROP_StrifeType (166)
PROP_SpawnHealth (5)
PROP_SpawnState (0)
PROP_SeeState (1)
PROP_RadiusFixed (16)
PROP_HeightFixed (16)
PROP_Inventory_MaxAmount (3)
PROP_Flags (MF_SPECIAL|MF_DROPPED)
PROP_Inventory_FlagsSet (IF_INVBAR)
PROP_Inventory_Icon ("I_BEAC")
PROP_Tag ("Teleporter_Beacon")
PROP_Inventory_PickupMessage("$TXT_BEACON")
END_DEFAULTS
bool ATeleporterBeacon::Use (bool pickup)
{
AInventory *drop;
// Increase the amount by one so that when DropInventory decrements it,
// the actor will have the same number of beacons that he started with.
// When we return to UseInventory, it will take care of decrementing
// Amount again and disposing of this item if there are no more.
Amount++;
drop = Owner->DropInventory (this);
if (drop == NULL)
{
Amount--;
return false;
}
else
{
drop->SetState (drop->SeeState);
drop->target = Owner;
return true;
}
}
void A_Beacon (AActor *self)
{
AActor *owner = self->target;
ARebel *rebel;
int friendNum;
angle_t an;
rebel = Spawn<ARebel1> (self->x, self->y, ONFLOORZ);
if (!P_TryMove (rebel, rebel->x, rebel->y, true))
{
rebel->Destroy ();
return;
}
// Once the rebels start teleporting in, you can't pick up the beacon anymore.
self->flags &= ~MF_SPECIAL;
static_cast<AInventory *>(self)->DropTime = 0;
// Set up the new rebel.
friendNum = owner->player != NULL ? int(owner->player - players + 1) : 0;
rebel->FriendPlayer = friendNum;
rebel->threshold = 100;
rebel->target = NULL;
rebel->flags4 |= MF4_INCOMBAT;
rebel->LastHeard = owner; // Make sure the rebels look for targets
if (deathmatch)
{
rebel->health *= 2;
}
if (owner != NULL)
{
// Rebels are the same color as their owner
rebel->Translation = owner->Translation;
// Set the rebel's target to whatever last hurt the player, so long as it's not
// one of the player's other rebels.
if (owner->target != NULL &&
(!(owner->target->flags & MF_FRIENDLY) ||
owner->target->FriendPlayer == 0 ||
owner->target->FriendPlayer != friendNum))
{
rebel->target = owner->target;
}
}
rebel->SetState (rebel->SeeState);
rebel->angle = self->angle;
an = self->angle >> ANGLETOFINESHIFT;
Spawn<ATeleportFog> (rebel->x + 20*finecosine[an], rebel->y + 20*finesine[an], rebel->z + TELEFOGHEIGHT);
if (--self->health < 0)
{
self->Destroy ();
}
}