gzdoom/src/g_strife/a_programmer.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 "a_strifeglobal.h"
#include "f_finale.h"
static FRandom pr_prog ("Programmer");
void A_SentinelBob (AActor *);
void A_TossGib (AActor *);
void A_Countdown (AActor *);
void A_ProgrammerMelee (AActor *);
void A_SpotLightning (AActor *);
void A_SpawnProgrammerBase (AActor *);
void A_ProgrammerDeath (AActor *);
// Programmer ---------------------------------------------------------------
class AProgrammer : public AActor
{
DECLARE_ACTOR (AProgrammer, AActor)
public:
void NoBlockingSet ();
};
FState AProgrammer::States[] =
{
#define S_PROG_STND 0
S_NORMAL (PRGR, 'A', 5, A_Look, &States[S_PROG_STND+1]),
S_NORMAL (PRGR, 'A', 1, A_SentinelBob, &States[S_PROG_STND]),
#define S_PROG_CHASE (S_PROG_STND+2)
S_NORMAL (PRGR, 'A', 160, A_SentinelBob, &States[S_PROG_CHASE+1]),
S_NORMAL (PRGR, 'B', 5, A_SentinelBob, &States[S_PROG_CHASE+2]),
S_NORMAL (PRGR, 'C', 5, A_SentinelBob, &States[S_PROG_CHASE+3]),
S_NORMAL (PRGR, 'D', 5, A_SentinelBob, &States[S_PROG_CHASE+4]),
S_NORMAL (PRGR, 'E', 2, A_SentinelBob, &States[S_PROG_CHASE+5]),
S_NORMAL (PRGR, 'F', 2, A_SentinelBob, &States[S_PROG_CHASE+6]),
S_NORMAL (PRGR, 'E', 3, A_Chase, &States[S_PROG_CHASE+7]),
S_NORMAL (PRGR, 'F', 3, A_Chase, &States[S_PROG_CHASE+4]),
#define S_PROG_MELEE (S_PROG_CHASE+8)
S_NORMAL (PRGR, 'E', 2, A_SentinelBob, &States[S_PROG_MELEE+1]),
S_NORMAL (PRGR, 'F', 3, A_SentinelBob, &States[S_PROG_MELEE+2]),
S_NORMAL (PRGR, 'E', 3, A_FaceTarget, &States[S_PROG_MELEE+4]),
S_NORMAL (PRGR, 'F', 4, A_ProgrammerMelee, &States[S_PROG_CHASE+4]),
#define S_PROG_MISSILE (S_PROG_MELEE+4)
S_NORMAL (PRGR, 'G', 5, A_FaceTarget, &States[S_PROG_MISSILE+1]),
S_NORMAL (PRGR, 'H', 5, A_SentinelBob, &States[S_PROG_MISSILE+2]),
S_BRIGHT (PRGR, 'I', 5, A_FaceTarget, &States[S_PROG_MISSILE+3]),
S_BRIGHT (PRGR, 'J', 5, A_SpotLightning, &States[S_PROG_CHASE+4]),
#define S_PROG_PAIN (S_PROG_MISSILE+4)
S_NORMAL (PRGR, 'K', 5, A_Pain, &States[S_PROG_PAIN+1]),
S_NORMAL (PRGR, 'L', 5, A_SentinelBob, &States[S_PROG_CHASE+4]),
#define S_PROG_DIE (S_PROG_PAIN+2)
S_BRIGHT (PRGR, 'L', 7, A_TossGib, &States[S_PROG_DIE+1]),
S_BRIGHT (PRGR, 'M', 7, A_Scream, &States[S_PROG_DIE+2]),
S_BRIGHT (PRGR, 'N', 7, A_TossGib, &States[S_PROG_DIE+3]),
S_BRIGHT (PRGR, 'O', 7, A_NoBlocking, &States[S_PROG_DIE+4]),
S_BRIGHT (PRGR, 'P', 7, A_TossGib, &States[S_PROG_DIE+5]),
S_BRIGHT (PRGR, 'Q', 7, A_SpawnProgrammerBase,&States[S_PROG_DIE+6]),
S_BRIGHT (PRGR, 'R', 7, NULL, &States[S_PROG_DIE+7]),
S_BRIGHT (PRGR, 'S', 6, NULL, &States[S_PROG_DIE+8]),
S_BRIGHT (PRGR, 'T', 5, NULL, &States[S_PROG_DIE+9]),
S_BRIGHT (PRGR, 'U', 5, NULL, &States[S_PROG_DIE+10]),
S_BRIGHT (PRGR, 'V', 5, NULL, &States[S_PROG_DIE+11]),
S_BRIGHT (PRGR, 'W', 5, NULL, &States[S_PROG_DIE+12]),
S_BRIGHT (PRGR, 'X', 32, NULL, &States[S_PROG_DIE+13]),
S_BRIGHT (PRGR, 'X', -1, A_ProgrammerDeath, NULL)
};
IMPLEMENT_ACTOR (AProgrammer, Strife, 71, 0)
PROP_StrifeType (95)
PROP_SpawnHealth (1100)
PROP_SpawnState (S_PROG_STND)
PROP_SeeState (S_PROG_CHASE)
PROP_PainState (S_PROG_PAIN)
PROP_PainChance (50)
PROP_MeleeState (S_PROG_MELEE)
PROP_MissileState (S_PROG_MISSILE)
PROP_DeathState (S_PROG_DIE)
PROP_SpeedFixed (26)
PROP_RadiusFixed (45)
PROP_HeightFixed (60)
PROP_Mass (800)
PROP_Damage (4)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_NOGRAVITY|MF_FLOAT|
MF_NOBLOOD|MF_COUNTKILL|MF_NOTDMATCH)
PROP_Flags2 (MF2_PASSMOBJ|MF2_PUSHWALL|MF2_MCROSS)
PROP_Flags3 (MF3_DONTMORPH|MF3_NOBLOCKMONST)
PROP_Flags4 (MF4_LOOKALLAROUND|MF4_FIRERESIST|MF4_NOICEDEATH|MF4_NOTARGETSWITCH)
PROP_MinMissileChance (150)
PROP_AttackSound ("programmer/attack")
PROP_PainSound ("programmer/pain")
PROP_DeathSound ("programmer/death")
PROP_ActiveSound ("programmer/active")
END_DEFAULTS
//============================================================================
//
// AProgrammer :: NoBlockingSet
//
//============================================================================
void AProgrammer::NoBlockingSet ()
{
P_DropItem (this, "Sigil1", -1, 256);
}
// The Programmer's base for when he dies -----------------------------------
class AProgrammerBase : public AActor
{
DECLARE_ACTOR (AProgrammerBase, AActor)
public:
void GetExplodeParms (int &damage, int &dist, bool &hurtSource);
};
FState AProgrammerBase::States[] =
{
S_BRIGHT (BASE, 'A', 5, A_ExplodeAndAlert, &States[1]),
S_BRIGHT (BASE, 'B', 5, NULL, &States[2]),
S_BRIGHT (BASE, 'C', 5, NULL, &States[3]),
S_BRIGHT (BASE, 'D', 5, NULL, &States[4]),
S_NORMAL (BASE, 'E', 5, NULL, &States[5]),
S_NORMAL (BASE, 'F', 5, NULL, &States[6]),
S_NORMAL (BASE, 'G', 5, NULL, &States[7]),
S_NORMAL (BASE, 'H', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (AProgrammerBase, Strife, -1, 0)
PROP_StrifeType (96)
PROP_SpawnState (0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOCLIP|MF_NOBLOOD)
END_DEFAULTS
//============================================================================
//
// AProgrammerBase :: GetExplodeParms
//
//============================================================================
void AProgrammerBase::GetExplodeParms (int &damage, int &dist, bool &hurtSource)
{
damage = dist = 32;
}
// The Programmer level ending thing ----------------------------------------
// [RH] I took some liberties to make this "cooler" than it was in Strife.
class AProgLevelEnder : public AInventory
{
DECLARE_STATELESS_ACTOR (AProgLevelEnder, AInventory)
public:
void Tick ();
PalEntry GetBlend ();
};
IMPLEMENT_STATELESS_ACTOR (AProgLevelEnder, Strife, -1, 0)
PROP_Inventory_FlagsSet (IF_UNDROPPABLE)
END_DEFAULTS
//============================================================================
//
// AProgLevelEnder :: Tick
//
// Fade to black, end the level, then unfade.
//
//============================================================================
void AProgLevelEnder::Tick ()
{
if (special2 == 0)
{ // fade out over .66 second
special1 += 255 / (TICRATE*2/3);
if (++special1 >= 255)
{
special1 = 255;
special2 = 1;
G_ExitLevel (0, false);
}
}
else
{ // fade in over two seconds
special1 -= 255 / (TICRATE*2);
if (special1 <= 0)
{
Destroy ();
}
}
}
//============================================================================
//
// AProgLevelEnder :: GetBlend
//
//============================================================================
PalEntry AProgLevelEnder::GetBlend ()
{
return PalEntry (special1, 0, 0, 0);
}
//============================================================================
//
// A_ProgrammerMelee
//
//============================================================================
void A_ProgrammerMelee (AActor *self)
{
int damage;
if (self->target == NULL)
return;
A_FaceTarget (self);
if (!self->CheckMeleeRange ())
return;
S_Sound (self, CHAN_WEAPON, "programmer/clank", 1, ATTN_NORM);
damage = ((pr_prog() % 10) + 1) * 6;
P_DamageMobj (self->target, self, self, damage, MOD_HIT);
P_TraceBleed (damage, self->target, self);
}
//============================================================================
//
// A_SpotLightning
//
//============================================================================
void A_SpotLightning (AActor *self)
{
AActor *spot;
if (self->target == NULL)
return;
spot = Spawn<ASpectralLightningSpot> (self->target->x, self->target->y, ONFLOORZ);
if (spot != NULL)
{
spot->threshold = 25;
spot->target = self;
spot->health = -2;
spot->tracer = self->target;
}
}
//============================================================================
//
// A_SpawnProgrammerBase
//
//============================================================================
void A_SpawnProgrammerBase (AActor *self)
{
AActor *foo = Spawn<AProgrammerBase> (self->x, self->y, self->z + 24*FRACUNIT);
if (foo != NULL)
{
foo->angle = self->angle + ANGLE_180 + (pr_prog.Random2() << 22);
foo->momx = FixedMul (foo->Speed, finecosine[foo->angle >> ANGLETOFINESHIFT]);
foo->momy = FixedMul (foo->Speed, finesine[foo->angle >> ANGLETOFINESHIFT]);
foo->momz = pr_prog() << 9;
}
}
//============================================================================
//
// A_ProgrammerDeath
//
//============================================================================
void A_ProgrammerDeath (AActor *self)
{
if (!CheckBossDeath (self))
return;
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i] && players[i].health > 0)
{
players[i].mo->GiveInventoryType (RUNTIME_CLASS(AProgLevelEnder));
break;
}
}
P_StartScript (self, NULL, 250, NULL, 0, 0, 0, 0, false, false);
}