gzdoom/src/g_doom/a_painelemental.cpp

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#include "actor.h"
#include "info.h"
#include "p_enemy.h"
#include "p_local.h"
#include "a_doomglobal.h"
#include "a_action.h"
void A_PainAttack (AActor *);
void A_PainDie (AActor *);
void A_SkullAttack (AActor *self);
class APainElemental : public AActor
{
DECLARE_ACTOR (APainElemental, AActor)
public:
bool Massacre ();
};
FState APainElemental::States[] =
{
#define S_PAIN_STND 0
S_NORMAL (PAIN, 'A', 10, A_Look , &States[S_PAIN_STND]),
#define S_PAIN_RUN (S_PAIN_STND+1)
S_NORMAL (PAIN, 'A', 3, A_Chase , &States[S_PAIN_RUN+1]),
S_NORMAL (PAIN, 'A', 3, A_Chase , &States[S_PAIN_RUN+2]),
S_NORMAL (PAIN, 'B', 3, A_Chase , &States[S_PAIN_RUN+3]),
S_NORMAL (PAIN, 'B', 3, A_Chase , &States[S_PAIN_RUN+4]),
S_NORMAL (PAIN, 'C', 3, A_Chase , &States[S_PAIN_RUN+5]),
S_NORMAL (PAIN, 'C', 3, A_Chase , &States[S_PAIN_RUN+0]),
#define S_PAIN_ATK (S_PAIN_RUN+6)
S_NORMAL (PAIN, 'D', 5, A_FaceTarget , &States[S_PAIN_ATK+1]),
S_NORMAL (PAIN, 'E', 5, A_FaceTarget , &States[S_PAIN_ATK+2]),
S_BRIGHT (PAIN, 'F', 5, A_FaceTarget , &States[S_PAIN_ATK+3]),
S_BRIGHT (PAIN, 'F', 0, A_PainAttack , &States[S_PAIN_RUN+0]),
#define S_PAIN_PAIN (S_PAIN_ATK+4)
S_NORMAL (PAIN, 'G', 6, NULL , &States[S_PAIN_PAIN+1]),
S_NORMAL (PAIN, 'G', 6, A_Pain , &States[S_PAIN_RUN+0]),
#define S_PAIN_DIE (S_PAIN_PAIN+2)
S_BRIGHT (PAIN, 'H', 8, NULL , &States[S_PAIN_DIE+1]),
S_BRIGHT (PAIN, 'I', 8, A_Scream , &States[S_PAIN_DIE+2]),
S_BRIGHT (PAIN, 'J', 8, NULL , &States[S_PAIN_DIE+3]),
S_BRIGHT (PAIN, 'K', 8, NULL , &States[S_PAIN_DIE+4]),
S_BRIGHT (PAIN, 'L', 8, A_PainDie , &States[S_PAIN_DIE+5]),
S_BRIGHT (PAIN, 'M', 8, NULL , NULL),
#define S_PAIN_RAISE (S_PAIN_DIE+6)
S_NORMAL (PAIN, 'M', 8, NULL , &States[S_PAIN_RAISE+1]),
S_NORMAL (PAIN, 'L', 8, NULL , &States[S_PAIN_RAISE+2]),
S_NORMAL (PAIN, 'K', 8, NULL , &States[S_PAIN_RAISE+3]),
S_NORMAL (PAIN, 'J', 8, NULL , &States[S_PAIN_RAISE+4]),
S_NORMAL (PAIN, 'I', 8, NULL , &States[S_PAIN_RAISE+5]),
S_NORMAL (PAIN, 'H', 8, NULL , &States[S_PAIN_RUN+0])
};
IMPLEMENT_ACTOR (APainElemental, Doom, 71, 115)
PROP_SpawnHealth (400)
PROP_RadiusFixed (31)
PROP_HeightFixed (56)
PROP_Mass (400)
PROP_SpeedFixed (8)
PROP_PainChance (128)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY|MF_COUNTKILL)
PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL)
PROP_SpawnState (S_PAIN_STND)
PROP_SeeState (S_PAIN_RUN)
PROP_PainState (S_PAIN_PAIN)
PROP_MissileState (S_PAIN_ATK)
PROP_DeathState (S_PAIN_DIE)
PROP_RaiseState (S_PAIN_RAISE)
PROP_SeeSound ("pain/sight")
PROP_PainSound ("pain/pain")
PROP_DeathSound ("pain/death")
PROP_ActiveSound ("pain/active")
END_DEFAULTS
bool APainElemental::Massacre ()
{
if (Super::Massacre ())
{
FState *deadstate;
A_NoBlocking (this); // [RH] Use this instead of A_PainDie
deadstate = DeathState;
if (deadstate != NULL)
{
while (deadstate->GetNextState() != NULL)
deadstate = deadstate->GetNextState();
SetState (deadstate);
}
return true;
}
return false;
}
//
// A_PainShootSkull
// Spawn a lost soul and launch it at the target
//
void A_PainShootSkull (AActor *self, angle_t angle)
{
fixed_t x, y, z;
AActor *other;
angle_t an;
int prestep;
const TypeInfo *spawntype = NULL;
int index=CheckIndex(1, NULL);
if (index>=0)
{
spawntype = TypeInfo::FindType((const char *)StateParameters[index]);
}
if (spawntype == NULL) spawntype = RUNTIME_CLASS(ALostSoul);
// [RH] check to make sure it's not too close to the ceiling
if (self->z + self->height + 8*FRACUNIT > self->ceilingz)
{
if (self->flags & MF_FLOAT)
{
self->momz -= 2*FRACUNIT;
self->flags |= MF_INFLOAT;
self->flags4 |= MF4_VFRICTION;
}
return;
}
// [RH] make this optional
if (compatflags & COMPATF_LIMITPAIN)
{
// count total number of skulls currently on the level
// if there are already 20 skulls on the level, don't spit another one
int count = 20;
FThinkerIterator iterator (spawntype);
DThinker *othink;
while ( (othink = iterator.Next ()) )
{
if (--count == 0)
return;
}
}
// okay, there's room for another one
an = angle >> ANGLETOFINESHIFT;
prestep = 4*FRACUNIT +
3*(self->radius + GetDefaultByType(spawntype)->radius)/2;
x = self->x + FixedMul (prestep, finecosine[an]);
y = self->y + FixedMul (prestep, finesine[an]);
z = self->z + 8*FRACUNIT;
// Check whether the Lost Soul is being fired through a 1-sided // phares
// wall or an impassible line, or a "monsters can't cross" line.// |
// If it is, then we don't allow the spawn. // V
if (Check_Sides (self, x, y))
{
return;
}
other = Spawn (spawntype, x, y, z);
// Check to see if the new Lost Soul's z value is above the
// ceiling of its new sector, or below the floor. If so, kill it.
if ((other->z >
(other->Sector->ceilingplane.ZatPoint (other->x, other->y) - other->height)) ||
(other->z < other->Sector->floorplane.ZatPoint (other->x, other->y)))
{
// kill it immediately
P_DamageMobj (other, self, self, 1000000, MOD_UNKNOWN); // ^
return; // |
} // phares
// Check for movements.
if (!P_CheckPosition (other, other->x, other->y))
{
// kill it immediately
P_DamageMobj (other, self, self, 1000000, MOD_UNKNOWN);
return;
}
// [RH] Lost souls hate the same things as their pain elementals
other->CopyFriendliness (self, true);
A_SkullAttack (other);
}
//
// A_PainAttack
// Spawn a lost soul and launch it at the target
//
void A_PainAttack (AActor *self)
{
if (!self->target)
return;
A_FaceTarget (self);
A_PainShootSkull (self, self->angle);
}
void A_PainDie (AActor *self)
{
if (P_IsFriend (self, self->target))
{ // And I thought you were my friend!
self->flags &= ~MF_FRIENDLY;
}
A_NoBlocking (self);
A_PainShootSkull (self, self->angle + ANG90);
A_PainShootSkull (self, self->angle + ANG180);
A_PainShootSkull (self, self->angle + ANG270);
}