gzdoom/src/g_hexen/a_firedemon.cpp
Christoph Oelckers b599eda17d - Moved A_ThrowGrenade from Inventory to Actor because it can also be used by
monsters
- Added velocity multiplicators to A_SpawnDebris.
- Changed: A_JumpIfNoAmmo should have no effect for CustomInventory items.
- Fixed: DECORATE jump commands must set the call state's result to 0
  even when they have to return prematurely.
- Added obituaries for Strife's and Hexen's monsters.
- Converted Strife's Bishop to DECORATE.
- Added momx, momy and momz variables to the DECORATE expression evaluator.


SVN r404 (trunk)
2006-12-06 10:38:47 +00:00

537 lines
15 KiB
C++

#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"
#define FIREDEMON_ATTACK_RANGE 64*8*FRACUNIT
static FRandom pr_firedemonrock ("FireDemonRock");
static FRandom pr_smbounce ("SMBounce");
static FRandom pr_firedemonchase ("FiredChase");
static FRandom pr_firedemonsplotch ("FiredSplotch");
//============================================================================
// Fire Demon AI
//
// special1 index into floatbob
// special2 whether strafing or not
//============================================================================
void A_FiredRocks (AActor *);
void A_FiredSpawnRock (AActor *);
void A_SmBounce (AActor *);
void A_FiredChase (AActor *);
void A_FiredAttack (AActor *);
void A_FiredSplotch (AActor *);
// FireDemon ----------------------------------------------------------------
class AFireDemon : public AActor
{
DECLARE_ACTOR (AFireDemon, AActor)
};
FState AFireDemon::States[] =
{
#define S_FIRED_SPAWN1 0
S_BRIGHT (FDMN, 'X', 5, NULL , &States[S_FIRED_SPAWN1+1]),
#define S_FIRED_LOOK1 (S_FIRED_SPAWN1+1)
S_BRIGHT (FDMN, 'E', 10, A_Look , &States[S_FIRED_LOOK1+1]),
S_BRIGHT (FDMN, 'F', 10, A_Look , &States[S_FIRED_LOOK1+2]),
S_BRIGHT (FDMN, 'G', 10, A_Look , &States[S_FIRED_LOOK1+0]),
S_BRIGHT (FDMN, 'E', 8, NULL , &States[S_FIRED_LOOK1+4]),
S_BRIGHT (FDMN, 'F', 6, NULL , &States[S_FIRED_LOOK1+5]),
S_BRIGHT (FDMN, 'G', 5, NULL , &States[S_FIRED_LOOK1+6]),
S_BRIGHT (FDMN, 'F', 8, NULL , &States[S_FIRED_LOOK1+7]),
S_BRIGHT (FDMN, 'E', 6, NULL , &States[S_FIRED_LOOK1+8]),
S_BRIGHT (FDMN, 'F', 7, A_FiredRocks , &States[S_FIRED_LOOK1+9]),
S_BRIGHT (FDMN, 'H', 5, NULL , &States[S_FIRED_LOOK1+10]),
S_BRIGHT (FDMN, 'I', 5, NULL , &States[S_FIRED_LOOK1+11]),
S_BRIGHT (FDMN, 'J', 5, A_UnSetInvulnerable , &States[S_FIRED_LOOK1+12]),
#define S_FIRED_WALK1 (S_FIRED_LOOK1+12)
S_BRIGHT (FDMN, 'A', 5, A_FiredChase , &States[S_FIRED_WALK1+1]),
S_BRIGHT (FDMN, 'B', 5, A_FiredChase , &States[S_FIRED_WALK1+2]),
S_BRIGHT (FDMN, 'C', 5, A_FiredChase , &States[S_FIRED_WALK1+0]),
#define S_FIRED_PAIN1 (S_FIRED_WALK1+3)
S_BRIGHT (FDMN, 'D', 6, A_Pain , &States[S_FIRED_WALK1]),
#define S_FIRED_ATTACK1 (S_FIRED_PAIN1+1)
S_BRIGHT (FDMN, 'K', 3, A_FaceTarget , &States[S_FIRED_ATTACK1+1]),
S_BRIGHT (FDMN, 'K', 5, A_FiredAttack , &States[S_FIRED_ATTACK1+2]),
S_BRIGHT (FDMN, 'K', 5, A_FiredAttack , &States[S_FIRED_ATTACK1+3]),
S_BRIGHT (FDMN, 'K', 5, A_FiredAttack , &States[S_FIRED_WALK1]),
#define S_FIRED_DEATH1 (S_FIRED_ATTACK1+4)
S_BRIGHT (FDMN, 'D', 4, A_FaceTarget , &States[S_FIRED_DEATH1+1]),
S_BRIGHT (FDMN, 'L', 4, A_Scream , &States[S_FIRED_DEATH1+2]),
S_BRIGHT (FDMN, 'L', 4, A_NoBlocking , &States[S_FIRED_DEATH1+3]),
S_BRIGHT (FDMN, 'L', 200, NULL , NULL),
#define S_FIRED_XDEATH1 (S_FIRED_DEATH1+4)
S_NORMAL (FDMN, 'M', 5, A_FaceTarget , &States[S_FIRED_XDEATH1+1]),
S_NORMAL (FDMN, 'N', 5, A_NoBlocking , &States[S_FIRED_XDEATH1+2]),
S_NORMAL (FDMN, 'O', 5, A_FiredSplotch , NULL),
#define S_FIRED_ICE1 (S_FIRED_XDEATH1+3)
S_NORMAL (FDMN, 'R', 5, A_FreezeDeath , &States[S_FIRED_ICE1+1]),
S_NORMAL (FDMN, 'R', 1, A_FreezeDeathChunks , &States[S_FIRED_ICE1+1])
};
IMPLEMENT_ACTOR (AFireDemon, Hexen, 10060, 5)
PROP_SpawnHealth (80)
PROP_ReactionTime (8)
PROP_PainChance (1)
PROP_SpeedFixed (13)
PROP_RadiusFixed (20)
PROP_HeightFixed (68)
PROP_Mass (75)
PROP_Damage (1)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL|MF_DROPOFF|MF_NOGRAVITY|MF_FLOAT)
PROP_Flags2 (MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_INVULNERABLE|MF2_MCROSS|MF2_TELESTOMP)
PROP_SpawnState (S_FIRED_SPAWN1)
PROP_SeeState (S_FIRED_LOOK1+3)
PROP_PainState (S_FIRED_PAIN1)
PROP_MissileState (S_FIRED_ATTACK1)
PROP_CrashState (S_FIRED_XDEATH1)
PROP_DeathState (S_FIRED_DEATH1)
PROP_XDeathState (S_FIRED_XDEATH1)
PROP_IDeathState (S_FIRED_ICE1)
PROP_SeeSound ("FireDemonSpawn")
PROP_PainSound ("FireDemonPain")
PROP_DeathSound ("FireDemonDeath")
PROP_ActiveSound ("FireDemonActive")
PROP_Obituary("$OB_FIREDEMON")
END_DEFAULTS
// AFireDemonSplotch1 -------------------------------------------------------
class AFireDemonSplotch1 : public AActor
{
DECLARE_ACTOR (AFireDemonSplotch1, AActor)
};
FState AFireDemonSplotch1::States[] =
{
S_NORMAL (FDMN, 'P', 3, NULL , &States[1]),
S_NORMAL (FDMN, 'P', 6, A_QueueCorpse , &States[2]),
S_NORMAL (FDMN, 'Y', -1, NULL , NULL)
};
IMPLEMENT_ACTOR (AFireDemonSplotch1, Hexen, -1, 0)
PROP_SpawnHealth (1000)
PROP_ReactionTime (8)
PROP_PainChance (0)
PROP_SpeedFixed (0)
PROP_RadiusFixed (3)
PROP_HeightFixed (16)
PROP_Mass (100)
PROP_Damage (0)
PROP_Flags (MF_DROPOFF|MF_CORPSE)
PROP_Flags2 (MF2_NOTELEPORT|MF2_FLOORCLIP)
PROP_SpawnState (0)
END_DEFAULTS
// AFireDemonSplotch2 -------------------------------------------------------
class AFireDemonSplotch2 : public AFireDemonSplotch1
{
DECLARE_ACTOR (AFireDemonSplotch2, AFireDemonSplotch1)
};
FState AFireDemonSplotch2::States[] =
{
S_NORMAL (FDMN, 'Q', 3, NULL , &States[1]),
S_NORMAL (FDMN, 'Q', 6, A_QueueCorpse , &States[2]),
S_NORMAL (FDMN, 'Z', -1, NULL , NULL)
};
IMPLEMENT_ACTOR (AFireDemonSplotch2, Hexen, -1, 0)
PROP_SpawnState (0)
END_DEFAULTS
// AFireDemonRock1 ------------------------------------------------------------
class AFireDemonRock1 : public AActor
{
DECLARE_ACTOR (AFireDemonRock1, AActor)
};
FState AFireDemonRock1::States[] =
{
#define S_FIRED_RDROP1 0
S_NORMAL (FDMN, 'S', 4, NULL , &States[S_FIRED_RDROP1]),
#define S_FIRED_RDEAD1 (S_FIRED_RDROP1+1)
S_NORMAL (FDMN, 'S', 5, A_SmBounce , &States[S_FIRED_RDEAD1+1]),
S_NORMAL (FDMN, 'S', 200, NULL , NULL)
};
IMPLEMENT_ACTOR (AFireDemonRock1, Hexen, -1, 0)
PROP_SpawnHealth (1000)
PROP_ReactionTime (8)
PROP_PainChance (0)
PROP_SpeedFixed (0)
PROP_RadiusFixed (3)
PROP_HeightFixed (5)
PROP_Mass (16)
PROP_Damage (0)
PROP_Flags (MF_NOBLOCKMAP|MF_DROPOFF|MF_MISSILE)
PROP_Flags2 (MF2_NOTELEPORT)
PROP_SpawnState (S_FIRED_RDROP1)
PROP_DeathState (S_FIRED_RDEAD1)
PROP_XDeathState (S_FIRED_RDEAD1+1)
END_DEFAULTS
// AFireDemonRock2 ------------------------------------------------------------
class AFireDemonRock2 : public AFireDemonRock1
{
DECLARE_ACTOR (AFireDemonRock2, AActor)
};
FState AFireDemonRock2::States[] =
{
#define S_FIRED_RDROP2 0
S_NORMAL (FDMN, 'T', 4, NULL , &States[S_FIRED_RDROP2]),
#define S_FIRED_RDEAD2 (S_FIRED_RDROP2+1)
S_NORMAL (FDMN, 'T', 5, A_SmBounce , &States[S_FIRED_RDEAD2+1]),
S_NORMAL (FDMN, 'T', 200, NULL , NULL)
};
IMPLEMENT_ACTOR (AFireDemonRock2, Hexen, -1, 0)
PROP_SpawnState (S_FIRED_RDROP2)
PROP_DeathState (S_FIRED_RDEAD2)
PROP_XDeathState (S_FIRED_RDEAD2+1)
END_DEFAULTS
// AFireDemonRock3 ------------------------------------------------------------
class AFireDemonRock3 : public AFireDemonRock1
{
DECLARE_ACTOR (AFireDemonRock3, AFireDemonRock1)
};
FState AFireDemonRock3::States[] =
{
#define S_FIRED_RDROP3 0
S_NORMAL (FDMN, 'U', 4, NULL , &States[S_FIRED_RDROP3]),
#define S_FIRED_RDEAD3 (S_FIRED_RDROP3+1)
S_NORMAL (FDMN, 'U', 5, A_SmBounce , &States[S_FIRED_RDEAD3+1]),
S_NORMAL (FDMN, 'U', 200, NULL , NULL)
};
IMPLEMENT_ACTOR (AFireDemonRock3, Hexen, -1, 0)
PROP_SpawnState (S_FIRED_RDROP3)
PROP_DeathState (S_FIRED_RDEAD3)
PROP_XDeathState (S_FIRED_RDEAD3+1)
END_DEFAULTS
// AFireDemonRock4 ------------------------------------------------------------
class AFireDemonRock4 : public AFireDemonRock1
{
DECLARE_ACTOR (AFireDemonRock4, AFireDemonRock1)
};
FState AFireDemonRock4::States[] =
{
#define S_FIRED_RDROP4 0
S_NORMAL (FDMN, 'V', 4, NULL , &States[S_FIRED_RDROP4]),
#define S_FIRED_RDEAD4 (S_FIRED_RDROP4+1)
S_NORMAL (FDMN, 'V', 5, A_SmBounce , &States[S_FIRED_RDEAD4+1]),
S_NORMAL (FDMN, 'V', 200, NULL , NULL)
};
IMPLEMENT_ACTOR (AFireDemonRock4, Hexen, -1, 0)
PROP_SpawnState (S_FIRED_RDROP4)
PROP_DeathState (S_FIRED_RDEAD4)
PROP_XDeathState (S_FIRED_RDEAD4+1)
END_DEFAULTS
// AFireDemonRock5 ------------------------------------------------------------
class AFireDemonRock5 : public AFireDemonRock1
{
DECLARE_ACTOR (AFireDemonRock5, AActor)
};
FState AFireDemonRock5::States[] =
{
#define S_FIRED_RDROP5 0
S_NORMAL (FDMN, 'W', 4, NULL , &States[S_FIRED_RDROP5]),
#define S_FIRED_RDEAD5 (S_FIRED_RDROP5+1)
S_NORMAL (FDMN, 'W', 5, A_SmBounce , &States[S_FIRED_RDEAD5+1]),
S_NORMAL (FDMN, 'W', 200, NULL , NULL)
};
IMPLEMENT_ACTOR (AFireDemonRock5, Hexen, -1, 0)
PROP_SpawnState (S_FIRED_RDROP5)
PROP_DeathState (S_FIRED_RDEAD5)
PROP_XDeathState (S_FIRED_RDEAD5+1)
END_DEFAULTS
// AFireDemonMissile -----------------------------------------------------------
class AFireDemonMissile : public AActor
{
DECLARE_ACTOR (AFireDemonMissile, AActor)
};
FState AFireDemonMissile::States[] =
{
#define S_FIRED_FX6_1 0
S_BRIGHT (FDMB, 'A', 5, NULL , &States[S_FIRED_FX6_1]),
#define S_FIRED_FX6_2 (S_FIRED_FX6_1+1)
S_BRIGHT (FDMB, 'B', 5, NULL , &States[S_FIRED_FX6_2+1]),
S_BRIGHT (FDMB, 'C', 5, NULL , &States[S_FIRED_FX6_2+2]),
S_BRIGHT (FDMB, 'D', 5, NULL , &States[S_FIRED_FX6_2+3]),
S_BRIGHT (FDMB, 'E', 5, NULL , NULL)
};
IMPLEMENT_ACTOR (AFireDemonMissile, Hexen, -1, 0)
PROP_SpawnHealth (1000)
PROP_ReactionTime (8)
PROP_PainChance (0)
PROP_SpeedFixed (10)
PROP_RadiusFixed (10)
PROP_HeightFixed (6)
PROP_Mass (15)
PROP_Damage (1)
PROP_DamageType (NAME_Fire)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
PROP_Flags2 (MF2_NOTELEPORT|MF2_IMPACT|MF2_PCROSS|MF2_FLOORCLIP)
PROP_RenderStyle (STYLE_Add)
PROP_SpawnState (S_FIRED_FX6_1)
PROP_DeathState (S_FIRED_FX6_2)
PROP_DeathSound ("FireDemonMissileHit")
END_DEFAULTS
//============================================================================
//
// A_FiredRocks
//
//============================================================================
void A_FiredRocks (AActor *actor)
{
A_FiredSpawnRock (actor);
A_FiredSpawnRock (actor);
A_FiredSpawnRock (actor);
A_FiredSpawnRock (actor);
A_FiredSpawnRock (actor);
}
//============================================================================
//
// A_FiredSpawnRock
//
//============================================================================
void A_FiredSpawnRock (AActor *actor)
{
AActor *mo;
int x,y,z;
const PClass *rtype;
switch (pr_firedemonrock() % 5)
{
case 0:
rtype = RUNTIME_CLASS (AFireDemonRock1);
break;
case 1:
rtype = RUNTIME_CLASS (AFireDemonRock2);
break;
case 2:
rtype = RUNTIME_CLASS (AFireDemonRock3);
break;
case 3:
rtype = RUNTIME_CLASS (AFireDemonRock4);
break;
case 4:
default:
rtype = RUNTIME_CLASS (AFireDemonRock5);
break;
}
x = actor->x + ((pr_firedemonrock() - 128) << 12);
y = actor->y + ((pr_firedemonrock() - 128) << 12);
z = actor->z + ( pr_firedemonrock() << 11);
mo = Spawn (rtype, x, y, z, ALLOW_REPLACE);
if (mo)
{
mo->target = actor;
mo->momx = (pr_firedemonrock() - 128) <<10;
mo->momy = (pr_firedemonrock() - 128) <<10;
mo->momz = (pr_firedemonrock() << 10);
mo->special1 = 2; // Number bounces
}
// Initialize fire demon
actor->special2 = 0;
actor->flags &= ~MF_JUSTATTACKED;
}
//============================================================================
//
// A_SmBounce
//
//============================================================================
void A_SmBounce (AActor *actor)
{
// give some more momentum (x,y,&z)
actor->z = actor->floorz + FRACUNIT;
actor->momz = (2*FRACUNIT) + (pr_smbounce() << 10);
actor->momx = pr_smbounce()%3<<FRACBITS;
actor->momy = pr_smbounce()%3<<FRACBITS;
}
//============================================================================
//
// A_FiredAttack
//
//============================================================================
void A_FiredAttack (AActor *actor)
{
if (actor->target == NULL)
return;
AActor *mo = P_SpawnMissile (actor, actor->target, RUNTIME_CLASS(AFireDemonMissile));
if (mo) S_Sound (actor, CHAN_BODY, "FireDemonAttack", 1, ATTN_NORM);
}
//============================================================================
//
// A_FiredChase
//
//============================================================================
void A_FiredChase (AActor *actor)
{
int weaveindex = actor->special1;
AActor *target = actor->target;
angle_t ang;
fixed_t dist;
if (actor->reactiontime) actor->reactiontime--;
if (actor->threshold) actor->threshold--;
// Float up and down
actor->z += FloatBobOffsets[weaveindex];
actor->special1 = (weaveindex+2)&63;
// Ensure it stays above certain height
if (actor->z < actor->floorz + (64*FRACUNIT))
{
actor->z += 2*FRACUNIT;
}
if(!actor->target || !(actor->target->flags&MF_SHOOTABLE))
{ // Invalid target
P_LookForPlayers (actor,true);
return;
}
// Strafe
if (actor->special2 > 0)
{
actor->special2--;
}
else
{
actor->special2 = 0;
actor->momx = actor->momy = 0;
dist = P_AproxDistance (actor->x - target->x, actor->y - target->y);
if (dist < FIREDEMON_ATTACK_RANGE)
{
if (pr_firedemonchase() < 30)
{
ang = R_PointToAngle2 (actor->x, actor->y, target->x, target->y);
if (pr_firedemonchase() < 128)
ang += ANGLE_90;
else
ang -= ANGLE_90;
ang >>= ANGLETOFINESHIFT;
actor->momx = finecosine[ang] << 3; //FixedMul (8*FRACUNIT, finecosine[ang]);
actor->momy = finesine[ang] << 3; //FixedMul (8*FRACUNIT, finesine[ang]);
actor->special2 = 3; // strafe time
}
}
}
FaceMovementDirection (actor);
// Normal movement
if (!actor->special2)
{
if (--actor->movecount<0 || !P_Move (actor))
{
P_NewChaseDir (actor);
}
}
// Do missile attack
if (!(actor->flags & MF_JUSTATTACKED))
{
if (P_CheckMissileRange (actor) && (pr_firedemonchase() < 20))
{
actor->SetState (actor->MissileState);
actor->flags |= MF_JUSTATTACKED;
return;
}
}
else
{
actor->flags &= ~MF_JUSTATTACKED;
}
// make active sound
if (pr_firedemonchase() < 3)
{
actor->PlayActiveSound ();
}
}
//============================================================================
//
// A_FiredSplotch
//
//============================================================================
void A_FiredSplotch (AActor *actor)
{
AActor *mo;
mo = Spawn<AFireDemonSplotch1> (actor->x, actor->y, actor->z, ALLOW_REPLACE);
if (mo)
{
mo->momx = (pr_firedemonsplotch() - 128) << 11;
mo->momy = (pr_firedemonsplotch() - 128) << 11;
mo->momz = (pr_firedemonsplotch() << 10) + FRACUNIT*3;
}
mo = Spawn<AFireDemonSplotch2> (actor->x, actor->y, actor->z, ALLOW_REPLACE);
if (mo)
{
mo->momx = (pr_firedemonsplotch() - 128) << 11;
mo->momy = (pr_firedemonsplotch() - 128) << 11;
mo->momz = (pr_firedemonsplotch() << 10) + FRACUNIT*3;
}
}