gzdoom/src/g_doom/a_fatso.cpp
Christoph Oelckers 1bd6ac028b - Converted a_doomhealth.cpp to DECORATE.
- Added a PickupMessage property to the internal actor parser, replaced
  most of the virtual PickupMessages with it and placed the code that
  reads the metadata into AInventory::PickupMessage. Now the
  PickupMessage method is truly virtual and I can do:
   Added a Health.LowMessage property to define double message items like
   Doom's medikit in DECORATE.
- Since defining Mana3 as an ammo type and then overriding the TryPickup
  method means that this item defeats all ammo checks in the game it might
  as well be defined as a CustomInventory item. At least this fixes the
  amount given in easy and very hard skills.
- Converted all ammo items to DECORATE.
- Changed internal property setting of ammo types and sister weapons
  to use fuglyname as for DECORATE definitions. This allows to export
  the ammo definitions into DECORATE definitions without doing it for
  the weapons themselves.
- Replaced obituary methods with actor properties.
- Fixed: The secret map check didn't work for maps inside Zips.



SVN r196 (trunk)
2006-06-17 20:29:41 +00:00

283 lines
8.8 KiB
C++

#include "actor.h"
#include "info.h"
#include "m_random.h"
#include "s_sound.h"
#include "p_local.h"
#include "p_enemy.h"
#include "gstrings.h"
#include "a_action.h"
#include "thingdef.h"
void A_FatRaise (AActor *);
void A_FatAttack1 (AActor *);
void A_FatAttack2 (AActor *);
void A_FatAttack3 (AActor *);
class AFatso : public AActor
{
DECLARE_ACTOR (AFatso, AActor)
};
FState AFatso::States[] =
{
#define S_FATT_STND 0
S_NORMAL (FATT, 'A', 15, A_Look , &States[S_FATT_STND+1]),
S_NORMAL (FATT, 'B', 15, A_Look , &States[S_FATT_STND]),
#define S_FATT_RUN (S_FATT_STND+2)
S_NORMAL (FATT, 'A', 4, A_Chase , &States[S_FATT_RUN+1]),
S_NORMAL (FATT, 'A', 4, A_Chase , &States[S_FATT_RUN+2]),
S_NORMAL (FATT, 'B', 4, A_Chase , &States[S_FATT_RUN+3]),
S_NORMAL (FATT, 'B', 4, A_Chase , &States[S_FATT_RUN+4]),
S_NORMAL (FATT, 'C', 4, A_Chase , &States[S_FATT_RUN+5]),
S_NORMAL (FATT, 'C', 4, A_Chase , &States[S_FATT_RUN+6]),
S_NORMAL (FATT, 'D', 4, A_Chase , &States[S_FATT_RUN+7]),
S_NORMAL (FATT, 'D', 4, A_Chase , &States[S_FATT_RUN+8]),
S_NORMAL (FATT, 'E', 4, A_Chase , &States[S_FATT_RUN+9]),
S_NORMAL (FATT, 'E', 4, A_Chase , &States[S_FATT_RUN+10]),
S_NORMAL (FATT, 'F', 4, A_Chase , &States[S_FATT_RUN+11]),
S_NORMAL (FATT, 'F', 4, A_Chase , &States[S_FATT_RUN+0]),
#define S_FATT_ATK (S_FATT_RUN+12)
S_NORMAL (FATT, 'G', 20, A_FatRaise , &States[S_FATT_ATK+1]),
S_BRIGHT (FATT, 'H', 10, A_FatAttack1 , &States[S_FATT_ATK+2]),
S_NORMAL (FATT, 'I', 5, A_FaceTarget , &States[S_FATT_ATK+3]),
S_NORMAL (FATT, 'G', 5, A_FaceTarget , &States[S_FATT_ATK+4]),
S_BRIGHT (FATT, 'H', 10, A_FatAttack2 , &States[S_FATT_ATK+5]),
S_NORMAL (FATT, 'I', 5, A_FaceTarget , &States[S_FATT_ATK+6]),
S_NORMAL (FATT, 'G', 5, A_FaceTarget , &States[S_FATT_ATK+7]),
S_BRIGHT (FATT, 'H', 10, A_FatAttack3 , &States[S_FATT_ATK+8]),
S_NORMAL (FATT, 'I', 5, A_FaceTarget , &States[S_FATT_ATK+9]),
S_NORMAL (FATT, 'G', 5, A_FaceTarget , &States[S_FATT_RUN+0]),
#define S_FATT_PAIN (S_FATT_ATK+10)
S_NORMAL (FATT, 'J', 3, NULL , &States[S_FATT_PAIN+1]),
S_NORMAL (FATT, 'J', 3, A_Pain , &States[S_FATT_RUN+0]),
#define S_FATT_DIE (S_FATT_PAIN+2)
S_NORMAL (FATT, 'K', 6, NULL , &States[S_FATT_DIE+1]),
S_NORMAL (FATT, 'L', 6, A_Scream , &States[S_FATT_DIE+2]),
S_NORMAL (FATT, 'M', 6, A_NoBlocking , &States[S_FATT_DIE+3]),
S_NORMAL (FATT, 'N', 6, NULL , &States[S_FATT_DIE+4]),
S_NORMAL (FATT, 'O', 6, NULL , &States[S_FATT_DIE+5]),
S_NORMAL (FATT, 'P', 6, NULL , &States[S_FATT_DIE+6]),
S_NORMAL (FATT, 'Q', 6, NULL , &States[S_FATT_DIE+7]),
S_NORMAL (FATT, 'R', 6, NULL , &States[S_FATT_DIE+8]),
S_NORMAL (FATT, 'S', 6, NULL , &States[S_FATT_DIE+9]),
S_NORMAL (FATT, 'T', -1, A_BossDeath , NULL),
#define S_FATT_RAISE (S_FATT_DIE+10)
S_NORMAL (FATT, 'R', 5, NULL , &States[S_FATT_RAISE+1]),
S_NORMAL (FATT, 'Q', 5, NULL , &States[S_FATT_RAISE+2]),
S_NORMAL (FATT, 'P', 5, NULL , &States[S_FATT_RAISE+3]),
S_NORMAL (FATT, 'O', 5, NULL , &States[S_FATT_RAISE+4]),
S_NORMAL (FATT, 'N', 5, NULL , &States[S_FATT_RAISE+5]),
S_NORMAL (FATT, 'M', 5, NULL , &States[S_FATT_RAISE+6]),
S_NORMAL (FATT, 'L', 5, NULL , &States[S_FATT_RAISE+7]),
S_NORMAL (FATT, 'K', 5, NULL , &States[S_FATT_RUN+0])
};
IMPLEMENT_ACTOR (AFatso, Doom, 67, 112)
PROP_SpawnHealth (600)
PROP_RadiusFixed (48)
PROP_HeightFixed (64)
PROP_Mass (1000)
PROP_SpeedFixed (8)
PROP_PainChance (80)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP)
PROP_Flags4 (MF4_BOSSDEATH)
PROP_SpawnState (S_FATT_STND)
PROP_SeeState (S_FATT_RUN)
PROP_PainState (S_FATT_PAIN)
PROP_MissileState (S_FATT_ATK)
PROP_DeathState (S_FATT_DIE)
PROP_RaiseState (S_FATT_RAISE)
PROP_SeeSound ("fatso/sight")
PROP_PainSound ("fatso/pain")
PROP_DeathSound ("fatso/death")
PROP_ActiveSound ("fatso/active")
PROP_Obituary("$OB_FATSO")
END_DEFAULTS
class AFatShot : public AActor
{
DECLARE_ACTOR (AFatShot, AActor)
};
FState AFatShot::States[] =
{
#define S_FATSHOT 0
S_BRIGHT (MANF, 'A', 4, NULL , &States[S_FATSHOT+1]),
S_BRIGHT (MANF, 'B', 4, NULL , &States[S_FATSHOT+0]),
#define S_FATSHOTX (S_FATSHOT+2)
S_BRIGHT (MISL, 'B', 8, NULL , &States[S_FATSHOTX+1]),
S_BRIGHT (MISL, 'C', 6, NULL , &States[S_FATSHOTX+2]),
S_BRIGHT (MISL, 'D', 4, NULL , NULL)
};
IMPLEMENT_ACTOR (AFatShot, Doom, -1, 153)
PROP_RadiusFixed (6)
PROP_HeightFixed (8)
PROP_SpeedFixed (20)
PROP_Damage (8)
PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
PROP_Flags2 (MF2_PCROSS|MF2_IMPACT|MF2_NOTELEPORT)
PROP_Flags4 (MF4_RANDOMIZE)
PROP_RenderStyle (STYLE_Add)
PROP_SpawnState (S_FATSHOT)
PROP_DeathState (S_FATSHOTX)
PROP_SeeSound ("fatso/attack")
PROP_DeathSound ("fatso/shotx")
END_DEFAULTS
//
// Mancubus attack,
// firing three missiles in three different directions?
// Doesn't look like it.
//
#define FATSPREAD (ANG90/8)
void A_FatRaise (AActor *self)
{
A_FaceTarget (self);
S_Sound (self, CHAN_WEAPON, "fatso/raiseguns", 1, ATTN_NORM);
}
void A_FatAttack1 (AActor *self)
{
AActor *missile;
angle_t an;
if (!self->target)
return;
const PClass *spawntype = NULL;
int index = CheckIndex (1, NULL);
if (index >= 0) spawntype = PClass::FindClass ((ENamedName)StateParameters[index]);
if (spawntype == NULL) spawntype = RUNTIME_CLASS(AFatShot);
A_FaceTarget (self);
// Change direction to ...
self->angle += FATSPREAD;
P_SpawnMissile (self, self->target, spawntype);
missile = P_SpawnMissile (self, self->target, spawntype);
if (missile != NULL)
{
missile->angle += FATSPREAD;
an = missile->angle >> ANGLETOFINESHIFT;
missile->momx = FixedMul (missile->Speed, finecosine[an]);
missile->momy = FixedMul (missile->Speed, finesine[an]);
}
}
void A_FatAttack2 (AActor *self)
{
AActor *missile;
angle_t an;
if (!self->target)
return;
const PClass *spawntype = NULL;
int index = CheckIndex (1, NULL);
if (index >= 0) spawntype = PClass::FindClass ((ENamedName)StateParameters[index]);
if (spawntype == NULL) spawntype = RUNTIME_CLASS(AFatShot);
A_FaceTarget (self);
// Now here choose opposite deviation.
self->angle -= FATSPREAD;
P_SpawnMissile (self, self->target, spawntype);
missile = P_SpawnMissile (self, self->target, spawntype);
if (missile != NULL)
{
missile->angle -= FATSPREAD*2;
an = missile->angle >> ANGLETOFINESHIFT;
missile->momx = FixedMul (missile->Speed, finecosine[an]);
missile->momy = FixedMul (missile->Speed, finesine[an]);
}
}
void A_FatAttack3 (AActor *self)
{
AActor *missile;
angle_t an;
if (!self->target)
return;
const PClass *spawntype = NULL;
int index = CheckIndex (1, NULL);
if (index >= 0) spawntype = PClass::FindClass ((ENamedName)StateParameters[index]);
if (spawntype == NULL) spawntype = RUNTIME_CLASS(AFatShot);
A_FaceTarget (self);
missile = P_SpawnMissile (self, self->target, spawntype);
if (missile != NULL)
{
missile->angle -= FATSPREAD/2;
an = missile->angle >> ANGLETOFINESHIFT;
missile->momx = FixedMul (missile->Speed, finecosine[an]);
missile->momy = FixedMul (missile->Speed, finesine[an]);
}
missile = P_SpawnMissile (self, self->target, spawntype);
if (missile != NULL)
{
missile->angle += FATSPREAD/2;
an = missile->angle >> ANGLETOFINESHIFT;
missile->momx = FixedMul (missile->Speed, finecosine[an]);
missile->momy = FixedMul (missile->Speed, finesine[an]);
}
}
//
// killough 9/98: a mushroom explosion effect, sorta :)
// Original idea: Linguica
//
void A_Mushroom (AActor *actor)
{
int i, j, n = actor->damage;
const PClass *spawntype = NULL;
int index = CheckIndex (1, NULL);
if (index >= 0)
{
spawntype = PClass::FindClass((ENamedName)StateParameters[index]);
n = EvalExpressionI (StateParameters[index+1], actor);
if (n == 0)
n = actor->damage;
}
if (spawntype == NULL) spawntype = RUNTIME_CLASS(AFatShot);
A_Explode (actor); // First make normal explosion
// Now launch mushroom cloud
for (i = -n; i <= n; i += 8)
{
for (j = -n; j <= n; j += 8)
{
AActor target = *actor, *mo;
target.x += i << FRACBITS; // Aim in many directions from source
target.y += j << FRACBITS;
target.z += P_AproxDistance(i,j) << (FRACBITS+2); // Aim up fairly high
mo = P_SpawnMissile (actor, &target, spawntype); // Launch fireball
if (mo != NULL)
{
mo->momx >>= 1;
mo->momy >>= 1; // Slow it down a bit
mo->momz >>= 1;
mo->flags &= ~MF_NOGRAVITY; // Make debris fall under gravity
}
}
}
}