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https://github.com/ZDoom/gzdoom.git
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b599eda17d
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)
253 lines
7.9 KiB
C++
253 lines
7.9 KiB
C++
#include "actor.h"
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#include "m_random.h"
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#include "a_action.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "s_sound.h"
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#include "a_strifeglobal.h"
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void A_TossGib (AActor *);
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// Crusader -----------------------------------------------------------------
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void A_CrusaderChoose (AActor *);
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void A_CrusaderSweepLeft (AActor *);
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void A_CrusaderSweepRight (AActor *);
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void A_CrusaderRefire (AActor *);
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void A_CrusaderDeath (AActor *);
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class ACrusader : public AActor
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{
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DECLARE_ACTOR (ACrusader, AActor)
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public:
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void GetExplodeParms (int &damage, int &dist, bool &hurtSource)
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{
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damage = dist = 64;
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}
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void NoBlockingSet ()
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{
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P_DropItem (this, "EnergyPod", 20, 256);
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}
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};
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FState ACrusader::States[] =
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{
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#define S_CRUSADER_STND 0
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S_NORMAL (ROB2, 'Q', 10, A_Look, &States[S_CRUSADER_STND]),
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#define S_CRUSADER_RUN (S_CRUSADER_STND+1)
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S_NORMAL (ROB2, 'A', 3, A_Chase, &States[S_CRUSADER_RUN+1]),
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S_NORMAL (ROB2, 'A', 3, A_Chase, &States[S_CRUSADER_RUN+2]),
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S_NORMAL (ROB2, 'B', 3, A_Chase, &States[S_CRUSADER_RUN+3]),
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S_NORMAL (ROB2, 'B', 3, A_Chase, &States[S_CRUSADER_RUN+4]),
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S_NORMAL (ROB2, 'C', 3, A_Chase, &States[S_CRUSADER_RUN+5]),
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S_NORMAL (ROB2, 'C', 3, A_Chase, &States[S_CRUSADER_RUN+6]),
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S_NORMAL (ROB2, 'D', 3, A_Chase, &States[S_CRUSADER_RUN+7]),
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S_NORMAL (ROB2, 'D', 3, A_Chase, &States[S_CRUSADER_RUN]),
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#define S_CRUSADER_ATTACK (S_CRUSADER_RUN+8)
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S_NORMAL (ROB2, 'E', 3, A_FaceTarget, &States[S_CRUSADER_ATTACK+1]),
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S_BRIGHT (ROB2, 'F', 2, A_CrusaderChoose, &States[S_CRUSADER_ATTACK+2]),
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S_BRIGHT (ROB2, 'E', 2, A_CrusaderSweepLeft, &States[S_CRUSADER_ATTACK+3]),
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S_BRIGHT (ROB2, 'F', 3, A_CrusaderSweepLeft, &States[S_CRUSADER_ATTACK+4]),
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S_BRIGHT (ROB2, 'E', 2, A_CrusaderSweepLeft, &States[S_CRUSADER_ATTACK+5]),
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S_BRIGHT (ROB2, 'F', 2, A_CrusaderSweepLeft, &States[S_CRUSADER_ATTACK+6]),
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S_BRIGHT (ROB2, 'E', 2, A_CrusaderSweepRight, &States[S_CRUSADER_ATTACK+7]),
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S_BRIGHT (ROB2, 'F', 2, A_CrusaderSweepRight, &States[S_CRUSADER_ATTACK+8]),
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S_BRIGHT (ROB2, 'E', 2, A_CrusaderSweepRight, &States[S_CRUSADER_ATTACK+9]),
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S_BRIGHT (ROB2, 'F', 2, A_CrusaderRefire, &States[S_CRUSADER_ATTACK]),
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#define S_CRUSADER_PAIN (S_CRUSADER_ATTACK+10)
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S_NORMAL (ROB2, 'D', 1, A_Pain, &States[S_CRUSADER_RUN]),
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#define S_CRUSADER_DEATH (S_CRUSADER_PAIN+1)
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S_NORMAL (ROB2, 'G', 3, A_Scream, &States[S_CRUSADER_DEATH+1]),
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S_NORMAL (ROB2, 'H', 5, A_TossGib, &States[S_CRUSADER_DEATH+2]),
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S_BRIGHT (ROB2, 'I', 4, A_TossGib, &States[S_CRUSADER_DEATH+3]),
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S_BRIGHT (ROB2, 'J', 4, A_ExplodeAndAlert, &States[S_CRUSADER_DEATH+4]),
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S_BRIGHT (ROB2, 'K', 4, A_NoBlocking, &States[S_CRUSADER_DEATH+5]),
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S_NORMAL (ROB2, 'L', 4, A_ExplodeAndAlert, &States[S_CRUSADER_DEATH+6]),
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S_NORMAL (ROB2, 'M', 4, A_TossGib, &States[S_CRUSADER_DEATH+7]),
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S_NORMAL (ROB2, 'N', 4, A_TossGib, &States[S_CRUSADER_DEATH+8]),
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S_NORMAL (ROB2, 'O', 4, A_ExplodeAndAlert, &States[S_CRUSADER_DEATH+9]),
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S_NORMAL (ROB2, 'P', -1, A_CrusaderDeath, NULL)
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};
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IMPLEMENT_ACTOR (ACrusader, Strife, 3005, 0)
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PROP_SpawnState (S_CRUSADER_STND)
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PROP_SeeState (S_CRUSADER_RUN)
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PROP_MissileState (S_CRUSADER_ATTACK)
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PROP_PainState (S_CRUSADER_PAIN)
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PROP_DeathState (S_CRUSADER_DEATH)
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PROP_SpeedFixed (8)
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PROP_RadiusFixed (40)
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PROP_HeightFixed (56)
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PROP_Mass (400)
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PROP_SpawnHealth (400)
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PROP_PainChance (128)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD|MF_COUNTKILL)
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PROP_Flags2 (MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_MCROSS)
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PROP_Flags3 (MF3_DONTMORPH)
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PROP_Flags4 (MF4_MISSILEMORE|MF4_INCOMBAT|MF4_NOICEDEATH)
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PROP_MinMissileChance (120)
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PROP_StrifeType (63)
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PROP_MaxDropOffHeight (32)
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PROP_SeeSound ("crusader/sight")
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PROP_PainSound ("crusader/pain")
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PROP_DeathSound ("crusader/death")
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PROP_ActiveSound ("crusader/active")
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PROP_Obituary ("$OB_CRUSADER")
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END_DEFAULTS
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// Fast Flame Projectile (used by Crusader) ---------------------------------
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class AFastFlameMissile : public AFlameMissile
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{
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DECLARE_STATELESS_ACTOR (AFastFlameMissile, AFlameMissile)
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};
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IMPLEMENT_STATELESS_ACTOR (AFastFlameMissile, Strife, -1, 0)
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PROP_Mass (50)
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PROP_Damage (1)
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PROP_SpeedFixed (35)
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END_DEFAULTS
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// Crusader Missile ---------------------------------------------------------
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// This is just like the mini missile the player shoots, except it doesn't
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// explode when it dies, and it does slightly less damage for a direct hit.
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void A_RocketInFlight (AActor *);
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void A_RocketDead (AActor *);
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class ACrusaderMissile : public AActor
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{
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DECLARE_ACTOR (ACrusaderMissile, AActor)
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};
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FState ACrusaderMissile::States[] =
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{
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S_BRIGHT (MICR, 'A', 6, A_RocketInFlight, &States[0]),
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S_BRIGHT (SMIS, 'A', 5, A_RocketDead, &States[2]),
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S_BRIGHT (SMIS, 'B', 5, NULL, &States[3]),
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S_BRIGHT (SMIS, 'C', 4, NULL, &States[4]),
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S_BRIGHT (SMIS, 'D', 2, NULL, &States[5]),
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S_BRIGHT (SMIS, 'E', 2, NULL, &States[6]),
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S_BRIGHT (SMIS, 'F', 2, NULL, &States[7]),
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S_BRIGHT (SMIS, 'G', 2, NULL, NULL),
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};
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IMPLEMENT_ACTOR (ACrusaderMissile, Strife, -1, 0)
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PROP_SpawnState (0)
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PROP_DeathState (1)
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PROP_SpeedFixed (20)
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PROP_RadiusFixed (10)
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PROP_HeightFixed (14)
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PROP_Damage (7)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
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PROP_Flags2 (MF2_NOTELEPORT|MF2_PCROSS|MF2_IMPACT)
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PROP_Flags4 (MF4_STRIFEDAMAGE)
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PROP_MaxStepHeight (4)
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PROP_SeeSound ("crusader/misl")
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PROP_DeathSound ("crusader/mislx")
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END_DEFAULTS
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bool Sys_1ed64 (AActor *self)
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{
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if (P_CheckSight (self, self->target) && self->reactiontime == 0)
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{
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return P_AproxDistance (self->x - self->target->x, self->y - self->target->y) < 264*FRACUNIT;
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}
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return false;
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}
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void A_CrusaderChoose (AActor *self)
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{
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if (self->target == NULL)
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return;
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if (Sys_1ed64 (self))
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{
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A_FaceTarget (self);
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self->angle -= ANGLE_180/16;
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P_SpawnMissileZAimed (self, self->z + 40*FRACUNIT, self->target, RUNTIME_CLASS(AFastFlameMissile));
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}
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else
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{
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if (P_CheckMissileRange (self))
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{
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A_FaceTarget (self);
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P_SpawnMissileZAimed (self, self->z + 56*FRACUNIT, self->target, RUNTIME_CLASS(ACrusaderMissile));
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self->angle -= ANGLE_45/32;
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P_SpawnMissileZAimed (self, self->z + 40*FRACUNIT, self->target, RUNTIME_CLASS(ACrusaderMissile));
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self->angle += ANGLE_45/16;
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P_SpawnMissileZAimed (self, self->z + 40*FRACUNIT, self->target, RUNTIME_CLASS(ACrusaderMissile));
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self->angle -= ANGLE_45/16;
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self->reactiontime += 15;
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}
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self->SetState (self->SeeState);
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}
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}
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void A_CrusaderSweepLeft (AActor *self)
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{
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self->angle += ANGLE_90/16;
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AActor *misl = P_SpawnMissileZAimed (self, self->z + 48*FRACUNIT, self->target, RUNTIME_CLASS(AFastFlameMissile));
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if (misl != NULL)
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{
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misl->momz += FRACUNIT;
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}
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}
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void A_CrusaderSweepRight (AActor *self)
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{
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self->angle -= ANGLE_90/16;
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AActor *misl = P_SpawnMissileZAimed (self, self->z + 48*FRACUNIT, self->target, RUNTIME_CLASS(AFastFlameMissile));
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if (misl != NULL)
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{
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misl->momz += FRACUNIT;
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}
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}
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void A_CrusaderRefire (AActor *self)
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{
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if (self->target == NULL ||
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self->target->health <= 0 ||
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!P_CheckSight (self, self->target))
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{
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self->SetState (self->SeeState);
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}
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}
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void A_CrusaderDeath (AActor *self)
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{
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if (CheckBossDeath (self))
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{
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EV_DoFloor (DFloor::floorLowerToLowest, NULL, 667, FRACUNIT, 0, 0, 0);
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}
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}
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void A_RocketDead (AActor *self)
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{
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self->RenderStyle = STYLE_Add;
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S_StopSound (self, CHAN_VOICE);
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}
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// Dead Crusader ------------------------------------------------------------
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class ADeadCrusader : public AActor
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{
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DECLARE_ACTOR (ADeadCrusader, AActor)
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};
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FState ADeadCrusader::States[] =
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{
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S_NORMAL (ROB2, 'N', 4, A_TossGib, &States[1]),
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S_NORMAL (ROB2, 'O', 4, A_ExplodeAndAlert, &States[2]),
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S_NORMAL (ROB2, 'P',-1, NULL, NULL)
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};
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IMPLEMENT_ACTOR (ADeadCrusader, Strife, 22, 0)
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PROP_SpawnState (0)
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PROP_StrifeType (230)
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END_DEFAULTS
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