mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-12-03 17:32:54 +00:00
ea4f160e35
to specific damage types. - Changed Dehacked parser to use the DECORATE symbol tables for code pointers instead of creating its own ones. - Removed the HandleNoSector hack and changed A_Look so that it uses the sector's sound target for actors with MF_NOSECTOR regardless of compatibility settings. - Moved initialization of weapon slots after the actor initialization. With default weapons exported to DECORATE it can't be done earlier. - Converted Doom weapons to DECORATE. - Changed backpack definition so that Doom's backpack is no longer the base class that implements its functionality. Now there is an abstract base class all backpack-like items derive from. Also moved the actual definition of Doom's backpack to DECORATE. SVN r519 (trunk)
375 lines
9.1 KiB
C++
375 lines
9.1 KiB
C++
#include "actor.h"
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#include "info.h"
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#include "m_random.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_doomglobal.h"
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#include "statnums.h"
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void A_Fire (AActor *); // from m_archvile.cpp
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void A_BrainAwake (AActor *);
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void A_BrainPain (AActor *);
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void A_BrainScream (AActor *);
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void A_BrainExplode (AActor *);
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void A_BrainDie (AActor *);
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void A_BrainSpit (AActor *);
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void A_SpawnFly (AActor *);
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void A_SpawnSound (AActor *);
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static FRandom pr_brainscream ("BrainScream");
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static FRandom pr_brainexplode ("BrainExplode");
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static FRandom pr_spawnfly ("SpawnFly");
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class ABossTarget : public AActor
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{
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DECLARE_STATELESS_ACTOR (ABossTarget, AActor)
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public:
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void BeginPlay ();
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};
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class DBrainState : public DThinker
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{
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DECLARE_CLASS (DBrainState, DThinker)
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public:
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DBrainState ()
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: DThinker (STAT_BOSSTARGET),
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Targets (STAT_BOSSTARGET),
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SerialTarget (NULL),
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Easy (false)
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{}
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void Serialize (FArchive &arc);
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ABossTarget *GetTarget ();
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protected:
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TThinkerIterator<ABossTarget> Targets;
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ABossTarget *SerialTarget;
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bool Easy;
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};
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FState ABossBrain::States[] =
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{
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#define S_BRAINEXPLODE 0
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S_BRIGHT (MISL, 'B', 10, NULL , &States[S_BRAINEXPLODE+1]),
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S_BRIGHT (MISL, 'C', 10, NULL , &States[S_BRAINEXPLODE+2]),
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S_BRIGHT (MISL, 'D', 10, A_BrainExplode , NULL),
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#define S_BRAIN (S_BRAINEXPLODE+3)
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S_NORMAL (BBRN, 'A', -1, NULL , NULL),
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#define S_BRAIN_PAIN (S_BRAIN+1)
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S_NORMAL (BBRN, 'B', 36, A_BrainPain , &States[S_BRAIN]),
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#define S_BRAIN_DIE (S_BRAIN_PAIN+1)
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S_NORMAL (BBRN, 'A', 100, A_BrainScream , &States[S_BRAIN_DIE+1]),
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S_NORMAL (BBRN, 'A', 10, NULL , &States[S_BRAIN_DIE+2]),
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S_NORMAL (BBRN, 'A', 10, NULL , &States[S_BRAIN_DIE+3]),
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S_NORMAL (BBRN, 'A', -1, A_BrainDie , NULL)
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};
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IMPLEMENT_ACTOR (ABossBrain, Doom, 88, 0)
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PROP_SpawnHealth (250)
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//PROP_HeightFixed (86) // don't do this; it messes up some non-id levels
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PROP_MassLong (10000000)
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PROP_PainChance (255)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE)
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PROP_Flags4 (MF4_NOICEDEATH)
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PROP_Flags5 (MF5_OLDRADIUSDMG)
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PROP_SpawnState (S_BRAIN)
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PROP_PainState (S_BRAIN_PAIN)
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PROP_DeathState (S_BRAIN_DIE)
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PROP_PainSound ("brain/pain")
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PROP_DeathSound ("brain/death")
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END_DEFAULTS
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class ABossEye : public AActor
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{
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DECLARE_ACTOR (ABossEye, AActor)
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};
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FState ABossEye::States[] =
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{
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#define S_BRAINEYE 0
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S_NORMAL (SSWV, 'A', 10, A_Look , &States[S_BRAINEYE]),
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#define S_BRAINEYESEE (S_BRAINEYE+1)
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S_NORMAL (SSWV, 'A', 181, A_BrainAwake , &States[S_BRAINEYESEE+1]),
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S_NORMAL (SSWV, 'A', 150, A_BrainSpit , &States[S_BRAINEYESEE+1])
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};
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IMPLEMENT_ACTOR (ABossEye, Doom, 89, 0)
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PROP_HeightFixed (32)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOSECTOR)
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PROP_SpawnState (S_BRAINEYE)
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PROP_SeeState (S_BRAINEYESEE)
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END_DEFAULTS
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IMPLEMENT_STATELESS_ACTOR (ABossTarget, Doom, 87, 0)
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PROP_HeightFixed (32)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOSECTOR)
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END_DEFAULTS
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void ABossTarget::BeginPlay ()
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{
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Super::BeginPlay ();
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ChangeStatNum (STAT_BOSSTARGET);
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}
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class ASpawnShot : public AActor
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{
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DECLARE_ACTOR (ASpawnShot, AActor)
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};
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FState ASpawnShot::States[] =
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{
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S_BRIGHT (BOSF, 'A', 3, A_SpawnSound , &States[1]),
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S_BRIGHT (BOSF, 'B', 3, A_SpawnFly , &States[2]),
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S_BRIGHT (BOSF, 'C', 3, A_SpawnFly , &States[3]),
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S_BRIGHT (BOSF, 'D', 3, A_SpawnFly , &States[0])
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};
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IMPLEMENT_ACTOR (ASpawnShot, Doom, -1, 0)
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PROP_RadiusFixed (6)
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PROP_HeightFixed (32)
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PROP_SpeedFixed (10)
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PROP_Damage (3)
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PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY|MF_NOCLIP)
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PROP_Flags2 (MF2_NOTELEPORT)
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PROP_Flags4 (MF4_RANDOMIZE)
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PROP_SpawnState (0)
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PROP_SeeSound ("brain/spit")
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PROP_DeathSound ("brain/cubeboom")
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END_DEFAULTS
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class ASpawnFire : public AActor
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{
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DECLARE_ACTOR (ASpawnFire, AActor)
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};
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FState ASpawnFire::States[] =
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{
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S_BRIGHT (FIRE, 'A', 4, A_Fire , &States[1]),
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S_BRIGHT (FIRE, 'B', 4, A_Fire , &States[2]),
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S_BRIGHT (FIRE, 'C', 4, A_Fire , &States[3]),
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S_BRIGHT (FIRE, 'D', 4, A_Fire , &States[4]),
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S_BRIGHT (FIRE, 'E', 4, A_Fire , &States[5]),
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S_BRIGHT (FIRE, 'F', 4, A_Fire , &States[6]),
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S_BRIGHT (FIRE, 'G', 4, A_Fire , &States[7]),
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S_BRIGHT (FIRE, 'H', 4, A_Fire , NULL)
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};
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IMPLEMENT_ACTOR (ASpawnFire, Doom, -1, 0)
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PROP_HeightFixed (78)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
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PROP_RenderStyle (STYLE_Add)
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PROP_SpawnState (0)
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END_DEFAULTS
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void A_BrainAwake (AActor *self)
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{
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// killough 3/26/98: only generates sound now
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S_Sound (self, CHAN_VOICE, "brain/sight", 1, ATTN_SURROUND);
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}
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void A_BrainPain (AActor *self)
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{
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S_Sound (self, CHAN_VOICE, "brain/pain", 1, ATTN_SURROUND);
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}
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static void BrainishExplosion (fixed_t x, fixed_t y, fixed_t z)
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{
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AActor *boom = Spawn("Rocket", x, y, z, NO_REPLACE);
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if (boom != NULL)
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{
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boom->momz = pr_brainscream() << 9;
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boom->SetState (&ABossBrain::States[S_BRAINEXPLODE]);
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boom->effects = 0;
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boom->tics -= pr_brainscream() & 7;
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if (boom->tics < 1)
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boom->tics = 1;
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}
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}
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void A_BrainScream (AActor *self)
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{
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fixed_t x;
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for (x = self->x - 196*FRACUNIT; x < self->x + 320*FRACUNIT; x += 8*FRACUNIT)
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{
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BrainishExplosion (x, self->y - 320*FRACUNIT,
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128 + (pr_brainscream() << (FRACBITS + 1)));
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}
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S_Sound (self, CHAN_VOICE, "brain/death", 1, ATTN_SURROUND);
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}
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void A_BrainExplode (AActor *self)
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{
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fixed_t x = self->x + pr_brainexplode.Random2()*2048;
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fixed_t z = 128 + pr_brainexplode()*2*FRACUNIT;
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BrainishExplosion (x, self->y, z);
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}
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void A_BrainDie (AActor *self)
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{
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// [RH] If noexit, then don't end the level.
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if ((deathmatch || alwaysapplydmflags) && (dmflags & DF_NO_EXIT))
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return;
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G_ExitLevel (0, false);
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}
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void A_BrainSpit (AActor *self)
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{
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TThinkerIterator<DBrainState> iterator (STAT_BOSSTARGET);
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DBrainState *state;
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AActor *targ;
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AActor *spit;
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// shoot a cube at current target
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if (NULL == (state = iterator.Next ()))
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{
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state = new DBrainState;
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}
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targ = state->GetTarget ();
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if (targ != NULL)
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{
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// spawn brain missile
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spit = P_SpawnMissile (self, targ, RUNTIME_CLASS(ASpawnShot));
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if (spit != NULL)
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{
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spit->target = targ;
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// [RH] Do this correctly for any trajectory. Doom would divide by 0
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// if the target had the same y coordinate as the spitter.
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if ((spit->momx | spit->momy) == 0)
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{
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spit->reactiontime = 0;
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}
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else if (abs(spit->momy) > abs(spit->momx))
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{
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spit->reactiontime = (targ->y - self->y) / spit->momy;
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}
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else
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{
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spit->reactiontime = (targ->x - self->x) / spit->momx;
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}
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spit->reactiontime /= spit->state->GetTics();
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}
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S_Sound (self, CHAN_WEAPON, "brain/spit", 1, ATTN_SURROUND);
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}
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}
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void A_SpawnFly (AActor *self)
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{
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AActor *newmobj;
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AActor *fog;
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AActor *targ;
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int r;
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const char *type;
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if (--self->reactiontime)
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return; // still flying
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targ = self->target;
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// First spawn teleport fire.
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fog = Spawn<ASpawnFire> (targ->x, targ->y, targ->z, ALLOW_REPLACE);
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S_Sound (fog, CHAN_BODY, "brain/spawn", 1, ATTN_NORM);
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// Randomly select monster to spawn.
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r = pr_spawnfly ();
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// Probability distribution (kind of :),
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// decreasing likelihood.
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if (r < 50) type = "DoomImp";
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else if (r < 90) type = "Demon";
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else if (r < 120) type = "Spectre";
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else if (r < 130) type = "PainElemental";
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else if (r < 160) type = "Cacodemon";
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else if (r < 162) type = "Archvile";
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else if (r < 172) type = "Revenant";
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else if (r < 192) type = "Arachnotron";
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else if (r < 222) type = "Fatso";
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else if (r < 246) type = "HellKnight";
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else type = "BaronOfHell";
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newmobj = Spawn (type, targ->x, targ->y, targ->z, ALLOW_REPLACE);
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if (newmobj != NULL)
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{
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// Make the new monster hate what the boss eye hates
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AActor *eye = self->target;
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if (eye != NULL)
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{
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newmobj->CopyFriendliness (eye, false);
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}
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if (newmobj->SeeState != NULL && P_LookForPlayers (newmobj, true))
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newmobj->SetState (newmobj->SeeState);
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if (!(newmobj->ObjectFlags & OF_MassDestruction))
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{
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// telefrag anything in this spot
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P_TeleportMove (newmobj, newmobj->x, newmobj->y, newmobj->z, true);
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}
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}
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// remove self (i.e., cube).
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self->Destroy ();
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}
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// travelling cube sound
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void A_SpawnSound (AActor *self)
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{
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S_Sound (self, CHAN_BODY, "brain/cube", 1, ATTN_IDLE);
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A_SpawnFly (self);
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}
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// Each brain on the level shares a single global state
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IMPLEMENT_CLASS (DBrainState)
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ABossTarget *DBrainState::GetTarget ()
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{
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Easy = !Easy;
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if (gameskill <= sk_easy && !Easy)
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return NULL;
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ABossTarget *target;
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if (SerialTarget)
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{
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do
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{
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target = Targets.Next ();
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} while (target != NULL && target != SerialTarget);
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SerialTarget = NULL;
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}
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else
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{
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target = Targets.Next ();
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}
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return (target == NULL) ? Targets.Next () : target;
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}
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void DBrainState::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << Easy;
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if (arc.IsStoring ())
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{
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ABossTarget *target = Targets.Next ();
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arc << target;
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}
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else
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{
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arc << SerialTarget;
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}
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}
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