qzdoom-gpl/src/g_doom/a_revenant.cpp

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#include "templates.h"
#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 "a_doomglobal.h"
static FRandom pr_tracer ("Tracer");
static FRandom pr_skelfist ("SkelFist");
void A_SkelMissile (AActor *);
void A_Tracer (AActor *);
void A_SkelWhoosh (AActor *);
void A_SkelFist (AActor *);
class ARevenant : public AActor
{
DECLARE_ACTOR (ARevenant, AActor)
};
FState ARevenant::States[] =
{
#define S_SKEL_STND 0
S_NORMAL (SKEL, 'A', 10, A_Look , &States[S_SKEL_STND+1]),
S_NORMAL (SKEL, 'B', 10, A_Look , &States[S_SKEL_STND]),
#define S_SKEL_RUN (S_SKEL_STND+2)
S_NORMAL (SKEL, 'A', 2, A_Chase , &States[S_SKEL_RUN+1]),
S_NORMAL (SKEL, 'A', 2, A_Chase , &States[S_SKEL_RUN+2]),
S_NORMAL (SKEL, 'B', 2, A_Chase , &States[S_SKEL_RUN+3]),
S_NORMAL (SKEL, 'B', 2, A_Chase , &States[S_SKEL_RUN+4]),
S_NORMAL (SKEL, 'C', 2, A_Chase , &States[S_SKEL_RUN+5]),
S_NORMAL (SKEL, 'C', 2, A_Chase , &States[S_SKEL_RUN+6]),
S_NORMAL (SKEL, 'D', 2, A_Chase , &States[S_SKEL_RUN+7]),
S_NORMAL (SKEL, 'D', 2, A_Chase , &States[S_SKEL_RUN+8]),
S_NORMAL (SKEL, 'E', 2, A_Chase , &States[S_SKEL_RUN+9]),
S_NORMAL (SKEL, 'E', 2, A_Chase , &States[S_SKEL_RUN+10]),
S_NORMAL (SKEL, 'F', 2, A_Chase , &States[S_SKEL_RUN+11]),
S_NORMAL (SKEL, 'F', 2, A_Chase , &States[S_SKEL_RUN+0]),
#define S_SKEL_FIST (S_SKEL_RUN+12)
S_NORMAL (SKEL, 'G', 0, A_FaceTarget , &States[S_SKEL_FIST+1]),
S_NORMAL (SKEL, 'G', 6, A_SkelWhoosh , &States[S_SKEL_FIST+2]),
S_NORMAL (SKEL, 'H', 6, A_FaceTarget , &States[S_SKEL_FIST+3]),
S_NORMAL (SKEL, 'I', 6, A_SkelFist , &States[S_SKEL_RUN+0]),
#define S_SKEL_MISS (S_SKEL_FIST+4)
S_BRIGHT (SKEL, 'J', 0, A_FaceTarget , &States[S_SKEL_MISS+1]),
S_BRIGHT (SKEL, 'J', 10, A_FaceTarget , &States[S_SKEL_MISS+2]),
S_NORMAL (SKEL, 'K', 10, A_SkelMissile , &States[S_SKEL_MISS+3]),
S_NORMAL (SKEL, 'K', 10, A_FaceTarget , &States[S_SKEL_RUN+0]),
#define S_SKEL_PAIN (S_SKEL_MISS+4)
S_NORMAL (SKEL, 'L', 5, NULL , &States[S_SKEL_PAIN+1]),
S_NORMAL (SKEL, 'L', 5, A_Pain , &States[S_SKEL_RUN+0]),
#define S_SKEL_DIE (S_SKEL_PAIN+2)
S_NORMAL (SKEL, 'L', 7, NULL , &States[S_SKEL_DIE+1]),
S_NORMAL (SKEL, 'M', 7, NULL , &States[S_SKEL_DIE+2]),
S_NORMAL (SKEL, 'N', 7, A_Scream , &States[S_SKEL_DIE+3]),
S_NORMAL (SKEL, 'O', 7, A_NoBlocking , &States[S_SKEL_DIE+4]),
S_NORMAL (SKEL, 'P', 7, NULL , &States[S_SKEL_DIE+5]),
S_NORMAL (SKEL, 'Q', -1, NULL , NULL),
#define S_SKEL_RAISE (S_SKEL_DIE+6)
S_NORMAL (SKEL, 'Q', 5, NULL , &States[S_SKEL_RAISE+1]),
S_NORMAL (SKEL, 'P', 5, NULL , &States[S_SKEL_RAISE+2]),
S_NORMAL (SKEL, 'O', 5, NULL , &States[S_SKEL_RAISE+3]),
S_NORMAL (SKEL, 'N', 5, NULL , &States[S_SKEL_RAISE+4]),
S_NORMAL (SKEL, 'M', 5, NULL , &States[S_SKEL_RAISE+5]),
S_NORMAL (SKEL, 'L', 5, NULL , &States[S_SKEL_RUN+0])
};
IMPLEMENT_ACTOR (ARevenant, Doom, 66, 20)
PROP_SpawnHealth (300)
PROP_RadiusFixed (20)
PROP_HeightFixed (56)
PROP_Mass (500)
PROP_SpeedFixed (10)
PROP_PainChance (100)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP)
PROP_Flags4 (MF4_LONGMELEERANGE|MF4_MISSILEMORE)
PROP_SpawnState (S_SKEL_STND)
PROP_SeeState (S_SKEL_RUN)
PROP_PainState (S_SKEL_PAIN)
PROP_MeleeState (S_SKEL_FIST)
PROP_MissileState (S_SKEL_MISS)
PROP_DeathState (S_SKEL_DIE)
PROP_RaiseState (S_SKEL_RAISE)
PROP_SeeSound ("skeleton/sight")
PROP_PainSound ("skeleton/pain")
PROP_DeathSound ("skeleton/death")
PROP_ActiveSound ("skeleton/active")
PROP_Obituary("$OB_UNDEAD")
PROP_HitObituary("$OB_UNDEADHIT")
END_DEFAULTS
class ARevenantTracer : public AActor
{
DECLARE_ACTOR (ARevenantTracer, AActor)
};
FState ARevenantTracer::States[] =
{
#define S_TRACER 0
S_BRIGHT (FATB, 'A', 2, A_Tracer , &States[S_TRACER+1]),
S_BRIGHT (FATB, 'B', 2, A_Tracer , &States[S_TRACER]),
#define S_TRACEEXP (S_TRACER+2)
S_BRIGHT (FBXP, 'A', 8, NULL , &States[S_TRACEEXP+1]),
S_BRIGHT (FBXP, 'B', 6, NULL , &States[S_TRACEEXP+2]),
S_BRIGHT (FBXP, 'C', 4, NULL , NULL)
};
IMPLEMENT_ACTOR (ARevenantTracer, Doom, -1, 53)
PROP_RadiusFixed (11)
PROP_HeightFixed (8)
PROP_SpeedFixed (10)
PROP_Damage (10)
PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
PROP_Flags2 (MF2_PCROSS|MF2_IMPACT|MF2_NOTELEPORT|MF2_SEEKERMISSILE)
PROP_Flags4 (MF4_RANDOMIZE)
PROP_RenderStyle (STYLE_Add)
PROP_SpawnState (S_TRACER)
PROP_DeathState (S_TRACEEXP)
PROP_SeeSound ("skeleton/attack")
PROP_DeathSound ("skeleton/tracex")
END_DEFAULTS
class ARevenantTracerSmoke : public AActor
{
DECLARE_ACTOR (ARevenantTracerSmoke, AActor)
};
FState ARevenantTracerSmoke::States[] =
{
S_NORMAL (PUFF, 'B', 4, NULL , &States[1]),
S_NORMAL (PUFF, 'C', 4, NULL , &States[2]),
S_NORMAL (PUFF, 'B', 4, NULL , &States[3]),
S_NORMAL (PUFF, 'C', 4, NULL , &States[4]),
S_NORMAL (PUFF, 'D', 4, NULL , NULL)
};
IMPLEMENT_ACTOR (ARevenantTracerSmoke, Doom, -1, 0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
PROP_RenderStyle (STYLE_Translucent)
PROP_Alpha (TRANSLUC50)
PROP_SpawnState (0)
END_DEFAULTS
//
// A_SkelMissile
//
void A_SkelMissile (AActor *self)
{
AActor *missile;
if (!self->target)
return;
A_FaceTarget (self);
missile = P_SpawnMissileZ (self, self->z + 48*FRACUNIT,
self->target, RUNTIME_CLASS(ARevenantTracer));
if (missile != NULL)
{
missile->x += missile->momx;
missile->y += missile->momy;
missile->tracer = self->target;
}
}
#define TRACEANGLE (0xc000000)
void A_Tracer (AActor *self)
{
angle_t exact;
fixed_t dist;
fixed_t slope;
AActor *dest;
AActor *smoke;
// killough 1/18/98: this is why some missiles do not have smoke
// and some do. Also, internal demos start at random gametics, thus
// the bug in which revenants cause internal demos to go out of sync.
//
// killough 3/6/98: fix revenant internal demo bug by subtracting
// levelstarttic from gametic:
//
// [RH] level.time is always 0-based, so nothing special to do here.
if (level.time & 3)
return;
// spawn a puff of smoke behind the rocket
P_SpawnPuff (RUNTIME_CLASS(ABulletPuff), self->x, self->y, self->z, 0, 3);
smoke = Spawn<ARevenantTracerSmoke> (self->x - self->momx,
self->y - self->momy, self->z);
smoke->momz = FRACUNIT;
smoke->tics -= pr_tracer()&3;
if (smoke->tics < 1)
smoke->tics = 1;
// adjust direction
dest = self->tracer;
if (!dest || dest->health <= 0)
return;
// change angle
exact = R_PointToAngle2 (self->x, self->y, dest->x, dest->y);
if (exact != self->angle)
{
if (exact - self->angle > 0x80000000)
{
self->angle -= TRACEANGLE;
if (exact - self->angle < 0x80000000)
self->angle = exact;
}
else
{
self->angle += TRACEANGLE;
if (exact - self->angle > 0x80000000)
self->angle = exact;
}
}
exact = self->angle>>ANGLETOFINESHIFT;
self->momx = FixedMul (self->Speed, finecosine[exact]);
self->momy = FixedMul (self->Speed, finesine[exact]);
// change slope
dist = P_AproxDistance (dest->x - self->x,
dest->y - self->y);
dist = dist / self->Speed;
if (dist < 1)
dist = 1;
slope = (dest->z+40*FRACUNIT - self->z) / dist;
if (slope < self->momz)
self->momz -= FRACUNIT/8;
else
self->momz += FRACUNIT/8;
}
void A_SkelWhoosh (AActor *self)
{
if (!self->target)
return;
A_FaceTarget (self);
S_Sound (self, CHAN_WEAPON, "skeleton/swing", 1, ATTN_NORM);
}
void A_SkelFist (AActor *self)
{
if (!self->target)
return;
A_FaceTarget (self);
if (self->CheckMeleeRange ())
{
int damage = ((pr_skelfist()%10)+1)*6;
S_Sound (self, CHAN_WEAPON, "skeleton/melee", 1, ATTN_NORM);
P_DamageMobj (self->target, self, self, damage, MOD_HIT);
P_TraceBleed (damage, self->target, self);
}
}