qzdoom-gpl/src/g_doom/a_archvile.cpp

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#include "actor.h"
#include "info.h"
#include "p_local.h"
#include "s_sound.h"
#include "p_enemy.h"
#include "a_doomglobal.h"
#include "gstrings.h"
#include "a_action.h"
void A_VileChase (AActor *);
void A_VileStart (AActor *);
void A_StartFire (AActor *);
void A_FireCrackle (AActor *);
void A_Fire (AActor *);
void A_VileTarget (AActor *);
void A_VileAttack (AActor *);
FState AArchvile::States[] =
{
#define S_VILE_STND 0
S_NORMAL (VILE, 'A', 10, A_Look , &States[S_VILE_STND+1]),
S_NORMAL (VILE, 'B', 10, A_Look , &States[S_VILE_STND]),
#define S_VILE_RUN (S_VILE_STND+2)
S_NORMAL (VILE, 'A', 2, A_VileChase , &States[S_VILE_RUN+1]),
S_NORMAL (VILE, 'A', 2, A_VileChase , &States[S_VILE_RUN+2]),
S_NORMAL (VILE, 'B', 2, A_VileChase , &States[S_VILE_RUN+3]),
S_NORMAL (VILE, 'B', 2, A_VileChase , &States[S_VILE_RUN+4]),
S_NORMAL (VILE, 'C', 2, A_VileChase , &States[S_VILE_RUN+5]),
S_NORMAL (VILE, 'C', 2, A_VileChase , &States[S_VILE_RUN+6]),
S_NORMAL (VILE, 'D', 2, A_VileChase , &States[S_VILE_RUN+7]),
S_NORMAL (VILE, 'D', 2, A_VileChase , &States[S_VILE_RUN+8]),
S_NORMAL (VILE, 'E', 2, A_VileChase , &States[S_VILE_RUN+9]),
S_NORMAL (VILE, 'E', 2, A_VileChase , &States[S_VILE_RUN+10]),
S_NORMAL (VILE, 'F', 2, A_VileChase , &States[S_VILE_RUN+11]),
S_NORMAL (VILE, 'F', 2, A_VileChase , &States[S_VILE_RUN+0]),
#define S_VILE_ATK (S_VILE_RUN+12)
S_BRIGHT (VILE, 'G', 0, A_VileStart , &States[S_VILE_ATK+1]),
S_BRIGHT (VILE, 'G', 10, A_FaceTarget , &States[S_VILE_ATK+2]),
S_BRIGHT (VILE, 'H', 8, A_VileTarget , &States[S_VILE_ATK+3]),
S_BRIGHT (VILE, 'I', 8, A_FaceTarget , &States[S_VILE_ATK+4]),
S_BRIGHT (VILE, 'J', 8, A_FaceTarget , &States[S_VILE_ATK+5]),
S_BRIGHT (VILE, 'K', 8, A_FaceTarget , &States[S_VILE_ATK+6]),
S_BRIGHT (VILE, 'L', 8, A_FaceTarget , &States[S_VILE_ATK+7]),
S_BRIGHT (VILE, 'M', 8, A_FaceTarget , &States[S_VILE_ATK+8]),
S_BRIGHT (VILE, 'N', 8, A_FaceTarget , &States[S_VILE_ATK+9]),
S_BRIGHT (VILE, 'O', 8, A_VileAttack , &States[S_VILE_ATK+10]),
S_BRIGHT (VILE, 'P', 20, NULL , &States[S_VILE_RUN+0]),
#define S_VILE_HEAL (S_VILE_ATK+11)
S_BRIGHT (VILE, '[', 10, NULL , &States[S_VILE_HEAL+1]),
S_BRIGHT (VILE, '\\', 10, NULL , &States[S_VILE_HEAL+2]),
S_BRIGHT (VILE, ']', 10, NULL , &States[S_VILE_RUN+0]),
#define S_VILE_PAIN (S_VILE_HEAL+3)
S_NORMAL (VILE, 'Q', 5, NULL , &States[S_VILE_PAIN+1]),
S_NORMAL (VILE, 'Q', 5, A_Pain , &States[S_VILE_RUN+0]),
#define S_VILE_DIE (S_VILE_PAIN+2)
S_NORMAL (VILE, 'Q', 7, NULL , &States[S_VILE_DIE+1]),
S_NORMAL (VILE, 'R', 7, A_Scream , &States[S_VILE_DIE+2]),
S_NORMAL (VILE, 'S', 7, A_NoBlocking , &States[S_VILE_DIE+3]),
S_NORMAL (VILE, 'T', 7, NULL , &States[S_VILE_DIE+4]),
S_NORMAL (VILE, 'U', 7, NULL , &States[S_VILE_DIE+5]),
S_NORMAL (VILE, 'V', 7, NULL , &States[S_VILE_DIE+6]),
S_NORMAL (VILE, 'W', 7, NULL , &States[S_VILE_DIE+7]),
S_NORMAL (VILE, 'X', 5, NULL , &States[S_VILE_DIE+8]),
S_NORMAL (VILE, 'Y', 5, NULL , &States[S_VILE_DIE+9]),
S_NORMAL (VILE, 'Z', -1, NULL , NULL)
};
IMPLEMENT_ACTOR (AArchvile, Doom, 64, 111)
PROP_SpawnHealth (700)
PROP_RadiusFixed (20)
PROP_HeightFixed (56)
PROP_Mass (500)
PROP_SpeedFixed (15)
PROP_PainChance (10)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP)
PROP_Flags3 (MF3_NOTARGET)
PROP_Flags4 (MF4_QUICKTORETALIATE|MF4_SHORTMISSILERANGE)
PROP_SpawnState (S_VILE_STND)
PROP_SeeState (S_VILE_RUN)
PROP_PainState (S_VILE_PAIN)
PROP_MissileState (S_VILE_ATK)
PROP_DeathState (S_VILE_DIE)
PROP_SeeSound ("vile/sight")
PROP_PainSound ("vile/pain")
PROP_DeathSound ("vile/death")
PROP_ActiveSound ("vile/active")
PROP_Obituary("$OB_VILE")
END_DEFAULTS
class AArchvileFire : public AActor
{
DECLARE_ACTOR (AArchvileFire, AActor)
};
FState AArchvileFire::States[] =
{
S_BRIGHT (FIRE, 'A', 2, A_StartFire , &States[1]),
S_BRIGHT (FIRE, 'B', 2, A_Fire , &States[2]),
S_BRIGHT (FIRE, 'A', 2, A_Fire , &States[3]),
S_BRIGHT (FIRE, 'B', 2, A_Fire , &States[4]),
S_BRIGHT (FIRE, 'C', 2, A_FireCrackle , &States[5]),
S_BRIGHT (FIRE, 'B', 2, A_Fire , &States[6]),
S_BRIGHT (FIRE, 'C', 2, A_Fire , &States[7]),
S_BRIGHT (FIRE, 'B', 2, A_Fire , &States[8]),
S_BRIGHT (FIRE, 'C', 2, A_Fire , &States[9]),
S_BRIGHT (FIRE, 'D', 2, A_Fire , &States[10]),
S_BRIGHT (FIRE, 'C', 2, A_Fire , &States[11]),
S_BRIGHT (FIRE, 'D', 2, A_Fire , &States[12]),
S_BRIGHT (FIRE, 'C', 2, A_Fire , &States[13]),
S_BRIGHT (FIRE, 'D', 2, A_Fire , &States[14]),
S_BRIGHT (FIRE, 'E', 2, A_Fire , &States[15]),
S_BRIGHT (FIRE, 'D', 2, A_Fire , &States[16]),
S_BRIGHT (FIRE, 'E', 2, A_Fire , &States[17]),
S_BRIGHT (FIRE, 'D', 2, A_Fire , &States[18]),
S_BRIGHT (FIRE, 'E', 2, A_FireCrackle , &States[19]),
S_BRIGHT (FIRE, 'F', 2, A_Fire , &States[20]),
S_BRIGHT (FIRE, 'E', 2, A_Fire , &States[21]),
S_BRIGHT (FIRE, 'F', 2, A_Fire , &States[22]),
S_BRIGHT (FIRE, 'E', 2, A_Fire , &States[23]),
S_BRIGHT (FIRE, 'F', 2, A_Fire , &States[24]),
S_BRIGHT (FIRE, 'G', 2, A_Fire , &States[25]),
S_BRIGHT (FIRE, 'H', 2, A_Fire , &States[26]),
S_BRIGHT (FIRE, 'G', 2, A_Fire , &States[27]),
S_BRIGHT (FIRE, 'H', 2, A_Fire , &States[28]),
S_BRIGHT (FIRE, 'G', 2, A_Fire , &States[29]),
S_BRIGHT (FIRE, 'H', 2, A_Fire , NULL)
};
IMPLEMENT_ACTOR (AArchvileFire, Doom, -1, 98)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL)
PROP_RenderStyle (STYLE_Add)
PROP_SpawnState (0)
END_DEFAULTS
//
// PIT_VileCheck
// Detect a corpse that could be raised.
//
static AActor *corpsehit;
static AActor *vileobj;
static fixed_t viletryx;
static fixed_t viletryy;
bool PIT_VileCheck (AActor *thing)
{
int maxdist;
bool check;
if (!(thing->flags & MF_CORPSE) )
return true; // not a monster
if (thing->tics != -1)
return true; // not lying still yet
if (thing->RaiseState == NULL)
return true; // monster doesn't have a raise state
// This may be a potential problem if this is used by something other
// than an Arch Vile.
//maxdist = thing->GetDefault()->radius + GetDefault<AArchvile>()->radius;
// use the current actor's radius instead of the Arch Vile's default.
maxdist = thing->GetDefault()->radius + vileobj->radius;
if ( abs(thing->x - viletryx) > maxdist
|| abs(thing->y - viletryy) > maxdist )
return true; // not actually touching
corpsehit = thing;
corpsehit->momx = corpsehit->momy = 0;
// [RH] Check against real height and radius
fixed_t oldheight = corpsehit->height;
fixed_t oldradius = corpsehit->radius;
int oldflags = corpsehit->flags;
corpsehit->flags |= MF_SOLID;
corpsehit->height = corpsehit->GetDefault()->height;
check = P_CheckPosition (corpsehit, corpsehit->x, corpsehit->y);
corpsehit->flags = oldflags;
corpsehit->radius = oldradius;
corpsehit->height = oldheight;
return !check;
}
//
// A_VileChase
// Check for ressurecting a body
//
void A_VileChase (AActor *self)
{
static TArray<AActor *> vilebt;
int xl, xh, yl, yh;
int bx, by;
const AActor *info;
AActor *temp;
if (self->movedir != DI_NODIR)
{
const fixed_t absSpeed = abs (self->Speed);
// check for corpses to raise
viletryx = self->x + FixedMul (absSpeed, xspeed[self->movedir]);
viletryy = self->y + FixedMul (absSpeed, yspeed[self->movedir]);
xl = (viletryx - bmaporgx - MAXRADIUS*2)>>MAPBLOCKSHIFT;
xh = (viletryx - bmaporgx + MAXRADIUS*2)>>MAPBLOCKSHIFT;
yl = (viletryy - bmaporgy - MAXRADIUS*2)>>MAPBLOCKSHIFT;
yh = (viletryy - bmaporgy + MAXRADIUS*2)>>MAPBLOCKSHIFT;
vileobj = self;
validcount++;
vilebt.Clear();
for (bx = xl; bx <= xh; bx++)
{
for (by = yl; by <= yh; by++)
{
// Call PIT_VileCheck to check
// whether object is a corpse
// that can be raised.
if (!P_BlockThingsIterator (bx, by, PIT_VileCheck, vilebt))
{
// got one!
temp = self->target;
self->target = corpsehit;
A_FaceTarget (self);
self->target = temp;
// Make the state the monster enters customizable - but leave the
// default for Dehacked compatibility!
if (self->HealState != NULL)
{
self->SetState (self->HealState);
}
else
{
self->SetState (&AArchvile::States[S_VILE_HEAL]);
}
S_Sound (corpsehit, CHAN_BODY, "vile/raise", 1, ATTN_IDLE);
info = corpsehit->GetDefault ();
corpsehit->SetState (info->RaiseState);
corpsehit->height = info->height; // [RH] Use real mobj height
corpsehit->radius = info->radius; // [RH] Use real radius
/*
// Make raised corpses look ghostly
if (corpsehit->alpha > TRANSLUC50)
corpsehit->alpha /= 2;
*/
corpsehit->flags = info->flags;
corpsehit->flags2 = info->flags2;
corpsehit->flags3 = info->flags3;
corpsehit->flags4 = info->flags4;
corpsehit->health = info->health;
corpsehit->target = NULL;
corpsehit->lastenemy = NULL;
// [RH] If it's a monster, it gets to count as another kill
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if (corpsehit->CountsAsKill())
{
level.total_monsters++;
}
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// You are the Archvile's minion now, so hate what it hates
corpsehit->CopyFriendliness (self, false);
return;
}
}
}
}
// Return to normal attack.
A_Chase (self);
}
//
// A_VileStart
//
void A_VileStart (AActor *self)
{
S_Sound (self, CHAN_VOICE, "vile/start", 1, ATTN_NORM);
}
//
// A_Fire
// Keep fire in front of player unless out of sight
//
void A_StartFire (AActor *self)
{
S_Sound (self, CHAN_BODY, "vile/firestrt", 1, ATTN_NORM);
A_Fire (self);
}
void A_FireCrackle (AActor *self)
{
S_Sound (self, CHAN_BODY, "vile/firecrkl", 1, ATTN_NORM);
A_Fire (self);
}
void A_Fire (AActor *self)
{
AActor *dest;
angle_t an;
dest = self->tracer;
if (!dest)
return;
// don't move it if the vile lost sight
if (!P_CheckSight (self->target, dest, 0) )
return;
an = dest->angle >> ANGLETOFINESHIFT;
self->SetOrigin (dest->x + FixedMul (24*FRACUNIT, finecosine[an]),
dest->y + FixedMul (24*FRACUNIT, finesine[an]),
dest->z);
}
//
// A_VileTarget
// Spawn the hellfire
//
void A_VileTarget (AActor *actor)
{
AActor *fog;
if (!actor->target)
return;
A_FaceTarget (actor);
fog = Spawn<AArchvileFire> (actor->target->x, actor->target->x,
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actor->target->z, ALLOW_REPLACE);
actor->tracer = fog;
fog->target = actor;
fog->tracer = actor->target;
A_Fire (fog);
}
//
// A_VileAttack
//
void A_VileAttack (AActor *actor)
{
AActor *fire;
int an;
if (!actor->target)
return;
A_FaceTarget (actor);
if (!P_CheckSight (actor, actor->target, 0) )
return;
S_Sound (actor, CHAN_WEAPON, "vile/stop", 1, ATTN_NORM);
P_DamageMobj (actor->target, actor, actor, 20, MOD_UNKNOWN);
P_TraceBleed (20, actor->target);
actor->target->momz = 1000 * FRACUNIT / actor->target->Mass;
an = actor->angle >> ANGLETOFINESHIFT;
fire = actor->tracer;
if (!fire)
return;
// move the fire between the vile and the player
fire->x = actor->target->x - FixedMul (24*FRACUNIT, finecosine[an]);
fire->y = actor->target->y - FixedMul (24*FRACUNIT, finesine[an]);
P_RadiusAttack (fire, actor, 70, 70, MOD_FIRE, false);
}