qzdoom/src/g_raven/a_minotaur.cpp

628 lines
15 KiB
C++
Raw Normal View History

#include "actor.h"
#include "info.h"
#include "m_random.h"
#include "s_sound.h"
#include "p_local.h"
#include "p_enemy.h"
#include "ravenshared.h"
#include "a_action.h"
#include "gi.h"
#include "w_wad.h"
#define MAULATORTICS (25*35)
static FRandom pr_minotauratk1 ("MinotaurAtk1");
static FRandom pr_minotaurdecide ("MinotaurDecide");
static FRandom pr_atk ("MinotaurAtk2");
static FRandom pr_minotauratk3 ("MinotaurAtk3");
static FRandom pr_fire ("MntrFloorFire");
static FRandom pr_minotaurslam ("MinotaurSlam");
static FRandom pr_minotaurroam ("MinotaurRoam");
static FRandom pr_minotaurchase ("MinotaurChase");
void A_MinotaurLook (AActor *);
void P_MinotaurSlam (AActor *source, AActor *target);
IMPLEMENT_CLASS(AMinotaur)
void AMinotaur::Tick ()
{
Super::Tick ();
// The unfriendly Minotaur (Heretic's) is invulnerable while charging
if (!(flags5 & MF5_SUMMONEDMONSTER))
{
// Get MF_SKULLFLY bit and shift it so it matches MF2_INVULNERABLE
DWORD flying = (flags & MF_SKULLFLY) << 3;
if ((flags2 & MF2_INVULNERABLE) != flying)
{
flags2 ^= MF2_INVULNERABLE;
}
}
}
bool AMinotaur::Slam (AActor *thing)
{
// Slamming minotaurs shouldn't move non-creatures
if (!(thing->flags3&MF3_ISMONSTER) && !thing->player)
{
return false;
}
return Super::Slam (thing);
}
int AMinotaur::DoSpecialDamage (AActor *target, int damage)
{
damage = Super::DoSpecialDamage (target, damage);
if ((damage != -1) && (flags & MF_SKULLFLY))
{ // Slam only when in charge mode
P_MinotaurSlam (this, target);
return -1;
}
return damage;
}
// Minotaur Friend ----------------------------------------------------------
IMPLEMENT_CLASS(AMinotaurFriend)
void AMinotaurFriend::BeginPlay ()
{
Super::BeginPlay ();
StartTime = -1;
}
void AMinotaurFriend::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << StartTime;
}
bool AMinotaurFriend::IsOkayToAttack (AActor *link)
{
if ((link->flags3&MF3_ISMONSTER) && (link != tracer))
{
if (!((link->flags ^ flags) & MF_FRIENDLY))
{ // Don't attack friends
if (link->flags & MF_FRIENDLY)
{
if (!deathmatch || link->FriendPlayer == 0 || FriendPlayer == 0 ||
link->FriendPlayer != FriendPlayer)
{
return false;
}
}
else
{
return false;
}
}
if (!(link->flags&MF_SHOOTABLE))
{
return false;
}
if (link->flags2&MF2_DORMANT)
{
return false;
}
if ((link->flags5 & MF5_SUMMONEDMONSTER) && (link->tracer == tracer))
{
return false;
}
if (multiplayer && !deathmatch && link->player)
{
return false;
}
if (P_CheckSight (this, link))
{
return true;
}
}
return false;
}
void AMinotaurFriend::Die (AActor *source, AActor *inflictor)
{
Super::Die (source, inflictor);
if (tracer && tracer->health > 0 && tracer->player)
{
// Search thinker list for minotaur
TThinkerIterator<AMinotaurFriend> iterator;
AMinotaurFriend *mo;
while ((mo = iterator.Next()) != NULL)
{
if (mo->health <= 0) continue;
// [RH] Minotaurs can't be morphed, so this isn't needed
//if (!(mo->flags&MF_COUNTKILL)) continue; // for morphed minotaurs
if (mo->flags&MF_CORPSE) continue;
if (mo->StartTime >= 0 && (level.maptime - StartTime) >= MAULATORTICS) continue;
if (mo->tracer != NULL && mo->tracer->player == tracer->player) break;
}
if (mo == NULL)
{
AInventory *power = tracer->FindInventory (PClass::FindClass("PowerMinotaur"));
if (power != NULL)
{
power->Destroy ();
}
}
}
}
bool AMinotaurFriend::OkayToSwitchTarget (AActor *other)
{
if (other == tracer) return false; // Do not target the master
return Super::OkayToSwitchTarget (other);
}
// Action functions for the minotaur ----------------------------------------
//----------------------------------------------------------------------------
//
// PROC A_MinotaurAtk1
//
// Melee attack.
//
//----------------------------------------------------------------------------
void A_MinotaurDeath (AActor *actor)
{
if (Wads.CheckNumForName ("MNTRF1", ns_sprites) < 0 &&
Wads.CheckNumForName ("MNTRF0", ns_sprites) < 0)
actor->SetState(actor->FindState ("FadeOut"));
}
void A_MinotaurAtk1 (AActor *actor)
{
player_t *player;
if (!actor->target)
{
return;
}
S_Sound (actor, CHAN_WEAPON, "minotaur/melee", 1, ATTN_NORM);
if (actor->CheckMeleeRange())
{
int damage = pr_minotauratk1.HitDice (4);
P_DamageMobj (actor->target, actor, actor, damage, NAME_Melee);
P_TraceBleed (damage, actor->target, actor);
if ((player = actor->target->player) != NULL &&
player->mo == actor->target)
{ // Squish the player
player->deltaviewheight = -16*FRACUNIT;
}
}
}
//----------------------------------------------------------------------------
//
// PROC A_MinotaurDecide
//
// Choose a missile attack.
//
//----------------------------------------------------------------------------
#define MNTR_CHARGE_SPEED (13*FRACUNIT)
void A_MinotaurDecide (AActor *actor)
{
bool friendly = !!(actor->flags5 & MF5_SUMMONEDMONSTER);
angle_t angle;
AActor *target;
int dist;
target = actor->target;
if (!target)
{
return;
}
if (!friendly)
{
S_Sound (actor, CHAN_WEAPON, "minotaur/sight", 1, ATTN_NORM);
}
dist = P_AproxDistance (actor->x-target->x, actor->y-target->y);
if (target->z+target->height > actor->z
&& target->z+target->height < actor->z+actor->height
&& dist < (friendly ? 16*64*FRACUNIT : 8*64*FRACUNIT)
&& dist > 1*64*FRACUNIT
&& pr_minotaurdecide() < 150)
{ // Charge attack
// Don't call the state function right away
actor->SetStateNF (actor->FindState ("Charge"));
actor->flags |= MF_SKULLFLY;
if (!friendly)
{ // Heretic's Minotaur is invulnerable during charge attack
actor->flags2 |= MF2_INVULNERABLE;
}
A_FaceTarget (actor);
angle = actor->angle>>ANGLETOFINESHIFT;
actor->momx = FixedMul (MNTR_CHARGE_SPEED, finecosine[angle]);
actor->momy = FixedMul (MNTR_CHARGE_SPEED, finesine[angle]);
actor->special1 = TICRATE/2; // Charge duration
}
else if (target->z == target->floorz
&& dist < 9*64*FRACUNIT
&& pr_minotaurdecide() < (friendly ? 100 : 220))
{ // Floor fire attack
actor->SetState (actor->FindState ("Hammer"));
actor->special2 = 0;
}
else
{ // Swing attack
A_FaceTarget (actor);
// Don't need to call P_SetMobjState because the current state
// falls through to the swing attack
}
}
//----------------------------------------------------------------------------
//
// PROC A_MinotaurCharge
//
//----------------------------------------------------------------------------
void A_MinotaurCharge (AActor *actor)
{
AActor *puff;
if (!actor->target) return;
if (actor->special1 > 0)
{
const PClass *type;
if (gameinfo.gametype == GAME_Heretic)
{
type = PClass::FindClass ("PhoenixPuff");
}
else
{
type = PClass::FindClass ("PunchPuff");
}
2006-07-16 09:10:45 +00:00
puff = Spawn (type, actor->x, actor->y, actor->z, ALLOW_REPLACE);
puff->momz = 2*FRACUNIT;
actor->special1--;
}
else
{
actor->flags &= ~MF_SKULLFLY;
actor->flags2 &= ~MF2_INVULNERABLE;
actor->SetState (actor->SeeState);
}
}
//----------------------------------------------------------------------------
//
// PROC A_MinotaurAtk2
//
// Swing attack.
//
//----------------------------------------------------------------------------
void A_MinotaurAtk2 (AActor *actor)
{
AActor *mo;
angle_t angle;
fixed_t momz;
fixed_t z;
bool friendly = !!(actor->flags5 & MF5_SUMMONEDMONSTER);
if (!actor->target)
{
return;
}
S_Sound (actor, CHAN_WEAPON, "minotaur/attack2", 1, ATTN_NORM);
if (actor->CheckMeleeRange())
{
int damage;
damage = pr_atk.HitDice (friendly ? 3 : 5);
P_DamageMobj (actor->target, actor, actor, damage, NAME_Melee);
P_TraceBleed (damage, actor->target, actor);
return;
}
z = actor->z + 40*FRACUNIT;
const PClass *fx = PClass::FindClass("MinotaurFX1");
if (fx)
{
mo = P_SpawnMissileZ (actor, z, actor->target, fx);
if (mo != NULL)
{
// S_Sound (mo, CHAN_WEAPON, "minotaur/attack2", 1, ATTN_NORM);
momz = mo->momz;
angle = mo->angle;
P_SpawnMissileAngleZ (actor, z, fx, angle-(ANG45/8), momz);
P_SpawnMissileAngleZ (actor, z, fx, angle+(ANG45/8), momz);
P_SpawnMissileAngleZ (actor, z, fx, angle-(ANG45/16), momz);
P_SpawnMissileAngleZ (actor, z, fx, angle+(ANG45/16), momz);
}
}
}
//----------------------------------------------------------------------------
//
// PROC A_MinotaurAtk3
//
// Floor fire attack.
//
//----------------------------------------------------------------------------
void A_MinotaurAtk3 (AActor *actor)
{
AActor *mo;
player_t *player;
bool friendly = !!(actor->flags5 & MF5_SUMMONEDMONSTER);
if (!actor->target)
{
return;
}
S_Sound (actor, CHAN_VOICE, "minotaur/attack3", 1, ATTN_NORM);
if (actor->CheckMeleeRange())
{
int damage;
damage = pr_minotauratk3.HitDice (friendly ? 3 : 5);
P_DamageMobj (actor->target, actor, actor, damage, NAME_Melee);
P_TraceBleed (damage, actor->target, actor);
if ((player = actor->target->player) != NULL &&
player->mo == actor->target)
{ // Squish the player
player->deltaviewheight = -16*FRACUNIT;
}
}
else
{
mo = P_SpawnMissile (actor, actor->target, PClass::FindClass("MinotaurFX2"));
if (mo != NULL)
{
S_Sound (mo, CHAN_WEAPON, "minotaur/attack1", 1, ATTN_NORM);
}
}
if (pr_minotauratk3() < 192 && actor->special2 == 0)
{
actor->SetState (actor->FindState ("Hammer"));
actor->special2 = 1;
}
}
//----------------------------------------------------------------------------
//
// PROC A_MntrFloorFire
//
//----------------------------------------------------------------------------
void A_MntrFloorFire (AActor *actor)
{
AActor *mo;
fixed_t x, y;
actor->z = actor->floorz;
x = actor->x + (pr_fire.Random2 () << 10);
y = actor->y + (pr_fire.Random2 () << 10);
mo = Spawn("MinotaurFX3", x, y, ONFLOORZ, ALLOW_REPLACE);
mo->target = actor->target;
mo->momx = 1; // Force block checking
P_CheckMissileSpawn (mo);
}
//---------------------------------------------------------------------------
//
// FUNC P_MinotaurSlam
//
//---------------------------------------------------------------------------
void P_MinotaurSlam (AActor *source, AActor *target)
{
angle_t angle;
fixed_t thrust;
int damage;
angle = R_PointToAngle2 (source->x, source->y, target->x, target->y);
angle >>= ANGLETOFINESHIFT;
thrust = 16*FRACUNIT+(pr_minotaurslam()<<10);
target->momx += FixedMul (thrust, finecosine[angle]);
target->momy += FixedMul (thrust, finesine[angle]);
damage = pr_minotaurslam.HitDice (static_cast<AMinotaur *>(source) ? 4 : 6);
P_DamageMobj (target, NULL, NULL, damage, NAME_Melee);
P_TraceBleed (damage, target, angle, 0);
if (target->player)
{
target->reactiontime = 14+(pr_minotaurslam()&7);
}
}
//----------------------------------------------------------------------------
//
// Minotaur variables
//
// special1 charge duration countdown
// special2 internal to minotaur AI
// StartTime minotaur start time
// tracer pointer to player that spawned it
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
//
// A_MinotaurRoam
//
//----------------------------------------------------------------------------
void A_MinotaurRoam (AActor *actor)
{
AMinotaurFriend *self = static_cast<AMinotaurFriend *> (actor);
// In case pain caused him to skip his fade in.
actor->RenderStyle = STYLE_Normal;
if (self->StartTime >= 0 && (level.maptime - self->StartTime) >= MAULATORTICS)
{
P_DamageMobj (actor, NULL, NULL, 1000000, NAME_None);
return;
}
if (pr_minotaurroam() < 30)
A_MinotaurLook (actor); // adjust to closest target
if (pr_minotaurroam() < 6)
{
//Choose new direction
actor->movedir = pr_minotaurroam() % 8;
FaceMovementDirection (actor);
}
if (!P_Move(actor))
{
// Turn
if (pr_minotaurroam() & 1)
actor->movedir = (++actor->movedir)%8;
else
actor->movedir = (actor->movedir+7)%8;
FaceMovementDirection (actor);
}
}
//----------------------------------------------------------------------------
//
// PROC A_MinotaurLook
//
// Look for enemy of player
//----------------------------------------------------------------------------
#define MINOTAUR_LOOK_DIST (16*54*FRACUNIT)
void A_MinotaurLook (AActor *actor)
{
if (!actor->IsKindOf(RUNTIME_CLASS(AMinotaurFriend)))
{
A_Look (actor);
return;
}
AActor *mo = NULL;
player_t *player;
fixed_t dist;
int i;
AActor *master = actor->tracer;
actor->target = NULL;
if (deathmatch) // Quick search for players
{
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i]) continue;
player = &players[i];
mo = player->mo;
if (mo == master) continue;
if (mo->health <= 0) continue;
dist = P_AproxDistance(actor->x - mo->x, actor->y - mo->y);
if (dist > MINOTAUR_LOOK_DIST) continue;
actor->target = mo;
break;
}
}
if (!actor->target) // Near player monster search
{
if (master && (master->health>0) && (master->player))
mo = P_RoughMonsterSearch(master, 20);
else
mo = P_RoughMonsterSearch(actor, 20);
actor->target = mo;
}
if (!actor->target) // Normal monster search
{
FActorIterator iterator (0);
while ((mo = iterator.Next()) != NULL)
{
if (!(mo->flags3&MF3_ISMONSTER)) continue;
if (mo->health <= 0) continue;
if (!(mo->flags&MF_SHOOTABLE)) continue;
dist = P_AproxDistance (actor->x - mo->x, actor->y - mo->y);
if (dist > MINOTAUR_LOOK_DIST) continue;
if ((mo == master) || (mo == actor)) continue;
if ((mo->flags5 & MF5_SUMMONEDMONSTER) && (mo->tracer == master)) continue;
actor->target = mo;
break; // Found actor to attack
}
}
if (actor->target)
{
actor->SetStateNF (actor->SeeState);
}
else
{
actor->SetStateNF (actor->FindState ("Roam"));
}
}
void A_MinotaurChase (AActor *actor)
{
if (!actor->IsKindOf(RUNTIME_CLASS(AMinotaurFriend)))
{
A_Chase (actor);
return;
}
AMinotaurFriend *self = static_cast<AMinotaurFriend *> (actor);
// In case pain caused him to skip his fade in.
actor->RenderStyle = STYLE_Normal;
if (self->StartTime >= 0 && (level.maptime - self->StartTime) >= MAULATORTICS)
{
P_DamageMobj (actor, NULL, NULL, 1000000, NAME_None);
return;
}
if (pr_minotaurchase() < 30)
A_MinotaurLook (actor); // adjust to closest target
if (!actor->target || (actor->target->health <= 0) ||
!(actor->target->flags&MF_SHOOTABLE))
{ // look for a new target
actor->SetState (actor->FindState ("Spawn"));
return;
}
FaceMovementDirection (actor);
actor->reactiontime = 0;
// Melee attack
if (actor->MeleeState && actor->CheckMeleeRange ())
{
if (actor->AttackSound)
{
S_Sound (actor, CHAN_WEAPON, actor->AttackSound, 1, ATTN_NORM);
}
actor->SetState (actor->MeleeState);
return;
}
// Missile attack
if (actor->MissileState && P_CheckMissileRange(actor))
{
actor->SetState (actor->MissileState);
return;
}
// chase towards target
if (!P_Move (actor))
{
P_NewChaseDir (actor);
FaceMovementDirection (actor);
}
// Active sound
if (pr_minotaurchase() < 6)
{
actor->PlayActiveSound ();
}
}