qzdoom/src/g_doom/a_bossbrain.cpp

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#include "actor.h"
#include "info.h"
#include "m_random.h"
#include "p_local.h"
#include "p_enemy.h"
#include "s_sound.h"
#include "a_doomglobal.h"
#include "statnums.h"
#include "thingdef/thingdef.h"
void A_Fire (AActor *); // from m_archvile.cpp
void A_BrainAwake (AActor *);
void A_BrainPain (AActor *);
void A_BrainScream (AActor *);
void A_BrainExplode (AActor *);
void A_BrainDie (AActor *);
void A_BrainSpit (AActor *);
void A_SpawnFly (AActor *);
void A_SpawnSound (AActor *);
static FRandom pr_brainscream ("BrainScream");
static FRandom pr_brainexplode ("BrainExplode");
static FRandom pr_spawnfly ("SpawnFly");
class ABossTarget : public AActor
{
DECLARE_STATELESS_ACTOR (ABossTarget, AActor)
public:
void BeginPlay ();
};
class DBrainState : public DThinker
{
DECLARE_CLASS (DBrainState, DThinker)
public:
DBrainState ()
: DThinker (STAT_BOSSTARGET),
Targets (STAT_BOSSTARGET),
SerialTarget (NULL),
Easy (false)
{}
void Serialize (FArchive &arc);
ABossTarget *GetTarget ();
protected:
TThinkerIterator<ABossTarget> Targets;
ABossTarget *SerialTarget;
bool Easy;
};
FState ABossBrain::States[] =
{
#define S_BRAINEXPLODE 0
S_BRIGHT (MISL, 'B', 10, NULL , &States[S_BRAINEXPLODE+1]),
S_BRIGHT (MISL, 'C', 10, NULL , &States[S_BRAINEXPLODE+2]),
S_BRIGHT (MISL, 'D', 10, A_BrainExplode , NULL),
#define S_BRAIN (S_BRAINEXPLODE+3)
S_NORMAL (BBRN, 'A', -1, NULL , NULL),
#define S_BRAIN_PAIN (S_BRAIN+1)
S_NORMAL (BBRN, 'B', 36, A_BrainPain , &States[S_BRAIN]),
#define S_BRAIN_DIE (S_BRAIN_PAIN+1)
S_NORMAL (BBRN, 'A', 100, A_BrainScream , &States[S_BRAIN_DIE+1]),
S_NORMAL (BBRN, 'A', 10, NULL , &States[S_BRAIN_DIE+2]),
S_NORMAL (BBRN, 'A', 10, NULL , &States[S_BRAIN_DIE+3]),
S_NORMAL (BBRN, 'A', -1, A_BrainDie , NULL)
};
IMPLEMENT_ACTOR (ABossBrain, Doom, 88, 0)
PROP_SpawnHealth (250)
//PROP_HeightFixed (86) // don't do this; it messes up some non-id levels
PROP_MassLong (10000000)
PROP_PainChance (255)
PROP_Flags (MF_SOLID|MF_SHOOTABLE)
PROP_Flags4 (MF4_NOICEDEATH)
PROP_Flags5 (MF5_OLDRADIUSDMG)
PROP_SpawnState (S_BRAIN)
PROP_PainState (S_BRAIN_PAIN)
PROP_DeathState (S_BRAIN_DIE)
PROP_PainSound ("brain/pain")
PROP_DeathSound ("brain/death")
END_DEFAULTS
class ABossEye : public AActor
{
DECLARE_ACTOR (ABossEye, AActor)
};
FState ABossEye::States[] =
{
#define S_BRAINEYE 0
S_NORMAL (SSWV, 'A', 10, A_Look , &States[S_BRAINEYE]),
#define S_BRAINEYESEE (S_BRAINEYE+1)
S_NORMAL (SSWV, 'A', 181, A_BrainAwake , &States[S_BRAINEYESEE+1]),
S_NORMAL (SSWV, 'A', 150, A_BrainSpit , &States[S_BRAINEYESEE+1])
};
IMPLEMENT_ACTOR (ABossEye, Doom, 89, 0)
PROP_HeightFixed (32)
PROP_Flags (MF_NOBLOCKMAP|MF_NOSECTOR)
PROP_SpawnState (S_BRAINEYE)
PROP_SeeState (S_BRAINEYESEE)
END_DEFAULTS
IMPLEMENT_STATELESS_ACTOR (ABossTarget, Doom, 87, 0)
PROP_HeightFixed (32)
PROP_Flags (MF_NOBLOCKMAP|MF_NOSECTOR)
END_DEFAULTS
void ABossTarget::BeginPlay ()
{
Super::BeginPlay ();
ChangeStatNum (STAT_BOSSTARGET);
}
class ASpawnShot : public AActor
{
DECLARE_ACTOR (ASpawnShot, AActor)
};
FState ASpawnShot::States[] =
{
S_BRIGHT (BOSF, 'A', 3, A_SpawnSound , &States[1]),
S_BRIGHT (BOSF, 'B', 3, A_SpawnFly , &States[2]),
S_BRIGHT (BOSF, 'C', 3, A_SpawnFly , &States[3]),
S_BRIGHT (BOSF, 'D', 3, A_SpawnFly , &States[0])
};
IMPLEMENT_ACTOR (ASpawnShot, Doom, -1, 0)
PROP_RadiusFixed (6)
PROP_HeightFixed (32)
PROP_SpeedFixed (10)
PROP_Damage (3)
PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY|MF_NOCLIP)
PROP_Flags2 (MF2_NOTELEPORT)
PROP_Flags4 (MF4_RANDOMIZE)
PROP_SpawnState (0)
PROP_SeeSound ("brain/spit")
PROP_DeathSound ("brain/cubeboom")
END_DEFAULTS
class ASpawnFire : public AActor
{
DECLARE_ACTOR (ASpawnFire, AActor)
};
FState ASpawnFire::States[] =
{
S_BRIGHT (FIRE, 'A', 4, A_Fire , &States[1]),
S_BRIGHT (FIRE, 'B', 4, A_Fire , &States[2]),
S_BRIGHT (FIRE, 'C', 4, A_Fire , &States[3]),
S_BRIGHT (FIRE, 'D', 4, A_Fire , &States[4]),
S_BRIGHT (FIRE, 'E', 4, A_Fire , &States[5]),
S_BRIGHT (FIRE, 'F', 4, A_Fire , &States[6]),
S_BRIGHT (FIRE, 'G', 4, A_Fire , &States[7]),
S_BRIGHT (FIRE, 'H', 4, A_Fire , NULL)
};
IMPLEMENT_ACTOR (ASpawnFire, Doom, -1, 0)
PROP_HeightFixed (78)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
PROP_RenderStyle (STYLE_Add)
PROP_SpawnState (0)
END_DEFAULTS
void A_BrainAwake (AActor *self)
{
// killough 3/26/98: only generates sound now
S_Sound (self, CHAN_VOICE, "brain/sight", 1, ATTN_NONE);
}
void A_BrainPain (AActor *self)
{
S_Sound (self, CHAN_VOICE, "brain/pain", 1, ATTN_NONE);
}
static void BrainishExplosion (fixed_t x, fixed_t y, fixed_t z)
{
AActor *boom = Spawn("Rocket", x, y, z, NO_REPLACE);
if (boom != NULL)
{
boom->DeathSound = "misc/brainexplode";
boom->momz = pr_brainscream() << 9;
boom->SetState (&ABossBrain::States[S_BRAINEXPLODE]);
boom->effects = 0;
boom->Damage = 0; // disables collision detection which is not wanted here
boom->tics -= pr_brainscream() & 7;
if (boom->tics < 1)
boom->tics = 1;
}
}
void A_BrainScream (AActor *self)
{
fixed_t x;
for (x = self->x - 196*FRACUNIT; x < self->x + 320*FRACUNIT; x += 8*FRACUNIT)
{
BrainishExplosion (x, self->y - 320*FRACUNIT,
128 + (pr_brainscream() << (FRACBITS + 1)));
}
S_Sound (self, CHAN_VOICE, "brain/death", 1, ATTN_NONE);
}
void A_BrainExplode (AActor *self)
{
fixed_t x = self->x + pr_brainexplode.Random2()*2048;
fixed_t z = 128 + pr_brainexplode()*2*FRACUNIT;
BrainishExplosion (x, self->y, z);
}
void A_BrainDie (AActor *self)
{
// [RH] If noexit, then don't end the level.
if ((deathmatch || alwaysapplydmflags) && (dmflags & DF_NO_EXIT))
return;
G_ExitLevel (0, false);
}
void A_BrainSpit (AActor *self)
{
TThinkerIterator<DBrainState> iterator (STAT_BOSSTARGET);
DBrainState *state;
AActor *targ;
AActor *spit;
// shoot a cube at current target
if (NULL == (state = iterator.Next ()))
{
state = new DBrainState;
}
targ = state->GetTarget ();
if (targ != NULL)
{
const PClass *spawntype = NULL;
int index = CheckIndex (1, NULL);
if (index >= 0) spawntype = PClass::FindClass ((ENamedName)StateParameters[index]);
if (spawntype == NULL) spawntype = RUNTIME_CLASS(ASpawnShot);
// spawn brain missile
spit = P_SpawnMissile (self, targ, spawntype);
if (spit != NULL)
{
spit->target = targ;
spit->master = self;
// [RH] Do this correctly for any trajectory. Doom would divide by 0
// if the target had the same y coordinate as the spitter.
if ((spit->momx | spit->momy) == 0)
{
spit->reactiontime = 0;
}
else if (abs(spit->momy) > abs(spit->momx))
{
spit->reactiontime = (targ->y - self->y) / spit->momy;
}
else
{
spit->reactiontime = (targ->x - self->x) / spit->momx;
}
spit->reactiontime /= spit->state->GetTics();
}
if (index >= 0)
{
S_Sound(self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NONE);
}
else
{
// compatibility fallback
S_Sound (self, CHAN_WEAPON, "brain/spit", 1, ATTN_NONE);
}
}
}
void A_SpawnFly (AActor *self)
{
AActor *newmobj;
AActor *fog;
AActor *targ;
int r;
if (--self->reactiontime)
return; // still flying
targ = self->target;
const PClass *spawntype = NULL;
int index = CheckIndex (1, NULL);
// First spawn teleport fire.
if (index >= 0)
{
spawntype = PClass::FindClass ((ENamedName)StateParameters[index]);
if (spawntype != NULL)
{
fog = Spawn (spawntype, targ->x, targ->y, targ->z, ALLOW_REPLACE);
if (fog != NULL) S_Sound (fog, CHAN_BODY, fog->SeeSound, 1, ATTN_NORM);
}
}
else
{
fog = Spawn<ASpawnFire> (targ->x, targ->y, targ->z, ALLOW_REPLACE);
if (fog != NULL) S_Sound (fog, CHAN_BODY, "brain/spawn", 1, ATTN_NORM);
}
FName SpawnName;
if (self->master != NULL)
{
FDropItem *di; // di will be our drop item list iterator
FDropItem *drop; // while drop stays as the reference point.
int n=0;
drop = di = GetDropItems(self->master->GetClass());
if (di != NULL)
{
while (di != NULL)
{
if (di->Name != NAME_None)
{
if (di->amount < 0) di->amount = 1; // default value is -1, we need a positive value.
n += di->amount; // this is how we can weight the list.
di = di->Next;
}
}
di = drop;
n = pr_spawnfly(n);
while (n > 0)
{
if (di->Name != NAME_None)
{
n -= di->amount; // logically, none of the -1 values have survived by now.
if (n > -1) di = di->Next; // If we get into the negatives, a spawnfog could be spawned...
// It would mean we've reached the end of the list of monsters.
}
}
SpawnName = di->Name;
}
}
if (SpawnName == NAME_None)
{
const char *type;
// Randomly select monster to spawn.
r = pr_spawnfly ();
// Probability distribution (kind of :),
// decreasing likelihood.
if (r < 50) type = "DoomImp";
else if (r < 90) type = "Demon";
else if (r < 120) type = "Spectre";
else if (r < 130) type = "PainElemental";
else if (r < 160) type = "Cacodemon";
else if (r < 162) type = "Archvile";
else if (r < 172) type = "Revenant";
else if (r < 192) type = "Arachnotron";
else if (r < 222) type = "Fatso";
else if (r < 246) type = "HellKnight";
else type = "BaronOfHell";
SpawnName = type;
}
spawntype = PClass::FindClass(SpawnName);
if (spawntype != NULL)
{
newmobj = Spawn (spawntype, targ->x, targ->y, targ->z, ALLOW_REPLACE);
if (newmobj != NULL)
{
// Make the new monster hate what the boss eye hates
AActor *eye = self->target;
if (eye != NULL)
{
newmobj->CopyFriendliness (eye, false);
}
if (newmobj->SeeState != NULL && P_LookForPlayers (newmobj, true))
newmobj->SetState (newmobj->SeeState);
if (!(newmobj->ObjectFlags & OF_EuthanizeMe))
{
// telefrag anything in this spot
P_TeleportMove (newmobj, newmobj->x, newmobj->y, newmobj->z, true);
}
}
}
// remove self (i.e., cube).
self->Destroy ();
}
// travelling cube sound
void A_SpawnSound (AActor *self)
{
S_Sound (self, CHAN_BODY, "brain/cube", 1, ATTN_IDLE);
A_SpawnFly (self);
}
// Each brain on the level shares a single global state
IMPLEMENT_CLASS (DBrainState)
ABossTarget *DBrainState::GetTarget ()
{
Easy = !Easy;
if (G_SkillProperty(SKILLP_EasyBossBrain) && !Easy)
return NULL;
ABossTarget *target;
if (SerialTarget)
{
do
{
target = Targets.Next ();
} while (target != NULL && target != SerialTarget);
SerialTarget = NULL;
}
else
{
target = Targets.Next ();
}
return (target == NULL) ? Targets.Next () : target;
}
void DBrainState::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << Easy;
if (arc.IsStoring ())
{
ABossTarget *target = Targets.Next ();
arc << target;
}
else
{
arc << SerialTarget;
}
}