qzdoom/src/g_doom/a_fatso.cpp

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#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"
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#include "thingdef.h"
void A_FatRaise (AActor *);
void A_FatAttack1 (AActor *);
void A_FatAttack2 (AActor *);
void A_FatAttack3 (AActor *);
class AFatso : public AActor
{
DECLARE_ACTOR (AFatso, AActor)
public:
const char *GetObituary () { return GStrings("OB_FATSO"); }
};
FState AFatso::States[] =
{
#define S_FATT_STND 0
S_NORMAL (FATT, 'A', 15, A_Look , &States[S_FATT_STND+1]),
S_NORMAL (FATT, 'B', 15, A_Look , &States[S_FATT_STND]),
#define S_FATT_RUN (S_FATT_STND+2)
S_NORMAL (FATT, 'A', 4, A_Chase , &States[S_FATT_RUN+1]),
S_NORMAL (FATT, 'A', 4, A_Chase , &States[S_FATT_RUN+2]),
S_NORMAL (FATT, 'B', 4, A_Chase , &States[S_FATT_RUN+3]),
S_NORMAL (FATT, 'B', 4, A_Chase , &States[S_FATT_RUN+4]),
S_NORMAL (FATT, 'C', 4, A_Chase , &States[S_FATT_RUN+5]),
S_NORMAL (FATT, 'C', 4, A_Chase , &States[S_FATT_RUN+6]),
S_NORMAL (FATT, 'D', 4, A_Chase , &States[S_FATT_RUN+7]),
S_NORMAL (FATT, 'D', 4, A_Chase , &States[S_FATT_RUN+8]),
S_NORMAL (FATT, 'E', 4, A_Chase , &States[S_FATT_RUN+9]),
S_NORMAL (FATT, 'E', 4, A_Chase , &States[S_FATT_RUN+10]),
S_NORMAL (FATT, 'F', 4, A_Chase , &States[S_FATT_RUN+11]),
S_NORMAL (FATT, 'F', 4, A_Chase , &States[S_FATT_RUN+0]),
#define S_FATT_ATK (S_FATT_RUN+12)
S_NORMAL (FATT, 'G', 20, A_FatRaise , &States[S_FATT_ATK+1]),
S_BRIGHT (FATT, 'H', 10, A_FatAttack1 , &States[S_FATT_ATK+2]),
S_NORMAL (FATT, 'I', 5, A_FaceTarget , &States[S_FATT_ATK+3]),
S_NORMAL (FATT, 'G', 5, A_FaceTarget , &States[S_FATT_ATK+4]),
S_BRIGHT (FATT, 'H', 10, A_FatAttack2 , &States[S_FATT_ATK+5]),
S_NORMAL (FATT, 'I', 5, A_FaceTarget , &States[S_FATT_ATK+6]),
S_NORMAL (FATT, 'G', 5, A_FaceTarget , &States[S_FATT_ATK+7]),
S_BRIGHT (FATT, 'H', 10, A_FatAttack3 , &States[S_FATT_ATK+8]),
S_NORMAL (FATT, 'I', 5, A_FaceTarget , &States[S_FATT_ATK+9]),
S_NORMAL (FATT, 'G', 5, A_FaceTarget , &States[S_FATT_RUN+0]),
#define S_FATT_PAIN (S_FATT_ATK+10)
S_NORMAL (FATT, 'J', 3, NULL , &States[S_FATT_PAIN+1]),
S_NORMAL (FATT, 'J', 3, A_Pain , &States[S_FATT_RUN+0]),
#define S_FATT_DIE (S_FATT_PAIN+2)
S_NORMAL (FATT, 'K', 6, NULL , &States[S_FATT_DIE+1]),
S_NORMAL (FATT, 'L', 6, A_Scream , &States[S_FATT_DIE+2]),
S_NORMAL (FATT, 'M', 6, A_NoBlocking , &States[S_FATT_DIE+3]),
S_NORMAL (FATT, 'N', 6, NULL , &States[S_FATT_DIE+4]),
S_NORMAL (FATT, 'O', 6, NULL , &States[S_FATT_DIE+5]),
S_NORMAL (FATT, 'P', 6, NULL , &States[S_FATT_DIE+6]),
S_NORMAL (FATT, 'Q', 6, NULL , &States[S_FATT_DIE+7]),
S_NORMAL (FATT, 'R', 6, NULL , &States[S_FATT_DIE+8]),
S_NORMAL (FATT, 'S', 6, NULL , &States[S_FATT_DIE+9]),
S_NORMAL (FATT, 'T', -1, A_BossDeath , NULL),
#define S_FATT_RAISE (S_FATT_DIE+10)
S_NORMAL (FATT, 'R', 5, NULL , &States[S_FATT_RAISE+1]),
S_NORMAL (FATT, 'Q', 5, NULL , &States[S_FATT_RAISE+2]),
S_NORMAL (FATT, 'P', 5, NULL , &States[S_FATT_RAISE+3]),
S_NORMAL (FATT, 'O', 5, NULL , &States[S_FATT_RAISE+4]),
S_NORMAL (FATT, 'N', 5, NULL , &States[S_FATT_RAISE+5]),
S_NORMAL (FATT, 'M', 5, NULL , &States[S_FATT_RAISE+6]),
S_NORMAL (FATT, 'L', 5, NULL , &States[S_FATT_RAISE+7]),
S_NORMAL (FATT, 'K', 5, NULL , &States[S_FATT_RUN+0])
};
IMPLEMENT_ACTOR (AFatso, Doom, 67, 112)
PROP_SpawnHealth (600)
PROP_RadiusFixed (48)
PROP_HeightFixed (64)
PROP_Mass (1000)
PROP_SpeedFixed (8)
PROP_PainChance (80)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP)
PROP_Flags4 (MF4_BOSSDEATH)
PROP_SpawnState (S_FATT_STND)
PROP_SeeState (S_FATT_RUN)
PROP_PainState (S_FATT_PAIN)
PROP_MissileState (S_FATT_ATK)
PROP_DeathState (S_FATT_DIE)
PROP_RaiseState (S_FATT_RAISE)
PROP_SeeSound ("fatso/sight")
PROP_PainSound ("fatso/pain")
PROP_DeathSound ("fatso/death")
PROP_ActiveSound ("fatso/active")
END_DEFAULTS
class AStealthFatso : public AFatso
{
DECLARE_STATELESS_ACTOR (AStealthFatso, AFatso)
public:
const char *GetObituary () { return GStrings("OB_STEALTHFATSO"); }
};
IMPLEMENT_STATELESS_ACTOR (AStealthFatso, Doom, 9058, 123)
PROP_FlagsSet (MF_STEALTH)
PROP_RenderStyle (STYLE_Translucent)
PROP_Alpha (0)
END_DEFAULTS
class AFatShot : public AActor
{
DECLARE_ACTOR (AFatShot, AActor)
};
FState AFatShot::States[] =
{
#define S_FATSHOT 0
S_BRIGHT (MANF, 'A', 4, NULL , &States[S_FATSHOT+1]),
S_BRIGHT (MANF, 'B', 4, NULL , &States[S_FATSHOT+0]),
#define S_FATSHOTX (S_FATSHOT+2)
S_BRIGHT (MISL, 'B', 8, NULL , &States[S_FATSHOTX+1]),
S_BRIGHT (MISL, 'C', 6, NULL , &States[S_FATSHOTX+2]),
S_BRIGHT (MISL, 'D', 4, NULL , NULL)
};
IMPLEMENT_ACTOR (AFatShot, Doom, -1, 153)
PROP_RadiusFixed (6)
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PROP_HeightFixed (8)
PROP_SpeedFixed (20)
PROP_Damage (8)
PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
PROP_Flags2 (MF2_PCROSS|MF2_IMPACT|MF2_NOTELEPORT)
PROP_Flags4 (MF4_RANDOMIZE)
PROP_RenderStyle (STYLE_Add)
PROP_SpawnState (S_FATSHOT)
PROP_DeathState (S_FATSHOTX)
PROP_SeeSound ("fatso/attack")
PROP_DeathSound ("fatso/shotx")
END_DEFAULTS
//
// Mancubus attack,
// firing three missiles in three different directions?
// Doesn't look like it.
//
#define FATSPREAD (ANG90/8)
void A_FatRaise (AActor *self)
{
A_FaceTarget (self);
S_Sound (self, CHAN_WEAPON, "fatso/raiseguns", 1, ATTN_NORM);
}
void A_FatAttack1 (AActor *self)
{
AActor *missile;
angle_t an;
if (!self->target)
return;
const TypeInfo *spawntype = NULL;
int index = CheckIndex (1, NULL);
if (index >= 0) spawntype = TypeInfo::FindType ((const char *)StateParameters[index]);
if (spawntype == NULL) spawntype = RUNTIME_CLASS(AFatShot);
A_FaceTarget (self);
// Change direction to ...
self->angle += FATSPREAD;
P_SpawnMissile (self, self->target, spawntype);
missile = P_SpawnMissile (self, self->target, spawntype);
if (missile != NULL)
{
missile->angle += FATSPREAD;
an = missile->angle >> ANGLETOFINESHIFT;
missile->momx = FixedMul (missile->Speed, finecosine[an]);
missile->momy = FixedMul (missile->Speed, finesine[an]);
}
}
void A_FatAttack2 (AActor *self)
{
AActor *missile;
angle_t an;
if (!self->target)
return;
const TypeInfo *spawntype = NULL;
int index = CheckIndex (1, NULL);
if (index >= 0) spawntype = TypeInfo::FindType ((const char *)StateParameters[index]);
if (spawntype == NULL) spawntype = RUNTIME_CLASS(AFatShot);
A_FaceTarget (self);
// Now here choose opposite deviation.
self->angle -= FATSPREAD;
P_SpawnMissile (self, self->target, spawntype);
missile = P_SpawnMissile (self, self->target, spawntype);
if (missile != NULL)
{
missile->angle -= FATSPREAD*2;
an = missile->angle >> ANGLETOFINESHIFT;
missile->momx = FixedMul (missile->Speed, finecosine[an]);
missile->momy = FixedMul (missile->Speed, finesine[an]);
}
}
void A_FatAttack3 (AActor *self)
{
AActor *missile;
angle_t an;
if (!self->target)
return;
const TypeInfo *spawntype = NULL;
int index = CheckIndex (1, NULL);
if (index >= 0) spawntype = TypeInfo::FindType ((const char *)StateParameters[index]);
if (spawntype == NULL) spawntype = RUNTIME_CLASS(AFatShot);
A_FaceTarget (self);
missile = P_SpawnMissile (self, self->target, spawntype);
if (missile != NULL)
{
missile->angle -= FATSPREAD/2;
an = missile->angle >> ANGLETOFINESHIFT;
missile->momx = FixedMul (missile->Speed, finecosine[an]);
missile->momy = FixedMul (missile->Speed, finesine[an]);
}
missile = P_SpawnMissile (self, self->target, spawntype);
if (missile != NULL)
{
missile->angle += FATSPREAD/2;
an = missile->angle >> ANGLETOFINESHIFT;
missile->momx = FixedMul (missile->Speed, finecosine[an]);
missile->momy = FixedMul (missile->Speed, finesine[an]);
}
}
//
// killough 9/98: a mushroom explosion effect, sorta :)
// Original idea: Linguica
//
void A_Mushroom (AActor *actor)
{
int i, j, n = actor->damage;
const TypeInfo *spawntype = NULL;
int index = CheckIndex (1, NULL);
if (index >= 0)
{
spawntype = TypeInfo::FindType((const char *)StateParameters[index]);
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n = EvalExpressionI (StateParameters[index+1], actor);
if (n == 0)
n = actor->damage;
}
if (spawntype == NULL) spawntype = RUNTIME_CLASS(AFatShot);
A_Explode (actor); // First make normal explosion
// Now launch mushroom cloud
for (i = -n; i <= n; i += 8)
{
for (j = -n; j <= n; j += 8)
{
AActor target = *actor, *mo;
target.x += i << FRACBITS; // Aim in many directions from source
target.y += j << FRACBITS;
target.z += P_AproxDistance(i,j) << (FRACBITS+2); // Aim up fairly high
mo = P_SpawnMissile (actor, &target, spawntype); // Launch fireball
if (mo != NULL)
{
mo->momx >>= 1;
mo->momy >>= 1; // Slow it down a bit
mo->momz >>= 1;
mo->flags &= ~MF_NOGRAVITY; // Make debris fall under gravity
}
}
}
}