qzdoom/src/g_heretic/a_hereticimp.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"
static FRandom pr_imp ("ImpExplode");
static FRandom pr_impmeatk ("ImpMeAttack");
static FRandom pr_impmsatk ("ImpMsAttack");
static FRandom pr_impmsatk2 ("ImpMsAttack2");
void A_ImpExplode (AActor *);
void A_ImpMeAttack (AActor *);
void A_ImpMsAttack (AActor *);
void A_ImpMsAttack2 (AActor *);
void A_ImpDeath (AActor *);
void A_ImpXDeath1 (AActor *);
void A_ImpXDeath2 (AActor *);
// Heretic imp (as opposed to the Doom variety) -----------------------------
class AHereticImp : public AActor
{
DECLARE_ACTOR (AHereticImp, AActor)
};
FState AHereticImp::States[] =
{
#define S_IMP_LOOK 0
S_NORMAL (IMPX, 'A', 10, A_Look , &States[S_IMP_LOOK+1]),
S_NORMAL (IMPX, 'B', 10, A_Look , &States[S_IMP_LOOK+2]),
S_NORMAL (IMPX, 'C', 10, A_Look , &States[S_IMP_LOOK+3]),
S_NORMAL (IMPX, 'B', 10, A_Look , &States[S_IMP_LOOK+0]),
#define S_IMP_FLY (S_IMP_LOOK+4)
S_NORMAL (IMPX, 'A', 3, A_Chase , &States[S_IMP_FLY+1]),
S_NORMAL (IMPX, 'A', 3, A_Chase , &States[S_IMP_FLY+2]),
S_NORMAL (IMPX, 'B', 3, A_Chase , &States[S_IMP_FLY+3]),
S_NORMAL (IMPX, 'B', 3, A_Chase , &States[S_IMP_FLY+4]),
S_NORMAL (IMPX, 'C', 3, A_Chase , &States[S_IMP_FLY+5]),
S_NORMAL (IMPX, 'C', 3, A_Chase , &States[S_IMP_FLY+6]),
S_NORMAL (IMPX, 'B', 3, A_Chase , &States[S_IMP_FLY+7]),
S_NORMAL (IMPX, 'B', 3, A_Chase , &States[S_IMP_FLY+0]),
#define S_IMP_MEATK (S_IMP_FLY+8)
S_NORMAL (IMPX, 'D', 6, A_FaceTarget , &States[S_IMP_MEATK+1]),
S_NORMAL (IMPX, 'E', 6, A_FaceTarget , &States[S_IMP_MEATK+2]),
S_NORMAL (IMPX, 'F', 6, A_ImpMeAttack , &States[S_IMP_FLY+0]),
#define S_IMP_MSATK1 (S_IMP_MEATK+3)
S_NORMAL (IMPX, 'A', 10, A_FaceTarget , &States[S_IMP_MSATK1+1]),
S_NORMAL (IMPX, 'B', 6, A_ImpMsAttack , &States[S_IMP_MSATK1+2]),
S_NORMAL (IMPX, 'C', 6, NULL , &States[S_IMP_MSATK1+3]),
S_NORMAL (IMPX, 'B', 6, NULL , &States[S_IMP_MSATK1+4]),
S_NORMAL (IMPX, 'A', 6, NULL , &States[S_IMP_MSATK1+5]),
S_NORMAL (IMPX, 'B', 6, NULL , &States[S_IMP_MSATK1+2]),
#define S_IMP_PAIN (S_IMP_MSATK1+6)
S_NORMAL (IMPX, 'G', 3, NULL , &States[S_IMP_PAIN+1]),
S_NORMAL (IMPX, 'G', 3, A_Pain , &States[S_IMP_FLY+0]),
#define S_IMP_DIE (S_IMP_PAIN+2)
S_NORMAL (IMPX, 'G', 4, A_ImpDeath , &States[S_IMP_DIE+1]),
S_NORMAL (IMPX, 'H', 5, NULL , &States[S_IMP_DIE+1]),
#define S_IMP_XDIE (S_IMP_DIE+2)
S_NORMAL (IMPX, 'S', 5, A_ImpXDeath1 , &States[S_IMP_XDIE+1]),
S_NORMAL (IMPX, 'T', 5, NULL , &States[S_IMP_XDIE+2]),
S_NORMAL (IMPX, 'U', 5, NULL , &States[S_IMP_XDIE+3]),
S_NORMAL (IMPX, 'V', 5, A_ImpXDeath2 , &States[S_IMP_XDIE+4]),
S_NORMAL (IMPX, 'W', 5, NULL , &States[S_IMP_XDIE+4]),
#define S_IMP_CRASH (S_IMP_XDIE+5)
S_NORMAL (IMPX, 'I', 7, A_ImpExplode , &States[S_IMP_CRASH+1]),
S_NORMAL (IMPX, 'J', 7, A_Scream , &States[S_IMP_CRASH+2]),
S_NORMAL (IMPX, 'K', 7, NULL , &States[S_IMP_CRASH+3]),
S_NORMAL (IMPX, 'L', -1, NULL , NULL),
#define S_IMP_XCRASH (S_IMP_CRASH+4)
S_NORMAL (IMPX, 'X', 7, NULL , &States[S_IMP_XCRASH+1]),
S_NORMAL (IMPX, 'Y', 7, NULL , &States[S_IMP_XCRASH+2]),
S_NORMAL (IMPX, 'Z', -1, NULL , NULL)
};
IMPLEMENT_ACTOR (AHereticImp, Heretic, 66, 5)
PROP_SpawnHealth (40)
PROP_RadiusFixed (16)
PROP_HeightFixed (36)
PROP_Mass (50)
PROP_SpeedFixed (10)
PROP_PainChance (200)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY|MF_COUNTKILL)
PROP_Flags2 (MF2_MCROSS|MF2_SPAWNFLOAT|MF2_PASSMOBJ|MF2_PUSHWALL)
PROP_Flags3 (MF3_DONTOVERLAP)
PROP_Flags4 (MF4_MISSILEMORE)
PROP_SpawnState (S_IMP_LOOK)
PROP_SeeState (S_IMP_FLY)
PROP_PainState (S_IMP_PAIN)
PROP_MeleeState (S_IMP_MEATK)
PROP_MissileState (S_IMP_MSATK1)
PROP_CrashState (S_IMP_CRASH)
PROP_DeathState (S_IMP_DIE)
PROP_XDeathState (S_IMP_XDIE)
PROP_SeeSound ("himp/sight")
PROP_AttackSound ("himp/attack")
PROP_PainSound ("himp/pain")
PROP_DeathSound ("himp/death")
PROP_ActiveSound ("himp/active")
PROP_Obituary("$OB_HERETICIMP")
PROP_HitObituary("$OB_HERETICIMPHIT")
END_DEFAULTS
// Heretic imp leader -------------------------------------------------------
class AHereticImpLeader : public AHereticImp
{
DECLARE_ACTOR (AHereticImpLeader, AHereticImp)
};
FState AHereticImpLeader::States[] =
{
#define S_IMP_MSATK2 0
S_NORMAL (IMPX, 'D', 6, A_FaceTarget , &States[S_IMP_MSATK2+1]),
S_NORMAL (IMPX, 'E', 6, A_FaceTarget , &States[S_IMP_MSATK2+2]),
S_NORMAL (IMPX, 'F', 6, A_ImpMsAttack2 , &AHereticImp::States[S_IMP_FLY]),
};
IMPLEMENT_ACTOR (AHereticImpLeader, Heretic, 5, 7)
PROP_SpawnHealth (80)
PROP_MeleeState (~0)
PROP_MissileState (S_IMP_MSATK2)
PROP_Flags4Clear(MF4_MISSILEMORE) // The imp leader does have a 'normal' missile range!
PROP_AttackSound ("himp/leaderattack")
END_DEFAULTS
// Heretic imp chunk 1 ------------------------------------------------------
class AHereticImpChunk1 : public AActor
{
DECLARE_ACTOR (AHereticImpChunk1, AActor)
};
FState AHereticImpChunk1::States[] =
{
S_NORMAL (IMPX, 'M', 5, NULL , &States[1]),
S_NORMAL (IMPX, 'N', 700, NULL , &States[2]),
S_NORMAL (IMPX, 'O', 700, NULL , NULL)
};
IMPLEMENT_ACTOR (AHereticImpChunk1, Heretic, -1, 0)
PROP_Mass (5)
PROP_Radius (4)
PROP_SpawnState (0)
END_DEFAULTS
// Heretic imp chunk 2 ------------------------------------------------------
class AHereticImpChunk2 : public AActor
{
DECLARE_ACTOR (AHereticImpChunk2, AActor)
};
FState AHereticImpChunk2::States[] =
{
S_NORMAL (IMPX, 'P', 5, NULL , &States[1]),
S_NORMAL (IMPX, 'Q', 700, NULL , &States[2]),
S_NORMAL (IMPX, 'R', 700, NULL , NULL)
};
IMPLEMENT_ACTOR (AHereticImpChunk2, Heretic, -1, 0)
PROP_Mass (5)
PROP_Radius (4)
PROP_SpawnState (0)
END_DEFAULTS
// Heretic imp ball ---------------------------------------------------------
class AHereticImpBall : public AActor
{
DECLARE_ACTOR (AHereticImpBall, AActor)
};
FState AHereticImpBall::States[] =
{
#define S_IMPFX 0
S_BRIGHT (FX10, 'A', 6, NULL , &States[S_IMPFX+1]),
S_BRIGHT (FX10, 'B', 6, NULL , &States[S_IMPFX+2]),
S_BRIGHT (FX10, 'C', 6, NULL , &States[S_IMPFX+0]),
#define S_IMPFXI (S_IMPFX+3)
S_BRIGHT (FX10, 'D', 5, NULL , &States[S_IMPFXI+1]),
S_BRIGHT (FX10, 'E', 5, NULL , &States[S_IMPFXI+2]),
S_BRIGHT (FX10, 'F', 5, NULL , &States[S_IMPFXI+3]),
S_BRIGHT (FX10, 'G', 5, NULL , NULL)
};
IMPLEMENT_ACTOR (AHereticImpBall, Heretic, -1, 10)
PROP_RadiusFixed (8)
PROP_HeightFixed (8)
PROP_SpeedFixed (10)
PROP_Damage (1)
PROP_Flags (MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
PROP_Flags2 (MF2_WINDTHRUST|MF2_NOTELEPORT)
PROP_RenderStyle (STYLE_Add)
PROP_SpawnState (S_IMPFX)
PROP_DeathState (S_IMPFXI)
END_DEFAULTS
AT_SPEED_SET (HereticImpBall, speed)
{
SimpleSpeedSetter (AHereticImpBall, 10*FRACUNIT, 20*FRACUNIT, speed);
}
//----------------------------------------------------------------------------
//
// PROC A_ImpExplode
//
//----------------------------------------------------------------------------
void A_ImpExplode (AActor *self)
{
AActor *chunk;
self->flags &= ~MF_NOGRAVITY;
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chunk = Spawn<AHereticImpChunk1> (self->x, self->y, self->z, ALLOW_REPLACE);
chunk->momx = pr_imp.Random2 () << 10;
chunk->momy = pr_imp.Random2 () << 10;
chunk->momz = 9*FRACUNIT;
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chunk = Spawn<AHereticImpChunk2> (self->x, self->y, self->z, ALLOW_REPLACE);
chunk->momx = pr_imp.Random2 () << 10;
chunk->momy = pr_imp.Random2 () << 10;
chunk->momz = 9*FRACUNIT;
if (self->special1 == 666)
{ // Extreme death crash
self->SetState (&AHereticImp::States[S_IMP_XCRASH]);
}
}
//----------------------------------------------------------------------------
//
// PROC A_ImpMeAttack
//
//----------------------------------------------------------------------------
void A_ImpMeAttack (AActor *self)
{
if (!self->target)
{
return;
}
S_SoundID (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
if (self->CheckMeleeRange ())
{
int damage = 5+(pr_impmeatk()&7);
P_DamageMobj (self->target, self, self, damage, NAME_Melee);
P_TraceBleed (damage, self->target, self);
}
}
//----------------------------------------------------------------------------
//
// PROC A_ImpMsAttack
//
//----------------------------------------------------------------------------
void A_ImpMsAttack (AActor *self)
{
AActor *dest;
angle_t an;
int dist;
if (!self->target || pr_impmsatk() > 64)
{
self->SetState (self->SeeState);
return;
}
dest = self->target;
self->flags |= MF_SKULLFLY;
S_SoundID (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
A_FaceTarget (self);
an = self->angle >> ANGLETOFINESHIFT;
self->momx = FixedMul (12*FRACUNIT, finecosine[an]);
self->momy = FixedMul (12*FRACUNIT, finesine[an]);
dist = P_AproxDistance (dest->x - self->x, dest->y - self->y);
dist = dist/(12*FRACUNIT);
if (dist < 1)
{
dist = 1;
}
self->momz = (dest->z + (dest->height>>1) - self->z)/dist;
}
//----------------------------------------------------------------------------
//
// PROC A_ImpMsAttack2
//
// Fireball attack of the imp leader.
//
//----------------------------------------------------------------------------
void A_ImpMsAttack2 (AActor *self)
{
if (!self->target)
{
return;
}
S_SoundID (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
if (self->CheckMeleeRange ())
{
int damage = 5+(pr_impmsatk2()&7);
P_DamageMobj (self->target, self, self, damage, NAME_Melee);
P_TraceBleed (damage, self->target, self);
return;
}
P_SpawnMissile (self, self->target, RUNTIME_CLASS(AHereticImpBall));
}
//----------------------------------------------------------------------------
//
// PROC A_ImpDeath
//
//----------------------------------------------------------------------------
void A_ImpDeath (AActor *self)
{
self->flags &= ~MF_SOLID;
self->flags2 |= MF2_FLOORCLIP;
if (self->z <= self->floorz)
{
//self->SetState (&AHereticImp::States[S_IMP_CRASH]);
}
}
//----------------------------------------------------------------------------
//
// PROC A_ImpXDeath1
//
//----------------------------------------------------------------------------
void A_ImpXDeath1 (AActor *self)
{
self->flags &= ~MF_SOLID;
self->flags |= MF_NOGRAVITY;
self->flags2 |= MF2_FLOORCLIP;
self->special1 = 666; // Flag the crash routine
}
//----------------------------------------------------------------------------
//
// PROC A_ImpXDeath2
//
//----------------------------------------------------------------------------
void A_ImpXDeath2 (AActor *self)
{
self->flags &= ~MF_NOGRAVITY;
if (self->z <= self->floorz)
{
self->SetState (&AHereticImp::States[S_IMP_CRASH]);
}
}