qzdoom/src/g_doom/a_lostsoul.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 "a_doomglobal.h"
#include "gi.h"
#include "gstrings.h"
#include "a_action.h"
FRandom pr_lost ("LostMissileRange");
void A_SkullAttack (AActor *);
FState ALostSoul::States[] =
{
#define S_SKULL_STND 0
S_BRIGHT (SKUL, 'A', 10, A_Look , &States[S_SKULL_STND+1]),
S_BRIGHT (SKUL, 'B', 10, A_Look , &States[S_SKULL_STND]),
#define S_SKULL_RUN (S_SKULL_STND+2)
S_BRIGHT (SKUL, 'A', 6, A_Chase , &States[S_SKULL_RUN+1]),
S_BRIGHT (SKUL, 'B', 6, A_Chase , &States[S_SKULL_RUN+0]),
#define S_SKULL_ATK (S_SKULL_RUN+2)
S_BRIGHT (SKUL, 'C', 10, A_FaceTarget , &States[S_SKULL_ATK+1]),
S_BRIGHT (SKUL, 'D', 4, A_SkullAttack , &States[S_SKULL_ATK+2]),
S_BRIGHT (SKUL, 'C', 4, NULL , &States[S_SKULL_ATK+3]),
S_BRIGHT (SKUL, 'D', 4, NULL , &States[S_SKULL_ATK+2]),
#define S_SKULL_PAIN (S_SKULL_ATK+4)
S_BRIGHT (SKUL, 'E', 3, NULL , &States[S_SKULL_PAIN+1]),
S_BRIGHT (SKUL, 'E', 3, A_Pain , &States[S_SKULL_RUN+0]),
#define S_SKULL_DIE (S_SKULL_PAIN+2)
S_BRIGHT (SKUL, 'F', 6, NULL , &States[S_SKULL_DIE+1]),
S_BRIGHT (SKUL, 'G', 6, A_Scream , &States[S_SKULL_DIE+2]),
S_BRIGHT (SKUL, 'H', 6, NULL , &States[S_SKULL_DIE+3]),
S_BRIGHT (SKUL, 'I', 6, A_NoBlocking , &States[S_SKULL_DIE+4]),
S_NORMAL (SKUL, 'J', 6, NULL , &States[S_SKULL_DIE+5]),
S_NORMAL (SKUL, 'K', 6, NULL , NULL)
};
IMPLEMENT_ACTOR (ALostSoul, Doom, 3006, 110)
PROP_SpawnHealth (100)
PROP_RadiusFixed (16)
PROP_HeightFixed (56)
PROP_Mass (50)
PROP_SpeedFixed (8)
PROP_Damage (3)
PROP_MaxPainChance
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY|MF_COUNTKILL)
PROP_Flags2 (MF2_MCROSS|MF2_PUSHWALL|MF2_PASSMOBJ)
PROP_Flags4 (MF4_NOICEDEATH|MF4_MISSILEMORE|MF4_DONTFALL)
PROP_RenderStyle (STYLE_SoulTrans)
PROP_SpawnState (S_SKULL_STND)
PROP_SeeState (S_SKULL_RUN)
PROP_PainState (S_SKULL_PAIN)
PROP_MissileState (S_SKULL_ATK)
PROP_DeathState (S_SKULL_DIE)
PROP_AttackSound ("skull/melee")
PROP_PainSound ("skull/pain")
PROP_DeathSound ("skull/death")
PROP_ActiveSound ("skull/active")
END_DEFAULTS
const char *ALostSoul::GetObituary ()
{
return GStrings("OB_SKULL");
}
//
// SkullAttack
// Fly at the player like a missile.
//
#define SKULLSPEED (20*FRACUNIT)
void A_SkullAttack (AActor *self)
{
AActor *dest;
angle_t an;
int dist;
if (!self->target)
return;
dest = self->target;
self->flags |= MF_SKULLFLY;
S_SoundID (self, CHAN_VOICE, self->AttackSound, 1, ATTN_NORM);
A_FaceTarget (self);
an = self->angle >> ANGLETOFINESHIFT;
self->momx = FixedMul (SKULLSPEED, finecosine[an]);
self->momy = FixedMul (SKULLSPEED, finesine[an]);
dist = P_AproxDistance (dest->x - self->x, dest->y - self->y);
dist = dist / SKULLSPEED;
if (dist < 1)
dist = 1;
self->momz = (dest->z+(dest->height>>1) - self->z) / dist;
}
// Dead lost soul ----------------------------------------------------------
/* [RH] Considering that the lost soul removes itself when it dies, there
* really wasn't much point in id including this thing, but they did anyway.
* (There was probably a time when it stayed around after death, and this is
* a holdover from that.)
*/
class ADeadLostSoul : public ALostSoul
{
DECLARE_STATELESS_ACTOR (ADeadLostSoul, ALostSoul)
};
IMPLEMENT_STATELESS_ACTOR (ADeadLostSoul, Doom, 23, 0)
PROP_SpawnState (S_SKULL_DIE+5)
// Undo all the changes to default Actor properties that ALostSoul made
PROP_SpawnHealth (1000)
PROP_RadiusFixed (20)
PROP_HeightFixed (16)
PROP_Mass (100)
PROP_SpeedFixed (0)
PROP_Damage (0)
PROP_PainChance (0)
PROP_Flags (0)
PROP_Flags2 (0)
PROP_Flags4 (0)
PROP_RenderStyle (STYLE_Normal)
PROP_SeeState (255)
PROP_PainState (255)
PROP_MissileState (255)
PROP_DeathState (255)
PROP_RaiseState (255)
PROP_PainSound ("")
PROP_DeathSound ("")
PROP_ActiveSound ("")
PROP_AttackSound ("")
END_DEFAULTS
//==========================================================================
//
// CVAR transsouls
//
// How translucent things drawn with STYLE_SoulTrans are. Normally, only
// Lost Souls have this render style, but a dehacked patch could give other
// things this style. Values less than 0.25 will automatically be set to
// 0.25 to ensure some degree of visibility. Likewise, values above 1.0 will
// be set to 1.0, because anything higher doesn't make sense.
//
//==========================================================================
CUSTOM_CVAR (Float, transsouls, 0.75f, CVAR_ARCHIVE)
{
if (self < 0.25f)
{
self = 0.25f;
}
else if (self > 1.f)
{
self = 1.f;
}
}