#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" #include "a_action.h" #include "a_doomglobal.h" static FRandom pr_tracer ("Tracer"); static FRandom pr_skelfist ("SkelFist"); void A_SkelMissile (AActor *); void A_Tracer (AActor *); void A_SkelWhoosh (AActor *); void A_SkelFist (AActor *); class ARevenant : public AActor { DECLARE_ACTOR (ARevenant, AActor) }; FState ARevenant::States[] = { #define S_SKEL_STND 0 S_NORMAL (SKEL, 'A', 10, A_Look , &States[S_SKEL_STND+1]), S_NORMAL (SKEL, 'B', 10, A_Look , &States[S_SKEL_STND]), #define S_SKEL_RUN (S_SKEL_STND+2) S_NORMAL (SKEL, 'A', 2, A_Chase , &States[S_SKEL_RUN+1]), S_NORMAL (SKEL, 'A', 2, A_Chase , &States[S_SKEL_RUN+2]), S_NORMAL (SKEL, 'B', 2, A_Chase , &States[S_SKEL_RUN+3]), S_NORMAL (SKEL, 'B', 2, A_Chase , &States[S_SKEL_RUN+4]), S_NORMAL (SKEL, 'C', 2, A_Chase , &States[S_SKEL_RUN+5]), S_NORMAL (SKEL, 'C', 2, A_Chase , &States[S_SKEL_RUN+6]), S_NORMAL (SKEL, 'D', 2, A_Chase , &States[S_SKEL_RUN+7]), S_NORMAL (SKEL, 'D', 2, A_Chase , &States[S_SKEL_RUN+8]), S_NORMAL (SKEL, 'E', 2, A_Chase , &States[S_SKEL_RUN+9]), S_NORMAL (SKEL, 'E', 2, A_Chase , &States[S_SKEL_RUN+10]), S_NORMAL (SKEL, 'F', 2, A_Chase , &States[S_SKEL_RUN+11]), S_NORMAL (SKEL, 'F', 2, A_Chase , &States[S_SKEL_RUN+0]), #define S_SKEL_FIST (S_SKEL_RUN+12) S_NORMAL (SKEL, 'G', 0, A_FaceTarget , &States[S_SKEL_FIST+1]), S_NORMAL (SKEL, 'G', 6, A_SkelWhoosh , &States[S_SKEL_FIST+2]), S_NORMAL (SKEL, 'H', 6, A_FaceTarget , &States[S_SKEL_FIST+3]), S_NORMAL (SKEL, 'I', 6, A_SkelFist , &States[S_SKEL_RUN+0]), #define S_SKEL_MISS (S_SKEL_FIST+4) S_BRIGHT (SKEL, 'J', 0, A_FaceTarget , &States[S_SKEL_MISS+1]), S_BRIGHT (SKEL, 'J', 10, A_FaceTarget , &States[S_SKEL_MISS+2]), S_NORMAL (SKEL, 'K', 10, A_SkelMissile , &States[S_SKEL_MISS+3]), S_NORMAL (SKEL, 'K', 10, A_FaceTarget , &States[S_SKEL_RUN+0]), #define S_SKEL_PAIN (S_SKEL_MISS+4) S_NORMAL (SKEL, 'L', 5, NULL , &States[S_SKEL_PAIN+1]), S_NORMAL (SKEL, 'L', 5, A_Pain , &States[S_SKEL_RUN+0]), #define S_SKEL_DIE (S_SKEL_PAIN+2) S_NORMAL (SKEL, 'L', 7, NULL , &States[S_SKEL_DIE+1]), S_NORMAL (SKEL, 'M', 7, NULL , &States[S_SKEL_DIE+2]), S_NORMAL (SKEL, 'N', 7, A_Scream , &States[S_SKEL_DIE+3]), S_NORMAL (SKEL, 'O', 7, A_NoBlocking , &States[S_SKEL_DIE+4]), S_NORMAL (SKEL, 'P', 7, NULL , &States[S_SKEL_DIE+5]), S_NORMAL (SKEL, 'Q', -1, NULL , NULL), #define S_SKEL_RAISE (S_SKEL_DIE+6) S_NORMAL (SKEL, 'Q', 5, NULL , &States[S_SKEL_RAISE+1]), S_NORMAL (SKEL, 'P', 5, NULL , &States[S_SKEL_RAISE+2]), S_NORMAL (SKEL, 'O', 5, NULL , &States[S_SKEL_RAISE+3]), S_NORMAL (SKEL, 'N', 5, NULL , &States[S_SKEL_RAISE+4]), S_NORMAL (SKEL, 'M', 5, NULL , &States[S_SKEL_RAISE+5]), S_NORMAL (SKEL, 'L', 5, NULL , &States[S_SKEL_RUN+0]) }; IMPLEMENT_ACTOR (ARevenant, Doom, 66, 20) PROP_SpawnHealth (300) PROP_RadiusFixed (20) PROP_HeightFixed (56) PROP_Mass (500) PROP_SpeedFixed (10) PROP_PainChance (100) PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL) PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP) PROP_Flags4 (MF4_LONGMELEERANGE|MF4_MISSILEMORE) PROP_SpawnState (S_SKEL_STND) PROP_SeeState (S_SKEL_RUN) PROP_PainState (S_SKEL_PAIN) PROP_MeleeState (S_SKEL_FIST) PROP_MissileState (S_SKEL_MISS) PROP_DeathState (S_SKEL_DIE) PROP_RaiseState (S_SKEL_RAISE) PROP_SeeSound ("skeleton/sight") PROP_PainSound ("skeleton/pain") PROP_DeathSound ("skeleton/death") PROP_ActiveSound ("skeleton/active") PROP_Obituary("$OB_UNDEAD") PROP_HitObituary("$OB_UNDEADHIT") END_DEFAULTS class ARevenantTracer : public AActor { DECLARE_ACTOR (ARevenantTracer, AActor) }; FState ARevenantTracer::States[] = { #define S_TRACER 0 S_BRIGHT (FATB, 'A', 2, A_Tracer , &States[S_TRACER+1]), S_BRIGHT (FATB, 'B', 2, A_Tracer , &States[S_TRACER]), #define S_TRACEEXP (S_TRACER+2) S_BRIGHT (FBXP, 'A', 8, NULL , &States[S_TRACEEXP+1]), S_BRIGHT (FBXP, 'B', 6, NULL , &States[S_TRACEEXP+2]), S_BRIGHT (FBXP, 'C', 4, NULL , NULL) }; IMPLEMENT_ACTOR (ARevenantTracer, Doom, -1, 53) PROP_RadiusFixed (11) PROP_HeightFixed (8) PROP_SpeedFixed (10) PROP_Damage (10) PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY) PROP_Flags2 (MF2_PCROSS|MF2_IMPACT|MF2_NOTELEPORT|MF2_SEEKERMISSILE) PROP_Flags4 (MF4_RANDOMIZE) PROP_RenderStyle (STYLE_Add) PROP_SpawnState (S_TRACER) PROP_DeathState (S_TRACEEXP) PROP_SeeSound ("skeleton/attack") PROP_DeathSound ("skeleton/tracex") END_DEFAULTS class ARevenantTracerSmoke : public AActor { DECLARE_ACTOR (ARevenantTracerSmoke, AActor) }; FState ARevenantTracerSmoke::States[] = { S_NORMAL (PUFF, 'B', 4, NULL , &States[1]), S_NORMAL (PUFF, 'C', 4, NULL , &States[2]), S_NORMAL (PUFF, 'B', 4, NULL , &States[3]), S_NORMAL (PUFF, 'C', 4, NULL , &States[4]), S_NORMAL (PUFF, 'D', 4, NULL , NULL) }; IMPLEMENT_ACTOR (ARevenantTracerSmoke, Doom, -1, 0) PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY) PROP_RenderStyle (STYLE_Translucent) PROP_Alpha (TRANSLUC50) PROP_SpawnState (0) END_DEFAULTS // // A_SkelMissile // void A_SkelMissile (AActor *self) { AActor *missile; if (!self->target) return; A_FaceTarget (self); missile = P_SpawnMissileZ (self, self->z + 48*FRACUNIT, self->target, RUNTIME_CLASS(ARevenantTracer)); if (missile != NULL) { missile->x += missile->momx; missile->y += missile->momy; missile->tracer = self->target; } } #define TRACEANGLE (0xc000000) void A_Tracer (AActor *self) { angle_t exact; fixed_t dist; fixed_t slope; AActor *dest; AActor *smoke; // killough 1/18/98: this is why some missiles do not have smoke // and some do. Also, internal demos start at random gametics, thus // the bug in which revenants cause internal demos to go out of sync. // // killough 3/6/98: fix revenant internal demo bug by subtracting // levelstarttic from gametic: // // [RH] level.time is always 0-based, so nothing special to do here. if (level.time & 3) return; // spawn a puff of smoke behind the rocket P_SpawnPuff (RUNTIME_CLASS(ABulletPuff), self->x, self->y, self->z, 0, 3); smoke = Spawn (self->x - self->momx, self->y - self->momy, self->z); smoke->momz = FRACUNIT; smoke->tics -= pr_tracer()&3; if (smoke->tics < 1) smoke->tics = 1; // adjust direction dest = self->tracer; if (!dest || dest->health <= 0) return; // change angle exact = R_PointToAngle2 (self->x, self->y, dest->x, dest->y); if (exact != self->angle) { if (exact - self->angle > 0x80000000) { self->angle -= TRACEANGLE; if (exact - self->angle < 0x80000000) self->angle = exact; } else { self->angle += TRACEANGLE; if (exact - self->angle > 0x80000000) self->angle = exact; } } exact = self->angle>>ANGLETOFINESHIFT; self->momx = FixedMul (self->Speed, finecosine[exact]); self->momy = FixedMul (self->Speed, finesine[exact]); // change slope dist = P_AproxDistance (dest->x - self->x, dest->y - self->y); dist = dist / self->Speed; if (dist < 1) dist = 1; slope = (dest->z+40*FRACUNIT - self->z) / dist; if (slope < self->momz) self->momz -= FRACUNIT/8; else self->momz += FRACUNIT/8; } void A_SkelWhoosh (AActor *self) { if (!self->target) return; A_FaceTarget (self); S_Sound (self, CHAN_WEAPON, "skeleton/swing", 1, ATTN_NORM); } void A_SkelFist (AActor *self) { if (!self->target) return; A_FaceTarget (self); if (self->CheckMeleeRange ()) { int damage = ((pr_skelfist()%10)+1)*6; S_Sound (self, CHAN_WEAPON, "skeleton/melee", 1, ATTN_NORM); P_DamageMobj (self->target, self, self, damage, MOD_HIT); P_TraceBleed (damage, self->target, self); } }