#include "actor.h" #include "info.h" #include "p_local.h" #include "s_sound.h" #include "p_enemy.h" #include "a_action.h" #include "m_random.h" #define FIREDEMON_ATTACK_RANGE 64*8*FRACUNIT static FRandom pr_firedemonrock ("FireDemonRock"); static FRandom pr_smbounce ("SMBounce"); static FRandom pr_firedemonchase ("FiredChase"); static FRandom pr_firedemonsplotch ("FiredSplotch"); //============================================================================ // Fire Demon AI // // special1 index into floatbob // special2 whether strafing or not //============================================================================ void A_FiredRocks (AActor *); void A_FiredSpawnRock (AActor *); void A_SmBounce (AActor *); void A_FiredChase (AActor *); void A_FiredAttack (AActor *); void A_FiredSplotch (AActor *); // FireDemon ---------------------------------------------------------------- class AFireDemon : public AActor { DECLARE_ACTOR (AFireDemon, AActor) }; FState AFireDemon::States[] = { #define S_FIRED_SPAWN1 0 S_BRIGHT (FDMN, 'X', 5, NULL , &States[S_FIRED_SPAWN1+1]), #define S_FIRED_LOOK1 (S_FIRED_SPAWN1+1) S_BRIGHT (FDMN, 'E', 10, A_Look , &States[S_FIRED_LOOK1+1]), S_BRIGHT (FDMN, 'F', 10, A_Look , &States[S_FIRED_LOOK1+2]), S_BRIGHT (FDMN, 'G', 10, A_Look , &States[S_FIRED_LOOK1+0]), S_BRIGHT (FDMN, 'E', 8, NULL , &States[S_FIRED_LOOK1+4]), S_BRIGHT (FDMN, 'F', 6, NULL , &States[S_FIRED_LOOK1+5]), S_BRIGHT (FDMN, 'G', 5, NULL , &States[S_FIRED_LOOK1+6]), S_BRIGHT (FDMN, 'F', 8, NULL , &States[S_FIRED_LOOK1+7]), S_BRIGHT (FDMN, 'E', 6, NULL , &States[S_FIRED_LOOK1+8]), S_BRIGHT (FDMN, 'F', 7, A_FiredRocks , &States[S_FIRED_LOOK1+9]), S_BRIGHT (FDMN, 'H', 5, NULL , &States[S_FIRED_LOOK1+10]), S_BRIGHT (FDMN, 'I', 5, NULL , &States[S_FIRED_LOOK1+11]), S_BRIGHT (FDMN, 'J', 5, A_UnSetInvulnerable , &States[S_FIRED_LOOK1+12]), #define S_FIRED_WALK1 (S_FIRED_LOOK1+12) S_BRIGHT (FDMN, 'A', 5, A_FiredChase , &States[S_FIRED_WALK1+1]), S_BRIGHT (FDMN, 'B', 5, A_FiredChase , &States[S_FIRED_WALK1+2]), S_BRIGHT (FDMN, 'C', 5, A_FiredChase , &States[S_FIRED_WALK1+0]), #define S_FIRED_PAIN1 (S_FIRED_WALK1+3) S_BRIGHT (FDMN, 'D', 6, A_Pain , &States[S_FIRED_WALK1]), #define S_FIRED_ATTACK1 (S_FIRED_PAIN1+1) S_BRIGHT (FDMN, 'K', 3, A_FaceTarget , &States[S_FIRED_ATTACK1+1]), S_BRIGHT (FDMN, 'K', 5, A_FiredAttack , &States[S_FIRED_ATTACK1+2]), S_BRIGHT (FDMN, 'K', 5, A_FiredAttack , &States[S_FIRED_ATTACK1+3]), S_BRIGHT (FDMN, 'K', 5, A_FiredAttack , &States[S_FIRED_WALK1]), #define S_FIRED_DEATH1 (S_FIRED_ATTACK1+4) S_BRIGHT (FDMN, 'D', 4, A_FaceTarget , &States[S_FIRED_DEATH1+1]), S_BRIGHT (FDMN, 'L', 4, A_Scream , &States[S_FIRED_DEATH1+2]), S_BRIGHT (FDMN, 'L', 4, A_NoBlocking , &States[S_FIRED_DEATH1+3]), S_BRIGHT (FDMN, 'L', 200, NULL , NULL), #define S_FIRED_XDEATH1 (S_FIRED_DEATH1+4) S_NORMAL (FDMN, 'M', 5, A_FaceTarget , &States[S_FIRED_XDEATH1+1]), S_NORMAL (FDMN, 'N', 5, A_NoBlocking , &States[S_FIRED_XDEATH1+2]), S_NORMAL (FDMN, 'O', 5, A_FiredSplotch , NULL), #define S_FIRED_ICE1 (S_FIRED_XDEATH1+3) S_NORMAL (FDMN, 'R', 5, A_FreezeDeath , &States[S_FIRED_ICE1+1]), S_NORMAL (FDMN, 'R', 1, A_FreezeDeathChunks , &States[S_FIRED_ICE1+1]) }; IMPLEMENT_ACTOR (AFireDemon, Hexen, 10060, 5) PROP_SpawnHealth (80) PROP_ReactionTime (8) PROP_PainChance (1) PROP_SpeedFixed (13) PROP_RadiusFixed (20) PROP_HeightFixed (68) PROP_Mass (75) PROP_Damage (1) PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL|MF_DROPOFF|MF_NOGRAVITY|MF_FLOAT) PROP_Flags2 (MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_INVULNERABLE|MF2_MCROSS|MF2_TELESTOMP) PROP_SpawnState (S_FIRED_SPAWN1) PROP_SeeState (S_FIRED_LOOK1+3) PROP_PainState (S_FIRED_PAIN1) PROP_MissileState (S_FIRED_ATTACK1) PROP_CrashState (S_FIRED_XDEATH1) PROP_DeathState (S_FIRED_DEATH1) PROP_XDeathState (S_FIRED_XDEATH1) PROP_IDeathState (S_FIRED_ICE1) PROP_SeeSound ("FireDemonSpawn") PROP_PainSound ("FireDemonPain") PROP_DeathSound ("FireDemonDeath") PROP_ActiveSound ("FireDemonActive") END_DEFAULTS // AFireDemonSplotch1 ------------------------------------------------------- class AFireDemonSplotch1 : public AActor { DECLARE_ACTOR (AFireDemonSplotch1, AActor) }; FState AFireDemonSplotch1::States[] = { S_NORMAL (FDMN, 'P', 3, NULL , &States[1]), S_NORMAL (FDMN, 'P', 6, A_QueueCorpse , &States[2]), S_NORMAL (FDMN, 'Y', -1, NULL , NULL) }; IMPLEMENT_ACTOR (AFireDemonSplotch1, Hexen, -1, 0) PROP_SpawnHealth (1000) PROP_ReactionTime (8) PROP_PainChance (0) PROP_SpeedFixed (0) PROP_RadiusFixed (3) PROP_HeightFixed (16) PROP_Mass (100) PROP_Damage (0) PROP_Flags (MF_DROPOFF|MF_CORPSE) PROP_Flags2 (MF2_NOTELEPORT|MF2_FLOORCLIP) PROP_SpawnState (0) END_DEFAULTS // AFireDemonSplotch2 ------------------------------------------------------- class AFireDemonSplotch2 : public AFireDemonSplotch1 { DECLARE_ACTOR (AFireDemonSplotch2, AFireDemonSplotch1) }; FState AFireDemonSplotch2::States[] = { S_NORMAL (FDMN, 'Q', 3, NULL , &States[1]), S_NORMAL (FDMN, 'Q', 6, A_QueueCorpse , &States[2]), S_NORMAL (FDMN, 'Z', -1, NULL , NULL) }; IMPLEMENT_ACTOR (AFireDemonSplotch2, Hexen, -1, 0) PROP_SpawnState (0) END_DEFAULTS // AFireDemonRock1 ------------------------------------------------------------ class AFireDemonRock1 : public AActor { DECLARE_ACTOR (AFireDemonRock1, AActor) }; FState AFireDemonRock1::States[] = { #define S_FIRED_RDROP1 0 S_NORMAL (FDMN, 'S', 4, NULL , &States[S_FIRED_RDROP1]), #define S_FIRED_RDEAD1 (S_FIRED_RDROP1+1) S_NORMAL (FDMN, 'S', 5, A_SmBounce , &States[S_FIRED_RDEAD1+1]), S_NORMAL (FDMN, 'S', 200, NULL , NULL) }; IMPLEMENT_ACTOR (AFireDemonRock1, Hexen, -1, 0) PROP_SpawnHealth (1000) PROP_ReactionTime (8) PROP_PainChance (0) PROP_SpeedFixed (0) PROP_RadiusFixed (3) PROP_HeightFixed (5) PROP_Mass (16) PROP_Damage (0) PROP_Flags (MF_NOBLOCKMAP|MF_DROPOFF|MF_MISSILE) PROP_Flags2 (MF2_NOTELEPORT) PROP_SpawnState (S_FIRED_RDROP1) PROP_DeathState (S_FIRED_RDEAD1) PROP_XDeathState (S_FIRED_RDEAD1+1) END_DEFAULTS // AFireDemonRock2 ------------------------------------------------------------ class AFireDemonRock2 : public AFireDemonRock1 { DECLARE_ACTOR (AFireDemonRock2, AActor) }; FState AFireDemonRock2::States[] = { #define S_FIRED_RDROP2 0 S_NORMAL (FDMN, 'T', 4, NULL , &States[S_FIRED_RDROP2]), #define S_FIRED_RDEAD2 (S_FIRED_RDROP2+1) S_NORMAL (FDMN, 'T', 5, A_SmBounce , &States[S_FIRED_RDEAD2+1]), S_NORMAL (FDMN, 'T', 200, NULL , NULL) }; IMPLEMENT_ACTOR (AFireDemonRock2, Hexen, -1, 0) PROP_SpawnState (S_FIRED_RDROP2) PROP_DeathState (S_FIRED_RDEAD2) PROP_XDeathState (S_FIRED_RDEAD2+1) END_DEFAULTS // AFireDemonRock3 ------------------------------------------------------------ class AFireDemonRock3 : public AFireDemonRock1 { DECLARE_ACTOR (AFireDemonRock3, AFireDemonRock1) }; FState AFireDemonRock3::States[] = { #define S_FIRED_RDROP3 0 S_NORMAL (FDMN, 'U', 4, NULL , &States[S_FIRED_RDROP3]), #define S_FIRED_RDEAD3 (S_FIRED_RDROP3+1) S_NORMAL (FDMN, 'U', 5, A_SmBounce , &States[S_FIRED_RDEAD3+1]), S_NORMAL (FDMN, 'U', 200, NULL , NULL) }; IMPLEMENT_ACTOR (AFireDemonRock3, Hexen, -1, 0) PROP_SpawnState (S_FIRED_RDROP3) PROP_DeathState (S_FIRED_RDEAD3) PROP_XDeathState (S_FIRED_RDEAD3+1) END_DEFAULTS // AFireDemonRock4 ------------------------------------------------------------ class AFireDemonRock4 : public AFireDemonRock1 { DECLARE_ACTOR (AFireDemonRock4, AFireDemonRock1) }; FState AFireDemonRock4::States[] = { #define S_FIRED_RDROP4 0 S_NORMAL (FDMN, 'V', 4, NULL , &States[S_FIRED_RDROP4]), #define S_FIRED_RDEAD4 (S_FIRED_RDROP4+1) S_NORMAL (FDMN, 'V', 5, A_SmBounce , &States[S_FIRED_RDEAD4+1]), S_NORMAL (FDMN, 'V', 200, NULL , NULL) }; IMPLEMENT_ACTOR (AFireDemonRock4, Hexen, -1, 0) PROP_SpawnState (S_FIRED_RDROP4) PROP_DeathState (S_FIRED_RDEAD4) PROP_XDeathState (S_FIRED_RDEAD4+1) END_DEFAULTS // AFireDemonRock5 ------------------------------------------------------------ class AFireDemonRock5 : public AFireDemonRock1 { DECLARE_ACTOR (AFireDemonRock5, AActor) }; FState AFireDemonRock5::States[] = { #define S_FIRED_RDROP5 0 S_NORMAL (FDMN, 'W', 4, NULL , &States[S_FIRED_RDROP5]), #define S_FIRED_RDEAD5 (S_FIRED_RDROP5+1) S_NORMAL (FDMN, 'W', 5, A_SmBounce , &States[S_FIRED_RDEAD5+1]), S_NORMAL (FDMN, 'W', 200, NULL , NULL) }; IMPLEMENT_ACTOR (AFireDemonRock5, Hexen, -1, 0) PROP_SpawnState (S_FIRED_RDROP5) PROP_DeathState (S_FIRED_RDEAD5) PROP_XDeathState (S_FIRED_RDEAD5+1) END_DEFAULTS // AFireDemonMissile ----------------------------------------------------------- class AFireDemonMissile : public AActor { DECLARE_ACTOR (AFireDemonMissile, AActor) }; FState AFireDemonMissile::States[] = { #define S_FIRED_FX6_1 0 S_BRIGHT (FDMB, 'A', 5, NULL , &States[S_FIRED_FX6_1]), #define S_FIRED_FX6_2 (S_FIRED_FX6_1+1) S_BRIGHT (FDMB, 'B', 5, NULL , &States[S_FIRED_FX6_2+1]), S_BRIGHT (FDMB, 'C', 5, NULL , &States[S_FIRED_FX6_2+2]), S_BRIGHT (FDMB, 'D', 5, NULL , &States[S_FIRED_FX6_2+3]), S_BRIGHT (FDMB, 'E', 5, NULL , NULL) }; IMPLEMENT_ACTOR (AFireDemonMissile, Hexen, -1, 0) PROP_SpawnHealth (1000) PROP_ReactionTime (8) PROP_PainChance (0) PROP_SpeedFixed (10) PROP_RadiusFixed (10) PROP_HeightFixed (6) PROP_Mass (15) PROP_Damage (1) PROP_DamageType (MOD_FIRE) PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE) PROP_Flags2 (MF2_NOTELEPORT|MF2_IMPACT|MF2_PCROSS|MF2_FLOORCLIP) PROP_RenderStyle (STYLE_Add) PROP_SpawnState (S_FIRED_FX6_1) PROP_DeathState (S_FIRED_FX6_2) PROP_DeathSound ("FireDemonMissileHit") END_DEFAULTS //============================================================================ // // A_FiredRocks // //============================================================================ void A_FiredRocks (AActor *actor) { A_FiredSpawnRock (actor); A_FiredSpawnRock (actor); A_FiredSpawnRock (actor); A_FiredSpawnRock (actor); A_FiredSpawnRock (actor); } //============================================================================ // // A_FiredSpawnRock // //============================================================================ void A_FiredSpawnRock (AActor *actor) { AActor *mo; int x,y,z; const PClass *rtype; switch (pr_firedemonrock() % 5) { case 0: rtype = RUNTIME_CLASS (AFireDemonRock1); break; case 1: rtype = RUNTIME_CLASS (AFireDemonRock2); break; case 2: rtype = RUNTIME_CLASS (AFireDemonRock3); break; case 3: rtype = RUNTIME_CLASS (AFireDemonRock4); break; case 4: default: rtype = RUNTIME_CLASS (AFireDemonRock5); break; } x = actor->x + ((pr_firedemonrock() - 128) << 12); y = actor->y + ((pr_firedemonrock() - 128) << 12); z = actor->z + ( pr_firedemonrock() << 11); mo = Spawn (rtype, x, y, z); if (mo) { mo->target = actor; mo->momx = (pr_firedemonrock() - 128) <<10; mo->momy = (pr_firedemonrock() - 128) <<10; mo->momz = (pr_firedemonrock() << 10); mo->special1 = 2; // Number bounces } // Initialize fire demon actor->special2 = 0; actor->flags &= ~MF_JUSTATTACKED; } //============================================================================ // // A_SmBounce // //============================================================================ void A_SmBounce (AActor *actor) { // give some more momentum (x,y,&z) actor->z = actor->floorz + FRACUNIT; actor->momz = (2*FRACUNIT) + (pr_smbounce() << 10); actor->momx = pr_smbounce()%3<momy = pr_smbounce()%3<target == NULL) return; AActor *mo = P_SpawnMissile (actor, actor->target, RUNTIME_CLASS(AFireDemonMissile)); if (mo) S_Sound (actor, CHAN_BODY, "FireDemonAttack", 1, ATTN_NORM); } //============================================================================ // // A_FiredChase // //============================================================================ void A_FiredChase (AActor *actor) { int weaveindex = actor->special1; AActor *target = actor->target; angle_t ang; fixed_t dist; if (actor->reactiontime) actor->reactiontime--; if (actor->threshold) actor->threshold--; // Float up and down actor->z += FloatBobOffsets[weaveindex]; actor->special1 = (weaveindex+2)&63; // Ensure it stays above certain height if (actor->z < actor->floorz + (64*FRACUNIT)) { actor->z += 2*FRACUNIT; } if(!actor->target || !(actor->target->flags&MF_SHOOTABLE)) { // Invalid target P_LookForPlayers (actor,true); return; } // Strafe if (actor->special2 > 0) { actor->special2--; } else { actor->special2 = 0; actor->momx = actor->momy = 0; dist = P_AproxDistance (actor->x - target->x, actor->y - target->y); if (dist < FIREDEMON_ATTACK_RANGE) { if (pr_firedemonchase() < 30) { ang = R_PointToAngle2 (actor->x, actor->y, target->x, target->y); if (pr_firedemonchase() < 128) ang += ANGLE_90; else ang -= ANGLE_90; ang >>= ANGLETOFINESHIFT; actor->momx = finecosine[ang] << 3; //FixedMul (8*FRACUNIT, finecosine[ang]); actor->momy = finesine[ang] << 3; //FixedMul (8*FRACUNIT, finesine[ang]); actor->special2 = 3; // strafe time } } } FaceMovementDirection (actor); // Normal movement if (!actor->special2) { if (--actor->movecount<0 || !P_Move (actor)) { P_NewChaseDir (actor); } } // Do missile attack if (!(actor->flags & MF_JUSTATTACKED)) { if (P_CheckMissileRange (actor) && (pr_firedemonchase() < 20)) { actor->SetState (actor->MissileState); actor->flags |= MF_JUSTATTACKED; return; } } else { actor->flags &= ~MF_JUSTATTACKED; } // make active sound if (pr_firedemonchase() < 3) { actor->PlayActiveSound (); } } //============================================================================ // // A_FiredSplotch // //============================================================================ void A_FiredSplotch (AActor *actor) { AActor *mo; mo = Spawn (actor->x, actor->y, actor->z); if (mo) { mo->momx = (pr_firedemonsplotch() - 128) << 11; mo->momy = (pr_firedemonsplotch() - 128) << 11; mo->momz = (pr_firedemonsplotch() << 10) + FRACUNIT*3; } mo = Spawn (actor->x, actor->y, actor->z); if (mo) { mo->momx = (pr_firedemonsplotch() - 128) << 11; mo->momy = (pr_firedemonsplotch() - 128) << 11; mo->momz = (pr_firedemonsplotch() << 10) + FRACUNIT*3; } }