#include "actor.h" #include "info.h" #include "m_random.h" #include "p_local.h" #include "p_enemy.h" #include "s_sound.h" #include "a_doomglobal.h" #include "statnums.h" void A_Fire (AActor *); // from m_archvile.cpp void A_BrainAwake (AActor *); void A_BrainPain (AActor *); void A_BrainScream (AActor *); void A_BrainExplode (AActor *); void A_BrainDie (AActor *); void A_BrainSpit (AActor *); void A_SpawnFly (AActor *); void A_SpawnSound (AActor *); static FRandom pr_brainscream ("BrainScream"); static FRandom pr_brainexplode ("BrainExplode"); static FRandom pr_spawnfly ("SpawnFly"); class ABossTarget : public AActor { DECLARE_STATELESS_ACTOR (ABossTarget, AActor) public: void BeginPlay (); }; class DBrainState : public DThinker { DECLARE_CLASS (DBrainState, DThinker) public: DBrainState () : DThinker (STAT_BOSSTARGET), Targets (STAT_BOSSTARGET), SerialTarget (NULL), Easy (false) {} void Serialize (FArchive &arc); ABossTarget *GetTarget (); protected: TThinkerIterator Targets; ABossTarget *SerialTarget; bool Easy; }; FState ABossBrain::States[] = { #define S_BRAINEXPLODE 0 S_BRIGHT (MISL, 'B', 10, NULL , &States[S_BRAINEXPLODE+1]), S_BRIGHT (MISL, 'C', 10, NULL , &States[S_BRAINEXPLODE+2]), S_BRIGHT (MISL, 'D', 10, A_BrainExplode , NULL), #define S_BRAIN (S_BRAINEXPLODE+3) S_NORMAL (BBRN, 'A', -1, NULL , NULL), #define S_BRAIN_PAIN (S_BRAIN+1) S_NORMAL (BBRN, 'B', 36, A_BrainPain , &States[S_BRAIN]), #define S_BRAIN_DIE (S_BRAIN_PAIN+1) S_NORMAL (BBRN, 'A', 100, A_BrainScream , &States[S_BRAIN_DIE+1]), S_NORMAL (BBRN, 'A', 10, NULL , &States[S_BRAIN_DIE+2]), S_NORMAL (BBRN, 'A', 10, NULL , &States[S_BRAIN_DIE+3]), S_NORMAL (BBRN, 'A', -1, A_BrainDie , NULL) }; IMPLEMENT_ACTOR (ABossBrain, Doom, 88, 0) PROP_SpawnHealth (250) //PROP_HeightFixed (86) // don't do this; it messes up some non-id levels PROP_MassLong (10000000) PROP_PainChance (255) PROP_Flags (MF_SOLID|MF_SHOOTABLE) PROP_Flags4 (MF4_NOICEDEATH) PROP_Flags5 (MF5_OLDRADIUSDMG) PROP_SpawnState (S_BRAIN) PROP_PainState (S_BRAIN_PAIN) PROP_DeathState (S_BRAIN_DIE) PROP_PainSound ("brain/pain") PROP_DeathSound ("brain/death") END_DEFAULTS class ABossEye : public AActor { DECLARE_ACTOR (ABossEye, AActor) }; FState ABossEye::States[] = { #define S_BRAINEYE 0 S_NORMAL (SSWV, 'A', 10, A_Look , &States[S_BRAINEYE]), #define S_BRAINEYESEE (S_BRAINEYE+1) S_NORMAL (SSWV, 'A', 181, A_BrainAwake , &States[S_BRAINEYESEE+1]), S_NORMAL (SSWV, 'A', 150, A_BrainSpit , &States[S_BRAINEYESEE+1]) }; IMPLEMENT_ACTOR (ABossEye, Doom, 89, 0) PROP_HeightFixed (32) PROP_Flags (MF_NOBLOCKMAP|MF_NOSECTOR) PROP_SpawnState (S_BRAINEYE) PROP_SeeState (S_BRAINEYESEE) END_DEFAULTS IMPLEMENT_STATELESS_ACTOR (ABossTarget, Doom, 87, 0) PROP_HeightFixed (32) PROP_Flags (MF_NOBLOCKMAP|MF_NOSECTOR) END_DEFAULTS void ABossTarget::BeginPlay () { Super::BeginPlay (); ChangeStatNum (STAT_BOSSTARGET); } class ASpawnShot : public AActor { DECLARE_ACTOR (ASpawnShot, AActor) }; FState ASpawnShot::States[] = { S_BRIGHT (BOSF, 'A', 3, A_SpawnSound , &States[1]), S_BRIGHT (BOSF, 'B', 3, A_SpawnFly , &States[2]), S_BRIGHT (BOSF, 'C', 3, A_SpawnFly , &States[3]), S_BRIGHT (BOSF, 'D', 3, A_SpawnFly , &States[0]) }; IMPLEMENT_ACTOR (ASpawnShot, Doom, -1, 0) PROP_RadiusFixed (6) PROP_HeightFixed (32) PROP_SpeedFixed (10) PROP_Damage (3) PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY|MF_NOCLIP) PROP_Flags2 (MF2_NOTELEPORT) PROP_Flags4 (MF4_RANDOMIZE) PROP_SpawnState (0) PROP_SeeSound ("brain/spit") PROP_DeathSound ("brain/cubeboom") END_DEFAULTS class ASpawnFire : public AActor { DECLARE_ACTOR (ASpawnFire, AActor) }; FState ASpawnFire::States[] = { S_BRIGHT (FIRE, 'A', 4, A_Fire , &States[1]), S_BRIGHT (FIRE, 'B', 4, A_Fire , &States[2]), S_BRIGHT (FIRE, 'C', 4, A_Fire , &States[3]), S_BRIGHT (FIRE, 'D', 4, A_Fire , &States[4]), S_BRIGHT (FIRE, 'E', 4, A_Fire , &States[5]), S_BRIGHT (FIRE, 'F', 4, A_Fire , &States[6]), S_BRIGHT (FIRE, 'G', 4, A_Fire , &States[7]), S_BRIGHT (FIRE, 'H', 4, A_Fire , NULL) }; IMPLEMENT_ACTOR (ASpawnFire, Doom, -1, 0) PROP_HeightFixed (78) PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY) PROP_RenderStyle (STYLE_Add) PROP_SpawnState (0) END_DEFAULTS void A_BrainAwake (AActor *self) { // killough 3/26/98: only generates sound now S_Sound (self, CHAN_VOICE, "brain/sight", 1, ATTN_NONE); } void A_BrainPain (AActor *self) { S_Sound (self, CHAN_VOICE, "brain/pain", 1, ATTN_NONE); } static void BrainishExplosion (fixed_t x, fixed_t y, fixed_t z) { AActor *boom = Spawn("Rocket", x, y, z, NO_REPLACE); if (boom != NULL) { boom->DeathSound = "misc/brainexplode"; boom->momz = pr_brainscream() << 9; boom->SetState (&ABossBrain::States[S_BRAINEXPLODE]); boom->effects = 0; boom->Damage = 0; // disables collision detection which is not wanted here boom->tics -= pr_brainscream() & 7; if (boom->tics < 1) boom->tics = 1; } } void A_BrainScream (AActor *self) { fixed_t x; for (x = self->x - 196*FRACUNIT; x < self->x + 320*FRACUNIT; x += 8*FRACUNIT) { BrainishExplosion (x, self->y - 320*FRACUNIT, 128 + (pr_brainscream() << (FRACBITS + 1))); } S_Sound (self, CHAN_VOICE, "brain/death", 1, ATTN_NONE); } void A_BrainExplode (AActor *self) { fixed_t x = self->x + pr_brainexplode.Random2()*2048; fixed_t z = 128 + pr_brainexplode()*2*FRACUNIT; BrainishExplosion (x, self->y, z); } void A_BrainDie (AActor *self) { // [RH] If noexit, then don't end the level. if ((deathmatch || alwaysapplydmflags) && (dmflags & DF_NO_EXIT)) return; G_ExitLevel (0, false); } void A_BrainSpit (AActor *self) { TThinkerIterator iterator (STAT_BOSSTARGET); DBrainState *state; AActor *targ; AActor *spit; // shoot a cube at current target if (NULL == (state = iterator.Next ())) { state = new DBrainState; } targ = state->GetTarget (); if (targ != NULL) { // spawn brain missile spit = P_SpawnMissile (self, targ, RUNTIME_CLASS(ASpawnShot)); if (spit != NULL) { spit->target = targ; // [RH] Do this correctly for any trajectory. Doom would divide by 0 // if the target had the same y coordinate as the spitter. if ((spit->momx | spit->momy) == 0) { spit->reactiontime = 0; } else if (abs(spit->momy) > abs(spit->momx)) { spit->reactiontime = (targ->y - self->y) / spit->momy; } else { spit->reactiontime = (targ->x - self->x) / spit->momx; } spit->reactiontime /= spit->state->GetTics(); } S_Sound (self, CHAN_WEAPON, "brain/spit", 1, ATTN_NONE); } } void A_SpawnFly (AActor *self) { AActor *newmobj; AActor *fog; AActor *targ; int r; const char *type; if (--self->reactiontime) return; // still flying targ = self->target; // First spawn teleport fire. fog = Spawn (targ->x, targ->y, targ->z, ALLOW_REPLACE); S_Sound (fog, CHAN_BODY, "brain/spawn", 1, ATTN_NORM); // Randomly select monster to spawn. r = pr_spawnfly (); // Probability distribution (kind of :), // decreasing likelihood. if (r < 50) type = "DoomImp"; else if (r < 90) type = "Demon"; else if (r < 120) type = "Spectre"; else if (r < 130) type = "PainElemental"; else if (r < 160) type = "Cacodemon"; else if (r < 162) type = "Archvile"; else if (r < 172) type = "Revenant"; else if (r < 192) type = "Arachnotron"; else if (r < 222) type = "Fatso"; else if (r < 246) type = "HellKnight"; else type = "BaronOfHell"; newmobj = Spawn (type, targ->x, targ->y, targ->z, ALLOW_REPLACE); if (newmobj != NULL) { // Make the new monster hate what the boss eye hates AActor *eye = self->target; if (eye != NULL) { newmobj->CopyFriendliness (eye, false); } if (newmobj->SeeState != NULL && P_LookForPlayers (newmobj, true)) newmobj->SetState (newmobj->SeeState); if (!(newmobj->ObjectFlags & OF_EuthanizeMe)) { // telefrag anything in this spot P_TeleportMove (newmobj, newmobj->x, newmobj->y, newmobj->z, true); } } // remove self (i.e., cube). self->Destroy (); } // travelling cube sound void A_SpawnSound (AActor *self) { S_Sound (self, CHAN_BODY, "brain/cube", 1, ATTN_IDLE); A_SpawnFly (self); } // Each brain on the level shares a single global state IMPLEMENT_CLASS (DBrainState) ABossTarget *DBrainState::GetTarget () { Easy = !Easy; if (G_SkillProperty(SKILLP_EasyBossBrain) && !Easy) return NULL; ABossTarget *target; if (SerialTarget) { do { target = Targets.Next (); } while (target != NULL && target != SerialTarget); SerialTarget = NULL; } else { target = Targets.Next (); } return (target == NULL) ? Targets.Next () : target; } void DBrainState::Serialize (FArchive &arc) { Super::Serialize (arc); arc << Easy; if (arc.IsStoring ()) { ABossTarget *target = Targets.Next (); arc << target; } else { arc << SerialTarget; } }