qzdoom/src/g_strife/a_inquisitor.cpp
Christoph Oelckers b599eda17d - Moved A_ThrowGrenade from Inventory to Actor because it can also be used by
monsters
- Added velocity multiplicators to A_SpawnDebris.
- Changed: A_JumpIfNoAmmo should have no effect for CustomInventory items.
- Fixed: DECORATE jump commands must set the call state's result to 0
  even when they have to return prematurely.
- Added obituaries for Strife's and Hexen's monsters.
- Converted Strife's Bishop to DECORATE.
- Added momx, momy and momz variables to the DECORATE expression evaluator.


SVN r404 (trunk)
2006-12-06 10:38:47 +00:00

300 lines
9.3 KiB
C++

#include "actor.h"
#include "m_random.h"
#include "a_action.h"
#include "p_local.h"
#include "p_enemy.h"
#include "s_sound.h"
static FRandom pr_inq ("Inquisitor");
void A_InquisitorWalk (AActor *);
void A_InquisitorDecide (AActor *);
void A_InquisitorAttack (AActor *);
void A_InquisitorJump (AActor *);
void A_InquisitorCheckLand (AActor *);
void A_TossArm (AActor *);
void A_ShutUp (AActor *);
void A_ReaverRanged (AActor *);
void A_TossGib (AActor *);
void A_Countdown (AActor *);
// Inquisitor ---------------------------------------------------------------
class AInquisitor : public AActor
{
DECLARE_ACTOR (AInquisitor, AActor)
};
FState AInquisitor::States[] =
{
#define S_INQ_STND 0
S_NORMAL (ROB3, 'A', 10, A_Look, &States[S_INQ_STND+1]),
S_NORMAL (ROB3, 'B', 10, A_Look, &States[S_INQ_STND]),
#define S_INQ_CHASE (S_INQ_STND+2)
S_NORMAL (ROB3, 'B', 3, A_InquisitorWalk, &States[S_INQ_CHASE+1]),
S_NORMAL (ROB3, 'B', 3, A_Chase, &States[S_INQ_CHASE+2]),
S_NORMAL (ROB3, 'C', 4, A_Chase, &States[S_INQ_CHASE+3]),
S_NORMAL (ROB3, 'C', 4, A_Chase, &States[S_INQ_CHASE+4]),
S_NORMAL (ROB3, 'D', 4, A_Chase, &States[S_INQ_CHASE+5]),
S_NORMAL (ROB3, 'D', 4, A_Chase, &States[S_INQ_CHASE+6]),
S_NORMAL (ROB3, 'E', 3, A_InquisitorWalk, &States[S_INQ_CHASE+7]),
S_NORMAL (ROB3, 'E', 3, A_InquisitorDecide, &States[S_INQ_CHASE]),
#define S_INQ_ATK (S_INQ_CHASE+8)
S_NORMAL (ROB3, 'A', 2, A_InquisitorDecide, &States[S_INQ_ATK+1]),
S_NORMAL (ROB3, 'F', 6, A_FaceTarget, &States[S_INQ_ATK+2]),
S_BRIGHT (ROB3, 'G', 8, A_ReaverRanged, &States[S_INQ_ATK+3]),
S_NORMAL (ROB3, 'G', 8, A_ReaverRanged, &States[S_INQ_CHASE]),
#define S_INQ_ATK2 (S_INQ_ATK+4)
S_NORMAL (ROB3, 'K', 12, A_FaceTarget, &States[S_INQ_ATK2+1]),
S_BRIGHT (ROB3, 'J', 6, A_InquisitorAttack, &States[S_INQ_ATK2+2]),
S_NORMAL (ROB3, 'K', 12, NULL, &States[S_INQ_CHASE]),
#define S_INQ_BAR (S_INQ_ATK2+3)
S_BRIGHT (ROB3, 'H', 8, A_InquisitorJump, &States[S_INQ_BAR+1]),
S_BRIGHT (ROB3, 'I', 4, A_InquisitorCheckLand, &States[S_INQ_BAR+2]),
S_BRIGHT (ROB3, 'H', 4, A_InquisitorCheckLand, &States[S_INQ_BAR+1]),
#define S_INQ_DIE (S_INQ_BAR+3)
S_NORMAL (ROB3, 'L', 0, A_ShutUp, &States[S_INQ_DIE+1]),
S_NORMAL (ROB3, 'L', 4, A_TossGib, &States[S_INQ_DIE+2]),
S_NORMAL (ROB3, 'M', 4, A_Scream, &States[S_INQ_DIE+3]),
S_NORMAL (ROB3, 'N', 4, A_TossGib, &States[S_INQ_DIE+4]),
S_BRIGHT (ROB3, 'O', 4, A_ExplodeAndAlert, &States[S_INQ_DIE+5]),
S_BRIGHT (ROB3, 'P', 4, A_TossGib, &States[S_INQ_DIE+6]),
S_BRIGHT (ROB3, 'Q', 4, A_NoBlocking, &States[S_INQ_DIE+7]),
S_NORMAL (ROB3, 'R', 4, A_TossGib, &States[S_INQ_DIE+8]),
S_NORMAL (ROB3, 'S', 4, A_TossGib, &States[S_INQ_DIE+9]),
S_NORMAL (ROB3, 'T', 4, A_TossGib, &States[S_INQ_DIE+10]),
S_NORMAL (ROB3, 'U', 4, A_TossGib, &States[S_INQ_DIE+11]),
S_NORMAL (ROB3, 'V', 4, A_TossGib, &States[S_INQ_DIE+12]),
S_BRIGHT (ROB3, 'W', 4, A_ExplodeAndAlert, &States[S_INQ_DIE+13]),
S_BRIGHT (ROB3, 'X', 4, A_TossGib, &States[S_INQ_DIE+14]),
S_BRIGHT (ROB3, 'Y', 4, A_TossGib, &States[S_INQ_DIE+15]),
S_NORMAL (ROB3, 'Z', 4, A_TossGib, &States[S_INQ_DIE+16]),
S_NORMAL (ROB3, '[', 4, A_TossGib, &States[S_INQ_DIE+17]),
S_NORMAL (ROB3, '\\', 3, A_TossGib, &States[S_INQ_DIE+18]),
S_BRIGHT (ROB3, ']', 3, A_ExplodeAndAlert, &States[S_INQ_DIE+19]),
S_BRIGHT (RBB3, 'A', 3, A_TossArm, &States[S_INQ_DIE+20]),
S_BRIGHT (RBB3, 'B', 3, A_TossGib, &States[S_INQ_DIE+21]),
S_NORMAL (RBB3, 'C', 3, A_TossGib, &States[S_INQ_DIE+22]),
S_NORMAL (RBB3, 'D', 3, A_TossGib, &States[S_INQ_DIE+23]),
S_NORMAL (RBB3, 'E', -1, NULL, NULL),
// The Inquisitor called A_BossDeath in Strife, but A_BossDeath doesn't
// do anything for it, so there's no reason to call it.
};
IMPLEMENT_ACTOR (AInquisitor, Strife, 16, 0)
PROP_StrifeType (93)
PROP_SpawnHealth (1000)
PROP_SpawnState (S_INQ_STND)
PROP_SeeState (S_INQ_CHASE)
PROP_MissileState (S_INQ_ATK)
PROP_DeathState (S_INQ_DIE)
PROP_SpeedFixed (12)
PROP_RadiusFixed (40)
PROP_HeightFixed (110)
PROP_MassLong(0x7fffffff)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_DROPOFF|MF_NOBLOOD|MF_COUNTKILL)
PROP_Flags2 (MF2_BOSS|MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_MCROSS)
PROP_Flags3 (MF3_DONTMORPH|MF3_NORADIUSDMG)
PROP_MaxDropOffHeight (32)
PROP_MinMissileChance (150)
PROP_SeeSound ("inquisitor/sight")
PROP_DeathSound ("inquisitor/death")
PROP_ActiveSound ("inquisitor/active")
PROP_Obituary ("$OB_INQUISITOR")
END_DEFAULTS
// Inquisitor Shot ----------------------------------------------------------
class AInquisitorShot : public AActor
{
DECLARE_ACTOR (AInquisitorShot, AActor)
public:
void GetExplodeParms (int &damage, int &dist, bool &hurtSource);
};
FState AInquisitorShot::States[] =
{
S_NORMAL (UBAM, 'A', 3, A_Countdown, &States[1]),
S_NORMAL (UBAM, 'B', 3, A_Countdown, &States[0]),
S_BRIGHT (BNG2, 'A', 4, A_ExplodeAndAlert, &States[3]),
S_BRIGHT (BNG2, 'B', 4, NULL, &States[4]),
S_BRIGHT (BNG2, 'C', 4, NULL, &States[5]),
S_BRIGHT (BNG2, 'D', 4, NULL, &States[6]),
S_BRIGHT (BNG2, 'E', 4, NULL, &States[7]),
S_BRIGHT (BNG2, 'F', 4, NULL, &States[8]),
S_BRIGHT (BNG2, 'G', 4, NULL, &States[9]),
S_BRIGHT (BNG2, 'H', 4, NULL, &States[10]),
S_BRIGHT (BNG2, 'I', 4, NULL, NULL)
};
IMPLEMENT_ACTOR (AInquisitorShot, Strife, -1, 0)
PROP_StrifeType (108)
PROP_SpawnState (0)
PROP_DeathState (2)
PROP_ReactionTime (15)
PROP_SpeedFixed (25)
PROP_RadiusFixed (13)
PROP_HeightFixed (13)
PROP_Mass (15)
PROP_Flags (MF_NOBLOCKMAP|MF_DROPOFF|MF_MISSILE)
PROP_Flags2 (MF2_NOTELEPORT)
PROP_Flags4 (MF4_STRIFEDAMAGE)
PROP_MaxStepHeight (4)
PROP_SeeSound ("inquisitor/attack")
PROP_DeathSound ("inquisitor/atkexplode")
END_DEFAULTS
void AInquisitorShot::GetExplodeParms (int &damage, int &dist, bool &hurtSource)
{
damage = dist = 192;
RenderStyle = STYLE_Add;
}
// The Dead Inquisitor's Detached Arm ---------------------------------------
class AInquisitorArm : public AActor
{
DECLARE_ACTOR (AInquisitorArm, AActor)
};
FState AInquisitorArm::States[] =
{
S_BRIGHT (RBB3, 'F', 5, NULL, &States[1]),
S_BRIGHT (RBB3, 'G', 5, NULL, &States[2]),
S_NORMAL (RBB3, 'H', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (AInquisitorArm, Strife, -1, 0)
PROP_StrifeType (94)
PROP_SpawnState (0)
PROP_SpeedFixed (25)
PROP_Flags (MF_NOBLOCKMAP|MF_NOCLIP|MF_NOBLOOD)
END_DEFAULTS
void A_InquisitorWalk (AActor *self)
{
S_Sound (self, CHAN_BODY, "inquisitor/walk", 1, ATTN_NORM);
A_Chase (self);
}
bool InquisitorCheckDistance (AActor *self)
{
if (self->reactiontime == 0 && P_CheckSight (self, self->target))
{
return P_AproxDistance (self->x - self->target->x, self->y - self->target->y) < 264*FRACUNIT;
}
return false;
}
void A_InquisitorDecide (AActor *self)
{
if (self->target == NULL)
return;
A_FaceTarget (self);
if (!InquisitorCheckDistance (self))
{
self->SetState (&AInquisitor::States[S_INQ_ATK2]);
}
if (self->target->z != self->z)
{
if (self->z + self->height + 54*FRACUNIT < self->ceilingz)
{
self->SetState (&AInquisitor::States[S_INQ_BAR]);
}
}
}
void A_InquisitorAttack (AActor *self)
{
AActor *proj;
if (self->target == NULL)
return;
A_FaceTarget (self);
self->z += 32*FRACBITS;
self->angle -= ANGLE_45/32;
proj = P_SpawnMissileZAimed (self, self->z, self->target, RUNTIME_CLASS(AInquisitorShot));
if (proj != NULL)
{
proj->momz += 9*FRACUNIT;
}
self->angle += ANGLE_45/16;
proj = P_SpawnMissileZAimed (self, self->z, self->target, RUNTIME_CLASS(AInquisitorShot));
if (proj != NULL)
{
proj->momz += 16*FRACUNIT;
}
self->z -= 32*FRACBITS;
}
void A_InquisitorJump (AActor *self)
{
fixed_t dist;
fixed_t speed;
angle_t an;
if (self->target == NULL)
return;
S_LoopedSound (self, CHAN_ITEM, "inquisitor/jump", 1, ATTN_NORM);
self->z += 64*FRACUNIT;
A_FaceTarget (self);
an = self->angle >> ANGLETOFINESHIFT;
speed = self->Speed * 2/3;
self->momx += FixedMul (speed, finecosine[an]);
self->momy += FixedMul (speed, finesine[an]);
dist = P_AproxDistance (self->target->x - self->x, self->target->y - self->y);
dist /= speed;
if (dist < 1)
{
dist = 1;
}
self->momz = (self->target->z - self->z) / dist;
self->reactiontime = 60;
self->flags |= MF_NOGRAVITY;
}
void A_InquisitorCheckLand (AActor *self)
{
self->reactiontime--;
if (self->reactiontime < 0 ||
self->momx == 0 ||
self->momy == 0 ||
self->z <= self->floorz)
{
self->SetState (self->SeeState);
self->reactiontime = 0;
self->flags &= ~MF_NOGRAVITY;
A_ShutUp (self);
return;
}
if (!S_IsActorPlayingSomething (self, CHAN_ITEM, -1))
{
S_LoopedSound (self, CHAN_ITEM, "inquisitor/jump", 1, ATTN_NORM);
}
}
void A_TossArm (AActor *self)
{
AActor *foo = Spawn<AInquisitorArm> (self->x, self->y, self->z + 24*FRACUNIT, ALLOW_REPLACE);
foo->angle = self->angle - ANGLE_90 + (pr_inq.Random2() << 22);
foo->momx = FixedMul (foo->Speed, finecosine[foo->angle >> ANGLETOFINESHIFT]) >> 3;
foo->momy = FixedMul (foo->Speed, finesine[foo->angle >> ANGLETOFINESHIFT]) >> 3;
foo->momz = pr_inq() << 10;
}
void A_ShutUp (AActor *self)
{
S_StopSound (self, CHAN_ITEM);
}