qzdoom/src/g_doom/a_revenant.cpp
Christoph Oelckers 1bd6ac028b - Converted a_doomhealth.cpp to DECORATE.
- Added a PickupMessage property to the internal actor parser, replaced
  most of the virtual PickupMessages with it and placed the code that
  reads the metadata into AInventory::PickupMessage. Now the
  PickupMessage method is truly virtual and I can do:
   Added a Health.LowMessage property to define double message items like
   Doom's medikit in DECORATE.
- Since defining Mana3 as an ammo type and then overriding the TryPickup
  method means that this item defeats all ammo checks in the game it might
  as well be defined as a CustomInventory item. At least this fixes the
  amount given in easy and very hard skills.
- Converted all ammo items to DECORATE.
- Changed internal property setting of ammo types and sister weapons
  to use fuglyname as for DECORATE definitions. This allows to export
  the ammo definitions into DECORATE definitions without doing it for
  the weapons themselves.
- Replaced obituary methods with actor properties.
- Fixed: The secret map check didn't work for maps inside Zips.



SVN r196 (trunk)
2006-06-17 20:29:41 +00:00

285 lines
8.1 KiB
C++

#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<ARevenantTracerSmoke> (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);
}
}