mirror of
https://github.com/ZDoom/qzdoom.git
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fb31db860d
were supposed to hate them. - Since I was editing the file anyway I added checks for Heretic's and Strife's damaging floor types to DCajunMaster::IsDangerous. - Added a NULL pointer check to DCajunMaster::TurnToAng because a crash log indicated that this can happen. - Fixed: Strife's energy pod contains 20 units when dropped by monsters. To achieve this I added an Ammo.DropAmount property because there are no other means to control this from inside a conversation script. SVN r151 (trunk)
300 lines
9.3 KiB
C++
300 lines
9.3 KiB
C++
#include "actor.h"
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#include "m_random.h"
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#include "a_action.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "s_sound.h"
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static FRandom pr_inq ("Inquisitor");
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void A_InquisitorWalk (AActor *);
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void A_InquisitorDecide (AActor *);
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void A_InquisitorAttack (AActor *);
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void A_InquisitorJump (AActor *);
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void A_InquisitorCheckLand (AActor *);
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void A_TossArm (AActor *);
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void A_ShutUp (AActor *);
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void A_ReaverRanged (AActor *);
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void A_TossGib (AActor *);
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void A_Countdown (AActor *);
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// Inquisitor ---------------------------------------------------------------
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class AInquisitor : public AActor
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{
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DECLARE_ACTOR (AInquisitor, AActor)
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};
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FState AInquisitor::States[] =
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{
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#define S_INQ_STND 0
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S_NORMAL (ROB3, 'A', 10, A_Look, &States[S_INQ_STND+1]),
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S_NORMAL (ROB3, 'B', 10, A_Look, &States[S_INQ_STND]),
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#define S_INQ_CHASE (S_INQ_STND+2)
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S_NORMAL (ROB3, 'B', 3, A_InquisitorWalk, &States[S_INQ_CHASE+1]),
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S_NORMAL (ROB3, 'B', 3, A_Chase, &States[S_INQ_CHASE+2]),
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S_NORMAL (ROB3, 'C', 4, A_Chase, &States[S_INQ_CHASE+3]),
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S_NORMAL (ROB3, 'C', 4, A_Chase, &States[S_INQ_CHASE+4]),
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S_NORMAL (ROB3, 'D', 4, A_Chase, &States[S_INQ_CHASE+5]),
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S_NORMAL (ROB3, 'D', 4, A_Chase, &States[S_INQ_CHASE+6]),
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S_NORMAL (ROB3, 'E', 3, A_InquisitorWalk, &States[S_INQ_CHASE+7]),
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S_NORMAL (ROB3, 'E', 3, A_InquisitorDecide, &States[S_INQ_CHASE]),
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#define S_INQ_ATK (S_INQ_CHASE+8)
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S_NORMAL (ROB3, 'A', 2, A_InquisitorDecide, &States[S_INQ_ATK+1]),
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S_NORMAL (ROB3, 'F', 6, A_FaceTarget, &States[S_INQ_ATK+2]),
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S_BRIGHT (ROB3, 'G', 8, A_ReaverRanged, &States[S_INQ_ATK+3]),
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S_NORMAL (ROB3, 'G', 8, A_ReaverRanged, &States[S_INQ_CHASE]),
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#define S_INQ_ATK2 (S_INQ_ATK+4)
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S_NORMAL (ROB3, 'K', 12, A_FaceTarget, &States[S_INQ_ATK2+1]),
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S_BRIGHT (ROB3, 'J', 6, A_InquisitorAttack, &States[S_INQ_ATK2+2]),
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S_NORMAL (ROB3, 'K', 12, NULL, &States[S_INQ_CHASE]),
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#define S_INQ_BAR (S_INQ_ATK2+3)
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S_BRIGHT (ROB3, 'H', 8, A_InquisitorJump, &States[S_INQ_BAR+1]),
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S_BRIGHT (ROB3, 'I', 4, A_InquisitorCheckLand, &States[S_INQ_BAR+2]),
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S_BRIGHT (ROB3, 'H', 4, A_InquisitorCheckLand, &States[S_INQ_BAR+1]),
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#define S_INQ_DIE (S_INQ_BAR+3)
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S_NORMAL (ROB3, 'L', 0, A_ShutUp, &States[S_INQ_DIE+1]),
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S_NORMAL (ROB3, 'L', 4, A_TossGib, &States[S_INQ_DIE+2]),
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S_NORMAL (ROB3, 'M', 4, A_Scream, &States[S_INQ_DIE+3]),
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S_NORMAL (ROB3, 'N', 4, A_TossGib, &States[S_INQ_DIE+4]),
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S_BRIGHT (ROB3, 'O', 4, A_ExplodeAndAlert, &States[S_INQ_DIE+5]),
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S_BRIGHT (ROB3, 'P', 4, A_TossGib, &States[S_INQ_DIE+6]),
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S_BRIGHT (ROB3, 'Q', 4, A_NoBlocking, &States[S_INQ_DIE+7]),
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S_NORMAL (ROB3, 'R', 4, A_TossGib, &States[S_INQ_DIE+8]),
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S_NORMAL (ROB3, 'S', 4, A_TossGib, &States[S_INQ_DIE+9]),
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S_NORMAL (ROB3, 'T', 4, A_TossGib, &States[S_INQ_DIE+10]),
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S_NORMAL (ROB3, 'U', 4, A_TossGib, &States[S_INQ_DIE+11]),
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S_NORMAL (ROB3, 'V', 4, A_TossGib, &States[S_INQ_DIE+12]),
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S_BRIGHT (ROB3, 'W', 4, A_ExplodeAndAlert, &States[S_INQ_DIE+13]),
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S_BRIGHT (ROB3, 'X', 4, A_TossGib, &States[S_INQ_DIE+14]),
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S_BRIGHT (ROB3, 'Y', 4, A_TossGib, &States[S_INQ_DIE+15]),
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S_NORMAL (ROB3, 'Z', 4, A_TossGib, &States[S_INQ_DIE+16]),
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S_NORMAL (ROB3, '[', 4, A_TossGib, &States[S_INQ_DIE+17]),
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S_NORMAL (ROB3, '\\', 3, A_TossGib, &States[S_INQ_DIE+18]),
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S_BRIGHT (ROB3, ']', 3, A_ExplodeAndAlert, &States[S_INQ_DIE+19]),
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S_BRIGHT (RBB3, 'A', 3, A_TossArm, &States[S_INQ_DIE+20]),
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S_BRIGHT (RBB3, 'B', 3, A_TossGib, &States[S_INQ_DIE+21]),
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S_NORMAL (RBB3, 'C', 3, A_TossGib, &States[S_INQ_DIE+22]),
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S_NORMAL (RBB3, 'D', 3, A_TossGib, &States[S_INQ_DIE+23]),
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S_NORMAL (RBB3, 'E', -1, NULL, NULL),
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// The Inquisitor called A_BossDeath in Strife, but A_BossDeath doesn't
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// do anything for it, so there's no reason to call it.
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};
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IMPLEMENT_ACTOR (AInquisitor, Strife, 16, 0)
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PROP_StrifeType (93)
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PROP_SpawnHealth (1000)
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PROP_SpawnState (S_INQ_STND)
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PROP_SeeState (S_INQ_CHASE)
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PROP_MissileState (S_INQ_ATK)
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PROP_DeathState (S_INQ_DIE)
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PROP_SpeedFixed (12)
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PROP_RadiusFixed (40)
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PROP_HeightFixed (110)
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PROP_MassLong(0x7fffffff)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_DROPOFF|MF_NOBLOOD|MF_COUNTKILL)
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PROP_Flags2 (MF2_BOSS|MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_MCROSS)
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PROP_Flags3 (MF3_DONTMORPH)
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PROP_Flags4 (MF4_DONTHURTSPECIES)
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PROP_MaxDropOffHeight (32)
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PROP_MinMissileChance (150)
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PROP_SeeSound ("inquisitor/sight")
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PROP_DeathSound ("inquisitor/death")
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PROP_ActiveSound ("inquisitor/active")
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END_DEFAULTS
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// Inquisitor Shot ----------------------------------------------------------
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class AInquisitorShot : public AActor
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{
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DECLARE_ACTOR (AInquisitorShot, AActor)
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public:
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void GetExplodeParms (int &damage, int &dist, bool &hurtSource);
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};
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FState AInquisitorShot::States[] =
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{
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S_NORMAL (UBAM, 'A', 3, A_Countdown, &States[1]),
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S_NORMAL (UBAM, 'B', 3, A_Countdown, &States[0]),
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S_BRIGHT (BNG2, 'A', 4, A_ExplodeAndAlert, &States[3]),
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S_BRIGHT (BNG2, 'B', 4, NULL, &States[4]),
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S_BRIGHT (BNG2, 'C', 4, NULL, &States[5]),
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S_BRIGHT (BNG2, 'D', 4, NULL, &States[6]),
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S_BRIGHT (BNG2, 'E', 4, NULL, &States[7]),
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S_BRIGHT (BNG2, 'F', 4, NULL, &States[8]),
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S_BRIGHT (BNG2, 'G', 4, NULL, &States[9]),
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S_BRIGHT (BNG2, 'H', 4, NULL, &States[10]),
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S_BRIGHT (BNG2, 'I', 4, NULL, NULL)
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};
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IMPLEMENT_ACTOR (AInquisitorShot, Strife, -1, 0)
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PROP_StrifeType (108)
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PROP_SpawnState (0)
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PROP_DeathState (2)
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PROP_ReactionTime (15)
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PROP_SpeedFixed (25)
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PROP_RadiusFixed (13)
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PROP_HeightFixed (13)
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PROP_Mass (15)
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PROP_Flags (MF_NOBLOCKMAP|MF_DROPOFF|MF_MISSILE)
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PROP_Flags2 (MF2_NOTELEPORT)
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PROP_Flags4 (MF4_STRIFEDAMAGE)
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PROP_MaxStepHeight (4)
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PROP_SeeSound ("inquisitor/attack")
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PROP_DeathSound ("inquisitor/atkexplode")
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END_DEFAULTS
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void AInquisitorShot::GetExplodeParms (int &damage, int &dist, bool &hurtSource)
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{
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damage = dist = 192;
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RenderStyle = STYLE_Add;
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}
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// The Dead Inquisitor's Detached Arm ---------------------------------------
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class AInquisitorArm : public AActor
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{
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DECLARE_ACTOR (AInquisitorArm, AActor)
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};
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FState AInquisitorArm::States[] =
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{
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S_BRIGHT (RBB3, 'F', 5, NULL, &States[1]),
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S_BRIGHT (RBB3, 'G', 5, NULL, &States[2]),
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S_NORMAL (RBB3, 'H', -1, NULL, NULL)
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};
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IMPLEMENT_ACTOR (AInquisitorArm, Strife, -1, 0)
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PROP_StrifeType (94)
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PROP_SpawnState (0)
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PROP_SpeedFixed (25)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOCLIP|MF_NOBLOOD)
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END_DEFAULTS
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void A_InquisitorWalk (AActor *self)
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{
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S_Sound (self, CHAN_BODY, "inquisitor/walk", 1, ATTN_NORM);
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A_Chase (self);
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}
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bool InquisitorCheckDistance (AActor *self)
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{
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if (self->reactiontime == 0 && P_CheckSight (self, self->target))
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{
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return P_AproxDistance (self->x - self->target->x, self->y - self->target->y) < 264*FRACUNIT;
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}
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return false;
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}
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void A_InquisitorDecide (AActor *self)
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{
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if (self->target == NULL)
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return;
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A_FaceTarget (self);
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if (!InquisitorCheckDistance (self))
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{
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self->SetState (&AInquisitor::States[S_INQ_ATK2]);
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}
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if (self->target->z != self->z)
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{
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if (self->z + self->height + 54*FRACUNIT < self->ceilingz)
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{
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self->SetState (&AInquisitor::States[S_INQ_BAR]);
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}
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}
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}
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void A_InquisitorAttack (AActor *self)
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{
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AActor *proj;
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if (self->target == NULL)
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return;
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A_FaceTarget (self);
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self->z += 32*FRACBITS;
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self->angle -= ANGLE_45/32;
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proj = P_SpawnMissileZAimed (self, self->z, self->target, RUNTIME_CLASS(AInquisitorShot));
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if (proj != NULL)
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{
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proj->momz += 9*FRACUNIT;
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}
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self->angle += ANGLE_45/16;
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proj = P_SpawnMissileZAimed (self, self->z, self->target, RUNTIME_CLASS(AInquisitorShot));
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if (proj != NULL)
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{
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proj->momz += 16*FRACUNIT;
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}
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self->z -= 32*FRACBITS;
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}
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void A_InquisitorJump (AActor *self)
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{
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fixed_t dist;
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fixed_t speed;
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angle_t an;
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if (self->target == NULL)
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return;
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S_LoopedSound (self, CHAN_ITEM, "inquisitor/jump", 1, ATTN_NORM);
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self->z += 64*FRACUNIT;
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A_FaceTarget (self);
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an = self->angle >> ANGLETOFINESHIFT;
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speed = self->Speed * 2/3;
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self->momx += FixedMul (speed, finecosine[an]);
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self->momy += FixedMul (speed, finesine[an]);
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dist = P_AproxDistance (self->target->x - self->x, self->target->y - self->y);
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dist /= speed;
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if (dist < 1)
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{
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dist = 1;
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}
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self->momz = (self->target->z - self->z) / dist;
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self->reactiontime = 60;
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self->flags |= MF_NOGRAVITY;
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}
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void A_InquisitorCheckLand (AActor *self)
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{
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self->reactiontime--;
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if (self->reactiontime < 0 ||
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self->momx == 0 ||
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self->momy == 0 ||
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self->z <= self->floorz)
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{
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self->SetState (self->SeeState);
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self->reactiontime = 0;
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self->flags &= ~MF_NOGRAVITY;
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A_ShutUp (self);
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return;
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}
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if (!S_IsActorPlayingSomething (self, CHAN_ITEM))
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{
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S_LoopedSound (self, CHAN_ITEM, "inquisitor/jump", 1, ATTN_NORM);
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}
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}
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void A_TossArm (AActor *self)
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{
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AActor *foo = Spawn<AInquisitorArm> (self->x, self->y, self->z + 24*FRACUNIT);
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foo->angle = self->angle - ANGLE_90 + (pr_inq.Random2() << 22);
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foo->momx = FixedMul (foo->Speed, finecosine[foo->angle >> ANGLETOFINESHIFT]) >> 3;
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foo->momy = FixedMul (foo->Speed, finesine[foo->angle >> ANGLETOFINESHIFT]) >> 3;
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foo->momz = pr_inq() << 10;
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}
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void A_ShutUp (AActor *self)
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{
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S_StopSound (self, CHAN_ITEM);
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}
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