mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-08 14:01:32 +00:00
b599eda17d
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)
451 lines
13 KiB
C++
451 lines
13 KiB
C++
#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"
|
|
#include "a_hexenglobal.h"
|
|
|
|
static FRandom pr_boom ("BishopBoom");
|
|
static FRandom pr_atk ("BishopAttack");
|
|
static FRandom pr_decide ("BishopDecide");
|
|
static FRandom pr_doblur ("BishopDoBlur");
|
|
static FRandom pr_sblur ("BishopSpawnBlur");
|
|
static FRandom pr_pain ("BishopPainBlur");
|
|
|
|
void A_BishopDecide (AActor *);
|
|
void A_BishopDoBlur (AActor *);
|
|
void A_BishopSpawnBlur (AActor *);
|
|
void A_BishopPainBlur (AActor *);
|
|
void A_BishopChase (AActor *);
|
|
void A_BishopAttack (AActor *);
|
|
void A_BishopAttack2 (AActor *);
|
|
void A_BishopPuff (AActor *);
|
|
void A_SetAltShadow (AActor *);
|
|
void A_BishopMissileWeave (AActor *);
|
|
void A_BishopMissileSeek (AActor *);
|
|
|
|
// Bishop -------------------------------------------------------------------
|
|
|
|
FState ABishop::States[] =
|
|
{
|
|
#define S_BISHOP_LOOK 0
|
|
S_NORMAL (BISH, 'A', 10, A_Look , &States[S_BISHOP_LOOK+0]),
|
|
|
|
#define S_BISHOP_BLUR (S_BISHOP_LOOK+1)
|
|
S_NORMAL (BISH, 'A', 2, A_BishopDoBlur , &States[S_BISHOP_BLUR+1]),
|
|
S_NORMAL (BISH, 'A', 4, A_BishopSpawnBlur , &States[S_BISHOP_BLUR+1]),
|
|
|
|
#define S_BISHOP_WALK (S_BISHOP_BLUR+2)
|
|
S_NORMAL (BISH, 'A', 2, A_Chase , &States[S_BISHOP_WALK+1]),
|
|
S_NORMAL (BISH, 'A', 2, A_BishopChase , &States[S_BISHOP_WALK+2]),
|
|
S_NORMAL (BISH, 'A', 2, NULL , &States[S_BISHOP_WALK+3]),
|
|
S_NORMAL (BISH, 'B', 2, A_BishopChase , &States[S_BISHOP_WALK+4]),
|
|
S_NORMAL (BISH, 'B', 2, A_Chase , &States[S_BISHOP_WALK+5]),
|
|
S_NORMAL (BISH, 'B', 2, A_BishopChase , &States[S_BISHOP_WALK+6]), // S_BISHOP_DECIDE
|
|
|
|
#define S_BISHOP_DECIDE (S_BISHOP_WALK+6)
|
|
S_NORMAL (BISH, 'A', 1, A_BishopDecide , &States[S_BISHOP_WALK+0]),
|
|
|
|
#define S_BISHOP_ATK (S_BISHOP_DECIDE+1)
|
|
S_NORMAL (BISH, 'A', 3, A_FaceTarget , &States[S_BISHOP_ATK+1]),
|
|
S_BRIGHT (BISH, 'D', 3, A_FaceTarget , &States[S_BISHOP_ATK+2]),
|
|
S_BRIGHT (BISH, 'E', 3, A_FaceTarget , &States[S_BISHOP_ATK+3]),
|
|
S_BRIGHT (BISH, 'F', 3, A_BishopAttack , &States[S_BISHOP_ATK+4]),
|
|
S_BRIGHT (BISH, 'F', 5, A_BishopAttack2 , &States[S_BISHOP_ATK+4]),
|
|
|
|
#define S_BISHOP_PAIN (S_BISHOP_ATK+5)
|
|
S_NORMAL (BISH, 'C', 6, A_Pain , &States[S_BISHOP_PAIN+1]),
|
|
S_NORMAL (BISH, 'C', 6, A_BishopPainBlur , &States[S_BISHOP_PAIN+2]),
|
|
S_NORMAL (BISH, 'C', 6, A_BishopPainBlur , &States[S_BISHOP_PAIN+3]),
|
|
S_NORMAL (BISH, 'C', 6, A_BishopPainBlur , &States[S_BISHOP_PAIN+4]),
|
|
S_NORMAL (BISH, 'C', 0, NULL , &States[S_BISHOP_WALK+0]),
|
|
|
|
#define S_BISHOP_DEATH (S_BISHOP_PAIN+5)
|
|
S_NORMAL (BISH, 'G', 6, NULL , &States[S_BISHOP_DEATH+1]),
|
|
S_BRIGHT (BISH, 'H', 6, A_Scream , &States[S_BISHOP_DEATH+2]),
|
|
S_BRIGHT (BISH, 'I', 5, A_NoBlocking , &States[S_BISHOP_DEATH+3]),
|
|
S_BRIGHT (BISH, 'J', 5, A_Explode , &States[S_BISHOP_DEATH+4]),
|
|
S_BRIGHT (BISH, 'K', 5, NULL , &States[S_BISHOP_DEATH+5]),
|
|
S_BRIGHT (BISH, 'L', 4, NULL , &States[S_BISHOP_DEATH+6]),
|
|
S_BRIGHT (BISH, 'M', 4, NULL , &States[S_BISHOP_DEATH+7]),
|
|
S_NORMAL (BISH, 'N', 4, A_BishopPuff , &States[S_BISHOP_DEATH+8]),
|
|
S_NORMAL (BISH, 'O', 4, A_QueueCorpse , &States[S_BISHOP_DEATH+9]),
|
|
S_NORMAL (BISH, 'P', -1, NULL , NULL),
|
|
|
|
#define S_BISHOP_ICE (S_BISHOP_DEATH+10)
|
|
S_NORMAL (BISH, 'X', 5, A_FreezeDeath , &States[S_BISHOP_ICE+1]),
|
|
S_NORMAL (BISH, 'X', 1, A_FreezeDeathChunks , &States[S_BISHOP_ICE+1])
|
|
};
|
|
|
|
IMPLEMENT_ACTOR (ABishop, Hexen, 114, 19)
|
|
PROP_SpawnHealth (130)
|
|
PROP_RadiusFixed (22)
|
|
PROP_HeightFixed (65)
|
|
PROP_SpeedFixed (10)
|
|
PROP_PainChance (110)
|
|
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL|MF_FLOAT|MF_NOGRAVITY|MF_NOBLOOD)
|
|
PROP_Flags2 (MF2_PASSMOBJ|MF2_PUSHWALL|MF2_TELESTOMP)
|
|
PROP_Flags3 (MF3_DONTOVERLAP)
|
|
PROP_Flags4 (MF4_NOTARGETSWITCH)
|
|
|
|
PROP_SpawnState (S_BISHOP_LOOK)
|
|
PROP_SeeState (S_BISHOP_WALK)
|
|
PROP_PainState (S_BISHOP_PAIN)
|
|
PROP_MissileState (S_BISHOP_ATK)
|
|
PROP_DeathState (S_BISHOP_DEATH)
|
|
PROP_IDeathState (S_BISHOP_ICE)
|
|
|
|
PROP_SeeSound ("BishopSight")
|
|
PROP_AttackSound ("BishopAttack")
|
|
PROP_PainSound ("BishopPain")
|
|
PROP_DeathSound ("BishopDeath")
|
|
PROP_ActiveSound ("BishopActiveSounds")
|
|
PROP_Obituary("$OB_BISHOP")
|
|
END_DEFAULTS
|
|
|
|
void ABishop::GetExplodeParms (int &damage, int &distance, bool &hurtSource)
|
|
{ // Bishop radius death
|
|
damage = 25 + (pr_boom() & 15);
|
|
}
|
|
|
|
// Bishop puff --------------------------------------------------------------
|
|
|
|
class ABishopPuff : public AActor
|
|
{
|
|
DECLARE_ACTOR (ABishopPuff, AActor)
|
|
};
|
|
|
|
FState ABishopPuff::States[] =
|
|
{
|
|
S_NORMAL (BISH, 'Q', 5, NULL , &States[1]),
|
|
S_NORMAL (BISH, 'R', 5, NULL , &States[2]),
|
|
S_NORMAL (BISH, 'S', 5, NULL , &States[3]),
|
|
S_NORMAL (BISH, 'T', 5, NULL , &States[4]),
|
|
S_NORMAL (BISH, 'U', 6, NULL , &States[5]),
|
|
S_NORMAL (BISH, 'V', 6, NULL , &States[6]),
|
|
S_NORMAL (BISH, 'W', 5, NULL , NULL)
|
|
};
|
|
|
|
IMPLEMENT_ACTOR (ABishopPuff, Hexen, -1, 0)
|
|
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
|
|
PROP_RenderStyle (STYLE_Translucent)
|
|
PROP_Alpha (HX_SHADOW)
|
|
|
|
PROP_SpawnState (0)
|
|
END_DEFAULTS
|
|
|
|
// Bishop blur --------------------------------------------------------------
|
|
|
|
class ABishopBlur : public AActor
|
|
{
|
|
DECLARE_ACTOR (ABishopBlur, AActor)
|
|
};
|
|
|
|
FState ABishopBlur::States[] =
|
|
{
|
|
S_NORMAL (BISH, 'A', 16, NULL , &States[1]),
|
|
S_NORMAL (BISH, 'A', 8, A_SetAltShadow , NULL)
|
|
};
|
|
|
|
IMPLEMENT_ACTOR (ABishopBlur, Hexen, -1, 0)
|
|
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
|
|
PROP_RenderStyle (STYLE_Translucent)
|
|
PROP_Alpha (HX_SHADOW)
|
|
|
|
PROP_SpawnState (0)
|
|
END_DEFAULTS
|
|
|
|
// Bishop pain blur ---------------------------------------------------------
|
|
|
|
class ABishopPainBlur : public AActor
|
|
{
|
|
DECLARE_ACTOR (ABishopPainBlur, AActor)
|
|
};
|
|
|
|
FState ABishopPainBlur::States[] =
|
|
{
|
|
S_NORMAL (BISH, 'C', 8, NULL , NULL)
|
|
};
|
|
|
|
IMPLEMENT_ACTOR (ABishopPainBlur, Hexen, -1, 0)
|
|
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
|
|
PROP_RenderStyle (STYLE_Translucent)
|
|
PROP_Alpha (HX_SHADOW)
|
|
|
|
PROP_SpawnState (0)
|
|
END_DEFAULTS
|
|
|
|
// Bishop FX ----------------------------------------------------------------
|
|
|
|
class ABishopFX : public AActor
|
|
{
|
|
DECLARE_ACTOR (ABishopFX, AActor)
|
|
public:
|
|
int DoSpecialDamage (AActor *target, int damage);
|
|
};
|
|
|
|
FState ABishopFX::States[] =
|
|
{
|
|
#define S_BISHFX1 0
|
|
S_BRIGHT (BPFX, 'A', 1, A_BishopMissileWeave , &States[S_BISHFX1+1]),
|
|
S_BRIGHT (BPFX, 'B', 1, A_BishopMissileWeave , &States[S_BISHFX1+2]),
|
|
S_BRIGHT (BPFX, 'A', 1, A_BishopMissileWeave , &States[S_BISHFX1+3]),
|
|
S_BRIGHT (BPFX, 'B', 1, A_BishopMissileWeave , &States[S_BISHFX1+4]),
|
|
S_BRIGHT (BPFX, 'B', 0, A_BishopMissileSeek , &States[S_BISHFX1+0]),
|
|
|
|
#define S_BISHFXI1 (S_BISHFX1+5)
|
|
S_BRIGHT (BPFX, 'C', 4, NULL , &States[S_BISHFXI1+1]),
|
|
S_BRIGHT (BPFX, 'D', 4, NULL , &States[S_BISHFXI1+2]),
|
|
S_BRIGHT (BPFX, 'E', 4, NULL , &States[S_BISHFXI1+3]),
|
|
S_BRIGHT (BPFX, 'F', 4, NULL , &States[S_BISHFXI1+4]),
|
|
S_BRIGHT (BPFX, 'G', 3, NULL , &States[S_BISHFXI1+5]),
|
|
S_BRIGHT (BPFX, 'H', 3, NULL , NULL)
|
|
};
|
|
|
|
IMPLEMENT_ACTOR (ABishopFX, Hexen, -1, 0)
|
|
PROP_RadiusFixed (10)
|
|
PROP_HeightFixed (6)
|
|
PROP_SpeedFixed (10)
|
|
PROP_Damage (1)
|
|
PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
|
|
PROP_Flags2 (MF2_NOTELEPORT|MF2_SEEKERMISSILE)
|
|
PROP_RenderStyle (STYLE_Add)
|
|
|
|
PROP_SpawnState (S_BISHFX1)
|
|
PROP_DeathState (S_BISHFXI1)
|
|
|
|
PROP_DeathSound ("BishopMissileExplode")
|
|
END_DEFAULTS
|
|
|
|
int ABishopFX::DoSpecialDamage (AActor *target, int damage)
|
|
{ // Bishops are just too nasty
|
|
return damage >> 1;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_BishopAttack
|
|
//
|
|
//============================================================================
|
|
|
|
void A_BishopAttack (AActor *actor)
|
|
{
|
|
if (!actor->target)
|
|
{
|
|
return;
|
|
}
|
|
S_SoundID (actor, CHAN_BODY, actor->AttackSound, 1, ATTN_NORM);
|
|
if (actor->CheckMeleeRange())
|
|
{
|
|
int damage = pr_atk.HitDice (4);
|
|
P_DamageMobj (actor->target, actor, actor, damage, NAME_Melee);
|
|
P_TraceBleed (damage, actor->target, actor);
|
|
return;
|
|
}
|
|
actor->special1 = (pr_atk() & 3) + 5;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_BishopAttack2
|
|
//
|
|
// Spawns one of a string of bishop missiles
|
|
//============================================================================
|
|
|
|
void A_BishopAttack2 (AActor *actor)
|
|
{
|
|
AActor *mo;
|
|
|
|
if (!actor->target || !actor->special1)
|
|
{
|
|
actor->special1 = 0;
|
|
actor->SetState (actor->SeeState);
|
|
return;
|
|
}
|
|
mo = P_SpawnMissile (actor, actor->target, RUNTIME_CLASS(ABishopFX));
|
|
if (mo != NULL)
|
|
{
|
|
mo->tracer = actor->target;
|
|
mo->special2 = 16; // High word == x/y, Low word == z
|
|
}
|
|
actor->special1--;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_BishopMissileWeave
|
|
//
|
|
//============================================================================
|
|
|
|
void A_BishopMissileWeave (AActor *actor)
|
|
{
|
|
fixed_t newX, newY;
|
|
int weaveXY, weaveZ;
|
|
int angle;
|
|
|
|
weaveXY = actor->special2 >> 16;
|
|
weaveZ = actor->special2 & 0xFFFF;
|
|
angle = (actor->angle + ANG90) >> ANGLETOFINESHIFT;
|
|
newX = actor->x - FixedMul (finecosine[angle], FloatBobOffsets[weaveXY]<<1);
|
|
newY = actor->y - FixedMul (finesine[angle], FloatBobOffsets[weaveXY]<<1);
|
|
weaveXY = (weaveXY + 2) & 63;
|
|
newX += FixedMul (finecosine[angle], FloatBobOffsets[weaveXY]<<1);
|
|
newY += FixedMul (finesine[angle], FloatBobOffsets[weaveXY]<<1);
|
|
P_TryMove (actor, newX, newY, true);
|
|
actor->z -= FloatBobOffsets[weaveZ];
|
|
weaveZ = (weaveZ + 2) & 63;
|
|
actor->z += FloatBobOffsets[weaveZ];
|
|
actor->special2 = weaveZ + (weaveXY<<16);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_BishopMissileSeek
|
|
//
|
|
//============================================================================
|
|
|
|
void A_BishopMissileSeek (AActor *actor)
|
|
{
|
|
P_SeekerMissile (actor, ANGLE_1*2, ANGLE_1*3);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_BishopDecide
|
|
//
|
|
//============================================================================
|
|
|
|
void A_BishopDecide (AActor *actor)
|
|
{
|
|
if (pr_decide() < 220)
|
|
{
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
actor->SetState (&ABishop::States[S_BISHOP_BLUR]);
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_BishopDoBlur
|
|
//
|
|
//============================================================================
|
|
|
|
void A_BishopDoBlur (AActor *actor)
|
|
{
|
|
actor->special1 = (pr_doblur() & 3) + 3; // Random number of blurs
|
|
if (pr_doblur() < 120)
|
|
{
|
|
P_ThrustMobj (actor, actor->angle + ANG90, 11*FRACUNIT);
|
|
}
|
|
else if (pr_doblur() > 125)
|
|
{
|
|
P_ThrustMobj (actor, actor->angle - ANG90, 11*FRACUNIT);
|
|
}
|
|
else
|
|
{ // Thrust forward
|
|
P_ThrustMobj (actor, actor->angle, 11*FRACUNIT);
|
|
}
|
|
S_Sound (actor, CHAN_BODY, "BishopBlur", 1, ATTN_NORM);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_BishopSpawnBlur
|
|
//
|
|
//============================================================================
|
|
|
|
void A_BishopSpawnBlur (AActor *actor)
|
|
{
|
|
AActor *mo;
|
|
|
|
if (!--actor->special1)
|
|
{
|
|
actor->momx = 0;
|
|
actor->momy = 0;
|
|
if (pr_sblur() > 96)
|
|
{
|
|
actor->SetState (actor->SeeState);
|
|
}
|
|
else
|
|
{
|
|
actor->SetState (actor->MissileState);
|
|
}
|
|
}
|
|
mo = Spawn<ABishopBlur> (actor->x, actor->y, actor->z, ALLOW_REPLACE);
|
|
if (mo)
|
|
{
|
|
mo->angle = actor->angle;
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_BishopChase
|
|
//
|
|
//============================================================================
|
|
|
|
void A_BishopChase (AActor *actor)
|
|
{
|
|
actor->z -= FloatBobOffsets[actor->special2] >> 1;
|
|
actor->special2 = (actor->special2 + 4) & 63;
|
|
actor->z += FloatBobOffsets[actor->special2] >> 1;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_BishopPuff
|
|
//
|
|
//============================================================================
|
|
|
|
void A_BishopPuff (AActor *actor)
|
|
{
|
|
AActor *mo;
|
|
|
|
mo = Spawn<ABishopPuff> (actor->x, actor->y, actor->z + 40*FRACUNIT, ALLOW_REPLACE);
|
|
if (mo)
|
|
{
|
|
mo->momz = FRACUNIT/2;
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_BishopPainBlur
|
|
//
|
|
//============================================================================
|
|
|
|
void A_BishopPainBlur (AActor *actor)
|
|
{
|
|
AActor *mo;
|
|
|
|
if (pr_pain() < 64)
|
|
{
|
|
actor->SetState (&ABishop::States[S_BISHOP_BLUR]);
|
|
return;
|
|
}
|
|
fixed_t x = actor->x + (pr_pain.Random2()<<12);
|
|
fixed_t y = actor->y + (pr_pain.Random2()<<12);
|
|
fixed_t z = actor->z + (pr_pain.Random2()<<11);
|
|
mo = Spawn<ABishopPainBlur> (x, y, z, ALLOW_REPLACE);
|
|
if (mo)
|
|
{
|
|
mo->angle = actor->angle;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// A_SetAltShadow
|
|
//
|
|
//==========================================================================
|
|
|
|
void A_SetAltShadow (AActor *actor)
|
|
{
|
|
actor->alpha = HX_ALTSHADOW;
|
|
actor->RenderStyle = STYLE_Translucent;
|
|
}
|