mirror of
https://github.com/ZDoom/qzdoom.git
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169 lines
4.8 KiB
C++
169 lines
4.8 KiB
C++
#include "templates.h"
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#include "actor.h"
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#include "info.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "a_doomglobal.h"
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#include "gi.h"
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#include "gstrings.h"
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#include "a_action.h"
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FRandom pr_lost ("LostMissileRange");
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void A_SkullAttack (AActor *);
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FState ALostSoul::States[] =
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{
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#define S_SKULL_STND 0
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S_BRIGHT (SKUL, 'A', 10, A_Look , &States[S_SKULL_STND+1]),
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S_BRIGHT (SKUL, 'B', 10, A_Look , &States[S_SKULL_STND]),
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#define S_SKULL_RUN (S_SKULL_STND+2)
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S_BRIGHT (SKUL, 'A', 6, A_Chase , &States[S_SKULL_RUN+1]),
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S_BRIGHT (SKUL, 'B', 6, A_Chase , &States[S_SKULL_RUN+0]),
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#define S_SKULL_ATK (S_SKULL_RUN+2)
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S_BRIGHT (SKUL, 'C', 10, A_FaceTarget , &States[S_SKULL_ATK+1]),
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S_BRIGHT (SKUL, 'D', 4, A_SkullAttack , &States[S_SKULL_ATK+2]),
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S_BRIGHT (SKUL, 'C', 4, NULL , &States[S_SKULL_ATK+3]),
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S_BRIGHT (SKUL, 'D', 4, NULL , &States[S_SKULL_ATK+2]),
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#define S_SKULL_PAIN (S_SKULL_ATK+4)
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S_BRIGHT (SKUL, 'E', 3, NULL , &States[S_SKULL_PAIN+1]),
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S_BRIGHT (SKUL, 'E', 3, A_Pain , &States[S_SKULL_RUN+0]),
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#define S_SKULL_DIE (S_SKULL_PAIN+2)
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S_BRIGHT (SKUL, 'F', 6, NULL , &States[S_SKULL_DIE+1]),
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S_BRIGHT (SKUL, 'G', 6, A_Scream , &States[S_SKULL_DIE+2]),
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S_BRIGHT (SKUL, 'H', 6, NULL , &States[S_SKULL_DIE+3]),
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S_BRIGHT (SKUL, 'I', 6, A_NoBlocking , &States[S_SKULL_DIE+4]),
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S_NORMAL (SKUL, 'J', 6, NULL , &States[S_SKULL_DIE+5]),
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S_NORMAL (SKUL, 'K', 6, NULL , NULL)
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};
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IMPLEMENT_ACTOR (ALostSoul, Doom, 3006, 110)
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PROP_SpawnHealth (100)
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PROP_RadiusFixed (16)
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PROP_HeightFixed (56)
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PROP_Mass (50)
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PROP_SpeedFixed (8)
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PROP_Damage (3)
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PROP_MaxPainChance
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY|MF_COUNTKILL)
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PROP_Flags2 (MF2_MCROSS|MF2_PUSHWALL|MF2_PASSMOBJ)
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PROP_Flags4 (MF4_NOICEDEATH|MF4_MISSILEMORE|MF4_DONTFALL)
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PROP_RenderStyle (STYLE_SoulTrans)
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PROP_SpawnState (S_SKULL_STND)
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PROP_SeeState (S_SKULL_RUN)
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PROP_PainState (S_SKULL_PAIN)
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PROP_MissileState (S_SKULL_ATK)
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PROP_DeathState (S_SKULL_DIE)
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PROP_AttackSound ("skull/melee")
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PROP_PainSound ("skull/pain")
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PROP_DeathSound ("skull/death")
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PROP_ActiveSound ("skull/active")
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END_DEFAULTS
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const char *ALostSoul::GetObituary ()
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{
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return GStrings("OB_SKULL");
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}
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//
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// SkullAttack
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// Fly at the player like a missile.
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//
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#define SKULLSPEED (20*FRACUNIT)
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void A_SkullAttack (AActor *self)
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{
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AActor *dest;
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angle_t an;
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int dist;
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if (!self->target)
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return;
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dest = self->target;
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self->flags |= MF_SKULLFLY;
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S_SoundID (self, CHAN_VOICE, self->AttackSound, 1, ATTN_NORM);
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A_FaceTarget (self);
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an = self->angle >> ANGLETOFINESHIFT;
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self->momx = FixedMul (SKULLSPEED, finecosine[an]);
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self->momy = FixedMul (SKULLSPEED, finesine[an]);
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dist = P_AproxDistance (dest->x - self->x, dest->y - self->y);
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dist = dist / SKULLSPEED;
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if (dist < 1)
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dist = 1;
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self->momz = (dest->z+(dest->height>>1) - self->z) / dist;
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}
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// Dead lost soul ----------------------------------------------------------
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/* [RH] Considering that the lost soul removes itself when it dies, there
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* really wasn't much point in id including this thing, but they did anyway.
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* (There was probably a time when it stayed around after death, and this is
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* a holdover from that.)
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*/
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class ADeadLostSoul : public ALostSoul
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{
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DECLARE_STATELESS_ACTOR (ADeadLostSoul, ALostSoul)
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};
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IMPLEMENT_STATELESS_ACTOR (ADeadLostSoul, Doom, 23, 0)
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PROP_SpawnState (S_SKULL_DIE+5)
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// Undo all the changes to default Actor properties that ALostSoul made
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PROP_SpawnHealth (1000)
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PROP_RadiusFixed (20)
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PROP_HeightFixed (16)
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PROP_Mass (100)
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PROP_SpeedFixed (0)
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PROP_Damage (0)
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PROP_PainChance (0)
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PROP_Flags (0)
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PROP_Flags2 (0)
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PROP_Flags3 (0)
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PROP_Flags4 (0)
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PROP_RenderStyle (STYLE_Normal)
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PROP_SeeState (255)
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PROP_PainState (255)
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PROP_MissileState (255)
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PROP_DeathState (255)
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PROP_RaiseState (255)
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PROP_PainSound ("")
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PROP_DeathSound ("")
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PROP_ActiveSound ("")
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PROP_AttackSound ("")
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END_DEFAULTS
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//==========================================================================
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//
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// CVAR transsouls
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//
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// How translucent things drawn with STYLE_SoulTrans are. Normally, only
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// Lost Souls have this render style, but a dehacked patch could give other
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// things this style. Values less than 0.25 will automatically be set to
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// 0.25 to ensure some degree of visibility. Likewise, values above 1.0 will
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// be set to 1.0, because anything higher doesn't make sense.
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//
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//==========================================================================
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CUSTOM_CVAR (Float, transsouls, 0.75f, CVAR_ARCHIVE)
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{
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if (self < 0.25f)
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{
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self = 0.25f;
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}
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else if (self > 1.f)
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{
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self = 1.f;
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}
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}
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