#include "actor.h" #include "info.h" #include "m_random.h" #include "s_sound.h" #include "p_local.h" #include "p_enemy.h" #include "a_action.h" #include "gstrings.h" static FRandom pr_atk ("MummyAttack"); static FRandom pr_ma2 ("MummyAttack2"); void A_MummyAttack (AActor *); void A_MummySoul (AActor *); void A_MummyAttack2 (AActor *); void A_MummyFXSound (AActor *); void A_MummyFX1Seek (AActor *); // Mummy -------------------------------------------------------------------- class AMummy : public AActor { DECLARE_ACTOR (AMummy, AActor) public: void NoBlockingSet (); }; FState AMummy::States[] = { #define S_MUMMY_LOOK 0 S_NORMAL (MUMM, 'A', 10, A_Look , &States[S_MUMMY_LOOK+1]), S_NORMAL (MUMM, 'B', 10, A_Look , &States[S_MUMMY_LOOK+0]), #define S_MUMMY_WALK (S_MUMMY_LOOK+2) S_NORMAL (MUMM, 'A', 4, A_Chase , &States[S_MUMMY_WALK+1]), S_NORMAL (MUMM, 'B', 4, A_Chase , &States[S_MUMMY_WALK+2]), S_NORMAL (MUMM, 'C', 4, A_Chase , &States[S_MUMMY_WALK+3]), S_NORMAL (MUMM, 'D', 4, A_Chase , &States[S_MUMMY_WALK+0]), #define S_MUMMY_ATK (S_MUMMY_WALK+4) S_NORMAL (MUMM, 'E', 6, A_FaceTarget , &States[S_MUMMY_ATK+1]), S_NORMAL (MUMM, 'F', 6, A_MummyAttack , &States[S_MUMMY_ATK+2]), S_NORMAL (MUMM, 'G', 6, A_FaceTarget , &States[S_MUMMY_WALK+0]), #define S_MUMMY_PAIN (S_MUMMY_ATK+3) S_NORMAL (MUMM, 'H', 4, NULL , &States[S_MUMMY_PAIN+1]), S_NORMAL (MUMM, 'H', 4, A_Pain , &States[S_MUMMY_WALK+0]), #define S_MUMMY_DIE (S_MUMMY_PAIN+2) S_NORMAL (MUMM, 'I', 5, NULL , &States[S_MUMMY_DIE+1]), S_NORMAL (MUMM, 'J', 5, A_Scream , &States[S_MUMMY_DIE+2]), S_NORMAL (MUMM, 'K', 5, A_MummySoul , &States[S_MUMMY_DIE+3]), S_NORMAL (MUMM, 'L', 5, NULL , &States[S_MUMMY_DIE+4]), S_NORMAL (MUMM, 'M', 5, A_NoBlocking , &States[S_MUMMY_DIE+5]), S_NORMAL (MUMM, 'N', 5, NULL , &States[S_MUMMY_DIE+6]), S_NORMAL (MUMM, 'O', 5, NULL , &States[S_MUMMY_DIE+7]), S_NORMAL (MUMM, 'P', -1, NULL , NULL) }; IMPLEMENT_ACTOR (AMummy, Heretic, 68, 4) PROP_SpawnHealth (80) PROP_RadiusFixed (22) PROP_HeightFixed (62) PROP_Mass (75) PROP_SpeedFixed (12) PROP_PainChance (128) PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL) PROP_Flags2 (MF2_MCROSS|MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL) PROP_SpawnState (S_MUMMY_LOOK) PROP_SeeState (S_MUMMY_WALK) PROP_PainState (S_MUMMY_PAIN) PROP_MeleeState (S_MUMMY_ATK) PROP_DeathState (S_MUMMY_DIE) PROP_SeeSound ("mummy/sight") PROP_AttackSound ("mummy/attack1") PROP_PainSound ("mummy/pain") PROP_DeathSound ("mummy/death") PROP_ActiveSound ("mummy/active") PROP_HitObituary("$OB_MUMMY") END_DEFAULTS void AMummy::NoBlockingSet () { P_DropItem (this, "GoldWandAmmo", 3, 84); } // Mummy leader ------------------------------------------------------------- class AMummyLeader : public AMummy { DECLARE_ACTOR (AMummyLeader, AMummy) }; FState AMummyLeader::States[] = { #define S_MUMMYL_ATK 0 S_NORMAL (MUMM, 'X', 5, A_FaceTarget , &States[S_MUMMYL_ATK+1]), S_BRIGHT (MUMM, 'Y', 5, A_FaceTarget , &States[S_MUMMYL_ATK+2]), S_NORMAL (MUMM, 'X', 5, A_FaceTarget , &States[S_MUMMYL_ATK+3]), S_BRIGHT (MUMM, 'Y', 5, A_FaceTarget , &States[S_MUMMYL_ATK+4]), S_NORMAL (MUMM, 'X', 5, A_FaceTarget , &States[S_MUMMYL_ATK+5]), S_BRIGHT (MUMM, 'Y', 15, A_MummyAttack2 , &AMummy::States[S_MUMMY_WALK+0]), }; IMPLEMENT_ACTOR (AMummyLeader, Heretic, 45, 2) PROP_SpawnHealth (100) PROP_PainChance (64) PROP_MissileState (S_MUMMYL_ATK) PROP_Obituary("$OB_MUMMYLEADER") END_DEFAULTS // Mummy ghost -------------------------------------------------------------- class AMummyGhost : public AMummy { DECLARE_STATELESS_ACTOR (AMummyGhost, AMummy) }; IMPLEMENT_STATELESS_ACTOR (AMummyGhost, Heretic, 69, 8) PROP_FlagsSet (MF_SHADOW) PROP_Flags3 (MF3_GHOST) PROP_RenderStyle (STYLE_Translucent) PROP_Alpha (HR_SHADOW) END_DEFAULTS // Mummy leader ghost ------------------------------------------------------- class AMummyLeaderGhost : public AMummyLeader { DECLARE_STATELESS_ACTOR (AMummyLeaderGhost, AMummyLeader) }; IMPLEMENT_STATELESS_ACTOR (AMummyLeaderGhost, Heretic, 46, 9) PROP_FlagsSet (MF_SHADOW) PROP_Flags3 (MF3_GHOST) PROP_RenderStyle (STYLE_Translucent) PROP_Alpha (HR_SHADOW) END_DEFAULTS // Mummy soul --------------------------------------------------------------- class AMummySoul : public AActor { DECLARE_ACTOR (AMummySoul, AActor) }; FState AMummySoul::States[] = { #define S_MUMMY_SOUL 0 S_NORMAL (MUMM, 'Q', 5, NULL , &States[S_MUMMY_SOUL+1]), S_NORMAL (MUMM, 'R', 5, NULL , &States[S_MUMMY_SOUL+2]), S_NORMAL (MUMM, 'S', 5, NULL , &States[S_MUMMY_SOUL+3]), S_NORMAL (MUMM, 'T', 9, NULL , &States[S_MUMMY_SOUL+4]), S_NORMAL (MUMM, 'U', 5, NULL , &States[S_MUMMY_SOUL+5]), S_NORMAL (MUMM, 'V', 5, NULL , &States[S_MUMMY_SOUL+6]), S_NORMAL (MUMM, 'W', 5, NULL , NULL) }; IMPLEMENT_ACTOR (AMummySoul, Heretic, -1, 0) PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY) PROP_SpawnState (S_MUMMY_SOUL) END_DEFAULTS // Mummy FX 1 (flying head) ------------------------------------------------- class AMummyFX1 : public AActor { DECLARE_ACTOR (AMummyFX1, AActor) }; FState AMummyFX1::States[] = { #define S_MUMMYFX1 0 // [RH] Make the mummy scream right away S_BRIGHT (FX15, 'A', 1, NULL , &States[S_MUMMYFX1+1]), S_BRIGHT (FX15, 'A', 5, A_MummyFXSound , &States[S_MUMMYFX1+2]), S_BRIGHT (FX15, 'B', 5, A_MummyFX1Seek , &States[S_MUMMYFX1+3]), S_BRIGHT (FX15, 'C', 5, NULL , &States[S_MUMMYFX1+4]), S_BRIGHT (FX15, 'B', 5, A_MummyFX1Seek , &States[S_MUMMYFX1+1]), #define S_MUMMYFXI1 (S_MUMMYFX1+5) S_BRIGHT (FX15, 'D', 5, NULL , &States[S_MUMMYFXI1+1]), S_BRIGHT (FX15, 'E', 5, NULL , &States[S_MUMMYFXI1+2]), S_BRIGHT (FX15, 'F', 5, NULL , &States[S_MUMMYFXI1+3]), S_BRIGHT (FX15, 'G', 5, NULL , NULL) }; IMPLEMENT_ACTOR (AMummyFX1, Heretic, -1, 131) PROP_RadiusFixed (8) PROP_HeightFixed (14) PROP_SpeedFixed (9) PROP_Damage (4) PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY) PROP_Flags2 (MF2_NOTELEPORT|MF2_SEEKERMISSILE) PROP_RenderStyle (STYLE_Add) PROP_SpawnState (S_MUMMYFX1) PROP_DeathState (S_MUMMYFXI1) END_DEFAULTS AT_SPEED_SET (MummyFX1, speed) { SimpleSpeedSetter (AMummyFX1, 9*FRACUNIT, 18*FRACUNIT, speed); } //---------------------------------------------------------------------------- // // PROC A_MummyAttack // //---------------------------------------------------------------------------- void A_MummyAttack (AActor *actor) { if (!actor->target) { return; } if (actor->CheckMeleeRange ()) { int damage = pr_atk.HitDice (2); P_DamageMobj (actor->target, actor, actor, damage, MOD_HIT); P_TraceBleed (damage, actor->target, actor); S_Sound (actor, CHAN_WEAPON, "mummy/attack2", 1, ATTN_NORM); return; } S_SoundID (actor, CHAN_WEAPON, actor->AttackSound, 1, ATTN_NORM); } //---------------------------------------------------------------------------- // // PROC A_MummyAttack2 // // Mummy leader missile attack. // //---------------------------------------------------------------------------- void A_MummyAttack2 (AActor *actor) { AActor *mo; if (!actor->target) { return; } //S_StartSound(actor, actor->info->attacksound); if (actor->CheckMeleeRange ()) { int damage = pr_ma2.HitDice (2); P_DamageMobj (actor->target, actor, actor, damage, MOD_HIT); P_TraceBleed (damage, actor->target, actor); return; } mo = P_SpawnMissile (actor, actor->target, RUNTIME_CLASS(AMummyFX1)); //mo = P_SpawnMissile(actor, actor->target, MT_EGGFX); if (mo != NULL) { mo->tracer = actor->target; } } //---------------------------------------------------------------------------- // // PROC A_MummyFX1Seek // //---------------------------------------------------------------------------- void A_MummyFX1Seek (AActor *actor) { P_SeekerMissile (actor, ANGLE_1*10, ANGLE_1*20); } //---------------------------------------------------------------------------- // // PROC A_MummySoul // //---------------------------------------------------------------------------- void A_MummySoul (AActor *mummy) { AActor *mo; mo = Spawn (mummy->x, mummy->y, mummy->z+10*FRACUNIT); mo->momz = FRACUNIT; } //---------------------------------------------------------------------------- // // PROC A_MummyFXSound // //---------------------------------------------------------------------------- void A_MummyFXSound (AActor *self) { S_Sound (self, CHAN_BODY, "mummy/head", 1, ATTN_IDLE); }