#include "actor.h" #include "info.h" #include "p_local.h" #include "s_sound.h" #include "p_enemy.h" #include "a_action.h" void A_MageAttack (AActor *); void A_MageBurnScream (AActor *); // Mage Boss (Menelkir) ----------------------------------------------------- class AMageBoss : public AActor { DECLARE_ACTOR (AMageBoss, AActor) }; FState AMageBoss::States[] = { #define S_MAGE 0 S_NORMAL (MAGE, 'A', 2, NULL , &States[S_MAGE+1]), S_NORMAL (MAGE, 'A', 3, A_ClassBossHealth , &States[S_MAGE+2]), S_NORMAL (MAGE, 'A', 5, A_Look , &States[S_MAGE+2]), #define S_MAGE_RUN1 (S_MAGE+3) S_NORMAL (MAGE, 'A', 4, A_FastChase , &States[S_MAGE_RUN1+1]), S_NORMAL (MAGE, 'B', 4, A_FastChase , &States[S_MAGE_RUN1+2]), S_NORMAL (MAGE, 'C', 4, A_FastChase , &States[S_MAGE_RUN1+3]), S_NORMAL (MAGE, 'D', 4, A_FastChase , &States[S_MAGE_RUN1]), #define S_MAGE_PAIN (S_MAGE_RUN1+4) S_NORMAL (MAGE, 'G', 4, NULL , &States[S_MAGE_PAIN+1]), S_NORMAL (MAGE, 'G', 4, A_Pain , &States[S_MAGE_RUN1]), #define S_MAGE_ATK1 (S_MAGE_PAIN+2) S_NORMAL (MAGE, 'E', 8, A_FaceTarget , &States[S_MAGE_ATK1+1]), S_BRIGHT (MAGE, 'F', 8, A_MageAttack , &States[S_MAGE_RUN1]), #define S_MAGE_DIE1 (S_MAGE_ATK1+2) S_NORMAL (MAGE, 'H', 6, NULL , &States[S_MAGE_DIE1+1]), S_NORMAL (MAGE, 'I', 6, A_Scream , &States[S_MAGE_DIE1+2]), S_NORMAL (MAGE, 'J', 6, NULL , &States[S_MAGE_DIE1+3]), S_NORMAL (MAGE, 'K', 6, NULL , &States[S_MAGE_DIE1+4]), S_NORMAL (MAGE, 'L', 6, A_NoBlocking , &States[S_MAGE_DIE1+5]), S_NORMAL (MAGE, 'M', 6, NULL , &States[S_MAGE_DIE1+6]), S_NORMAL (MAGE, 'N', -1, NULL , NULL), #define S_MAGE_XDIE1 (S_MAGE_DIE1+7) S_NORMAL (MAGE, 'O', 5, A_Scream , &States[S_MAGE_XDIE1+1]), S_NORMAL (MAGE, 'P', 5, NULL , &States[S_MAGE_XDIE1+2]), S_NORMAL (MAGE, 'R', 5, A_NoBlocking , &States[S_MAGE_XDIE1+3]), S_NORMAL (MAGE, 'S', 5, NULL , &States[S_MAGE_XDIE1+4]), S_NORMAL (MAGE, 'T', 5, NULL , &States[S_MAGE_XDIE1+5]), S_NORMAL (MAGE, 'U', 5, NULL , &States[S_MAGE_XDIE1+6]), S_NORMAL (MAGE, 'V', 5, NULL , &States[S_MAGE_XDIE1+7]), S_NORMAL (MAGE, 'W', 5, NULL , &States[S_MAGE_XDIE1+8]), S_NORMAL (MAGE, 'X', -1, NULL , NULL), #define S_MAGE_ICE (S_MAGE_XDIE1+9) S_NORMAL (MAGE, 'Y', 5, A_FreezeDeath , &States[S_MAGE_ICE+1]), S_NORMAL (MAGE, 'Y', 1, A_FreezeDeathChunks , &States[S_MAGE_ICE+1]), #define S_MAGE_BURN (S_MAGE_ICE+2) S_BRIGHT (FDTH, 'E', 5, A_MageBurnScream , &States[S_MAGE_BURN+1]), S_BRIGHT (FDTH, 'F', 4, NULL , &States[S_MAGE_BURN+2]), S_BRIGHT (FDTH, 'G', 5, NULL , &States[S_MAGE_BURN+3]), S_BRIGHT (FDTH, 'H', 4, A_Scream , &States[S_MAGE_BURN+4]), S_BRIGHT (FDTH, 'I', 5, NULL , &States[S_MAGE_BURN+5]), S_BRIGHT (FDTH, 'J', 4, NULL , &States[S_MAGE_BURN+6]), S_BRIGHT (FDTH, 'K', 5, NULL , &States[S_MAGE_BURN+7]), S_BRIGHT (FDTH, 'L', 4, NULL , &States[S_MAGE_BURN+8]), S_BRIGHT (FDTH, 'M', 5, NULL , &States[S_MAGE_BURN+9]), S_BRIGHT (FDTH, 'N', 4, NULL , &States[S_MAGE_BURN+10]), S_BRIGHT (FDTH, 'O', 5, NULL , &States[S_MAGE_BURN+11]), S_BRIGHT (FDTH, 'P', 4, NULL , &States[S_MAGE_BURN+12]), S_BRIGHT (FDTH, 'Q', 5, NULL , &States[S_MAGE_BURN+13]), S_BRIGHT (FDTH, 'R', 4, NULL , &States[S_MAGE_BURN+14]), S_BRIGHT (FDTH, 'S', 5, A_NoBlocking , &States[S_MAGE_BURN+15]), S_BRIGHT (FDTH, 'T', 4, NULL , &States[S_MAGE_BURN+16]), S_BRIGHT (FDTH, 'U', 5, NULL , &States[S_MAGE_BURN+17]), S_BRIGHT (FDTH, 'V', 4, NULL , NULL), }; IMPLEMENT_ACTOR (AMageBoss, Hexen, 10102, 0) PROP_SpawnHealth (800) PROP_PainChance (50) PROP_SpeedFixed (25) PROP_RadiusFixed (16) PROP_HeightFixed (64) PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL) PROP_Flags2 (MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_TELESTOMP|MF2_PUSHWALL|MF2_MCROSS) PROP_Flags3 (MF3_DONTMORPH) PROP_SpawnState (S_MAGE) PROP_SeeState (S_MAGE_RUN1) PROP_PainState (S_MAGE_PAIN) PROP_MeleeState (S_MAGE_ATK1) PROP_MissileState (S_MAGE_ATK1) PROP_DeathState (S_MAGE_DIE1) PROP_XDeathState (S_MAGE_XDIE1) PROP_IDeathState (S_MAGE_ICE) PROP_BDeathState (S_MAGE_BURN) PROP_PainSound ("PlayerMagePain") PROP_DeathSound ("PlayerMageCrazyDeath") END_DEFAULTS //============================================================================ // // A_MageAttack // //============================================================================ void A_MageAttack (AActor *actor) { extern void A_MStaffAttack2 (AActor *actor); if (!actor->target) return; A_MStaffAttack2 (actor); } //============================================================================ // // A_MageBurnScream // //============================================================================ void A_MageBurnScream (AActor *actor) { S_Sound (actor, CHAN_BODY, "PlayerMageBurnDeath", 1, ATTN_NORM); }