#include "actor.h" #include "info.h" #include "m_random.h" #include "p_local.h" #include "p_enemy.h" #include "gstrings.h" #include "a_action.h" #include "s_sound.h" static FRandom pr_headattack ("HeadAttack"); void A_HeadAttack (AActor *); class ACacodemon : public AActor { DECLARE_ACTOR (ACacodemon, AActor) }; FState ACacodemon::States[] = { #define S_HEAD_STND 0 S_NORMAL (HEAD, 'A', 10, A_Look , &States[S_HEAD_STND]), #define S_HEAD_RUN (S_HEAD_STND+1) S_NORMAL (HEAD, 'A', 3, A_Chase , &States[S_HEAD_RUN+0]), #define S_HEAD_ATK (S_HEAD_RUN+1) S_NORMAL (HEAD, 'B', 5, A_FaceTarget , &States[S_HEAD_ATK+1]), S_NORMAL (HEAD, 'C', 5, A_FaceTarget , &States[S_HEAD_ATK+2]), S_BRIGHT (HEAD, 'D', 5, A_HeadAttack , &States[S_HEAD_RUN+0]), #define S_HEAD_PAIN (S_HEAD_ATK+3) S_NORMAL (HEAD, 'E', 3, NULL , &States[S_HEAD_PAIN+1]), S_NORMAL (HEAD, 'E', 3, A_Pain , &States[S_HEAD_PAIN+2]), S_NORMAL (HEAD, 'F', 6, NULL , &States[S_HEAD_RUN+0]), #define S_HEAD_DIE (S_HEAD_PAIN+3) S_NORMAL (HEAD, 'G', 8, NULL , &States[S_HEAD_DIE+1]), S_NORMAL (HEAD, 'H', 8, A_Scream , &States[S_HEAD_DIE+2]), S_NORMAL (HEAD, 'I', 8, NULL , &States[S_HEAD_DIE+3]), S_NORMAL (HEAD, 'J', 8, NULL , &States[S_HEAD_DIE+4]), S_NORMAL (HEAD, 'K', 8, A_NoBlocking , &States[S_HEAD_DIE+5]), S_NORMAL (HEAD, 'L', -1, A_SetFloorClip , NULL), #define S_HEAD_RAISE (S_HEAD_DIE+6) S_NORMAL (HEAD, 'L', 8, A_UnSetFloorClip , &States[S_HEAD_RAISE+1]), S_NORMAL (HEAD, 'K', 8, NULL , &States[S_HEAD_RAISE+2]), S_NORMAL (HEAD, 'J', 8, NULL , &States[S_HEAD_RAISE+3]), S_NORMAL (HEAD, 'I', 8, NULL , &States[S_HEAD_RAISE+4]), S_NORMAL (HEAD, 'H', 8, NULL , &States[S_HEAD_RAISE+5]), S_NORMAL (HEAD, 'G', 8, NULL , &States[S_HEAD_RUN+0]) }; IMPLEMENT_ACTOR (ACacodemon, Doom, 3005, 19) PROP_SpawnHealth (400) PROP_RadiusFixed (31) PROP_HeightFixed (56) PROP_Mass (400) PROP_SpeedFixed (8) PROP_PainChance (128) PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY|MF_COUNTKILL) PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL) PROP_SpawnState (S_HEAD_STND) PROP_SeeState (S_HEAD_RUN) PROP_PainState (S_HEAD_PAIN) PROP_MissileState (S_HEAD_ATK) PROP_DeathState (S_HEAD_DIE) PROP_RaiseState (S_HEAD_RAISE) PROP_SeeSound ("caco/sight") PROP_PainSound ("caco/pain") PROP_DeathSound ("caco/death") PROP_ActiveSound ("caco/active") PROP_AttackSound ("caco/melee") PROP_Obituary("$OB_CACO") PROP_HitObituary("$OB_CACOHIT") END_DEFAULTS class ACacodemonBall : public AActor { DECLARE_ACTOR (ACacodemonBall, AActor) }; FState ACacodemonBall::States[] = { #define S_RBALL 0 S_BRIGHT (BAL2, 'A', 4, NULL , &States[S_RBALL+1]), S_BRIGHT (BAL2, 'B', 4, NULL , &States[S_RBALL+0]), #define S_RBALLX (S_RBALL+2) S_BRIGHT (BAL2, 'C', 6, NULL , &States[S_RBALLX+1]), S_BRIGHT (BAL2, 'D', 6, NULL , &States[S_RBALLX+2]), S_BRIGHT (BAL2, 'E', 6, NULL , NULL) }; IMPLEMENT_ACTOR (ACacodemonBall, Doom, -1, 126) PROP_RadiusFixed (6) PROP_HeightFixed (8) PROP_SpeedFixed (10) PROP_Damage (5) PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY) PROP_Flags2 (MF2_PCROSS|MF2_IMPACT|MF2_NOTELEPORT) PROP_Flags4 (MF4_RANDOMIZE) PROP_RenderStyle (STYLE_Add) PROP_SpawnState (S_RBALL) PROP_DeathState (S_RBALLX) PROP_SeeSound ("caco/attack") PROP_DeathSound ("caco/shotx") END_DEFAULTS AT_SPEED_SET (CacodemonBall, speed) { SimpleSpeedSetter (ACacodemonBall, 10*FRACUNIT, 20*FRACUNIT, speed); } void A_HeadAttack (AActor *self) { if (!self->target) return; A_FaceTarget (self); if (self->CheckMeleeRange ()) { int damage = (pr_headattack()%6+1)*10; S_SoundID (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM); P_DamageMobj (self->target, self, self, damage, MOD_HIT); P_TraceBleed (damage, self->target, self); return; } // launch a missile P_SpawnMissile (self, self->target, RUNTIME_CLASS(ACacodemonBall)); }