#include "templates.h" #include "actor.h" #include "info.h" #include "m_random.h" #include "s_sound.h" #include "p_local.h" #include "p_enemy.h" #include "a_doomglobal.h" #include "gi.h" #include "gstrings.h" #include "a_action.h" FRandom pr_lost ("LostMissileRange"); void A_SkullAttack (AActor *); FState ALostSoul::States[] = { #define S_SKULL_STND 0 S_BRIGHT (SKUL, 'A', 10, A_Look , &States[S_SKULL_STND+1]), S_BRIGHT (SKUL, 'B', 10, A_Look , &States[S_SKULL_STND]), #define S_SKULL_RUN (S_SKULL_STND+2) S_BRIGHT (SKUL, 'A', 6, A_Chase , &States[S_SKULL_RUN+1]), S_BRIGHT (SKUL, 'B', 6, A_Chase , &States[S_SKULL_RUN+0]), #define S_SKULL_ATK (S_SKULL_RUN+2) S_BRIGHT (SKUL, 'C', 10, A_FaceTarget , &States[S_SKULL_ATK+1]), S_BRIGHT (SKUL, 'D', 4, A_SkullAttack , &States[S_SKULL_ATK+2]), S_BRIGHT (SKUL, 'C', 4, NULL , &States[S_SKULL_ATK+3]), S_BRIGHT (SKUL, 'D', 4, NULL , &States[S_SKULL_ATK+2]), #define S_SKULL_PAIN (S_SKULL_ATK+4) S_BRIGHT (SKUL, 'E', 3, NULL , &States[S_SKULL_PAIN+1]), S_BRIGHT (SKUL, 'E', 3, A_Pain , &States[S_SKULL_RUN+0]), #define S_SKULL_DIE (S_SKULL_PAIN+2) S_BRIGHT (SKUL, 'F', 6, NULL , &States[S_SKULL_DIE+1]), S_BRIGHT (SKUL, 'G', 6, A_Scream , &States[S_SKULL_DIE+2]), S_BRIGHT (SKUL, 'H', 6, NULL , &States[S_SKULL_DIE+3]), S_BRIGHT (SKUL, 'I', 6, A_NoBlocking , &States[S_SKULL_DIE+4]), S_NORMAL (SKUL, 'J', 6, NULL , &States[S_SKULL_DIE+5]), S_NORMAL (SKUL, 'K', 6, NULL , NULL) }; IMPLEMENT_ACTOR (ALostSoul, Doom, 3006, 110) PROP_SpawnHealth (100) PROP_RadiusFixed (16) PROP_HeightFixed (56) PROP_Mass (50) PROP_SpeedFixed (8) PROP_Damage (3) PROP_MaxPainChance PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY|MF_COUNTKILL) PROP_Flags2 (MF2_MCROSS|MF2_PUSHWALL|MF2_PASSMOBJ) PROP_Flags4 (MF4_NOICEDEATH|MF4_MISSILEMORE|MF4_DONTFALL) PROP_RenderStyle (STYLE_SoulTrans) PROP_SpawnState (S_SKULL_STND) PROP_SeeState (S_SKULL_RUN) PROP_PainState (S_SKULL_PAIN) PROP_MissileState (S_SKULL_ATK) PROP_DeathState (S_SKULL_DIE) PROP_AttackSound ("skull/melee") PROP_PainSound ("skull/pain") PROP_DeathSound ("skull/death") PROP_ActiveSound ("skull/active") END_DEFAULTS const char *ALostSoul::GetObituary () { return GStrings("OB_SKULL"); } // // SkullAttack // Fly at the player like a missile. // #define SKULLSPEED (20*FRACUNIT) void A_SkullAttack (AActor *self) { AActor *dest; angle_t an; int dist; if (!self->target) return; dest = self->target; self->flags |= MF_SKULLFLY; S_SoundID (self, CHAN_VOICE, self->AttackSound, 1, ATTN_NORM); A_FaceTarget (self); an = self->angle >> ANGLETOFINESHIFT; self->momx = FixedMul (SKULLSPEED, finecosine[an]); self->momy = FixedMul (SKULLSPEED, finesine[an]); dist = P_AproxDistance (dest->x - self->x, dest->y - self->y); dist = dist / SKULLSPEED; if (dist < 1) dist = 1; self->momz = (dest->z+(dest->height>>1) - self->z) / dist; } //========================================================================== // // CVAR transsouls // // How translucent things drawn with STYLE_SoulTrans are. Normally, only // Lost Souls have this render style, but a dehacked patch could give other // things this style. Values less than 0.25 will automatically be set to // 0.25 to ensure some degree of visibility. Likewise, values above 1.0 will // be set to 1.0, because anything higher doesn't make sense. // //========================================================================== CUSTOM_CVAR (Float, transsouls, 0.75f, CVAR_ARCHIVE) { if (self < 0.25f) { self = 0.25f; } else if (self > 1.f) { self = 1.f; } }