#include "actor.h" #include "info.h" #include "p_local.h" #include "s_sound.h" #include "p_enemy.h" #include "a_action.h" #include "m_random.h" void A_FighterAttack (AActor *); void A_FighterBurnScream (AActor *); // Fighter Boss (Zedek) ----------------------------------------------------- class AFighterBoss : public AActor { DECLARE_ACTOR (AFighterBoss, AActor) }; FState AFighterBoss::States[] = { #define S_FIGHTER 0 S_NORMAL (PLAY, 'A', 2, NULL , &States[S_FIGHTER+1]), S_NORMAL (PLAY, 'A', 3, A_ClassBossHealth , &States[S_FIGHTER+2]), S_NORMAL (PLAY, 'A', 5, A_Look , &States[S_FIGHTER+2]), #define S_FIGHTER_RUN1 (S_FIGHTER+3) S_NORMAL (PLAY, 'A', 4, A_FastChase , &States[S_FIGHTER_RUN1+1]), S_NORMAL (PLAY, 'B', 4, A_FastChase , &States[S_FIGHTER_RUN1+2]), S_NORMAL (PLAY, 'C', 4, A_FastChase , &States[S_FIGHTER_RUN1+3]), S_NORMAL (PLAY, 'D', 4, A_FastChase , &States[S_FIGHTER_RUN1]), #define S_FIGHTER_PAIN (S_FIGHTER_RUN1+4) S_NORMAL (PLAY, 'G', 4, NULL , &States[S_FIGHTER_PAIN+1]), S_NORMAL (PLAY, 'G', 4, A_Pain , &States[S_FIGHTER_RUN1]), #define S_FIGHTER_ATK1 (S_FIGHTER_PAIN+2) S_NORMAL (PLAY, 'E', 8, A_FaceTarget , &States[S_FIGHTER_ATK1+1]), S_NORMAL (PLAY, 'F', 8, A_FighterAttack , &States[S_FIGHTER_RUN1]), #define S_FIGHTER_DIE1 (S_FIGHTER_ATK1+2) S_NORMAL (PLAY, 'H', 6, NULL , &States[S_FIGHTER_DIE1+1]), S_NORMAL (PLAY, 'I', 6, A_Scream , &States[S_FIGHTER_DIE1+2]), S_NORMAL (PLAY, 'J', 6, NULL , &States[S_FIGHTER_DIE1+3]), S_NORMAL (PLAY, 'K', 6, NULL , &States[S_FIGHTER_DIE1+4]), S_NORMAL (PLAY, 'L', 6, A_NoBlocking , &States[S_FIGHTER_DIE1+5]), S_NORMAL (PLAY, 'M', 6, NULL , &States[S_FIGHTER_DIE1+6]), S_NORMAL (PLAY, 'N', -1, NULL , NULL), #define S_FIGHTER_XDIE1 (S_FIGHTER_DIE1+7) S_NORMAL (PLAY, 'O', 5, A_Scream , &States[S_FIGHTER_XDIE1+1]), S_NORMAL (PLAY, 'P', 5, A_SkullPop , &States[S_FIGHTER_XDIE1+2]), S_NORMAL (PLAY, 'R', 5, A_NoBlocking , &States[S_FIGHTER_XDIE1+3]), S_NORMAL (PLAY, 'S', 5, NULL , &States[S_FIGHTER_XDIE1+4]), S_NORMAL (PLAY, 'T', 5, NULL , &States[S_FIGHTER_XDIE1+5]), S_NORMAL (PLAY, 'U', 5, NULL , &States[S_FIGHTER_XDIE1+6]), S_NORMAL (PLAY, 'V', 5, NULL , &States[S_FIGHTER_XDIE1+7]), S_NORMAL (PLAY, 'W', -1, NULL , NULL), #define S_FIGHTER_ICE (S_FIGHTER_XDIE1+8) S_NORMAL (PLAY, 'X', 5, A_FreezeDeath , &States[S_FIGHTER_ICE+1]), S_NORMAL (PLAY, 'X', 1, A_FreezeDeathChunks , &States[S_FIGHTER_ICE+1]), #define S_FIGHTER_BURN (S_FIGHTER_ICE+2) S_BRIGHT (FDTH, 'A', 5, A_FighterBurnScream , &States[S_FIGHTER_BURN+1]), S_BRIGHT (FDTH, 'B', 4, NULL , &States[S_FIGHTER_BURN+2]), S_BRIGHT (FDTH, 'G', 5, NULL , &States[S_FIGHTER_BURN+3]), S_BRIGHT (FDTH, 'H', 4, A_Scream , &States[S_FIGHTER_BURN+4]), S_BRIGHT (FDTH, 'I', 5, NULL , &States[S_FIGHTER_BURN+5]), S_BRIGHT (FDTH, 'J', 4, NULL , &States[S_FIGHTER_BURN+6]), S_BRIGHT (FDTH, 'K', 5, NULL , &States[S_FIGHTER_BURN+7]), S_BRIGHT (FDTH, 'L', 4, NULL , &States[S_FIGHTER_BURN+8]), S_BRIGHT (FDTH, 'M', 5, NULL , &States[S_FIGHTER_BURN+9]), S_BRIGHT (FDTH, 'N', 4, NULL , &States[S_FIGHTER_BURN+10]), S_BRIGHT (FDTH, 'O', 5, NULL , &States[S_FIGHTER_BURN+11]), S_BRIGHT (FDTH, 'P', 4, NULL , &States[S_FIGHTER_BURN+12]), S_BRIGHT (FDTH, 'Q', 5, NULL , &States[S_FIGHTER_BURN+13]), S_BRIGHT (FDTH, 'R', 4, NULL , &States[S_FIGHTER_BURN+14]), S_BRIGHT (FDTH, 'S', 5, A_NoBlocking , &States[S_FIGHTER_BURN+15]), S_BRIGHT (FDTH, 'T', 4, NULL , &States[S_FIGHTER_BURN+16]), S_BRIGHT (FDTH, 'U', 5, NULL , &States[S_FIGHTER_BURN+17]), S_BRIGHT (FDTH, 'V', 4, NULL , &States[S_FIGHTER_BURN+18]), S_NORMAL (ACLO, 'E', 35, A_CheckBurnGone , &States[S_FIGHTER_BURN+18]), S_NORMAL (ACLO, 'E', 8, NULL , NULL), }; IMPLEMENT_ACTOR (AFighterBoss, Hexen, 10100, 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_FIGHTER) PROP_SeeState (S_FIGHTER_RUN1) PROP_PainState (S_FIGHTER_PAIN) PROP_MeleeState (S_FIGHTER_ATK1) PROP_MissileState (S_FIGHTER_ATK1) PROP_DeathState (S_FIGHTER_DIE1) PROP_XDeathState (S_FIGHTER_XDIE1) PROP_IDeathState (S_FIGHTER_ICE) PROP_BDeathState (S_FIGHTER_BURN) PROP_PainSound ("PlayerFighterPain") PROP_DeathSound ("PlayerFighterCrazyDeath") END_DEFAULTS void A_FighterAttack (AActor *actor) { extern void A_FSwordAttack2 (AActor *actor); if (!actor->target) return; A_FSwordAttack2 (actor); } void A_FighterBurnScream (AActor *actor) { S_Sound (actor, CHAN_BODY, "PlayerFighterBurnDeath", 1, ATTN_NORM); }