gzdoom-gles/src/g_doom/a_cacodemon.cpp
Christoph Oelckers 01441cd4f0 - Converted the stealth monsters to DECORATE.
- Added string replacement option to obituary strings.
- Changed lock and pickup message handling so that it is either a real
  string or a LANGUAGE identifier. The only reason I did the mixed format
  in the first place were Hexen's lock messages but they have been 
  replaced by unique strings in the mean time so the feature isn't needed 
  any more.
- Added a flags parameter to TranslucentLine.
- Extended the second arg of Line_SetIdentification to set not only 
  ML_ZONEBOUNDARY but all 8 bits of the third byte in the flag word.
  This allows a relatively simple means of setting all the new flags
  directly.
- Moved ML_ZONEBOUNDARY to doomdata.h so that it is in the same place as the
  other line flags.
- Fixed: Strife's teleport swirl didn't loop its animation.
- Fixed: Strife's rat is not supposed to be shootable.

SVN r110 (trunk)
2006-05-11 17:56:35 +00:00

137 lines
4.1 KiB
C++

#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)
public:
const char *GetObituary () { return GStrings("OB_CACO"); }
const char *GetHitObituary () { return GStrings("OB_CACOHIT"); }
};
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")
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));
}