gzdoom-gles/src/g_heretic/a_mummy.cpp
Christoph Oelckers 38b0230253 - Added a 'default' setting to all color selection menu items that leaves
the font untranslated.
- Fixed: Heretic's monsters were missing the MF2_MCROSS flag.


SVN r232 (trunk)
2006-06-29 14:21:56 +00:00

298 lines
8.7 KiB
C++

#include "actor.h"
#include "info.h"
#include "m_random.h"
#include "s_sound.h"
#include "p_local.h"
#include "p_enemy.h"
#include "a_action.h"
#include "gstrings.h"
static FRandom pr_atk ("MummyAttack");
static FRandom pr_ma2 ("MummyAttack2");
void A_MummyAttack (AActor *);
void A_MummySoul (AActor *);
void A_MummyAttack2 (AActor *);
void A_MummyFXSound (AActor *);
void A_MummyFX1Seek (AActor *);
// Mummy --------------------------------------------------------------------
class AMummy : public AActor
{
DECLARE_ACTOR (AMummy, AActor)
public:
void NoBlockingSet ();
};
FState AMummy::States[] =
{
#define S_MUMMY_LOOK 0
S_NORMAL (MUMM, 'A', 10, A_Look , &States[S_MUMMY_LOOK+1]),
S_NORMAL (MUMM, 'B', 10, A_Look , &States[S_MUMMY_LOOK+0]),
#define S_MUMMY_WALK (S_MUMMY_LOOK+2)
S_NORMAL (MUMM, 'A', 4, A_Chase , &States[S_MUMMY_WALK+1]),
S_NORMAL (MUMM, 'B', 4, A_Chase , &States[S_MUMMY_WALK+2]),
S_NORMAL (MUMM, 'C', 4, A_Chase , &States[S_MUMMY_WALK+3]),
S_NORMAL (MUMM, 'D', 4, A_Chase , &States[S_MUMMY_WALK+0]),
#define S_MUMMY_ATK (S_MUMMY_WALK+4)
S_NORMAL (MUMM, 'E', 6, A_FaceTarget , &States[S_MUMMY_ATK+1]),
S_NORMAL (MUMM, 'F', 6, A_MummyAttack , &States[S_MUMMY_ATK+2]),
S_NORMAL (MUMM, 'G', 6, A_FaceTarget , &States[S_MUMMY_WALK+0]),
#define S_MUMMY_PAIN (S_MUMMY_ATK+3)
S_NORMAL (MUMM, 'H', 4, NULL , &States[S_MUMMY_PAIN+1]),
S_NORMAL (MUMM, 'H', 4, A_Pain , &States[S_MUMMY_WALK+0]),
#define S_MUMMY_DIE (S_MUMMY_PAIN+2)
S_NORMAL (MUMM, 'I', 5, NULL , &States[S_MUMMY_DIE+1]),
S_NORMAL (MUMM, 'J', 5, A_Scream , &States[S_MUMMY_DIE+2]),
S_NORMAL (MUMM, 'K', 5, A_MummySoul , &States[S_MUMMY_DIE+3]),
S_NORMAL (MUMM, 'L', 5, NULL , &States[S_MUMMY_DIE+4]),
S_NORMAL (MUMM, 'M', 5, A_NoBlocking , &States[S_MUMMY_DIE+5]),
S_NORMAL (MUMM, 'N', 5, NULL , &States[S_MUMMY_DIE+6]),
S_NORMAL (MUMM, 'O', 5, NULL , &States[S_MUMMY_DIE+7]),
S_NORMAL (MUMM, 'P', -1, NULL , NULL)
};
IMPLEMENT_ACTOR (AMummy, Heretic, 68, 4)
PROP_SpawnHealth (80)
PROP_RadiusFixed (22)
PROP_HeightFixed (62)
PROP_Mass (75)
PROP_SpeedFixed (12)
PROP_PainChance (128)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
PROP_Flags2 (MF2_MCROSS|MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL)
PROP_SpawnState (S_MUMMY_LOOK)
PROP_SeeState (S_MUMMY_WALK)
PROP_PainState (S_MUMMY_PAIN)
PROP_MeleeState (S_MUMMY_ATK)
PROP_DeathState (S_MUMMY_DIE)
PROP_SeeSound ("mummy/sight")
PROP_AttackSound ("mummy/attack1")
PROP_PainSound ("mummy/pain")
PROP_DeathSound ("mummy/death")
PROP_ActiveSound ("mummy/active")
PROP_HitObituary("$OB_MUMMY")
END_DEFAULTS
void AMummy::NoBlockingSet ()
{
P_DropItem (this, "GoldWandAmmo", 3, 84);
}
// Mummy leader -------------------------------------------------------------
class AMummyLeader : public AMummy
{
DECLARE_ACTOR (AMummyLeader, AMummy)
};
FState AMummyLeader::States[] =
{
#define S_MUMMYL_ATK 0
S_NORMAL (MUMM, 'X', 5, A_FaceTarget , &States[S_MUMMYL_ATK+1]),
S_BRIGHT (MUMM, 'Y', 5, A_FaceTarget , &States[S_MUMMYL_ATK+2]),
S_NORMAL (MUMM, 'X', 5, A_FaceTarget , &States[S_MUMMYL_ATK+3]),
S_BRIGHT (MUMM, 'Y', 5, A_FaceTarget , &States[S_MUMMYL_ATK+4]),
S_NORMAL (MUMM, 'X', 5, A_FaceTarget , &States[S_MUMMYL_ATK+5]),
S_BRIGHT (MUMM, 'Y', 15, A_MummyAttack2 , &AMummy::States[S_MUMMY_WALK+0]),
};
IMPLEMENT_ACTOR (AMummyLeader, Heretic, 45, 2)
PROP_SpawnHealth (100)
PROP_PainChance (64)
PROP_MissileState (S_MUMMYL_ATK)
PROP_Obituary("$OB_MUMMYLEADER")
END_DEFAULTS
// Mummy ghost --------------------------------------------------------------
class AMummyGhost : public AMummy
{
DECLARE_STATELESS_ACTOR (AMummyGhost, AMummy)
};
IMPLEMENT_STATELESS_ACTOR (AMummyGhost, Heretic, 69, 8)
PROP_FlagsSet (MF_SHADOW)
PROP_Flags3 (MF3_GHOST)
PROP_RenderStyle (STYLE_Translucent)
PROP_Alpha (HR_SHADOW)
END_DEFAULTS
// Mummy leader ghost -------------------------------------------------------
class AMummyLeaderGhost : public AMummyLeader
{
DECLARE_STATELESS_ACTOR (AMummyLeaderGhost, AMummyLeader)
};
IMPLEMENT_STATELESS_ACTOR (AMummyLeaderGhost, Heretic, 46, 9)
PROP_FlagsSet (MF_SHADOW)
PROP_Flags3 (MF3_GHOST)
PROP_RenderStyle (STYLE_Translucent)
PROP_Alpha (HR_SHADOW)
END_DEFAULTS
// Mummy soul ---------------------------------------------------------------
class AMummySoul : public AActor
{
DECLARE_ACTOR (AMummySoul, AActor)
};
FState AMummySoul::States[] =
{
#define S_MUMMY_SOUL 0
S_NORMAL (MUMM, 'Q', 5, NULL , &States[S_MUMMY_SOUL+1]),
S_NORMAL (MUMM, 'R', 5, NULL , &States[S_MUMMY_SOUL+2]),
S_NORMAL (MUMM, 'S', 5, NULL , &States[S_MUMMY_SOUL+3]),
S_NORMAL (MUMM, 'T', 9, NULL , &States[S_MUMMY_SOUL+4]),
S_NORMAL (MUMM, 'U', 5, NULL , &States[S_MUMMY_SOUL+5]),
S_NORMAL (MUMM, 'V', 5, NULL , &States[S_MUMMY_SOUL+6]),
S_NORMAL (MUMM, 'W', 5, NULL , NULL)
};
IMPLEMENT_ACTOR (AMummySoul, Heretic, -1, 0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
PROP_SpawnState (S_MUMMY_SOUL)
END_DEFAULTS
// Mummy FX 1 (flying head) -------------------------------------------------
class AMummyFX1 : public AActor
{
DECLARE_ACTOR (AMummyFX1, AActor)
};
FState AMummyFX1::States[] =
{
#define S_MUMMYFX1 0
// [RH] Make the mummy scream right away
S_BRIGHT (FX15, 'A', 1, NULL , &States[S_MUMMYFX1+1]),
S_BRIGHT (FX15, 'A', 5, A_MummyFXSound , &States[S_MUMMYFX1+2]),
S_BRIGHT (FX15, 'B', 5, A_MummyFX1Seek , &States[S_MUMMYFX1+3]),
S_BRIGHT (FX15, 'C', 5, NULL , &States[S_MUMMYFX1+4]),
S_BRIGHT (FX15, 'B', 5, A_MummyFX1Seek , &States[S_MUMMYFX1+1]),
#define S_MUMMYFXI1 (S_MUMMYFX1+5)
S_BRIGHT (FX15, 'D', 5, NULL , &States[S_MUMMYFXI1+1]),
S_BRIGHT (FX15, 'E', 5, NULL , &States[S_MUMMYFXI1+2]),
S_BRIGHT (FX15, 'F', 5, NULL , &States[S_MUMMYFXI1+3]),
S_BRIGHT (FX15, 'G', 5, NULL , NULL)
};
IMPLEMENT_ACTOR (AMummyFX1, Heretic, -1, 131)
PROP_RadiusFixed (8)
PROP_HeightFixed (14)
PROP_SpeedFixed (9)
PROP_Damage (4)
PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
PROP_Flags2 (MF2_NOTELEPORT|MF2_SEEKERMISSILE)
PROP_RenderStyle (STYLE_Add)
PROP_SpawnState (S_MUMMYFX1)
PROP_DeathState (S_MUMMYFXI1)
END_DEFAULTS
AT_SPEED_SET (MummyFX1, speed)
{
SimpleSpeedSetter (AMummyFX1, 9*FRACUNIT, 18*FRACUNIT, speed);
}
//----------------------------------------------------------------------------
//
// PROC A_MummyAttack
//
//----------------------------------------------------------------------------
void A_MummyAttack (AActor *actor)
{
if (!actor->target)
{
return;
}
if (actor->CheckMeleeRange ())
{
int damage = pr_atk.HitDice (2);
P_DamageMobj (actor->target, actor, actor, damage, MOD_HIT);
P_TraceBleed (damage, actor->target, actor);
S_Sound (actor, CHAN_WEAPON, "mummy/attack2", 1, ATTN_NORM);
return;
}
S_SoundID (actor, CHAN_WEAPON, actor->AttackSound, 1, ATTN_NORM);
}
//----------------------------------------------------------------------------
//
// PROC A_MummyAttack2
//
// Mummy leader missile attack.
//
//----------------------------------------------------------------------------
void A_MummyAttack2 (AActor *actor)
{
AActor *mo;
if (!actor->target)
{
return;
}
//S_StartSound(actor, actor->info->attacksound);
if (actor->CheckMeleeRange ())
{
int damage = pr_ma2.HitDice (2);
P_DamageMobj (actor->target, actor, actor, damage, MOD_HIT);
P_TraceBleed (damage, actor->target, actor);
return;
}
mo = P_SpawnMissile (actor, actor->target, RUNTIME_CLASS(AMummyFX1));
//mo = P_SpawnMissile(actor, actor->target, MT_EGGFX);
if (mo != NULL)
{
mo->tracer = actor->target;
}
}
//----------------------------------------------------------------------------
//
// PROC A_MummyFX1Seek
//
//----------------------------------------------------------------------------
void A_MummyFX1Seek (AActor *actor)
{
P_SeekerMissile (actor, ANGLE_1*10, ANGLE_1*20);
}
//----------------------------------------------------------------------------
//
// PROC A_MummySoul
//
//----------------------------------------------------------------------------
void A_MummySoul (AActor *mummy)
{
AActor *mo;
mo = Spawn<AMummySoul> (mummy->x, mummy->y, mummy->z+10*FRACUNIT);
mo->momz = FRACUNIT;
}
//----------------------------------------------------------------------------
//
// PROC A_MummyFXSound
//
//----------------------------------------------------------------------------
void A_MummyFXSound (AActor *self)
{
S_Sound (self, CHAN_BODY, "mummy/head", 1, ATTN_IDLE);
}