gzdoom-gles/src/g_doom/a_possessed.cpp

598 lines
20 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 "gstrings.h"
#include "a_action.h"
#include "a_doomglobal.h"
static FRandom pr_posattack ("PosAttack");
static FRandom pr_sposattack ("SPosAttack");
static FRandom pr_cposattack ("CPosAttack");
static FRandom pr_cposrefire ("CPosRefire");
void A_PosAttack (AActor *);
void A_SPosAttackUseAtkSound (AActor *);
void A_CPosAttack (AActor *);
void A_CPosRefire (AActor *);
// Zombie man --------------------------------------------------------------
class AZombieMan : public AActor
{
DECLARE_ACTOR (AZombieMan, AActor)
public:
void NoBlockingSet ();
const char *GetObituary () { return GStrings("OB_ZOMBIE"); }
};
FState AZombieMan::States[] =
{
#define S_POSS_STND 0
S_NORMAL (POSS, 'A', 10, A_Look , &States[S_POSS_STND+1]),
S_NORMAL (POSS, 'B', 10, A_Look , &States[S_POSS_STND]),
#define S_POSS_RUN (S_POSS_STND+2)
S_NORMAL (POSS, 'A', 4, A_Chase , &States[S_POSS_RUN+1]),
S_NORMAL (POSS, 'A', 4, A_Chase , &States[S_POSS_RUN+2]),
S_NORMAL (POSS, 'B', 4, A_Chase , &States[S_POSS_RUN+3]),
S_NORMAL (POSS, 'B', 4, A_Chase , &States[S_POSS_RUN+4]),
S_NORMAL (POSS, 'C', 4, A_Chase , &States[S_POSS_RUN+5]),
S_NORMAL (POSS, 'C', 4, A_Chase , &States[S_POSS_RUN+6]),
S_NORMAL (POSS, 'D', 4, A_Chase , &States[S_POSS_RUN+7]),
S_NORMAL (POSS, 'D', 4, A_Chase , &States[S_POSS_RUN+0]),
#define S_POSS_ATK (S_POSS_RUN+8)
S_NORMAL (POSS, 'E', 10, A_FaceTarget , &States[S_POSS_ATK+1]),
S_NORMAL (POSS, 'F', 8, A_PosAttack , &States[S_POSS_ATK+2]),
S_NORMAL (POSS, 'E', 8, NULL , &States[S_POSS_RUN+0]),
#define S_POSS_PAIN (S_POSS_ATK+3)
S_NORMAL (POSS, 'G', 3, NULL , &States[S_POSS_PAIN+1]),
S_NORMAL (POSS, 'G', 3, A_Pain , &States[S_POSS_RUN+0]),
#define S_POSS_DIE (S_POSS_PAIN+2)
S_NORMAL (POSS, 'H', 5, NULL , &States[S_POSS_DIE+1]),
S_NORMAL (POSS, 'I', 5, A_Scream , &States[S_POSS_DIE+2]),
S_NORMAL (POSS, 'J', 5, A_NoBlocking , &States[S_POSS_DIE+3]),
S_NORMAL (POSS, 'K', 5, NULL , &States[S_POSS_DIE+4]),
S_NORMAL (POSS, 'L', -1, NULL , NULL),
#define S_POSS_XDIE (S_POSS_DIE+5)
S_NORMAL (POSS, 'M', 5, NULL , &States[S_POSS_XDIE+1]),
S_NORMAL (POSS, 'N', 5, A_XScream , &States[S_POSS_XDIE+2]),
S_NORMAL (POSS, 'O', 5, A_NoBlocking , &States[S_POSS_XDIE+3]),
S_NORMAL (POSS, 'P', 5, NULL , &States[S_POSS_XDIE+4]),
S_NORMAL (POSS, 'Q', 5, NULL , &States[S_POSS_XDIE+5]),
S_NORMAL (POSS, 'R', 5, NULL , &States[S_POSS_XDIE+6]),
S_NORMAL (POSS, 'S', 5, NULL , &States[S_POSS_XDIE+7]),
S_NORMAL (POSS, 'T', 5, NULL , &States[S_POSS_XDIE+8]),
S_NORMAL (POSS, 'U', -1, NULL , NULL),
#define S_POSS_RAISE (S_POSS_XDIE+9)
S_NORMAL (POSS, 'K', 5, NULL , &States[S_POSS_RAISE+1]),
S_NORMAL (POSS, 'J', 5, NULL , &States[S_POSS_RAISE+2]),
S_NORMAL (POSS, 'I', 5, NULL , &States[S_POSS_RAISE+3]),
S_NORMAL (POSS, 'H', 5, NULL , &States[S_POSS_RUN+0])
};
IMPLEMENT_ACTOR (AZombieMan, Doom, 3004, 4)
PROP_SpawnHealth (20)
PROP_RadiusFixed (20)
PROP_HeightFixed (56)
PROP_Mass (100)
PROP_SpeedFixed (8)
PROP_PainChance (200)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP)
PROP_SpawnState (S_POSS_STND)
PROP_SeeState (S_POSS_RUN)
PROP_PainState (S_POSS_PAIN)
PROP_MissileState (S_POSS_ATK)
PROP_DeathState (S_POSS_DIE)
PROP_XDeathState (S_POSS_XDIE)
PROP_RaiseState (S_POSS_RAISE)
PROP_SeeSound ("grunt/sight")
PROP_AttackSound ("grunt/attack")
PROP_PainSound ("grunt/pain")
PROP_DeathSound ("grunt/death")
PROP_ActiveSound ("grunt/active")
END_DEFAULTS
void AZombieMan::NoBlockingSet ()
{
P_DropItem (this, "Clip", -1, 256);
}
class AStealthZombieMan : public AZombieMan
{
DECLARE_STATELESS_ACTOR (AStealthZombieMan, AZombieMan)
public:
const char *GetObituary () { return GStrings("OB_STEALTHZOMBIE"); }
};
IMPLEMENT_STATELESS_ACTOR (AStealthZombieMan, Doom, 9061, 102)
PROP_FlagsSet (MF_STEALTH)
PROP_RenderStyle (STYLE_Translucent)
PROP_Alpha (0)
END_DEFAULTS
//
// A_PosAttack
//
void A_PosAttack (AActor *self)
{
int angle;
int damage;
int slope;
if (!self->target)
return;
A_FaceTarget (self);
angle = self->angle;
slope = P_AimLineAttack (self, angle, MISSILERANGE);
S_Sound (self, CHAN_WEAPON, "grunt/attack", 1, ATTN_NORM);
angle += pr_posattack.Random2() << 20;
damage = ((pr_posattack()%5)+1)*3;
P_LineAttack (self, angle, MISSILERANGE, slope, damage, MOD_UNKNOWN, RUNTIME_CLASS(ABulletPuff));
}
// Dead zombie man ---------------------------------------------------------
class ADeadZombieMan : public AZombieMan
{
DECLARE_STATELESS_ACTOR (ADeadZombieMan, AZombieMan)
public:
void NoBlockingSet () {}
};
IMPLEMENT_STATELESS_ACTOR (ADeadZombieMan, Doom, 18, 0)
PROP_SpawnState (S_POSS_DIE+4)
// Undo all the changes to default Actor properties that AZombieMan made
PROP_SpawnHealth (1000)
PROP_RadiusFixed (20)
PROP_HeightFixed (16)
PROP_Mass (100)
PROP_SpeedFixed (0)
PROP_PainChance (0)
PROP_Flags (0)
PROP_Flags2 (0)
PROP_SeeState (255)
PROP_PainState (255)
PROP_MissileState (255)
PROP_DeathState (255)
PROP_XDeathState (255)
PROP_RaiseState (255)
PROP_SeeSound ("")
PROP_PainSound ("")
PROP_DeathSound ("")
PROP_ActiveSound ("")
PROP_AttackSound ("")
END_DEFAULTS
// Shotgun guy -------------------------------------------------------------
class AShotgunGuy : public AActor
{
DECLARE_ACTOR (AShotgunGuy, AActor)
public:
void NoBlockingSet ();
const char *GetObituary () { return GStrings("OB_SHOTGUY"); }
};
FState AShotgunGuy::States[] =
{
#define S_SPOS_STND 0
S_NORMAL (SPOS, 'A', 10, A_Look , &States[S_SPOS_STND+1]),
S_NORMAL (SPOS, 'B', 10, A_Look , &States[S_SPOS_STND]),
#define S_SPOS_RUN (S_SPOS_STND+2)
S_NORMAL (SPOS, 'A', 3, A_Chase , &States[S_SPOS_RUN+1]),
S_NORMAL (SPOS, 'A', 3, A_Chase , &States[S_SPOS_RUN+2]),
S_NORMAL (SPOS, 'B', 3, A_Chase , &States[S_SPOS_RUN+3]),
S_NORMAL (SPOS, 'B', 3, A_Chase , &States[S_SPOS_RUN+4]),
S_NORMAL (SPOS, 'C', 3, A_Chase , &States[S_SPOS_RUN+5]),
S_NORMAL (SPOS, 'C', 3, A_Chase , &States[S_SPOS_RUN+6]),
S_NORMAL (SPOS, 'D', 3, A_Chase , &States[S_SPOS_RUN+7]),
S_NORMAL (SPOS, 'D', 3, A_Chase , &States[S_SPOS_RUN+0]),
#define S_SPOS_ATK (S_SPOS_RUN+8)
S_NORMAL (SPOS, 'E', 10, A_FaceTarget , &States[S_SPOS_ATK+1]),
S_BRIGHT (SPOS, 'F', 10, A_SPosAttackUseAtkSound , &States[S_SPOS_ATK+2]),
S_NORMAL (SPOS, 'E', 10, NULL , &States[S_SPOS_RUN+0]),
#define S_SPOS_PAIN (S_SPOS_ATK+3)
S_NORMAL (SPOS, 'G', 3, NULL , &States[S_SPOS_PAIN+1]),
S_NORMAL (SPOS, 'G', 3, A_Pain , &States[S_SPOS_RUN+0]),
#define S_SPOS_DIE (S_SPOS_PAIN+2)
S_NORMAL (SPOS, 'H', 5, NULL , &States[S_SPOS_DIE+1]),
S_NORMAL (SPOS, 'I', 5, A_Scream , &States[S_SPOS_DIE+2]),
S_NORMAL (SPOS, 'J', 5, A_NoBlocking , &States[S_SPOS_DIE+3]),
S_NORMAL (SPOS, 'K', 5, NULL , &States[S_SPOS_DIE+4]),
S_NORMAL (SPOS, 'L', -1, NULL , NULL),
#define S_SPOS_XDIE (S_SPOS_DIE+5)
S_NORMAL (SPOS, 'M', 5, NULL , &States[S_SPOS_XDIE+1]),
S_NORMAL (SPOS, 'N', 5, A_XScream , &States[S_SPOS_XDIE+2]),
S_NORMAL (SPOS, 'O', 5, A_NoBlocking , &States[S_SPOS_XDIE+3]),
S_NORMAL (SPOS, 'P', 5, NULL , &States[S_SPOS_XDIE+4]),
S_NORMAL (SPOS, 'Q', 5, NULL , &States[S_SPOS_XDIE+5]),
S_NORMAL (SPOS, 'R', 5, NULL , &States[S_SPOS_XDIE+6]),
S_NORMAL (SPOS, 'S', 5, NULL , &States[S_SPOS_XDIE+7]),
S_NORMAL (SPOS, 'T', 5, NULL , &States[S_SPOS_XDIE+8]),
S_NORMAL (SPOS, 'U', -1, NULL , NULL),
#define S_SPOS_RAISE (S_SPOS_XDIE+9)
S_NORMAL (SPOS, 'L', 5, NULL , &States[S_SPOS_RAISE+1]),
S_NORMAL (SPOS, 'K', 5, NULL , &States[S_SPOS_RAISE+2]),
S_NORMAL (SPOS, 'J', 5, NULL , &States[S_SPOS_RAISE+3]),
S_NORMAL (SPOS, 'I', 5, NULL , &States[S_SPOS_RAISE+4]),
S_NORMAL (SPOS, 'H', 5, NULL , &States[S_SPOS_RUN+0])
};
IMPLEMENT_ACTOR (AShotgunGuy, Doom, 9, 1)
PROP_SpawnHealth (30)
PROP_RadiusFixed (20)
PROP_HeightFixed (56)
PROP_Mass (100)
PROP_SpeedFixed (8)
PROP_PainChance (170)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP)
PROP_SpawnState (S_SPOS_STND)
PROP_SeeState (S_SPOS_RUN)
PROP_PainState (S_SPOS_PAIN)
PROP_MissileState (S_SPOS_ATK)
PROP_DeathState (S_SPOS_DIE)
PROP_XDeathState (S_SPOS_XDIE)
PROP_RaiseState (S_SPOS_RAISE)
PROP_SeeSound ("shotguy/sight")
PROP_AttackSound ("shotguy/attack")
PROP_PainSound ("shotguy/pain")
PROP_DeathSound ("shotguy/death")
PROP_ActiveSound ("shotguy/active")
END_DEFAULTS
void AShotgunGuy::NoBlockingSet ()
{
P_DropItem (this, "Shotgun", -1, 256);
}
class AStealthShotgunGuy : public AShotgunGuy
{
DECLARE_STATELESS_ACTOR (AStealthShotgunGuy, AShotgunGuy)
public:
const char *GetObituary () { return GStrings("OB_STEALTHSHOTGUY"); }
};
IMPLEMENT_STATELESS_ACTOR (AStealthShotgunGuy, Doom, 9060, 103)
PROP_FlagsSet (MF_STEALTH)
PROP_RenderStyle (STYLE_Translucent)
PROP_Alpha (0)
END_DEFAULTS
static void A_SPosAttack2 (AActor *self)
{
int i;
int bangle;
int slope;
A_FaceTarget (self);
bangle = self->angle;
slope = P_AimLineAttack (self, bangle, MISSILERANGE);
for (i=0 ; i<3 ; i++)
{
int angle = bangle + (pr_sposattack.Random2() << 20);
int damage = ((pr_sposattack()%5)+1)*3;
P_LineAttack(self, angle, MISSILERANGE, slope, damage, MOD_UNKNOWN, RUNTIME_CLASS(ABulletPuff));
}
}
void A_SPosAttackUseAtkSound (AActor *self)
{
if (!self->target)
return;
S_SoundID (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
A_SPosAttack2 (self);
}
// This version of the function, which uses a hard-coded sound, is
// meant for Dehacked only.
void A_SPosAttack (AActor *self)
{
if (!self->target)
return;
S_Sound (self, CHAN_WEAPON, "shotguy/attack", 1, ATTN_NORM);
A_SPosAttack2 (self);
}
// Dead shotgun guy --------------------------------------------------------
class ADeadShotgunGuy : public AShotgunGuy
{
DECLARE_STATELESS_ACTOR (ADeadShotgunGuy, AShotgunGuy)
public:
void NoBlockingSet () {}
};
IMPLEMENT_STATELESS_ACTOR (ADeadShotgunGuy, Doom, 19, 0)
PROP_SpawnState (S_SPOS_DIE+4)
// Undo all the changes to default Actor properties that AShotgunGuy made
PROP_SpawnHealth (1000)
PROP_RadiusFixed (20)
PROP_HeightFixed (16)
PROP_Mass (100)
PROP_SpeedFixed (0)
PROP_PainChance (0)
PROP_Flags (0)
PROP_Flags2 (0)
PROP_SeeState (255)
PROP_PainState (255)
PROP_MissileState (255)
PROP_DeathState (255)
PROP_XDeathState (255)
PROP_RaiseState (255)
PROP_SeeSound ("")
PROP_PainSound ("")
PROP_DeathSound ("")
PROP_ActiveSound ("")
PROP_AttackSound ("")
END_DEFAULTS
// Chaingun guy ------------------------------------------------------------
class AChaingunGuy : public AActor
{
DECLARE_ACTOR (AChaingunGuy, AActor)
public:
void NoBlockingSet ();
const char *GetObituary () { return GStrings("OB_CHAINGUY"); }
};
FState AChaingunGuy::States[] =
{
#define S_CPOS_STND 0
S_NORMAL (CPOS, 'A', 10, A_Look , &States[S_CPOS_STND+1]),
S_NORMAL (CPOS, 'B', 10, A_Look , &States[S_CPOS_STND]),
#define S_CPOS_RUN (S_CPOS_STND+2)
S_NORMAL (CPOS, 'A', 3, A_Chase , &States[S_CPOS_RUN+1]),
S_NORMAL (CPOS, 'A', 3, A_Chase , &States[S_CPOS_RUN+2]),
S_NORMAL (CPOS, 'B', 3, A_Chase , &States[S_CPOS_RUN+3]),
S_NORMAL (CPOS, 'B', 3, A_Chase , &States[S_CPOS_RUN+4]),
S_NORMAL (CPOS, 'C', 3, A_Chase , &States[S_CPOS_RUN+5]),
S_NORMAL (CPOS, 'C', 3, A_Chase , &States[S_CPOS_RUN+6]),
S_NORMAL (CPOS, 'D', 3, A_Chase , &States[S_CPOS_RUN+7]),
S_NORMAL (CPOS, 'D', 3, A_Chase , &States[S_CPOS_RUN+0]),
#define S_CPOS_ATK (S_CPOS_RUN+8)
S_NORMAL (CPOS, 'E', 10, A_FaceTarget , &States[S_CPOS_ATK+1]),
S_BRIGHT (CPOS, 'F', 4, A_CPosAttack , &States[S_CPOS_ATK+2]),
S_BRIGHT (CPOS, 'E', 4, A_CPosAttack , &States[S_CPOS_ATK+3]),
S_NORMAL (CPOS, 'F', 1, A_CPosRefire , &States[S_CPOS_ATK+1]),
#define S_CPOS_PAIN (S_CPOS_ATK+4)
S_NORMAL (CPOS, 'G', 3, NULL , &States[S_CPOS_PAIN+1]),
S_NORMAL (CPOS, 'G', 3, A_Pain , &States[S_CPOS_RUN+0]),
#define S_CPOS_DIE (S_CPOS_PAIN+2)
S_NORMAL (CPOS, 'H', 5, NULL , &States[S_CPOS_DIE+1]),
S_NORMAL (CPOS, 'I', 5, A_Scream , &States[S_CPOS_DIE+2]),
S_NORMAL (CPOS, 'J', 5, A_NoBlocking , &States[S_CPOS_DIE+3]),
S_NORMAL (CPOS, 'K', 5, NULL , &States[S_CPOS_DIE+4]),
S_NORMAL (CPOS, 'L', 5, NULL , &States[S_CPOS_DIE+5]),
S_NORMAL (CPOS, 'M', 5, NULL , &States[S_CPOS_DIE+6]),
S_NORMAL (CPOS, 'N', -1, NULL , NULL),
#define S_CPOS_XDIE (S_CPOS_DIE+7)
S_NORMAL (CPOS, 'O', 5, NULL , &States[S_CPOS_XDIE+1]),
S_NORMAL (CPOS, 'P', 5, A_XScream , &States[S_CPOS_XDIE+2]),
S_NORMAL (CPOS, 'Q', 5, A_NoBlocking , &States[S_CPOS_XDIE+3]),
S_NORMAL (CPOS, 'R', 5, NULL , &States[S_CPOS_XDIE+4]),
S_NORMAL (CPOS, 'S', 5, NULL , &States[S_CPOS_XDIE+5]),
S_NORMAL (CPOS, 'T', -1, NULL , NULL),
#define S_CPOS_RAISE (S_CPOS_XDIE+6)
S_NORMAL (CPOS, 'N', 5, NULL , &States[S_CPOS_RAISE+1]),
S_NORMAL (CPOS, 'M', 5, NULL , &States[S_CPOS_RAISE+2]),
S_NORMAL (CPOS, 'L', 5, NULL , &States[S_CPOS_RAISE+3]),
S_NORMAL (CPOS, 'K', 5, NULL , &States[S_CPOS_RAISE+4]),
S_NORMAL (CPOS, 'J', 5, NULL , &States[S_CPOS_RAISE+5]),
S_NORMAL (CPOS, 'I', 5, NULL , &States[S_CPOS_RAISE+6]),
S_NORMAL (CPOS, 'H', 5, NULL , &States[S_CPOS_RUN+0])
};
IMPLEMENT_ACTOR (AChaingunGuy, Doom, 65, 2)
PROP_SpawnHealth (70)
PROP_RadiusFixed (20)
PROP_HeightFixed (56)
PROP_Mass (100)
PROP_SpeedFixed (8)
PROP_PainChance (170)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP)
PROP_SpawnState (S_CPOS_STND)
PROP_SeeState (S_CPOS_RUN)
PROP_PainState (S_CPOS_PAIN)
PROP_MissileState (S_CPOS_ATK)
PROP_DeathState (S_CPOS_DIE)
PROP_XDeathState (S_CPOS_XDIE)
PROP_RaiseState (S_CPOS_RAISE)
PROP_SeeSound ("chainguy/sight")
PROP_PainSound ("chainguy/pain")
PROP_DeathSound ("chainguy/death")
PROP_ActiveSound ("chainguy/active")
PROP_AttackSound ("chainguy/attack")
END_DEFAULTS
void AChaingunGuy::NoBlockingSet ()
{
P_DropItem (this, "Chaingun", -1, 256);
}
class AStealthChaingunGuy : public AChaingunGuy
{
DECLARE_STATELESS_ACTOR (AStealthChaingunGuy, AChaingunGuy)
public:
const char *GetObituary () { return GStrings("OB_STEALTHCHAINGUY"); }
};
IMPLEMENT_STATELESS_ACTOR (AStealthChaingunGuy, Doom, 9054, 120)
PROP_FlagsSet (MF_STEALTH)
PROP_RenderStyle (STYLE_Translucent)
PROP_Alpha (0)
END_DEFAULTS
// Wolfenstein SS ----------------------------------------------------------
class AWolfensteinSS : public AActor
{
DECLARE_ACTOR (AWolfensteinSS, AActor)
public:
const char *GetObituary () { return GStrings("OB_WOLFSS"); }
void NoBlockingSet ();
};
FState AWolfensteinSS::States[] =
{
#define S_SSWV_STND 0
S_NORMAL (SSWV, 'A', 10, A_Look , &States[S_SSWV_STND+1]),
S_NORMAL (SSWV, 'B', 10, A_Look , &States[S_SSWV_STND]),
#define S_SSWV_RUN (S_SSWV_STND+2)
S_NORMAL (SSWV, 'A', 3, A_Chase , &States[S_SSWV_RUN+1]),
S_NORMAL (SSWV, 'A', 3, A_Chase , &States[S_SSWV_RUN+2]),
S_NORMAL (SSWV, 'B', 3, A_Chase , &States[S_SSWV_RUN+3]),
S_NORMAL (SSWV, 'B', 3, A_Chase , &States[S_SSWV_RUN+4]),
S_NORMAL (SSWV, 'C', 3, A_Chase , &States[S_SSWV_RUN+5]),
S_NORMAL (SSWV, 'C', 3, A_Chase , &States[S_SSWV_RUN+6]),
S_NORMAL (SSWV, 'D', 3, A_Chase , &States[S_SSWV_RUN+7]),
S_NORMAL (SSWV, 'D', 3, A_Chase , &States[S_SSWV_RUN+0]),
#define S_SSWV_ATK (S_SSWV_RUN+8)
S_NORMAL (SSWV, 'E', 10, A_FaceTarget , &States[S_SSWV_ATK+1]),
S_NORMAL (SSWV, 'F', 10, A_FaceTarget , &States[S_SSWV_ATK+2]),
S_BRIGHT (SSWV, 'G', 4, A_CPosAttack , &States[S_SSWV_ATK+3]),
S_NORMAL (SSWV, 'F', 6, A_FaceTarget , &States[S_SSWV_ATK+4]),
S_BRIGHT (SSWV, 'G', 4, A_CPosAttack , &States[S_SSWV_ATK+5]),
S_NORMAL (SSWV, 'F', 1, A_CPosRefire , &States[S_SSWV_ATK+1]),
#define S_SSWV_PAIN (S_SSWV_ATK+6)
S_NORMAL (SSWV, 'H', 3, NULL , &States[S_SSWV_PAIN+1]),
S_NORMAL (SSWV, 'H', 3, A_Pain , &States[S_SSWV_RUN+0]),
#define S_SSWV_DIE (S_SSWV_PAIN+2)
S_NORMAL (SSWV, 'I', 5, NULL , &States[S_SSWV_DIE+1]),
S_NORMAL (SSWV, 'J', 5, A_Scream , &States[S_SSWV_DIE+2]),
S_NORMAL (SSWV, 'K', 5, A_NoBlocking , &States[S_SSWV_DIE+3]),
S_NORMAL (SSWV, 'L', 5, NULL , &States[S_SSWV_DIE+4]),
S_NORMAL (SSWV, 'M', -1, NULL , NULL),
#define S_SSWV_XDIE (S_SSWV_DIE+5)
S_NORMAL (SSWV, 'N', 5, NULL , &States[S_SSWV_XDIE+1]),
S_NORMAL (SSWV, 'O', 5, A_XScream , &States[S_SSWV_XDIE+2]),
S_NORMAL (SSWV, 'P', 5, A_NoBlocking , &States[S_SSWV_XDIE+3]),
S_NORMAL (SSWV, 'Q', 5, NULL , &States[S_SSWV_XDIE+4]),
S_NORMAL (SSWV, 'R', 5, NULL , &States[S_SSWV_XDIE+5]),
S_NORMAL (SSWV, 'S', 5, NULL , &States[S_SSWV_XDIE+6]),
S_NORMAL (SSWV, 'T', 5, NULL , &States[S_SSWV_XDIE+7]),
S_NORMAL (SSWV, 'U', 5, NULL , &States[S_SSWV_XDIE+8]),
S_NORMAL (SSWV, 'V', -1, NULL , NULL),
#define S_SSWV_RAISE (S_SSWV_XDIE+9)
S_NORMAL (SSWV, 'M', 5, NULL , &States[S_SSWV_RAISE+1]),
S_NORMAL (SSWV, 'L', 5, NULL , &States[S_SSWV_RAISE+2]),
S_NORMAL (SSWV, 'K', 5, NULL , &States[S_SSWV_RAISE+3]),
S_NORMAL (SSWV, 'J', 5, NULL , &States[S_SSWV_RAISE+4]),
S_NORMAL (SSWV, 'I', 5, NULL , &States[S_SSWV_RUN+0])
};
IMPLEMENT_ACTOR (AWolfensteinSS, Doom, 84, 116)
PROP_SpawnHealth (50)
PROP_RadiusFixed (20)
PROP_HeightFixed (56)
PROP_Mass (100)
PROP_SpeedFixed (8)
PROP_PainChance (170)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP)
PROP_SpawnState (S_SSWV_STND)
PROP_SeeState (S_SSWV_RUN)
PROP_PainState (S_SSWV_PAIN)
PROP_MissileState (S_SSWV_ATK)
PROP_DeathState (S_SSWV_DIE)
PROP_XDeathState (S_SSWV_XDIE)
PROP_RaiseState (S_SSWV_RAISE)
PROP_SeeSound ("wolfss/sight")
PROP_PainSound ("wolfss/pain")
PROP_DeathSound ("wolfss/death")
PROP_ActiveSound ("wolfss/active")
PROP_AttackSound ("wolfss/attack")
END_DEFAULTS
void AWolfensteinSS::NoBlockingSet ()
{
P_DropItem (this, "Clip", -1, 256);
}
void A_CPosAttack (AActor *self)
{
int angle;
int bangle;
int damage;
int slope;
if (!self->target)
return;
// [RH] Andy Baker's stealth monsters
if (self->flags & MF_STEALTH)
{
self->visdir = 1;
}
S_SoundID (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
A_FaceTarget (self);
bangle = self->angle;
slope = P_AimLineAttack (self, bangle, MISSILERANGE);
angle = bangle + (pr_cposattack.Random2() << 20);
damage = ((pr_cposattack()%5)+1)*3;
P_LineAttack (self, angle, MISSILERANGE, slope, damage, MOD_UNKNOWN, RUNTIME_CLASS(ABulletPuff));
}
void A_CPosRefire (AActor *self)
{
// keep firing unless target got out of sight
A_FaceTarget (self);
if (pr_cposrefire() < 40)
return;
if (!self->target
|| P_HitFriend (self)
|| self->target->health <= 0
|| !P_CheckSight (self, self->target, 0) )
{
self->SetState (self->SeeState);
}
}