gzdoom-gles/src/g_hexen/a_fighterboss.cpp

122 lines
5.0 KiB
C++

#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);
}