gzdoom/src/g_doom/a_spidermaster.cpp

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#include "templates.h"
#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"
static FRandom pr_spidrefire ("SpidRefire");
void A_SpidRefire (AActor *);
void A_Metal (AActor *);
void A_SPosAttackUseAtkSound (AActor *);
class ASpiderMastermind : public AActor
{
DECLARE_ACTOR (ASpiderMastermind, AActor)
};
FState ASpiderMastermind::States[] =
{
#define S_SPID_STND 0
S_NORMAL (SPID, 'A', 10, A_Look , &States[S_SPID_STND+1]),
S_NORMAL (SPID, 'B', 10, A_Look , &States[S_SPID_STND]),
#define S_SPID_RUN (S_SPID_STND+2)
S_NORMAL (SPID, 'A', 3, A_Metal , &States[S_SPID_RUN+1]),
S_NORMAL (SPID, 'A', 3, A_Chase , &States[S_SPID_RUN+2]),
S_NORMAL (SPID, 'B', 3, A_Chase , &States[S_SPID_RUN+3]),
S_NORMAL (SPID, 'B', 3, A_Chase , &States[S_SPID_RUN+4]),
S_NORMAL (SPID, 'C', 3, A_Metal , &States[S_SPID_RUN+5]),
S_NORMAL (SPID, 'C', 3, A_Chase , &States[S_SPID_RUN+6]),
S_NORMAL (SPID, 'D', 3, A_Chase , &States[S_SPID_RUN+7]),
S_NORMAL (SPID, 'D', 3, A_Chase , &States[S_SPID_RUN+8]),
S_NORMAL (SPID, 'E', 3, A_Metal , &States[S_SPID_RUN+9]),
S_NORMAL (SPID, 'E', 3, A_Chase , &States[S_SPID_RUN+10]),
S_NORMAL (SPID, 'F', 3, A_Chase , &States[S_SPID_RUN+11]),
S_NORMAL (SPID, 'F', 3, A_Chase , &States[S_SPID_RUN+0]),
#define S_SPID_ATK (S_SPID_RUN+12)
S_BRIGHT (SPID, 'A', 20, A_FaceTarget , &States[S_SPID_ATK+1]),
S_BRIGHT (SPID, 'G', 4, A_SPosAttackUseAtkSound , &States[S_SPID_ATK+2]),
S_BRIGHT (SPID, 'H', 4, A_SPosAttackUseAtkSound , &States[S_SPID_ATK+3]),
S_BRIGHT (SPID, 'H', 1, A_SpidRefire , &States[S_SPID_ATK+1]),
#define S_SPID_PAIN (S_SPID_ATK+4)
S_NORMAL (SPID, 'I', 3, NULL , &States[S_SPID_PAIN+1]),
S_NORMAL (SPID, 'I', 3, A_Pain , &States[S_SPID_RUN+0]),
#define S_SPID_DIE (S_SPID_PAIN+2)
S_NORMAL (SPID, 'J', 20, A_Scream , &States[S_SPID_DIE+1]),
S_NORMAL (SPID, 'K', 10, A_NoBlocking , &States[S_SPID_DIE+2]),
S_NORMAL (SPID, 'L', 10, NULL , &States[S_SPID_DIE+3]),
S_NORMAL (SPID, 'M', 10, NULL , &States[S_SPID_DIE+4]),
S_NORMAL (SPID, 'N', 10, NULL , &States[S_SPID_DIE+5]),
S_NORMAL (SPID, 'O', 10, NULL , &States[S_SPID_DIE+6]),
S_NORMAL (SPID, 'P', 10, NULL , &States[S_SPID_DIE+7]),
S_NORMAL (SPID, 'Q', 10, NULL , &States[S_SPID_DIE+8]),
S_NORMAL (SPID, 'R', 10, NULL , &States[S_SPID_DIE+9]),
S_NORMAL (SPID, 'S', 30, NULL , &States[S_SPID_DIE+10]),
S_NORMAL (SPID, 'S', -1, A_BossDeath , NULL)
};
IMPLEMENT_ACTOR (ASpiderMastermind, Doom, 7, 7)
PROP_SpawnHealth (3000)
PROP_RadiusFixed (128)
PROP_HeightFixed (100)
PROP_Mass (1000)
PROP_SpeedFixed (12)
PROP_PainChance (40)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_BOSS|MF2_FLOORCLIP)
PROP_Flags3 (MF3_NORADIUSDMG|MF3_DONTMORPH)
PROP_Flags4 (MF4_BOSSDEATH|MF4_MISSILEMORE)
PROP_SpawnState (S_SPID_STND)
PROP_SeeState (S_SPID_RUN)
PROP_PainState (S_SPID_PAIN)
PROP_MissileState (S_SPID_ATK)
PROP_DeathState (S_SPID_DIE)
PROP_SeeSound ("spider/sight")
PROP_AttackSound ("spider/attack")
PROP_PainSound ("spider/pain")
PROP_DeathSound ("spider/death")
PROP_ActiveSound ("spider/active")
PROP_Obituary("$OB_SPIDER")
END_DEFAULTS
void A_SpidRefire (AActor *self)
{
// keep firing unless target got out of sight
A_FaceTarget (self);
if (pr_spidrefire() < 10)
return;
if (!self->target
|| P_HitFriend (self)
|| self->target->health <= 0
|| !P_CheckSight (self, self->target, 0) )
{
self->SetState (self->SeeState);
}
}
void A_Metal (AActor *self)
{
S_Sound (self, CHAN_BODY, "spider/walk", 1, ATTN_IDLE);
A_Chase (self);
}