2006-02-24 04:48:15 +00:00
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#include "templates.h"
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#include "actor.h"
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#include "info.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "gstrings.h"
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#include "a_action.h"
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static FRandom pr_spidrefire ("SpidRefire");
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void A_SpidRefire (AActor *);
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void A_Metal (AActor *);
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void A_SPosAttackUseAtkSound (AActor *);
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class ASpiderMastermind : public AActor
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{
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DECLARE_ACTOR (ASpiderMastermind, AActor)
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};
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FState ASpiderMastermind::States[] =
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{
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#define S_SPID_STND 0
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S_NORMAL (SPID, 'A', 10, A_Look , &States[S_SPID_STND+1]),
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S_NORMAL (SPID, 'B', 10, A_Look , &States[S_SPID_STND]),
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#define S_SPID_RUN (S_SPID_STND+2)
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S_NORMAL (SPID, 'A', 3, A_Metal , &States[S_SPID_RUN+1]),
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S_NORMAL (SPID, 'A', 3, A_Chase , &States[S_SPID_RUN+2]),
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S_NORMAL (SPID, 'B', 3, A_Chase , &States[S_SPID_RUN+3]),
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S_NORMAL (SPID, 'B', 3, A_Chase , &States[S_SPID_RUN+4]),
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S_NORMAL (SPID, 'C', 3, A_Metal , &States[S_SPID_RUN+5]),
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S_NORMAL (SPID, 'C', 3, A_Chase , &States[S_SPID_RUN+6]),
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S_NORMAL (SPID, 'D', 3, A_Chase , &States[S_SPID_RUN+7]),
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S_NORMAL (SPID, 'D', 3, A_Chase , &States[S_SPID_RUN+8]),
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S_NORMAL (SPID, 'E', 3, A_Metal , &States[S_SPID_RUN+9]),
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S_NORMAL (SPID, 'E', 3, A_Chase , &States[S_SPID_RUN+10]),
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S_NORMAL (SPID, 'F', 3, A_Chase , &States[S_SPID_RUN+11]),
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S_NORMAL (SPID, 'F', 3, A_Chase , &States[S_SPID_RUN+0]),
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#define S_SPID_ATK (S_SPID_RUN+12)
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S_BRIGHT (SPID, 'A', 20, A_FaceTarget , &States[S_SPID_ATK+1]),
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S_BRIGHT (SPID, 'G', 4, A_SPosAttackUseAtkSound , &States[S_SPID_ATK+2]),
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S_BRIGHT (SPID, 'H', 4, A_SPosAttackUseAtkSound , &States[S_SPID_ATK+3]),
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S_BRIGHT (SPID, 'H', 1, A_SpidRefire , &States[S_SPID_ATK+1]),
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#define S_SPID_PAIN (S_SPID_ATK+4)
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S_NORMAL (SPID, 'I', 3, NULL , &States[S_SPID_PAIN+1]),
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S_NORMAL (SPID, 'I', 3, A_Pain , &States[S_SPID_RUN+0]),
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#define S_SPID_DIE (S_SPID_PAIN+2)
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S_NORMAL (SPID, 'J', 20, A_Scream , &States[S_SPID_DIE+1]),
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S_NORMAL (SPID, 'K', 10, A_NoBlocking , &States[S_SPID_DIE+2]),
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S_NORMAL (SPID, 'L', 10, NULL , &States[S_SPID_DIE+3]),
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S_NORMAL (SPID, 'M', 10, NULL , &States[S_SPID_DIE+4]),
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S_NORMAL (SPID, 'N', 10, NULL , &States[S_SPID_DIE+5]),
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S_NORMAL (SPID, 'O', 10, NULL , &States[S_SPID_DIE+6]),
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S_NORMAL (SPID, 'P', 10, NULL , &States[S_SPID_DIE+7]),
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S_NORMAL (SPID, 'Q', 10, NULL , &States[S_SPID_DIE+8]),
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S_NORMAL (SPID, 'R', 10, NULL , &States[S_SPID_DIE+9]),
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S_NORMAL (SPID, 'S', 30, NULL , &States[S_SPID_DIE+10]),
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S_NORMAL (SPID, 'S', -1, A_BossDeath , NULL)
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};
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IMPLEMENT_ACTOR (ASpiderMastermind, Doom, 7, 7)
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PROP_SpawnHealth (3000)
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PROP_RadiusFixed (128)
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PROP_HeightFixed (100)
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PROP_Mass (1000)
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PROP_SpeedFixed (12)
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PROP_PainChance (40)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
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PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_BOSS|MF2_FLOORCLIP)
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PROP_Flags3 (MF3_NORADIUSDMG|MF3_DONTMORPH)
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PROP_Flags4 (MF4_BOSSDEATH|MF4_MISSILEMORE)
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PROP_SpawnState (S_SPID_STND)
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PROP_SeeState (S_SPID_RUN)
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PROP_PainState (S_SPID_PAIN)
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PROP_MissileState (S_SPID_ATK)
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PROP_DeathState (S_SPID_DIE)
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PROP_SeeSound ("spider/sight")
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PROP_AttackSound ("spider/attack")
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PROP_PainSound ("spider/pain")
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PROP_DeathSound ("spider/death")
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PROP_ActiveSound ("spider/active")
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2006-06-17 20:29:41 +00:00
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PROP_Obituary("$OB_SPIDER")
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2006-02-24 04:48:15 +00:00
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END_DEFAULTS
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void A_SpidRefire (AActor *self)
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{
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// keep firing unless target got out of sight
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A_FaceTarget (self);
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if (pr_spidrefire() < 10)
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return;
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if (!self->target
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|| P_HitFriend (self)
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|| self->target->health <= 0
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|| !P_CheckSight (self, self->target, 0) )
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{
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self->SetState (self->SeeState);
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}
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}
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void A_Metal (AActor *self)
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{
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S_Sound (self, CHAN_BODY, "spider/walk", 1, ATTN_IDLE);
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A_Chase (self);
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}
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