gzdoom/src/g_doom/a_cyberdemon.cpp

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#include "templates.h"
#include "actor.h"
#include "info.h"
#include "m_random.h"
#include "p_local.h"
#include "s_sound.h"
#include "p_enemy.h"
#include "a_doomglobal.h"
#include "gstrings.h"
#include "a_action.h"
void A_CyberAttack (AActor *);
void A_Hoof (AActor *);
void A_Metal (AActor *);
class ACyberdemon : public AActor
{
DECLARE_ACTOR (ACyberdemon, AActor)
};
FState ACyberdemon::States[] =
{
#define S_CYBER_STND 0
S_NORMAL (CYBR, 'A', 10, A_Look , &States[S_CYBER_STND+1]),
S_NORMAL (CYBR, 'B', 10, A_Look , &States[S_CYBER_STND]),
#define S_CYBER_RUN (S_CYBER_STND+2)
S_NORMAL (CYBR, 'A', 3, A_Hoof , &States[S_CYBER_RUN+1]),
S_NORMAL (CYBR, 'A', 3, A_Chase , &States[S_CYBER_RUN+2]),
S_NORMAL (CYBR, 'B', 3, A_Chase , &States[S_CYBER_RUN+3]),
S_NORMAL (CYBR, 'B', 3, A_Chase , &States[S_CYBER_RUN+4]),
S_NORMAL (CYBR, 'C', 3, A_Chase , &States[S_CYBER_RUN+5]),
S_NORMAL (CYBR, 'C', 3, A_Chase , &States[S_CYBER_RUN+6]),
S_NORMAL (CYBR, 'D', 3, A_Metal , &States[S_CYBER_RUN+7]),
S_NORMAL (CYBR, 'D', 3, A_Chase , &States[S_CYBER_RUN+0]),
#define S_CYBER_ATK (S_CYBER_RUN+8)
S_NORMAL (CYBR, 'E', 6, A_FaceTarget , &States[S_CYBER_ATK+1]),
S_NORMAL (CYBR, 'F', 12, A_CyberAttack , &States[S_CYBER_ATK+2]),
S_NORMAL (CYBR, 'E', 12, A_FaceTarget , &States[S_CYBER_ATK+3]),
S_NORMAL (CYBR, 'F', 12, A_CyberAttack , &States[S_CYBER_ATK+4]),
S_NORMAL (CYBR, 'E', 12, A_FaceTarget , &States[S_CYBER_ATK+5]),
S_NORMAL (CYBR, 'F', 12, A_CyberAttack , &States[S_CYBER_RUN+0]),
#define S_CYBER_PAIN (S_CYBER_ATK+6)
S_NORMAL (CYBR, 'G', 10, A_Pain , &States[S_CYBER_RUN+0]),
#define S_CYBER_DIE (S_CYBER_PAIN+1)
S_NORMAL (CYBR, 'H', 10, NULL , &States[S_CYBER_DIE+1]),
S_NORMAL (CYBR, 'I', 10, A_Scream , &States[S_CYBER_DIE+2]),
S_NORMAL (CYBR, 'J', 10, NULL , &States[S_CYBER_DIE+3]),
S_NORMAL (CYBR, 'K', 10, NULL , &States[S_CYBER_DIE+4]),
S_NORMAL (CYBR, 'L', 10, NULL , &States[S_CYBER_DIE+5]),
S_NORMAL (CYBR, 'M', 10, A_NoBlocking , &States[S_CYBER_DIE+6]),
S_NORMAL (CYBR, 'N', 10, NULL , &States[S_CYBER_DIE+7]),
S_NORMAL (CYBR, 'O', 10, NULL , &States[S_CYBER_DIE+8]),
S_NORMAL (CYBR, 'P', 30, NULL , &States[S_CYBER_DIE+9]),
S_NORMAL (CYBR, 'P', -1, A_BossDeath , NULL)
};
IMPLEMENT_ACTOR (ACyberdemon, Doom, 16, 114)
PROP_SpawnHealth (4000)
PROP_RadiusFixed (40)
PROP_HeightFixed (110)
PROP_Mass (1000)
PROP_SpeedFixed (16)
PROP_PainChance (20)
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_MinMissileChance (160)
PROP_SpawnState (S_CYBER_STND)
PROP_SeeState (S_CYBER_RUN)
PROP_PainState (S_CYBER_PAIN)
PROP_MissileState (S_CYBER_ATK)
PROP_DeathState (S_CYBER_DIE)
PROP_SeeSound ("cyber/sight")
PROP_PainSound ("cyber/pain")
PROP_DeathSound ("cyber/death")
PROP_ActiveSound ("cyber/active")
PROP_Obituary("$OB_CYBORG")
END_DEFAULTS
void A_CyberAttack (AActor *self)
{
if (!self->target)
return;
A_FaceTarget (self);
P_SpawnMissile (self, self->target, RUNTIME_CLASS(ARocket));
}
void A_Hoof (AActor *self)
{
S_Sound (self, CHAN_BODY, "cyber/hoof", 1, ATTN_IDLE);
A_Chase (self);
}