mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-20 11:11:34 +00:00
248 lines
7.1 KiB
C++
248 lines
7.1 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 "a_action.h"
|
||
|
#include "a_sharedglobal.h"
|
||
|
#include "gstrings.h"
|
||
|
|
||
|
static FRandom pr_dripblood ("DripBlood");
|
||
|
static FRandom pr_knightatk ("KnightAttack");
|
||
|
|
||
|
void A_KnightAttack (AActor *);
|
||
|
void A_DripBlood (AActor *);
|
||
|
void A_AxeSound (AActor *);
|
||
|
|
||
|
// Knight -------------------------------------------------------------------
|
||
|
|
||
|
class AKnight : public AActor
|
||
|
{
|
||
|
DECLARE_ACTOR (AKnight, AActor)
|
||
|
public:
|
||
|
void NoBlockingSet ();
|
||
|
const char *GetObituary ();
|
||
|
const char *GetHitObituary ();
|
||
|
};
|
||
|
|
||
|
FState AKnight::States[] =
|
||
|
{
|
||
|
#define S_KNIGHT_STND 0
|
||
|
S_NORMAL (KNIG, 'A', 10, A_Look , &States[S_KNIGHT_STND+1]),
|
||
|
S_NORMAL (KNIG, 'B', 10, A_Look , &States[S_KNIGHT_STND+0]),
|
||
|
|
||
|
#define S_KNIGHT_WALK (S_KNIGHT_STND+2)
|
||
|
S_NORMAL (KNIG, 'A', 4, A_Chase , &States[S_KNIGHT_WALK+1]),
|
||
|
S_NORMAL (KNIG, 'B', 4, A_Chase , &States[S_KNIGHT_WALK+2]),
|
||
|
S_NORMAL (KNIG, 'C', 4, A_Chase , &States[S_KNIGHT_WALK+3]),
|
||
|
S_NORMAL (KNIG, 'D', 4, A_Chase , &States[S_KNIGHT_WALK+0]),
|
||
|
|
||
|
#define S_KNIGHT_ATK (S_KNIGHT_WALK+4)
|
||
|
S_NORMAL (KNIG, 'E', 10, A_FaceTarget , &States[S_KNIGHT_ATK+1]),
|
||
|
S_NORMAL (KNIG, 'F', 8, A_FaceTarget , &States[S_KNIGHT_ATK+2]),
|
||
|
S_NORMAL (KNIG, 'G', 8, A_KnightAttack , &States[S_KNIGHT_ATK+3]),
|
||
|
S_NORMAL (KNIG, 'E', 10, A_FaceTarget , &States[S_KNIGHT_ATK+4]),
|
||
|
S_NORMAL (KNIG, 'F', 8, A_FaceTarget , &States[S_KNIGHT_ATK+5]),
|
||
|
S_NORMAL (KNIG, 'G', 8, A_KnightAttack , &States[S_KNIGHT_WALK+0]),
|
||
|
|
||
|
#define S_KNIGHT_PAIN (S_KNIGHT_ATK+6)
|
||
|
S_NORMAL (KNIG, 'H', 3, NULL , &States[S_KNIGHT_PAIN+1]),
|
||
|
S_NORMAL (KNIG, 'H', 3, A_Pain , &States[S_KNIGHT_WALK+0]),
|
||
|
|
||
|
#define S_KNIGHT_DIE (S_KNIGHT_PAIN+2)
|
||
|
S_NORMAL (KNIG, 'I', 6, NULL , &States[S_KNIGHT_DIE+1]),
|
||
|
S_NORMAL (KNIG, 'J', 6, A_Scream , &States[S_KNIGHT_DIE+2]),
|
||
|
S_NORMAL (KNIG, 'K', 6, NULL , &States[S_KNIGHT_DIE+3]),
|
||
|
S_NORMAL (KNIG, 'L', 6, A_NoBlocking , &States[S_KNIGHT_DIE+4]),
|
||
|
S_NORMAL (KNIG, 'M', 6, NULL , &States[S_KNIGHT_DIE+5]),
|
||
|
S_NORMAL (KNIG, 'N', 6, NULL , &States[S_KNIGHT_DIE+6]),
|
||
|
S_NORMAL (KNIG, 'O', -1, NULL , NULL)
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_ACTOR (AKnight, Heretic, 64, 6)
|
||
|
PROP_SpawnHealth (200)
|
||
|
PROP_RadiusFixed (24)
|
||
|
PROP_HeightFixed (78)
|
||
|
PROP_Mass (150)
|
||
|
PROP_SpeedFixed (12)
|
||
|
PROP_PainChance (100)
|
||
|
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
|
||
|
PROP_Flags2 (MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL)
|
||
|
|
||
|
PROP_SpawnState (S_KNIGHT_STND)
|
||
|
PROP_SeeState (S_KNIGHT_WALK)
|
||
|
PROP_PainState (S_KNIGHT_PAIN)
|
||
|
PROP_MeleeState (S_KNIGHT_ATK)
|
||
|
PROP_MissileState (S_KNIGHT_ATK)
|
||
|
PROP_DeathState (S_KNIGHT_DIE)
|
||
|
|
||
|
PROP_SeeSound ("hknight/sight")
|
||
|
PROP_AttackSound ("hknight/attack")
|
||
|
PROP_PainSound ("hknight/pain")
|
||
|
PROP_DeathSound ("hknight/death")
|
||
|
PROP_ActiveSound ("hknight/active")
|
||
|
END_DEFAULTS
|
||
|
|
||
|
void AKnight::NoBlockingSet ()
|
||
|
{
|
||
|
P_DropItem (this, "CrossbowAmmo", 5, 84);
|
||
|
}
|
||
|
|
||
|
const char *AKnight::GetObituary ()
|
||
|
{
|
||
|
return GStrings("OB_BONEKNIGHT");
|
||
|
}
|
||
|
|
||
|
const char *AKnight::GetHitObituary ()
|
||
|
{
|
||
|
return GStrings("OB_BONEKNIGHTHIT");
|
||
|
}
|
||
|
|
||
|
// Knight ghost -------------------------------------------------------------
|
||
|
|
||
|
class AKnightGhost : public AKnight
|
||
|
{
|
||
|
DECLARE_STATELESS_ACTOR (AKnightGhost, AKnight)
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_STATELESS_ACTOR (AKnightGhost, Heretic, 65, 129)
|
||
|
PROP_FlagsSet (MF_SHADOW)
|
||
|
PROP_Flags3 (MF3_GHOST)
|
||
|
PROP_RenderStyle (STYLE_Translucent)
|
||
|
PROP_Alpha (HR_SHADOW)
|
||
|
END_DEFAULTS
|
||
|
|
||
|
// Knight axe ---------------------------------------------------------------
|
||
|
|
||
|
class AKnightAxe : public AActor
|
||
|
{
|
||
|
DECLARE_ACTOR (AKnightAxe, AActor)
|
||
|
};
|
||
|
|
||
|
FState AKnightAxe::States[] =
|
||
|
{
|
||
|
#define S_SPINAXE 0
|
||
|
S_BRIGHT (SPAX, 'A', 3, A_AxeSound , &States[S_SPINAXE+1]),
|
||
|
S_BRIGHT (SPAX, 'B', 3, NULL , &States[S_SPINAXE+2]),
|
||
|
S_BRIGHT (SPAX, 'C', 3, NULL , &States[S_SPINAXE+0]),
|
||
|
|
||
|
#define S_SPINAXEX (S_SPINAXE+3)
|
||
|
S_BRIGHT (SPAX, 'D', 6, NULL , &States[S_SPINAXEX+1]),
|
||
|
S_BRIGHT (SPAX, 'E', 6, NULL , &States[S_SPINAXEX+2]),
|
||
|
S_BRIGHT (SPAX, 'F', 6, NULL , NULL)
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_ACTOR (AKnightAxe, Heretic, -1, 127)
|
||
|
PROP_RadiusFixed (10)
|
||
|
PROP_HeightFixed (8)
|
||
|
PROP_SpeedFixed (9)
|
||
|
PROP_Damage (2)
|
||
|
PROP_Flags (MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
|
||
|
PROP_Flags2 (MF2_WINDTHRUST|MF2_NOTELEPORT|MF2_THRUGHOST)
|
||
|
|
||
|
PROP_SpawnState (S_SPINAXE)
|
||
|
PROP_DeathState (S_SPINAXEX)
|
||
|
|
||
|
PROP_DeathSound ("hknight/hit")
|
||
|
END_DEFAULTS
|
||
|
|
||
|
AT_SPEED_SET (KnightAxe, speed)
|
||
|
{
|
||
|
SimpleSpeedSetter (AKnightAxe, 9*FRACUNIT, 18*FRACUNIT, speed);
|
||
|
}
|
||
|
|
||
|
// Red axe ------------------------------------------------------------------
|
||
|
|
||
|
class ARedAxe : public AKnightAxe
|
||
|
{
|
||
|
DECLARE_ACTOR (ARedAxe, AKnightAxe)
|
||
|
};
|
||
|
|
||
|
FState ARedAxe::States[] =
|
||
|
{
|
||
|
#define S_REDAXE 0
|
||
|
S_BRIGHT (RAXE, 'A', 5, A_DripBlood , &States[S_REDAXE+1]),
|
||
|
S_BRIGHT (RAXE, 'B', 5, A_DripBlood , &States[S_REDAXE+0]),
|
||
|
|
||
|
#define S_REDAXEX (S_REDAXE+2)
|
||
|
S_BRIGHT (RAXE, 'C', 6, NULL , &States[S_REDAXEX+1]),
|
||
|
S_BRIGHT (RAXE, 'D', 6, NULL , &States[S_REDAXEX+2]),
|
||
|
S_BRIGHT (RAXE, 'E', 6, NULL , NULL)
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_ACTOR (ARedAxe, Heretic, -1, 128)
|
||
|
PROP_Damage (7)
|
||
|
PROP_FlagsSet (MF_NOBLOCKMAP)
|
||
|
PROP_Flags2Clear (MF2_WINDTHRUST)
|
||
|
|
||
|
PROP_SpawnState (S_REDAXE)
|
||
|
PROP_DeathState (S_REDAXEX)
|
||
|
END_DEFAULTS
|
||
|
|
||
|
AT_SPEED_SET (RedAxe, speed)
|
||
|
{
|
||
|
SimpleSpeedSetter (ARedAxe, 9*FRACUNIT, 18*FRACUNIT, speed);
|
||
|
}
|
||
|
|
||
|
//----------------------------------------------------------------------------
|
||
|
//
|
||
|
// PROC A_DripBlood
|
||
|
//
|
||
|
//----------------------------------------------------------------------------
|
||
|
|
||
|
void A_DripBlood (AActor *actor)
|
||
|
{
|
||
|
AActor *mo;
|
||
|
fixed_t x, y;
|
||
|
|
||
|
x = actor->x + (pr_dripblood.Random2 () << 11);
|
||
|
y = actor->y + (pr_dripblood.Random2 () << 11);
|
||
|
mo = Spawn<ABlood> (x, y, actor->z);
|
||
|
mo->momx = pr_dripblood.Random2 () << 10;
|
||
|
mo->momy = pr_dripblood.Random2 () << 10;
|
||
|
mo->flags2 |= MF2_LOGRAV;
|
||
|
}
|
||
|
|
||
|
//----------------------------------------------------------------------------
|
||
|
//
|
||
|
// PROC A_KnightAttack
|
||
|
//
|
||
|
//----------------------------------------------------------------------------
|
||
|
|
||
|
void A_KnightAttack (AActor *actor)
|
||
|
{
|
||
|
if (!actor->target)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
if (actor->CheckMeleeRange ())
|
||
|
{
|
||
|
int damage = pr_knightatk.HitDice (3);
|
||
|
P_DamageMobj (actor->target, actor, actor, damage, MOD_HIT);
|
||
|
P_TraceBleed (damage, actor->target, actor);
|
||
|
S_Sound (actor, CHAN_BODY, "hknight/melee", 1, ATTN_NORM);
|
||
|
return;
|
||
|
}
|
||
|
// Throw axe
|
||
|
S_SoundID (actor, CHAN_BODY, actor->AttackSound, 1, ATTN_NORM);
|
||
|
if (actor->flags & MF_SHADOW || pr_knightatk () < 40)
|
||
|
{ // Red axe
|
||
|
P_SpawnMissileZ (actor, actor->z + 36*FRACUNIT, actor->target, RUNTIME_CLASS(ARedAxe));
|
||
|
return;
|
||
|
}
|
||
|
// Green axe
|
||
|
P_SpawnMissileZ (actor, actor->z + 36*FRACUNIT, actor->target, RUNTIME_CLASS(AKnightAxe));
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------------------------
|
||
|
//
|
||
|
// PROC A_AxeSound
|
||
|
//
|
||
|
//---------------------------------------------------------------------------
|
||
|
|
||
|
void A_AxeSound (AActor *actor)
|
||
|
{
|
||
|
S_Sound (actor, CHAN_BODY, "hknight/axewhoosh", 1, ATTN_NORM);
|
||
|
}
|