#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); }