#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_troopattack ("TroopAttack"); void A_TroopAttack (AActor *); class ADoomImp : public AActor { DECLARE_ACTOR (ADoomImp, AActor) }; FState ADoomImp::States[] = { #define S_TROO_STND 0 S_NORMAL (TROO, 'A', 10, A_Look , &States[S_TROO_STND+1]), S_NORMAL (TROO, 'B', 10, A_Look , &States[S_TROO_STND]), #define S_TROO_RUN (S_TROO_STND+2) S_NORMAL (TROO, 'A', 3, A_Chase , &States[S_TROO_RUN+1]), S_NORMAL (TROO, 'A', 3, A_Chase , &States[S_TROO_RUN+2]), S_NORMAL (TROO, 'B', 3, A_Chase , &States[S_TROO_RUN+3]), S_NORMAL (TROO, 'B', 3, A_Chase , &States[S_TROO_RUN+4]), S_NORMAL (TROO, 'C', 3, A_Chase , &States[S_TROO_RUN+5]), S_NORMAL (TROO, 'C', 3, A_Chase , &States[S_TROO_RUN+6]), S_NORMAL (TROO, 'D', 3, A_Chase , &States[S_TROO_RUN+7]), S_NORMAL (TROO, 'D', 3, A_Chase , &States[S_TROO_RUN+0]), #define S_TROO_ATK (S_TROO_RUN+8) S_NORMAL (TROO, 'E', 8, A_FaceTarget , &States[S_TROO_ATK+1]), S_NORMAL (TROO, 'F', 8, A_FaceTarget , &States[S_TROO_ATK+2]), S_NORMAL (TROO, 'G', 6, A_TroopAttack , &States[S_TROO_RUN+0]), #define S_TROO_PAIN (S_TROO_ATK+3) S_NORMAL (TROO, 'H', 2, NULL , &States[S_TROO_PAIN+1]), S_NORMAL (TROO, 'H', 2, A_Pain , &States[S_TROO_RUN+0]), #define S_TROO_DIE (S_TROO_PAIN+2) S_NORMAL (TROO, 'I', 8, NULL , &States[S_TROO_DIE+1]), S_NORMAL (TROO, 'J', 8, A_Scream , &States[S_TROO_DIE+2]), S_NORMAL (TROO, 'K', 6, NULL , &States[S_TROO_DIE+3]), S_NORMAL (TROO, 'L', 6, A_NoBlocking , &States[S_TROO_DIE+4]), S_NORMAL (TROO, 'M', -1, NULL , NULL), #define S_TROO_XDIE (S_TROO_DIE+5) S_NORMAL (TROO, 'N', 5, NULL , &States[S_TROO_XDIE+1]), S_NORMAL (TROO, 'O', 5, A_XScream , &States[S_TROO_XDIE+2]), S_NORMAL (TROO, 'P', 5, NULL , &States[S_TROO_XDIE+3]), S_NORMAL (TROO, 'Q', 5, A_NoBlocking , &States[S_TROO_XDIE+4]), S_NORMAL (TROO, 'R', 5, NULL , &States[S_TROO_XDIE+5]), S_NORMAL (TROO, 'S', 5, NULL , &States[S_TROO_XDIE+6]), S_NORMAL (TROO, 'T', 5, NULL , &States[S_TROO_XDIE+7]), S_NORMAL (TROO, 'U', -1, NULL , NULL), #define S_TROO_RAISE (S_TROO_XDIE+8) S_NORMAL (TROO, 'M', 8, NULL , &States[S_TROO_RAISE+1]), S_NORMAL (TROO, 'L', 8, NULL , &States[S_TROO_RAISE+2]), S_NORMAL (TROO, 'K', 6, NULL , &States[S_TROO_RAISE+3]), S_NORMAL (TROO, 'J', 6, NULL , &States[S_TROO_RAISE+4]), S_NORMAL (TROO, 'I', 6, NULL , &States[S_TROO_RUN+0]) }; IMPLEMENT_ACTOR (ADoomImp, Doom, 3001, 5) PROP_SpawnHealth (60) PROP_RadiusFixed (20) PROP_HeightFixed (56) PROP_Mass (100) PROP_SpeedFixed (8) PROP_PainChance (200) PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL) PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP) PROP_SpawnState (S_TROO_STND) PROP_SeeState (S_TROO_RUN) PROP_PainState (S_TROO_PAIN) PROP_MeleeState (S_TROO_ATK) PROP_MissileState (S_TROO_ATK) PROP_DeathState (S_TROO_DIE) PROP_XDeathState (S_TROO_XDIE) PROP_RaiseState (S_TROO_RAISE) PROP_SeeSound ("imp/sight") PROP_PainSound ("imp/pain") PROP_DeathSound ("imp/death") PROP_ActiveSound ("imp/active") PROP_Obituary("$OB_IMP") PROP_HitObituary("$OB_IMPHIT") END_DEFAULTS class ADoomImpBall : public AActor { DECLARE_ACTOR (ADoomImpBall, AActor) }; FState ADoomImpBall::States[] = { #define S_TBALL 0 S_BRIGHT (BAL1, 'A', 4, NULL , &States[S_TBALL+1]), S_BRIGHT (BAL1, 'B', 4, NULL , &States[S_TBALL+0]), #define S_TBALLX (S_TBALL+2) S_BRIGHT (BAL1, 'C', 6, NULL , &States[S_TBALLX+1]), S_BRIGHT (BAL1, 'D', 6, NULL , &States[S_TBALLX+2]), S_BRIGHT (BAL1, 'E', 6, NULL , NULL) }; IMPLEMENT_ACTOR (ADoomImpBall, Doom, -1, 10) PROP_RadiusFixed (6) PROP_HeightFixed (8) PROP_SpeedFixed (10) PROP_Damage (3) PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY) PROP_Flags2 (MF2_PCROSS|MF2_IMPACT|MF2_NOTELEPORT) PROP_Flags4 (MF4_RANDOMIZE) PROP_RenderStyle (STYLE_Add) PROP_SpawnState (S_TBALL) PROP_DeathState (S_TBALLX) PROP_SeeSound ("imp/attack") PROP_DeathSound ("imp/shotx") END_DEFAULTS AT_SPEED_SET (ADoomImpBall, speed) { SimpleSpeedSetter (ADoomImpBall, 10*FRACUNIT, 20*FRACUNIT, speed); } // // A_TroopAttack // void A_TroopAttack (AActor *self) { if (!self->target) return; A_FaceTarget (self); if (self->CheckMeleeRange ()) { int damage = (pr_troopattack()%8+1)*3; S_Sound (self, CHAN_WEAPON, "imp/melee", 1, ATTN_NORM); P_DamageMobj (self->target, self, self, damage, MOD_HIT); P_TraceBleed (damage, self->target, self); return; } // launch a missile P_SpawnMissile (self, self->target, RUNTIME_CLASS(ADoomImpBall)); }