#include "actor.h" #include "p_enemy.h" #include "a_action.h" #include "s_sound.h" #include "m_random.h" #include "p_local.h" #include "a_strifeglobal.h" void A_TossGib (AActor *); void A_XXScream (AActor *); static FRandom pr_reaverattack ("ReaverAttack"); // Reaver ------------------------------------------------------------------- void A_ReaverMelee (AActor *self); void A_ReaverRanged (AActor *self); void A_21230 (AActor *) {} class AReaver : public AActor { DECLARE_ACTOR (AReaver, AActor) public: void GetExplodeParms (int &damage, int &dist, bool &hurtSource) { damage = dist = 32; } }; FState AReaver::States[] = { #define S_REAVER_STND (0) S_NORMAL (ROB1, 'A', 10, A_Look, &States[S_REAVER_STND]), // Needless duplication of the previous state removed #define S_REAVER_RUN (S_REAVER_STND+1) S_NORMAL (ROB1, 'B', 3, A_Chase, &States[S_REAVER_RUN+1]), S_NORMAL (ROB1, 'B', 3, A_Chase, &States[S_REAVER_RUN+2]), S_NORMAL (ROB1, 'C', 3, A_Chase, &States[S_REAVER_RUN+3]), S_NORMAL (ROB1, 'C', 3, A_Chase, &States[S_REAVER_RUN+4]), S_NORMAL (ROB1, 'D', 3, A_Chase, &States[S_REAVER_RUN+5]), S_NORMAL (ROB1, 'D', 3, A_Chase, &States[S_REAVER_RUN+6]), S_NORMAL (ROB1, 'E', 3, A_Chase, &States[S_REAVER_RUN+7]), S_NORMAL (ROB1, 'E', 3, A_Chase, &States[S_REAVER_RUN]), #define S_REAVER_MELEE (S_REAVER_RUN+8) S_NORMAL (ROB1, 'H', 6, A_FaceTarget, &States[S_REAVER_MELEE+1]), S_NORMAL (ROB1, 'I', 8, A_ReaverMelee, &States[S_REAVER_MELEE+2]), S_NORMAL (ROB1, 'H', 6, NULL, &States[S_REAVER_RUN]), #define S_REAVER_MISSILE (S_REAVER_MELEE+3) S_NORMAL (ROB1, 'F', 8, A_FaceTarget, &States[S_REAVER_MISSILE+1]), S_BRIGHT (ROB1, 'G', 11, A_ReaverRanged, &States[S_REAVER_RUN]), #define S_REAVER_PAIN (S_REAVER_MISSILE+2) S_NORMAL (ROB1, 'A', 2, NULL, &States[S_REAVER_PAIN+1]), S_NORMAL (ROB1, 'A', 2, A_Pain, &States[S_REAVER_RUN]), #define S_REAVER_DEATH (S_REAVER_PAIN+2) S_BRIGHT (ROB1, 'J', 6, NULL, &States[S_REAVER_DEATH+1]), S_BRIGHT (ROB1, 'K', 6, A_Scream, &States[S_REAVER_DEATH+2]), S_BRIGHT (ROB1, 'L', 5, NULL, &States[S_REAVER_DEATH+3]), S_BRIGHT (ROB1, 'M', 5, A_NoBlocking, &States[S_REAVER_DEATH+4]), S_BRIGHT (ROB1, 'N', 5, NULL, &States[S_REAVER_DEATH+5]), S_BRIGHT (ROB1, 'O', 5, NULL, &States[S_REAVER_DEATH+6]), S_BRIGHT (ROB1, 'P', 5, NULL, &States[S_REAVER_DEATH+7]), S_BRIGHT (ROB1, 'Q', 6, A_ExplodeAndAlert, &States[S_REAVER_DEATH+8]), S_NORMAL (ROB1, 'R', -1, NULL, NULL), #define S_REAVER_XDEATH (S_REAVER_DEATH+9) S_BRIGHT (ROB1, 'L', 5, A_TossGib, &States[S_REAVER_XDEATH+1]), S_BRIGHT (ROB1, 'M', 5, A_XXScream, &States[S_REAVER_XDEATH+2]), S_BRIGHT (ROB1, 'N', 5, A_TossGib, &States[S_REAVER_XDEATH+3]), S_BRIGHT (ROB1, 'O', 5, A_NoBlocking, &States[S_REAVER_XDEATH+4]), S_BRIGHT (ROB1, 'P', 5, A_TossGib, &States[S_REAVER_XDEATH+5]), S_BRIGHT (ROB1, 'Q', 6, A_ExplodeAndAlert, &States[S_REAVER_XDEATH+6]), S_NORMAL (ROB1, 'R', -1, NULL, NULL), }; IMPLEMENT_ACTOR (AReaver, Strife, 3001, 0) PROP_SpawnHealth (150) PROP_PainChance (128) PROP_SpeedFixed (12) PROP_RadiusFixed (20) PROP_HeightFixed (60) PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD|MF_COUNTKILL) PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP) PROP_Flags4 (MF4_INCOMBAT) PROP_MinMissileChance (150) PROP_MaxDropOffHeight (32) PROP_Mass (500) PROP_SpawnState (S_REAVER_STND) PROP_SeeState (S_REAVER_RUN) PROP_PainState (S_REAVER_PAIN) PROP_MeleeState (S_REAVER_MELEE) PROP_MissileState (S_REAVER_MISSILE) PROP_DeathState (S_REAVER_DEATH) PROP_XDeathState (S_REAVER_XDEATH) PROP_StrifeType (52) PROP_SeeSound ("reaver/sight") PROP_PainSound ("reaver/pain") PROP_DeathSound ("reaver/death") PROP_ActiveSound ("reaver/active") PROP_HitObituary ("$OB_REAVERHIT") PROP_Obituary ("$OB_REAVER") END_DEFAULTS void A_ReaverMelee (AActor *self) { if (self->target != NULL) { A_FaceTarget (self); if (self->CheckMeleeRange ()) { int damage; S_Sound (self, CHAN_WEAPON, "reaver/blade", 1, ATTN_NORM); damage = ((pr_reaverattack() & 7) + 1) * 3; P_DamageMobj (self->target, self, self, damage, NAME_Melee); P_TraceBleed (damage, self->target, self); } } } void A_ReaverRanged (AActor *self) { if (self->target != NULL) { angle_t bangle; int pitch; A_FaceTarget (self); S_Sound (self, CHAN_WEAPON, "reaver/attack", 1, ATTN_NORM); bangle = self->angle; pitch = P_AimLineAttack (self, bangle, MISSILERANGE); for (int i = 0; i < 3; ++i) { angle_t angle = bangle + (pr_reaverattack.Random2() << 20); int damage = ((pr_reaverattack() & 7) + 1) * 3; P_LineAttack (self, angle, MISSILERANGE, pitch, damage, NAME_None, RUNTIME_CLASS(AStrifePuff)); } } }