#include "actor.h" #include "info.h" #include "s_sound.h" #include "p_local.h" #include "p_enemy.h" #include "a_doomglobal.h" #include "gstrings.h" #include "a_action.h" void A_BspiAttack (AActor *self); void A_BabyMetal (AActor *self); void A_SpidRefire (AActor *self); class AArachnotron : public AActor { DECLARE_ACTOR (AArachnotron, AActor) public: const char *GetObituary () { return GStrings("OB_BABY"); } }; FState AArachnotron::States[] = { #define S_BSPI_STND 0 S_NORMAL (BSPI, 'A', 10, A_Look , &States[S_BSPI_STND+1]), S_NORMAL (BSPI, 'B', 10, A_Look , &States[S_BSPI_STND]), #define S_BSPI_SIGHT (S_BSPI_STND+2) #define S_BSPI_RUN (S_BSPI_SIGHT+1) S_NORMAL (BSPI, 'A', 20, NULL , &States[S_BSPI_RUN+0]), S_NORMAL (BSPI, 'A', 3, A_BabyMetal , &States[S_BSPI_RUN+1]), S_NORMAL (BSPI, 'A', 3, A_Chase , &States[S_BSPI_RUN+2]), S_NORMAL (BSPI, 'B', 3, A_Chase , &States[S_BSPI_RUN+3]), S_NORMAL (BSPI, 'B', 3, A_Chase , &States[S_BSPI_RUN+4]), S_NORMAL (BSPI, 'C', 3, A_Chase , &States[S_BSPI_RUN+5]), S_NORMAL (BSPI, 'C', 3, A_Chase , &States[S_BSPI_RUN+6]), S_NORMAL (BSPI, 'D', 3, A_BabyMetal , &States[S_BSPI_RUN+7]), S_NORMAL (BSPI, 'D', 3, A_Chase , &States[S_BSPI_RUN+8]), S_NORMAL (BSPI, 'E', 3, A_Chase , &States[S_BSPI_RUN+9]), S_NORMAL (BSPI, 'E', 3, A_Chase , &States[S_BSPI_RUN+10]), S_NORMAL (BSPI, 'F', 3, A_Chase , &States[S_BSPI_RUN+11]), S_NORMAL (BSPI, 'F', 3, A_Chase , &States[S_BSPI_RUN+0]), #define S_BSPI_ATK (S_BSPI_RUN+12) S_BRIGHT (BSPI, 'A', 20, A_FaceTarget , &States[S_BSPI_ATK+1]), S_BRIGHT (BSPI, 'G', 4, A_BspiAttack , &States[S_BSPI_ATK+2]), S_BRIGHT (BSPI, 'H', 4, NULL , &States[S_BSPI_ATK+3]), S_BRIGHT (BSPI, 'H', 1, A_SpidRefire , &States[S_BSPI_ATK+1]), #define S_BSPI_PAIN (S_BSPI_ATK+4) S_NORMAL (BSPI, 'I', 3, NULL , &States[S_BSPI_PAIN+1]), S_NORMAL (BSPI, 'I', 3, A_Pain , &States[S_BSPI_RUN+0]), #define S_BSPI_DIE (S_BSPI_PAIN+2) S_NORMAL (BSPI, 'J', 20, A_Scream , &States[S_BSPI_DIE+1]), S_NORMAL (BSPI, 'K', 7, A_NoBlocking , &States[S_BSPI_DIE+2]), S_NORMAL (BSPI, 'L', 7, NULL , &States[S_BSPI_DIE+3]), S_NORMAL (BSPI, 'M', 7, NULL , &States[S_BSPI_DIE+4]), S_NORMAL (BSPI, 'N', 7, NULL , &States[S_BSPI_DIE+5]), S_NORMAL (BSPI, 'O', 7, NULL , &States[S_BSPI_DIE+6]), S_NORMAL (BSPI, 'P', -1, A_BossDeath , NULL), #define S_BSPI_RAISE (S_BSPI_DIE+7) S_NORMAL (BSPI, 'P', 5, NULL , &States[S_BSPI_RAISE+1]), S_NORMAL (BSPI, 'O', 5, NULL , &States[S_BSPI_RAISE+2]), S_NORMAL (BSPI, 'N', 5, NULL , &States[S_BSPI_RAISE+3]), S_NORMAL (BSPI, 'M', 5, NULL , &States[S_BSPI_RAISE+4]), S_NORMAL (BSPI, 'L', 5, NULL , &States[S_BSPI_RAISE+5]), S_NORMAL (BSPI, 'K', 5, NULL , &States[S_BSPI_RAISE+6]), S_NORMAL (BSPI, 'J', 5, NULL , &States[S_BSPI_RUN+0]) }; IMPLEMENT_ACTOR (AArachnotron, Doom, 68, 6) PROP_SpawnHealth (500) PROP_RadiusFixed (64) PROP_HeightFixed (64) PROP_Mass (600) PROP_SpeedFixed (12) PROP_PainChance (128) PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL) PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP) PROP_Flags4 (MF4_BOSSDEATH) PROP_SpawnState (S_BSPI_STND) PROP_SeeState (S_BSPI_SIGHT) PROP_PainState (S_BSPI_PAIN) PROP_MissileState (S_BSPI_ATK) PROP_DeathState (S_BSPI_DIE) PROP_RaiseState (S_BSPI_RAISE) PROP_SeeSound ("baby/sight") PROP_PainSound ("baby/pain") PROP_DeathSound ("baby/death") PROP_ActiveSound ("baby/active") END_DEFAULTS class AArachnotronPlasma : public APlasmaBall { DECLARE_ACTOR (AArachnotronPlasma, APlasmaBall) }; FState AArachnotronPlasma::States[] = { #define S_ARACH_PLAZ 0 S_BRIGHT (APLS, 'A', 5, NULL , &States[S_ARACH_PLAZ+1]), S_BRIGHT (APLS, 'B', 5, NULL , &States[S_ARACH_PLAZ]), #define S_ARACH_PLEX (S_ARACH_PLAZ+2) S_BRIGHT (APBX, 'A', 5, NULL , &States[S_ARACH_PLEX+1]), S_BRIGHT (APBX, 'B', 5, NULL , &States[S_ARACH_PLEX+2]), S_BRIGHT (APBX, 'C', 5, NULL , &States[S_ARACH_PLEX+3]), S_BRIGHT (APBX, 'D', 5, NULL , &States[S_ARACH_PLEX+4]), S_BRIGHT (APBX, 'E', 5, NULL , NULL) }; IMPLEMENT_ACTOR (AArachnotronPlasma, Doom, -1, 129) PROP_RadiusFixed (13) PROP_HeightFixed (8) PROP_SpeedFixed (25) PROP_Damage (5) 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_ARACH_PLAZ) PROP_DeathState (S_ARACH_PLEX) PROP_SeeSound ("baby/attack") PROP_DeathSound ("baby/shotx") END_DEFAULTS void A_BspiAttack (AActor *self) { if (!self->target) return; A_FaceTarget (self); // launch a missile P_SpawnMissile (self, self->target, RUNTIME_CLASS(AArachnotronPlasma)); } void A_BabyMetal (AActor *self) { S_Sound (self, CHAN_BODY, "baby/walk", 1, ATTN_IDLE); A_Chase (self); }