gzdoom/src/g_strife/a_reaver.cpp

149 lines
4.8 KiB
C++

#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));
}
}
}