gzdoom/src/g_doom/a_arachnotron.cpp
Christoph Oelckers 01441cd4f0 - Converted the stealth monsters to DECORATE.
- Added string replacement option to obituary strings.
- Changed lock and pickup message handling so that it is either a real
  string or a LANGUAGE identifier. The only reason I did the mixed format
  in the first place were Hexen's lock messages but they have been 
  replaced by unique strings in the mean time so the feature isn't needed 
  any more.
- Added a flags parameter to TranslucentLine.
- Extended the second arg of Line_SetIdentification to set not only 
  ML_ZONEBOUNDARY but all 8 bits of the third byte in the flag word.
  This allows a relatively simple means of setting all the new flags
  directly.
- Moved ML_ZONEBOUNDARY to doomdata.h so that it is in the same place as the
  other line flags.
- Fixed: Strife's teleport swirl didn't loop its animation.
- Fixed: Strife's rat is not supposed to be shootable.

SVN r110 (trunk)
2006-05-11 17:56:35 +00:00

148 lines
5 KiB
C++

#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);
}