qzdoom-gpl/src/g_doom/a_arachnotron.cpp

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#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)
};
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")
PROP_Obituary("$OB_BABY")
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);
}