qzdoom-gpl/src/g_doom/a_demon.cpp

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#include "actor.h"
#include "info.h"
#include "m_random.h"
#include "p_local.h"
#include "p_enemy.h"
#include "gstrings.h"
#include "a_action.h"
static FRandom pr_sargattack ("SargAttack");
void A_SargAttack (AActor *);
class ADemon : public AActor
{
DECLARE_ACTOR (ADemon, AActor)
public:
const char *GetHitObituary () { return GStrings("OB_DEMONHIT"); }
};
FState ADemon::States[] =
{
#define S_SARG_STND 0
S_NORMAL (SARG, 'A', 10, A_Look , &States[S_SARG_STND+1]),
S_NORMAL (SARG, 'B', 10, A_Look , &States[S_SARG_STND]),
#define S_SARG_RUN (S_SARG_STND+2)
S_NORMAL (SARG, 'A', 2, A_Chase , &States[S_SARG_RUN+1]),
S_NORMAL (SARG, 'A', 2, A_Chase , &States[S_SARG_RUN+2]),
S_NORMAL (SARG, 'B', 2, A_Chase , &States[S_SARG_RUN+3]),
S_NORMAL (SARG, 'B', 2, A_Chase , &States[S_SARG_RUN+4]),
S_NORMAL (SARG, 'C', 2, A_Chase , &States[S_SARG_RUN+5]),
S_NORMAL (SARG, 'C', 2, A_Chase , &States[S_SARG_RUN+6]),
S_NORMAL (SARG, 'D', 2, A_Chase , &States[S_SARG_RUN+7]),
S_NORMAL (SARG, 'D', 2, A_Chase , &States[S_SARG_RUN+0]),
#define S_SARG_ATK (S_SARG_RUN+8)
S_NORMAL (SARG, 'E', 8, A_FaceTarget , &States[S_SARG_ATK+1]),
S_NORMAL (SARG, 'F', 8, A_FaceTarget , &States[S_SARG_ATK+2]),
S_NORMAL (SARG, 'G', 8, A_SargAttack , &States[S_SARG_RUN+0]),
#define S_SARG_PAIN (S_SARG_ATK+3)
S_NORMAL (SARG, 'H', 2, NULL , &States[S_SARG_PAIN+1]),
S_NORMAL (SARG, 'H', 2, A_Pain , &States[S_SARG_RUN+0]),
#define S_SARG_DIE (S_SARG_PAIN+2)
S_NORMAL (SARG, 'I', 8, NULL , &States[S_SARG_DIE+1]),
S_NORMAL (SARG, 'J', 8, A_Scream , &States[S_SARG_DIE+2]),
S_NORMAL (SARG, 'K', 4, NULL , &States[S_SARG_DIE+3]),
S_NORMAL (SARG, 'L', 4, A_NoBlocking , &States[S_SARG_DIE+4]),
S_NORMAL (SARG, 'M', 4, NULL , &States[S_SARG_DIE+5]),
S_NORMAL (SARG, 'N', -1, NULL , NULL),
#define S_SARG_RAISE (S_SARG_DIE+6)
S_NORMAL (SARG, 'N', 5, NULL , &States[S_SARG_RAISE+1]),
S_NORMAL (SARG, 'M', 5, NULL , &States[S_SARG_RAISE+2]),
S_NORMAL (SARG, 'L', 5, NULL , &States[S_SARG_RAISE+3]),
S_NORMAL (SARG, 'K', 5, NULL , &States[S_SARG_RAISE+4]),
S_NORMAL (SARG, 'J', 5, NULL , &States[S_SARG_RAISE+5]),
S_NORMAL (SARG, 'I', 5, NULL , &States[S_SARG_RUN+0])
};
IMPLEMENT_ACTOR (ADemon, Doom, 3002, 8)
PROP_SpawnHealth (150)
PROP_PainChance (180)
PROP_SpeedFixed (10)
PROP_RadiusFixed (30)
PROP_HeightFixed (56)
PROP_Mass (400)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP)
PROP_SpawnState (S_SARG_STND)
PROP_SeeState (S_SARG_RUN)
PROP_PainState (S_SARG_PAIN)
PROP_MeleeState (S_SARG_ATK)
PROP_DeathState (S_SARG_DIE)
PROP_RaiseState (S_SARG_RAISE)
PROP_SeeSound ("demon/sight")
PROP_AttackSound ("demon/melee")
PROP_PainSound ("demon/pain")
PROP_DeathSound ("demon/death")
PROP_ActiveSound ("demon/active")
END_DEFAULTS
static void SetTics (FState *state, int count)
{
state->Tics = (count+1) & 255;
state->Misc1 = state->GetMisc1() | ((count+1)>>8);
state->Frame = (state->Frame & ~SF_BIGTIC) | (count > 254 ? SF_BIGTIC : 0);
}
AT_SPEED_SET (Demon, speednow)
{
static bool isFast = false;
int i;
if (speednow == SPEED_Fast && !isFast)
{
isFast = true;
for (i = S_SARG_RUN; i < S_SARG_PAIN; i++)
SetTics (&ADemon::States[i], ADemon::States[i].GetTics() >> 1);
}
else if (speednow == SPEED_Normal && isFast)
{
isFast = false;
for (i = S_SARG_RUN; i < S_SARG_PAIN; i++)
SetTics (&ADemon::States[i], ADemon::States[i].GetTics() << 1);
}
}
class AStealthDemon : public ADemon
{
DECLARE_STATELESS_ACTOR (AStealthDemon, ADemon)
public:
const char *GetObituary () { return GStrings("OB_STEALTHDEMON"); }
const char *GetHitObituary () { return GStrings("OB_STEALTHDEMON"); }
};
IMPLEMENT_STATELESS_ACTOR (AStealthDemon, Doom, 9055, 121)
PROP_FlagsSet (MF_STEALTH)
PROP_Alpha (0)
PROP_RenderStyle (STYLE_Translucent)
END_DEFAULTS
class ASpectre : public ADemon
{
DECLARE_STATELESS_ACTOR (ASpectre, ADemon)
public:
const char *GetHitObituary () { return GStrings("OB_SPECTREHIT"); }
};
IMPLEMENT_STATELESS_ACTOR (ASpectre, Doom, 58, 9)
PROP_FlagsSet (MF_SHADOW)
PROP_RenderStyle (STYLE_OptFuzzy)
PROP_Alpha (FRACUNIT/5)
PROP_SeeSound ("spectre/sight")
PROP_AttackSound ("spectre/melee")
PROP_PainSound ("spectre/pain")
PROP_DeathSound ("spectre/death")
PROP_ActiveSound ("spectre/active")
END_DEFAULTS
void A_SargAttack (AActor *self)
{
if (!self->target)
return;
A_FaceTarget (self);
if (self->CheckMeleeRange ())
{
int damage = ((pr_sargattack()%10)+1)*4;
P_DamageMobj (self->target, self, self, damage, MOD_HIT);
P_TraceBleed (damage, self->target, self);
}
}
// Dead demon --------------------------------------------------------------
class ADeadDemon : public ADemon
{
DECLARE_STATELESS_ACTOR (ADeadDemon, ADemon)
};
IMPLEMENT_STATELESS_ACTOR (ADeadDemon, Doom, 21, 0)
PROP_SpawnState (S_SARG_DIE+5)
// Undo all the changes to default Actor properties that ADemon made
PROP_SpawnHealth (1000)
PROP_RadiusFixed (20)
PROP_HeightFixed (16)
PROP_Mass (100)
PROP_SpeedFixed (0)
PROP_PainChance (0)
PROP_Flags (0)
PROP_Flags2 (0)
2006-04-10 21:54:50 +00:00
PROP_Flags3 (0)
PROP_SeeState (255)
PROP_PainState (255)
PROP_MissileState (255)
PROP_DeathState (255)
PROP_RaiseState (255)
PROP_SeeSound ("")
PROP_PainSound ("")
PROP_DeathSound ("")
PROP_ActiveSound ("")
PROP_AttackSound ("")
END_DEFAULTS