#include "actor.h" #include "info.h" #include "m_random.h" #include "s_sound.h" #include "p_local.h" #include "p_enemy.h" #include "gstrings.h" #include "a_action.h" #include "a_doomglobal.h" static FRandom pr_posattack ("PosAttack"); static FRandom pr_sposattack ("SPosAttack"); static FRandom pr_cposattack ("CPosAttack"); static FRandom pr_cposrefire ("CPosRefire"); void A_PosAttack (AActor *); void A_SPosAttackUseAtkSound (AActor *); void A_CPosAttack (AActor *); void A_CPosRefire (AActor *); // Zombie man -------------------------------------------------------------- class AZombieMan : public AActor { DECLARE_ACTOR (AZombieMan, AActor) public: void NoBlockingSet (); }; FState AZombieMan::States[] = { #define S_POSS_STND 0 S_NORMAL (POSS, 'A', 10, A_Look , &States[S_POSS_STND+1]), S_NORMAL (POSS, 'B', 10, A_Look , &States[S_POSS_STND]), #define S_POSS_RUN (S_POSS_STND+2) S_NORMAL (POSS, 'A', 4, A_Chase , &States[S_POSS_RUN+1]), S_NORMAL (POSS, 'A', 4, A_Chase , &States[S_POSS_RUN+2]), S_NORMAL (POSS, 'B', 4, A_Chase , &States[S_POSS_RUN+3]), S_NORMAL (POSS, 'B', 4, A_Chase , &States[S_POSS_RUN+4]), S_NORMAL (POSS, 'C', 4, A_Chase , &States[S_POSS_RUN+5]), S_NORMAL (POSS, 'C', 4, A_Chase , &States[S_POSS_RUN+6]), S_NORMAL (POSS, 'D', 4, A_Chase , &States[S_POSS_RUN+7]), S_NORMAL (POSS, 'D', 4, A_Chase , &States[S_POSS_RUN+0]), #define S_POSS_ATK (S_POSS_RUN+8) S_NORMAL (POSS, 'E', 10, A_FaceTarget , &States[S_POSS_ATK+1]), S_NORMAL (POSS, 'F', 8, A_PosAttack , &States[S_POSS_ATK+2]), S_NORMAL (POSS, 'E', 8, NULL , &States[S_POSS_RUN+0]), #define S_POSS_PAIN (S_POSS_ATK+3) S_NORMAL (POSS, 'G', 3, NULL , &States[S_POSS_PAIN+1]), S_NORMAL (POSS, 'G', 3, A_Pain , &States[S_POSS_RUN+0]), #define S_POSS_DIE (S_POSS_PAIN+2) S_NORMAL (POSS, 'H', 5, NULL , &States[S_POSS_DIE+1]), S_NORMAL (POSS, 'I', 5, A_Scream , &States[S_POSS_DIE+2]), S_NORMAL (POSS, 'J', 5, A_NoBlocking , &States[S_POSS_DIE+3]), S_NORMAL (POSS, 'K', 5, NULL , &States[S_POSS_DIE+4]), S_NORMAL (POSS, 'L', -1, NULL , NULL), #define S_POSS_XDIE (S_POSS_DIE+5) S_NORMAL (POSS, 'M', 5, NULL , &States[S_POSS_XDIE+1]), S_NORMAL (POSS, 'N', 5, A_XScream , &States[S_POSS_XDIE+2]), S_NORMAL (POSS, 'O', 5, A_NoBlocking , &States[S_POSS_XDIE+3]), S_NORMAL (POSS, 'P', 5, NULL , &States[S_POSS_XDIE+4]), S_NORMAL (POSS, 'Q', 5, NULL , &States[S_POSS_XDIE+5]), S_NORMAL (POSS, 'R', 5, NULL , &States[S_POSS_XDIE+6]), S_NORMAL (POSS, 'S', 5, NULL , &States[S_POSS_XDIE+7]), S_NORMAL (POSS, 'T', 5, NULL , &States[S_POSS_XDIE+8]), S_NORMAL (POSS, 'U', -1, NULL , NULL), #define S_POSS_RAISE (S_POSS_XDIE+9) S_NORMAL (POSS, 'K', 5, NULL , &States[S_POSS_RAISE+1]), S_NORMAL (POSS, 'J', 5, NULL , &States[S_POSS_RAISE+2]), S_NORMAL (POSS, 'I', 5, NULL , &States[S_POSS_RAISE+3]), S_NORMAL (POSS, 'H', 5, NULL , &States[S_POSS_RUN+0]) }; IMPLEMENT_ACTOR (AZombieMan, Doom, 3004, 4) PROP_SpawnHealth (20) PROP_RadiusFixed (20) PROP_HeightFixed (56) PROP_Mass (100) PROP_SpeedFixed (8) PROP_PainChance (200) PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL) PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP) PROP_SpawnState (S_POSS_STND) PROP_SeeState (S_POSS_RUN) PROP_PainState (S_POSS_PAIN) PROP_MissileState (S_POSS_ATK) PROP_DeathState (S_POSS_DIE) PROP_XDeathState (S_POSS_XDIE) PROP_RaiseState (S_POSS_RAISE) PROP_SeeSound ("grunt/sight") PROP_AttackSound ("grunt/attack") PROP_PainSound ("grunt/pain") PROP_DeathSound ("grunt/death") PROP_ActiveSound ("grunt/active") PROP_Obituary("$OB_ZOMBIE") END_DEFAULTS void AZombieMan::NoBlockingSet () { P_DropItem (this, "Clip", -1, 256); } // // A_PosAttack // void A_PosAttack (AActor *self) { int angle; int damage; int slope; if (!self->target) return; A_FaceTarget (self); angle = self->angle; slope = P_AimLineAttack (self, angle, MISSILERANGE); S_Sound (self, CHAN_WEAPON, "grunt/attack", 1, ATTN_NORM); angle += pr_posattack.Random2() << 20; damage = ((pr_posattack()%5)+1)*3; P_LineAttack (self, angle, MISSILERANGE, slope, damage, MOD_UNKNOWN, RUNTIME_CLASS(ABulletPuff)); } // Shotgun guy ------------------------------------------------------------- class AShotgunGuy : public AActor { DECLARE_ACTOR (AShotgunGuy, AActor) public: void NoBlockingSet (); }; FState AShotgunGuy::States[] = { #define S_SPOS_STND 0 S_NORMAL (SPOS, 'A', 10, A_Look , &States[S_SPOS_STND+1]), S_NORMAL (SPOS, 'B', 10, A_Look , &States[S_SPOS_STND]), #define S_SPOS_RUN (S_SPOS_STND+2) S_NORMAL (SPOS, 'A', 3, A_Chase , &States[S_SPOS_RUN+1]), S_NORMAL (SPOS, 'A', 3, A_Chase , &States[S_SPOS_RUN+2]), S_NORMAL (SPOS, 'B', 3, A_Chase , &States[S_SPOS_RUN+3]), S_NORMAL (SPOS, 'B', 3, A_Chase , &States[S_SPOS_RUN+4]), S_NORMAL (SPOS, 'C', 3, A_Chase , &States[S_SPOS_RUN+5]), S_NORMAL (SPOS, 'C', 3, A_Chase , &States[S_SPOS_RUN+6]), S_NORMAL (SPOS, 'D', 3, A_Chase , &States[S_SPOS_RUN+7]), S_NORMAL (SPOS, 'D', 3, A_Chase , &States[S_SPOS_RUN+0]), #define S_SPOS_ATK (S_SPOS_RUN+8) S_NORMAL (SPOS, 'E', 10, A_FaceTarget , &States[S_SPOS_ATK+1]), S_BRIGHT (SPOS, 'F', 10, A_SPosAttackUseAtkSound , &States[S_SPOS_ATK+2]), S_NORMAL (SPOS, 'E', 10, NULL , &States[S_SPOS_RUN+0]), #define S_SPOS_PAIN (S_SPOS_ATK+3) S_NORMAL (SPOS, 'G', 3, NULL , &States[S_SPOS_PAIN+1]), S_NORMAL (SPOS, 'G', 3, A_Pain , &States[S_SPOS_RUN+0]), #define S_SPOS_DIE (S_SPOS_PAIN+2) S_NORMAL (SPOS, 'H', 5, NULL , &States[S_SPOS_DIE+1]), S_NORMAL (SPOS, 'I', 5, A_Scream , &States[S_SPOS_DIE+2]), S_NORMAL (SPOS, 'J', 5, A_NoBlocking , &States[S_SPOS_DIE+3]), S_NORMAL (SPOS, 'K', 5, NULL , &States[S_SPOS_DIE+4]), S_NORMAL (SPOS, 'L', -1, NULL , NULL), #define S_SPOS_XDIE (S_SPOS_DIE+5) S_NORMAL (SPOS, 'M', 5, NULL , &States[S_SPOS_XDIE+1]), S_NORMAL (SPOS, 'N', 5, A_XScream , &States[S_SPOS_XDIE+2]), S_NORMAL (SPOS, 'O', 5, A_NoBlocking , &States[S_SPOS_XDIE+3]), S_NORMAL (SPOS, 'P', 5, NULL , &States[S_SPOS_XDIE+4]), S_NORMAL (SPOS, 'Q', 5, NULL , &States[S_SPOS_XDIE+5]), S_NORMAL (SPOS, 'R', 5, NULL , &States[S_SPOS_XDIE+6]), S_NORMAL (SPOS, 'S', 5, NULL , &States[S_SPOS_XDIE+7]), S_NORMAL (SPOS, 'T', 5, NULL , &States[S_SPOS_XDIE+8]), S_NORMAL (SPOS, 'U', -1, NULL , NULL), #define S_SPOS_RAISE (S_SPOS_XDIE+9) S_NORMAL (SPOS, 'L', 5, NULL , &States[S_SPOS_RAISE+1]), S_NORMAL (SPOS, 'K', 5, NULL , &States[S_SPOS_RAISE+2]), S_NORMAL (SPOS, 'J', 5, NULL , &States[S_SPOS_RAISE+3]), S_NORMAL (SPOS, 'I', 5, NULL , &States[S_SPOS_RAISE+4]), S_NORMAL (SPOS, 'H', 5, NULL , &States[S_SPOS_RUN+0]) }; IMPLEMENT_ACTOR (AShotgunGuy, Doom, 9, 1) PROP_SpawnHealth (30) PROP_RadiusFixed (20) PROP_HeightFixed (56) PROP_Mass (100) PROP_SpeedFixed (8) PROP_PainChance (170) PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL) PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP) PROP_SpawnState (S_SPOS_STND) PROP_SeeState (S_SPOS_RUN) PROP_PainState (S_SPOS_PAIN) PROP_MissileState (S_SPOS_ATK) PROP_DeathState (S_SPOS_DIE) PROP_XDeathState (S_SPOS_XDIE) PROP_RaiseState (S_SPOS_RAISE) PROP_SeeSound ("shotguy/sight") PROP_AttackSound ("shotguy/attack") PROP_PainSound ("shotguy/pain") PROP_DeathSound ("shotguy/death") PROP_ActiveSound ("shotguy/active") PROP_Obituary("$OB_SHOTGUY") END_DEFAULTS void AShotgunGuy::NoBlockingSet () { P_DropItem (this, "Shotgun", -1, 256); } static void A_SPosAttack2 (AActor *self) { int i; int bangle; int slope; A_FaceTarget (self); bangle = self->angle; slope = P_AimLineAttack (self, bangle, MISSILERANGE); for (i=0 ; i<3 ; i++) { int angle = bangle + (pr_sposattack.Random2() << 20); int damage = ((pr_sposattack()%5)+1)*3; P_LineAttack(self, angle, MISSILERANGE, slope, damage, MOD_UNKNOWN, RUNTIME_CLASS(ABulletPuff)); } } void A_SPosAttackUseAtkSound (AActor *self) { if (!self->target) return; S_SoundID (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM); A_SPosAttack2 (self); } // This version of the function, which uses a hard-coded sound, is // meant for Dehacked only. void A_SPosAttack (AActor *self) { if (!self->target) return; S_Sound (self, CHAN_WEAPON, "shotguy/attack", 1, ATTN_NORM); A_SPosAttack2 (self); } // Chaingun guy ------------------------------------------------------------ class AChaingunGuy : public AActor { DECLARE_ACTOR (AChaingunGuy, AActor) public: void NoBlockingSet (); }; FState AChaingunGuy::States[] = { #define S_CPOS_STND 0 S_NORMAL (CPOS, 'A', 10, A_Look , &States[S_CPOS_STND+1]), S_NORMAL (CPOS, 'B', 10, A_Look , &States[S_CPOS_STND]), #define S_CPOS_RUN (S_CPOS_STND+2) S_NORMAL (CPOS, 'A', 3, A_Chase , &States[S_CPOS_RUN+1]), S_NORMAL (CPOS, 'A', 3, A_Chase , &States[S_CPOS_RUN+2]), S_NORMAL (CPOS, 'B', 3, A_Chase , &States[S_CPOS_RUN+3]), S_NORMAL (CPOS, 'B', 3, A_Chase , &States[S_CPOS_RUN+4]), S_NORMAL (CPOS, 'C', 3, A_Chase , &States[S_CPOS_RUN+5]), S_NORMAL (CPOS, 'C', 3, A_Chase , &States[S_CPOS_RUN+6]), S_NORMAL (CPOS, 'D', 3, A_Chase , &States[S_CPOS_RUN+7]), S_NORMAL (CPOS, 'D', 3, A_Chase , &States[S_CPOS_RUN+0]), #define S_CPOS_ATK (S_CPOS_RUN+8) S_NORMAL (CPOS, 'E', 10, A_FaceTarget , &States[S_CPOS_ATK+1]), S_BRIGHT (CPOS, 'F', 4, A_CPosAttack , &States[S_CPOS_ATK+2]), S_BRIGHT (CPOS, 'E', 4, A_CPosAttack , &States[S_CPOS_ATK+3]), S_NORMAL (CPOS, 'F', 1, A_CPosRefire , &States[S_CPOS_ATK+1]), #define S_CPOS_PAIN (S_CPOS_ATK+4) S_NORMAL (CPOS, 'G', 3, NULL , &States[S_CPOS_PAIN+1]), S_NORMAL (CPOS, 'G', 3, A_Pain , &States[S_CPOS_RUN+0]), #define S_CPOS_DIE (S_CPOS_PAIN+2) S_NORMAL (CPOS, 'H', 5, NULL , &States[S_CPOS_DIE+1]), S_NORMAL (CPOS, 'I', 5, A_Scream , &States[S_CPOS_DIE+2]), S_NORMAL (CPOS, 'J', 5, A_NoBlocking , &States[S_CPOS_DIE+3]), S_NORMAL (CPOS, 'K', 5, NULL , &States[S_CPOS_DIE+4]), S_NORMAL (CPOS, 'L', 5, NULL , &States[S_CPOS_DIE+5]), S_NORMAL (CPOS, 'M', 5, NULL , &States[S_CPOS_DIE+6]), S_NORMAL (CPOS, 'N', -1, NULL , NULL), #define S_CPOS_XDIE (S_CPOS_DIE+7) S_NORMAL (CPOS, 'O', 5, NULL , &States[S_CPOS_XDIE+1]), S_NORMAL (CPOS, 'P', 5, A_XScream , &States[S_CPOS_XDIE+2]), S_NORMAL (CPOS, 'Q', 5, A_NoBlocking , &States[S_CPOS_XDIE+3]), S_NORMAL (CPOS, 'R', 5, NULL , &States[S_CPOS_XDIE+4]), S_NORMAL (CPOS, 'S', 5, NULL , &States[S_CPOS_XDIE+5]), S_NORMAL (CPOS, 'T', -1, NULL , NULL), #define S_CPOS_RAISE (S_CPOS_XDIE+6) S_NORMAL (CPOS, 'N', 5, NULL , &States[S_CPOS_RAISE+1]), S_NORMAL (CPOS, 'M', 5, NULL , &States[S_CPOS_RAISE+2]), S_NORMAL (CPOS, 'L', 5, NULL , &States[S_CPOS_RAISE+3]), S_NORMAL (CPOS, 'K', 5, NULL , &States[S_CPOS_RAISE+4]), S_NORMAL (CPOS, 'J', 5, NULL , &States[S_CPOS_RAISE+5]), S_NORMAL (CPOS, 'I', 5, NULL , &States[S_CPOS_RAISE+6]), S_NORMAL (CPOS, 'H', 5, NULL , &States[S_CPOS_RUN+0]) }; IMPLEMENT_ACTOR (AChaingunGuy, Doom, 65, 2) PROP_SpawnHealth (70) PROP_RadiusFixed (20) PROP_HeightFixed (56) PROP_Mass (100) PROP_SpeedFixed (8) PROP_PainChance (170) PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL) PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP) PROP_SpawnState (S_CPOS_STND) PROP_SeeState (S_CPOS_RUN) PROP_PainState (S_CPOS_PAIN) PROP_MissileState (S_CPOS_ATK) PROP_DeathState (S_CPOS_DIE) PROP_XDeathState (S_CPOS_XDIE) PROP_RaiseState (S_CPOS_RAISE) PROP_SeeSound ("chainguy/sight") PROP_PainSound ("chainguy/pain") PROP_DeathSound ("chainguy/death") PROP_ActiveSound ("chainguy/active") PROP_AttackSound ("chainguy/attack") PROP_Obituary("$OB_CHAINGUY") END_DEFAULTS void AChaingunGuy::NoBlockingSet () { P_DropItem (this, "Chaingun", -1, 256); } // Wolfenstein SS ---------------------------------------------------------- class AWolfensteinSS : public AActor { DECLARE_ACTOR (AWolfensteinSS, AActor) public: void NoBlockingSet (); }; FState AWolfensteinSS::States[] = { #define S_SSWV_STND 0 S_NORMAL (SSWV, 'A', 10, A_Look , &States[S_SSWV_STND+1]), S_NORMAL (SSWV, 'B', 10, A_Look , &States[S_SSWV_STND]), #define S_SSWV_RUN (S_SSWV_STND+2) S_NORMAL (SSWV, 'A', 3, A_Chase , &States[S_SSWV_RUN+1]), S_NORMAL (SSWV, 'A', 3, A_Chase , &States[S_SSWV_RUN+2]), S_NORMAL (SSWV, 'B', 3, A_Chase , &States[S_SSWV_RUN+3]), S_NORMAL (SSWV, 'B', 3, A_Chase , &States[S_SSWV_RUN+4]), S_NORMAL (SSWV, 'C', 3, A_Chase , &States[S_SSWV_RUN+5]), S_NORMAL (SSWV, 'C', 3, A_Chase , &States[S_SSWV_RUN+6]), S_NORMAL (SSWV, 'D', 3, A_Chase , &States[S_SSWV_RUN+7]), S_NORMAL (SSWV, 'D', 3, A_Chase , &States[S_SSWV_RUN+0]), #define S_SSWV_ATK (S_SSWV_RUN+8) S_NORMAL (SSWV, 'E', 10, A_FaceTarget , &States[S_SSWV_ATK+1]), S_NORMAL (SSWV, 'F', 10, A_FaceTarget , &States[S_SSWV_ATK+2]), S_BRIGHT (SSWV, 'G', 4, A_CPosAttack , &States[S_SSWV_ATK+3]), S_NORMAL (SSWV, 'F', 6, A_FaceTarget , &States[S_SSWV_ATK+4]), S_BRIGHT (SSWV, 'G', 4, A_CPosAttack , &States[S_SSWV_ATK+5]), S_NORMAL (SSWV, 'F', 1, A_CPosRefire , &States[S_SSWV_ATK+1]), #define S_SSWV_PAIN (S_SSWV_ATK+6) S_NORMAL (SSWV, 'H', 3, NULL , &States[S_SSWV_PAIN+1]), S_NORMAL (SSWV, 'H', 3, A_Pain , &States[S_SSWV_RUN+0]), #define S_SSWV_DIE (S_SSWV_PAIN+2) S_NORMAL (SSWV, 'I', 5, NULL , &States[S_SSWV_DIE+1]), S_NORMAL (SSWV, 'J', 5, A_Scream , &States[S_SSWV_DIE+2]), S_NORMAL (SSWV, 'K', 5, A_NoBlocking , &States[S_SSWV_DIE+3]), S_NORMAL (SSWV, 'L', 5, NULL , &States[S_SSWV_DIE+4]), S_NORMAL (SSWV, 'M', -1, NULL , NULL), #define S_SSWV_XDIE (S_SSWV_DIE+5) S_NORMAL (SSWV, 'N', 5, NULL , &States[S_SSWV_XDIE+1]), S_NORMAL (SSWV, 'O', 5, A_XScream , &States[S_SSWV_XDIE+2]), S_NORMAL (SSWV, 'P', 5, A_NoBlocking , &States[S_SSWV_XDIE+3]), S_NORMAL (SSWV, 'Q', 5, NULL , &States[S_SSWV_XDIE+4]), S_NORMAL (SSWV, 'R', 5, NULL , &States[S_SSWV_XDIE+5]), S_NORMAL (SSWV, 'S', 5, NULL , &States[S_SSWV_XDIE+6]), S_NORMAL (SSWV, 'T', 5, NULL , &States[S_SSWV_XDIE+7]), S_NORMAL (SSWV, 'U', 5, NULL , &States[S_SSWV_XDIE+8]), S_NORMAL (SSWV, 'V', -1, NULL , NULL), #define S_SSWV_RAISE (S_SSWV_XDIE+9) S_NORMAL (SSWV, 'M', 5, NULL , &States[S_SSWV_RAISE+1]), S_NORMAL (SSWV, 'L', 5, NULL , &States[S_SSWV_RAISE+2]), S_NORMAL (SSWV, 'K', 5, NULL , &States[S_SSWV_RAISE+3]), S_NORMAL (SSWV, 'J', 5, NULL , &States[S_SSWV_RAISE+4]), S_NORMAL (SSWV, 'I', 5, NULL , &States[S_SSWV_RUN+0]) }; IMPLEMENT_ACTOR (AWolfensteinSS, Doom, 84, 116) PROP_SpawnHealth (50) PROP_RadiusFixed (20) PROP_HeightFixed (56) PROP_Mass (100) PROP_SpeedFixed (8) PROP_PainChance (170) PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL) PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP) PROP_SpawnState (S_SSWV_STND) PROP_SeeState (S_SSWV_RUN) PROP_PainState (S_SSWV_PAIN) PROP_MissileState (S_SSWV_ATK) PROP_DeathState (S_SSWV_DIE) PROP_XDeathState (S_SSWV_XDIE) PROP_RaiseState (S_SSWV_RAISE) PROP_SeeSound ("wolfss/sight") PROP_PainSound ("wolfss/pain") PROP_DeathSound ("wolfss/death") PROP_ActiveSound ("wolfss/active") PROP_AttackSound ("wolfss/attack") PROP_Obituary("$OB_WOLFSS") END_DEFAULTS void AWolfensteinSS::NoBlockingSet () { P_DropItem (this, "Clip", -1, 256); } void A_CPosAttack (AActor *self) { int angle; int bangle; int damage; int slope; if (!self->target) return; // [RH] Andy Baker's stealth monsters if (self->flags & MF_STEALTH) { self->visdir = 1; } S_SoundID (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM); A_FaceTarget (self); bangle = self->angle; slope = P_AimLineAttack (self, bangle, MISSILERANGE); angle = bangle + (pr_cposattack.Random2() << 20); damage = ((pr_cposattack()%5)+1)*3; P_LineAttack (self, angle, MISSILERANGE, slope, damage, MOD_UNKNOWN, RUNTIME_CLASS(ABulletPuff)); } void A_CPosRefire (AActor *self) { // keep firing unless target got out of sight A_FaceTarget (self); if (pr_cposrefire() < 40) return; if (!self->target || P_HitFriend (self) || self->target->health <= 0 || !P_CheckSight (self, self->target, 0) ) { self->SetState (self->SeeState); } }