#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_Flags5 (MF5_FASTER|MF5_FASTMELEE) 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 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); } }