#include "actor.h" #include "info.h" #include "m_random.h" #include "s_sound.h" #include "p_local.h" #include "p_enemy.h" #include "a_hereticglobal.h" #include "a_action.h" #include "gstrings.h" static FRandom pr_wizatk3 ("WizAtk3"); void A_WizAtk1 (AActor *); void A_WizAtk2 (AActor *); void A_WizAtk3 (AActor *); void A_GhostOff (AActor *); // Class definitions -------------------------------------------------------- FState AWizard::States[] = { #define S_WIZARD_LOOK 0 S_NORMAL (WZRD, 'A', 10, A_Look , &States[S_WIZARD_LOOK+1]), S_NORMAL (WZRD, 'B', 10, A_Look , &States[S_WIZARD_LOOK+0]), #define S_WIZARD_WALK (S_WIZARD_LOOK+2) S_NORMAL (WZRD, 'A', 3, A_Chase , &States[S_WIZARD_WALK+1]), S_NORMAL (WZRD, 'A', 4, A_Chase , &States[S_WIZARD_WALK+2]), S_NORMAL (WZRD, 'A', 3, A_Chase , &States[S_WIZARD_WALK+3]), S_NORMAL (WZRD, 'A', 4, A_Chase , &States[S_WIZARD_WALK+4]), S_NORMAL (WZRD, 'B', 3, A_Chase , &States[S_WIZARD_WALK+5]), S_NORMAL (WZRD, 'B', 4, A_Chase , &States[S_WIZARD_WALK+6]), S_NORMAL (WZRD, 'B', 3, A_Chase , &States[S_WIZARD_WALK+7]), S_NORMAL (WZRD, 'B', 4, A_Chase , &States[S_WIZARD_WALK+0]), #define S_WIZARD_ATK (S_WIZARD_WALK+8) S_NORMAL (WZRD, 'C', 4, A_WizAtk1 , &States[S_WIZARD_ATK+1]), S_NORMAL (WZRD, 'C', 4, A_WizAtk2 , &States[S_WIZARD_ATK+2]), S_NORMAL (WZRD, 'C', 4, A_WizAtk1 , &States[S_WIZARD_ATK+3]), S_NORMAL (WZRD, 'C', 4, A_WizAtk2 , &States[S_WIZARD_ATK+4]), S_NORMAL (WZRD, 'C', 4, A_WizAtk1 , &States[S_WIZARD_ATK+5]), S_NORMAL (WZRD, 'C', 4, A_WizAtk2 , &States[S_WIZARD_ATK+6]), S_NORMAL (WZRD, 'C', 4, A_WizAtk1 , &States[S_WIZARD_ATK+7]), S_NORMAL (WZRD, 'C', 4, A_WizAtk2 , &States[S_WIZARD_ATK+8]), S_NORMAL (WZRD, 'D', 12, A_WizAtk3 , &States[S_WIZARD_WALK+0]), #define S_WIZARD_PAIN (S_WIZARD_ATK+9) S_NORMAL (WZRD, 'E', 3, A_GhostOff , &States[S_WIZARD_PAIN+1]), S_NORMAL (WZRD, 'E', 3, A_Pain , &States[S_WIZARD_WALK+0]), #define S_WIZARD_DIE (S_WIZARD_PAIN+2) S_NORMAL (WZRD, 'F', 6, A_GhostOff , &States[S_WIZARD_DIE+1]), S_NORMAL (WZRD, 'G', 6, A_Scream , &States[S_WIZARD_DIE+2]), S_NORMAL (WZRD, 'H', 6, NULL , &States[S_WIZARD_DIE+3]), S_NORMAL (WZRD, 'I', 6, NULL , &States[S_WIZARD_DIE+4]), S_NORMAL (WZRD, 'J', 6, A_NoBlocking , &States[S_WIZARD_DIE+5]), S_NORMAL (WZRD, 'K', 6, NULL , &States[S_WIZARD_DIE+6]), S_NORMAL (WZRD, 'L', 6, NULL , &States[S_WIZARD_DIE+7]), S_NORMAL (WZRD, 'M', -1, NULL , NULL) }; IMPLEMENT_ACTOR (AWizard, Heretic, 15, 19) PROP_SpawnHealth (180) PROP_RadiusFixed (16) PROP_HeightFixed (68) PROP_Mass (100) PROP_SpeedFixed (12) PROP_PainChance (64) PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL|MF_FLOAT|MF_NOGRAVITY) PROP_Flags2 (MF2_PASSMOBJ|MF2_PUSHWALL) PROP_Flags3 (MF3_DONTOVERLAP) PROP_SpawnState (S_WIZARD_LOOK) PROP_SeeState (S_WIZARD_WALK) PROP_PainState (S_WIZARD_PAIN) PROP_MissileState (S_WIZARD_ATK) PROP_DeathState (S_WIZARD_DIE) PROP_SeeSound ("wizard/sight") PROP_AttackSound ("wizard/attack") PROP_PainSound ("wizard/pain") PROP_DeathSound ("wizard/death") PROP_ActiveSound ("wizard/active") PROP_Obituary("$OB_WIZARD") PROP_HitObituary("$OB_WIZARDHIT") END_DEFAULTS void AWizard::NoBlockingSet () { P_DropItem (this, "BlasterAmmo", 10, 84); P_DropItem (this, "ArtiTomeOfPower", 0, 4); } class AWizardFX1 : public AActor { DECLARE_ACTOR (AWizardFX1, AActor) }; FState AWizardFX1::States[] = { #define S_WIZFX1 0 S_BRIGHT (FX11, 'A', 6, NULL , &States[S_WIZFX1+1]), S_BRIGHT (FX11, 'B', 6, NULL , &States[S_WIZFX1+0]), #define S_WIZFXI1 (S_WIZFX1+2) S_BRIGHT (FX11, 'C', 5, NULL , &States[S_WIZFXI1+1]), S_BRIGHT (FX11, 'D', 5, NULL , &States[S_WIZFXI1+2]), S_BRIGHT (FX11, 'E', 5, NULL , &States[S_WIZFXI1+3]), S_BRIGHT (FX11, 'F', 5, NULL , &States[S_WIZFXI1+4]), S_BRIGHT (FX11, 'G', 5, NULL , NULL) }; IMPLEMENT_ACTOR (AWizardFX1, Heretic, -1, 140) PROP_RadiusFixed (10) PROP_HeightFixed (6) PROP_SpeedFixed (18) PROP_Damage (3) PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY) PROP_Flags2 (MF2_NOTELEPORT) PROP_RenderStyle (STYLE_Add) PROP_SpawnState (S_WIZFX1) PROP_DeathState (S_WIZFXI1) END_DEFAULTS AT_SPEED_SET (WizardFX1, speed) { SimpleSpeedSetter (AWizardFX1, 18*FRACUNIT, 24*FRACUNIT, speed); } // --- Action functions ----------------------------------------------------- //---------------------------------------------------------------------------- // // PROC A_GhostOff // //---------------------------------------------------------------------------- void A_GhostOff (AActor *actor) { actor->RenderStyle = STYLE_Normal; actor->flags3 &= ~MF3_GHOST; } //---------------------------------------------------------------------------- // // PROC A_WizAtk1 // //---------------------------------------------------------------------------- void A_WizAtk1 (AActor *actor) { A_FaceTarget (actor); A_GhostOff (actor); } //---------------------------------------------------------------------------- // // PROC A_WizAtk2 // //---------------------------------------------------------------------------- void A_WizAtk2 (AActor *actor) { A_FaceTarget (actor); actor->alpha = HR_SHADOW; actor->RenderStyle = STYLE_Translucent; actor->flags3 |= MF3_GHOST; } //---------------------------------------------------------------------------- // // PROC A_WizAtk3 // //---------------------------------------------------------------------------- void A_WizAtk3 (AActor *actor) { AActor *mo; A_GhostOff (actor); if (!actor->target) { return; } S_SoundID (actor, CHAN_WEAPON, actor->AttackSound, 1, ATTN_NORM); if (actor->CheckMeleeRange()) { int damage = pr_wizatk3.HitDice (4); P_DamageMobj (actor->target, actor, actor, damage, MOD_HIT); P_TraceBleed (damage, actor->target, actor); return; } mo = P_SpawnMissile (actor, actor->target, RUNTIME_CLASS(AWizardFX1)); if (mo != NULL) { P_SpawnMissileAngle(actor, RUNTIME_CLASS(AWizardFX1), mo->angle-(ANG45/8), mo->momz); P_SpawnMissileAngle(actor, RUNTIME_CLASS(AWizardFX1), mo->angle+(ANG45/8), mo->momz); } }