mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-12-12 13:12:14 +00:00
cf11cbdb30
SVN r4 (trunk)
252 lines
8.5 KiB
C++
252 lines
8.5 KiB
C++
#include "actor.h"
|
|
#include "info.h"
|
|
#include "m_random.h"
|
|
#include "s_sound.h"
|
|
#include "p_local.h"
|
|
#include "p_enemy.h"
|
|
#include "doomstat.h"
|
|
#include "gstrings.h"
|
|
#include "a_action.h"
|
|
|
|
static FRandom pr_bruisattack ("BruisAttack");
|
|
|
|
void A_BruisAttack (AActor *);
|
|
|
|
class ABaronOfHell : public AActor
|
|
{
|
|
DECLARE_ACTOR (ABaronOfHell, AActor)
|
|
public:
|
|
const char *GetObituary () { return GStrings("OB_BARON"); }
|
|
const char *GetHitObituary () { return GStrings("OB_BARONHIT"); }
|
|
};
|
|
|
|
FState ABaronOfHell::States[] =
|
|
{
|
|
#define S_BOSS_STND 0
|
|
S_NORMAL (BOSS, 'A', 10, A_Look , &States[S_BOSS_STND+1]),
|
|
S_NORMAL (BOSS, 'B', 10, A_Look , &States[S_BOSS_STND]),
|
|
|
|
#define S_BOSS_RUN (S_BOSS_STND+2)
|
|
S_NORMAL (BOSS, 'A', 3, A_Chase , &States[S_BOSS_RUN+1]),
|
|
S_NORMAL (BOSS, 'A', 3, A_Chase , &States[S_BOSS_RUN+2]),
|
|
S_NORMAL (BOSS, 'B', 3, A_Chase , &States[S_BOSS_RUN+3]),
|
|
S_NORMAL (BOSS, 'B', 3, A_Chase , &States[S_BOSS_RUN+4]),
|
|
S_NORMAL (BOSS, 'C', 3, A_Chase , &States[S_BOSS_RUN+5]),
|
|
S_NORMAL (BOSS, 'C', 3, A_Chase , &States[S_BOSS_RUN+6]),
|
|
S_NORMAL (BOSS, 'D', 3, A_Chase , &States[S_BOSS_RUN+7]),
|
|
S_NORMAL (BOSS, 'D', 3, A_Chase , &States[S_BOSS_RUN+0]),
|
|
|
|
#define S_BOSS_ATK (S_BOSS_RUN+8)
|
|
S_NORMAL (BOSS, 'E', 8, A_FaceTarget , &States[S_BOSS_ATK+1]),
|
|
S_NORMAL (BOSS, 'F', 8, A_FaceTarget , &States[S_BOSS_ATK+2]),
|
|
S_NORMAL (BOSS, 'G', 8, A_BruisAttack , &States[S_BOSS_RUN+0]),
|
|
|
|
#define S_BOSS_PAIN (S_BOSS_ATK+3)
|
|
S_NORMAL (BOSS, 'H', 2, NULL , &States[S_BOSS_PAIN+1]),
|
|
S_NORMAL (BOSS, 'H', 2, A_Pain , &States[S_BOSS_RUN+0]),
|
|
|
|
#define S_BOSS_DIE (S_BOSS_PAIN+2)
|
|
S_NORMAL (BOSS, 'I', 8, NULL , &States[S_BOSS_DIE+1]),
|
|
S_NORMAL (BOSS, 'J', 8, A_Scream , &States[S_BOSS_DIE+2]),
|
|
S_NORMAL (BOSS, 'K', 8, NULL , &States[S_BOSS_DIE+3]),
|
|
S_NORMAL (BOSS, 'L', 8, A_NoBlocking , &States[S_BOSS_DIE+4]),
|
|
S_NORMAL (BOSS, 'M', 8, NULL , &States[S_BOSS_DIE+5]),
|
|
S_NORMAL (BOSS, 'N', 8, NULL , &States[S_BOSS_DIE+6]),
|
|
S_NORMAL (BOSS, 'O', -1, A_BossDeath , NULL),
|
|
|
|
#define S_BOSS_RAISE (S_BOSS_DIE+7)
|
|
S_NORMAL (BOSS, 'O', 8, NULL , &States[S_BOSS_RAISE+1]),
|
|
S_NORMAL (BOSS, 'N', 8, NULL , &States[S_BOSS_RAISE+2]),
|
|
S_NORMAL (BOSS, 'M', 8, NULL , &States[S_BOSS_RAISE+3]),
|
|
S_NORMAL (BOSS, 'L', 8, NULL , &States[S_BOSS_RAISE+4]),
|
|
S_NORMAL (BOSS, 'K', 8, NULL , &States[S_BOSS_RAISE+5]),
|
|
S_NORMAL (BOSS, 'J', 8, NULL , &States[S_BOSS_RAISE+6]),
|
|
S_NORMAL (BOSS, 'I', 8, NULL , &States[S_BOSS_RUN+0])
|
|
};
|
|
|
|
IMPLEMENT_ACTOR (ABaronOfHell, Doom, 3003, 3)
|
|
PROP_SpawnHealth (1000)
|
|
PROP_RadiusFixed (24)
|
|
PROP_HeightFixed (64)
|
|
PROP_Mass (1000)
|
|
PROP_SpeedFixed (8)
|
|
PROP_PainChance (50)
|
|
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_BOSS_STND)
|
|
PROP_SeeState (S_BOSS_RUN)
|
|
PROP_PainState (S_BOSS_PAIN)
|
|
PROP_MeleeState (S_BOSS_ATK)
|
|
PROP_MissileState (S_BOSS_ATK)
|
|
PROP_DeathState (S_BOSS_DIE)
|
|
PROP_RaiseState (S_BOSS_RAISE)
|
|
|
|
PROP_SeeSound ("baron/sight")
|
|
PROP_PainSound ("baron/pain")
|
|
PROP_DeathSound ("baron/death")
|
|
PROP_ActiveSound ("baron/active")
|
|
END_DEFAULTS
|
|
|
|
class AStealthBaron : public ABaronOfHell
|
|
{
|
|
DECLARE_STATELESS_ACTOR (AStealthBaron, ABaronOfHell)
|
|
public:
|
|
const char *GetObituary () { return GStrings("OB_STEALTHBARON"); }
|
|
const char *GetHitObituary () { return GStrings("OB_STEALTHBARON"); }
|
|
};
|
|
|
|
IMPLEMENT_STATELESS_ACTOR (AStealthBaron, Doom, 9052, 100)
|
|
PROP_FlagsSet (MF_STEALTH)
|
|
PROP_RenderStyle (STYLE_Translucent)
|
|
PROP_Alpha (0)
|
|
END_DEFAULTS
|
|
|
|
class ABaronBall : public AActor
|
|
{
|
|
DECLARE_ACTOR (ABaronBall, AActor)
|
|
};
|
|
|
|
FState ABaronBall::States[] =
|
|
{
|
|
#define S_BRBALL 0
|
|
S_BRIGHT (BAL7, 'A', 4, NULL , &States[S_BRBALL+1]),
|
|
S_BRIGHT (BAL7, 'B', 4, NULL , &States[S_BRBALL+0]),
|
|
|
|
#define S_BRBALLX (S_BRBALL+2)
|
|
S_BRIGHT (BAL7, 'C', 6, NULL , &States[S_BRBALLX+1]),
|
|
S_BRIGHT (BAL7, 'D', 6, NULL , &States[S_BRBALLX+2]),
|
|
S_BRIGHT (BAL7, 'E', 6, NULL , NULL)
|
|
};
|
|
|
|
IMPLEMENT_ACTOR (ABaronBall, Doom, -1, 154)
|
|
PROP_RadiusFixed (6)
|
|
PROP_HeightFixed (16)
|
|
PROP_SpeedFixed (15)
|
|
PROP_Damage (8)
|
|
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_BRBALL)
|
|
PROP_DeathState (S_BRBALLX)
|
|
|
|
PROP_SeeSound ("baron/attack")
|
|
PROP_DeathSound ("baron/shotx")
|
|
END_DEFAULTS
|
|
|
|
AT_SPEED_SET (BaronBall, speed)
|
|
{
|
|
SimpleSpeedSetter (ABaronBall, 15*FRACUNIT, 20*FRACUNIT, speed);
|
|
}
|
|
|
|
class AHellKnight : public ABaronOfHell
|
|
{
|
|
DECLARE_ACTOR (AHellKnight, ABaronOfHell)
|
|
public:
|
|
const char *GetObituary () { return GStrings("OB_KNIGHT"); }
|
|
const char *GetHitObituary () { return GStrings("OB_KNIGHTHIT"); }
|
|
};
|
|
|
|
FState AHellKnight::States[] =
|
|
{
|
|
#define S_BOS2_STND 0
|
|
S_NORMAL (BOS2, 'A', 10, A_Look , &States[S_BOS2_STND+1]),
|
|
S_NORMAL (BOS2, 'B', 10, A_Look , &States[S_BOS2_STND]),
|
|
|
|
#define S_BOS2_RUN (S_BOS2_STND+2)
|
|
S_NORMAL (BOS2, 'A', 3, A_Chase , &States[S_BOS2_RUN+1]),
|
|
S_NORMAL (BOS2, 'A', 3, A_Chase , &States[S_BOS2_RUN+2]),
|
|
S_NORMAL (BOS2, 'B', 3, A_Chase , &States[S_BOS2_RUN+3]),
|
|
S_NORMAL (BOS2, 'B', 3, A_Chase , &States[S_BOS2_RUN+4]),
|
|
S_NORMAL (BOS2, 'C', 3, A_Chase , &States[S_BOS2_RUN+5]),
|
|
S_NORMAL (BOS2, 'C', 3, A_Chase , &States[S_BOS2_RUN+6]),
|
|
S_NORMAL (BOS2, 'D', 3, A_Chase , &States[S_BOS2_RUN+7]),
|
|
S_NORMAL (BOS2, 'D', 3, A_Chase , &States[S_BOS2_RUN+0]),
|
|
|
|
#define S_BOS2_ATK (S_BOS2_RUN+8)
|
|
S_NORMAL (BOS2, 'E', 8, A_FaceTarget , &States[S_BOS2_ATK+1]),
|
|
S_NORMAL (BOS2, 'F', 8, A_FaceTarget , &States[S_BOS2_ATK+2]),
|
|
S_NORMAL (BOS2, 'G', 8, A_BruisAttack , &States[S_BOS2_RUN+0]),
|
|
|
|
#define S_BOS2_PAIN (S_BOS2_ATK+3)
|
|
S_NORMAL (BOS2, 'H', 2, NULL , &States[S_BOS2_PAIN+1]),
|
|
S_NORMAL (BOS2, 'H', 2, A_Pain , &States[S_BOS2_RUN+0]),
|
|
|
|
#define S_BOS2_DIE (S_BOS2_PAIN+2)
|
|
S_NORMAL (BOS2, 'I', 8, NULL , &States[S_BOS2_DIE+1]),
|
|
S_NORMAL (BOS2, 'J', 8, A_Scream , &States[S_BOS2_DIE+2]),
|
|
S_NORMAL (BOS2, 'K', 8, NULL , &States[S_BOS2_DIE+3]),
|
|
S_NORMAL (BOS2, 'L', 8, A_NoBlocking , &States[S_BOS2_DIE+4]),
|
|
S_NORMAL (BOS2, 'M', 8, NULL , &States[S_BOS2_DIE+5]),
|
|
S_NORMAL (BOS2, 'N', 8, NULL , &States[S_BOS2_DIE+6]),
|
|
S_NORMAL (BOS2, 'O', -1, NULL , NULL),
|
|
|
|
#define S_BOS2_RAISE (S_BOS2_DIE+7)
|
|
S_NORMAL (BOS2, 'O', 8, NULL , &States[S_BOS2_RAISE+1]),
|
|
S_NORMAL (BOS2, 'N', 8, NULL , &States[S_BOS2_RAISE+2]),
|
|
S_NORMAL (BOS2, 'M', 8, NULL , &States[S_BOS2_RAISE+3]),
|
|
S_NORMAL (BOS2, 'L', 8, NULL , &States[S_BOS2_RAISE+4]),
|
|
S_NORMAL (BOS2, 'K', 8, NULL , &States[S_BOS2_RAISE+5]),
|
|
S_NORMAL (BOS2, 'J', 8, NULL , &States[S_BOS2_RAISE+6]),
|
|
S_NORMAL (BOS2, 'I', 8, NULL , &States[S_BOS2_RUN+0])
|
|
};
|
|
|
|
IMPLEMENT_ACTOR (AHellKnight, Doom, 69, 113)
|
|
PROP_SpawnHealth (500)
|
|
PROP_RadiusFixed (24)
|
|
PROP_HeightFixed (64)
|
|
PROP_Mass (1000)
|
|
PROP_SpeedFixed (8)
|
|
PROP_PainChance (50)
|
|
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
|
|
PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP)
|
|
PROP_Flags4Clear (MF4_BOSSDEATH)
|
|
|
|
PROP_SpawnState (S_BOS2_STND)
|
|
PROP_SeeState (S_BOS2_RUN)
|
|
PROP_PainState (S_BOS2_PAIN)
|
|
PROP_MeleeState (S_BOS2_ATK)
|
|
PROP_MissileState (S_BOS2_ATK)
|
|
PROP_DeathState (S_BOS2_DIE)
|
|
PROP_RaiseState (S_BOS2_RAISE)
|
|
|
|
PROP_SeeSound ("knight/sight")
|
|
PROP_PainSound ("knight/pain")
|
|
PROP_DeathSound ("knight/death")
|
|
PROP_ActiveSound ("knight/active")
|
|
END_DEFAULTS
|
|
|
|
class AStealthHellKnight : public AHellKnight
|
|
{
|
|
DECLARE_STATELESS_ACTOR (AStealthHellKnight, AHellKnight)
|
|
public:
|
|
const char *GetObituary () { return GStrings("OB_STEALTHKNIGHT"); }
|
|
const char *GetHitObituary () { return GStrings("OB_STEALTHKNIGHT"); }
|
|
};
|
|
|
|
IMPLEMENT_STATELESS_ACTOR (AStealthHellKnight, Doom, 9056, 101)
|
|
PROP_FlagsSet (MF_STEALTH)
|
|
PROP_Alpha (0)
|
|
PROP_RenderStyle (STYLE_Translucent)
|
|
END_DEFAULTS
|
|
|
|
void A_BruisAttack (AActor *self)
|
|
{
|
|
if (!self->target)
|
|
return;
|
|
|
|
if (self->CheckMeleeRange ())
|
|
{
|
|
int damage = (pr_bruisattack()%8+1)*10;
|
|
S_Sound (self, CHAN_WEAPON, "baron/melee", 1, ATTN_NORM);
|
|
P_DamageMobj (self->target, self, self, damage, MOD_HIT);
|
|
P_TraceBleed (damage, self->target, self);
|
|
return;
|
|
}
|
|
|
|
// launch a missile
|
|
P_SpawnMissile (self, self->target, RUNTIME_CLASS(ABaronBall));
|
|
}
|