qzdoom/src/g_heretic/a_knight.cpp

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#include "actor.h"
#include "info.h"
#include "m_random.h"
#include "s_sound.h"
#include "p_local.h"
#include "p_enemy.h"
#include "a_action.h"
#include "a_sharedglobal.h"
#include "gstrings.h"
static FRandom pr_dripblood ("DripBlood");
static FRandom pr_knightatk ("KnightAttack");
void A_KnightAttack (AActor *);
void A_DripBlood (AActor *);
void A_AxeSound (AActor *);
// Knight -------------------------------------------------------------------
class AKnight : public AActor
{
DECLARE_ACTOR (AKnight, AActor)
public:
void NoBlockingSet ();
};
FState AKnight::States[] =
{
#define S_KNIGHT_STND 0
S_NORMAL (KNIG, 'A', 10, A_Look , &States[S_KNIGHT_STND+1]),
S_NORMAL (KNIG, 'B', 10, A_Look , &States[S_KNIGHT_STND+0]),
#define S_KNIGHT_WALK (S_KNIGHT_STND+2)
S_NORMAL (KNIG, 'A', 4, A_Chase , &States[S_KNIGHT_WALK+1]),
S_NORMAL (KNIG, 'B', 4, A_Chase , &States[S_KNIGHT_WALK+2]),
S_NORMAL (KNIG, 'C', 4, A_Chase , &States[S_KNIGHT_WALK+3]),
S_NORMAL (KNIG, 'D', 4, A_Chase , &States[S_KNIGHT_WALK+0]),
#define S_KNIGHT_ATK (S_KNIGHT_WALK+4)
S_NORMAL (KNIG, 'E', 10, A_FaceTarget , &States[S_KNIGHT_ATK+1]),
S_NORMAL (KNIG, 'F', 8, A_FaceTarget , &States[S_KNIGHT_ATK+2]),
S_NORMAL (KNIG, 'G', 8, A_KnightAttack , &States[S_KNIGHT_ATK+3]),
S_NORMAL (KNIG, 'E', 10, A_FaceTarget , &States[S_KNIGHT_ATK+4]),
S_NORMAL (KNIG, 'F', 8, A_FaceTarget , &States[S_KNIGHT_ATK+5]),
S_NORMAL (KNIG, 'G', 8, A_KnightAttack , &States[S_KNIGHT_WALK+0]),
#define S_KNIGHT_PAIN (S_KNIGHT_ATK+6)
S_NORMAL (KNIG, 'H', 3, NULL , &States[S_KNIGHT_PAIN+1]),
S_NORMAL (KNIG, 'H', 3, A_Pain , &States[S_KNIGHT_WALK+0]),
#define S_KNIGHT_DIE (S_KNIGHT_PAIN+2)
S_NORMAL (KNIG, 'I', 6, NULL , &States[S_KNIGHT_DIE+1]),
S_NORMAL (KNIG, 'J', 6, A_Scream , &States[S_KNIGHT_DIE+2]),
S_NORMAL (KNIG, 'K', 6, NULL , &States[S_KNIGHT_DIE+3]),
S_NORMAL (KNIG, 'L', 6, A_NoBlocking , &States[S_KNIGHT_DIE+4]),
S_NORMAL (KNIG, 'M', 6, NULL , &States[S_KNIGHT_DIE+5]),
S_NORMAL (KNIG, 'N', 6, NULL , &States[S_KNIGHT_DIE+6]),
S_NORMAL (KNIG, 'O', -1, NULL , NULL)
};
IMPLEMENT_ACTOR (AKnight, Heretic, 64, 6)
PROP_SpawnHealth (200)
PROP_RadiusFixed (24)
PROP_HeightFixed (78)
PROP_Mass (150)
PROP_SpeedFixed (12)
PROP_PainChance (100)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
PROP_Flags2 (MF2_MCROSS|MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL)
PROP_SpawnState (S_KNIGHT_STND)
PROP_SeeState (S_KNIGHT_WALK)
PROP_PainState (S_KNIGHT_PAIN)
PROP_MeleeState (S_KNIGHT_ATK)
PROP_MissileState (S_KNIGHT_ATK)
PROP_DeathState (S_KNIGHT_DIE)
PROP_SeeSound ("hknight/sight")
PROP_AttackSound ("hknight/attack")
PROP_PainSound ("hknight/pain")
PROP_DeathSound ("hknight/death")
PROP_ActiveSound ("hknight/active")
PROP_Obituary("$OB_BONEKNIGHT")
PROP_HitObituary("$OB_BONEKNIGHTHIT")
END_DEFAULTS
void AKnight::NoBlockingSet ()
{
P_DropItem (this, "CrossbowAmmo", 5, 84);
}
// Knight ghost -------------------------------------------------------------
class AKnightGhost : public AKnight
{
DECLARE_STATELESS_ACTOR (AKnightGhost, AKnight)
};
IMPLEMENT_STATELESS_ACTOR (AKnightGhost, Heretic, 65, 129)
PROP_FlagsSet (MF_SHADOW)
PROP_Flags3 (MF3_GHOST)
PROP_RenderStyle (STYLE_Translucent)
PROP_Alpha (HR_SHADOW)
END_DEFAULTS
// Knight axe ---------------------------------------------------------------
class AKnightAxe : public AActor
{
DECLARE_ACTOR (AKnightAxe, AActor)
};
FState AKnightAxe::States[] =
{
#define S_SPINAXE 0
S_BRIGHT (SPAX, 'A', 3, A_AxeSound , &States[S_SPINAXE+1]),
S_BRIGHT (SPAX, 'B', 3, NULL , &States[S_SPINAXE+2]),
S_BRIGHT (SPAX, 'C', 3, NULL , &States[S_SPINAXE+0]),
#define S_SPINAXEX (S_SPINAXE+3)
S_BRIGHT (SPAX, 'D', 6, NULL , &States[S_SPINAXEX+1]),
S_BRIGHT (SPAX, 'E', 6, NULL , &States[S_SPINAXEX+2]),
S_BRIGHT (SPAX, 'F', 6, NULL , NULL)
};
IMPLEMENT_ACTOR (AKnightAxe, Heretic, -1, 127)
PROP_RadiusFixed (10)
PROP_HeightFixed (8)
PROP_SpeedFixed (9)
PROP_Damage (2)
PROP_Flags (MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
PROP_Flags2 (MF2_WINDTHRUST|MF2_NOTELEPORT|MF2_THRUGHOST)
PROP_SpawnState (S_SPINAXE)
PROP_DeathState (S_SPINAXEX)
PROP_DeathSound ("hknight/hit")
END_DEFAULTS
AT_SPEED_SET (KnightAxe, speed)
{
SimpleSpeedSetter (AKnightAxe, 9*FRACUNIT, 18*FRACUNIT, speed);
}
// Red axe ------------------------------------------------------------------
class ARedAxe : public AKnightAxe
{
DECLARE_ACTOR (ARedAxe, AKnightAxe)
};
FState ARedAxe::States[] =
{
#define S_REDAXE 0
S_BRIGHT (RAXE, 'A', 5, A_DripBlood , &States[S_REDAXE+1]),
S_BRIGHT (RAXE, 'B', 5, A_DripBlood , &States[S_REDAXE+0]),
#define S_REDAXEX (S_REDAXE+2)
S_BRIGHT (RAXE, 'C', 6, NULL , &States[S_REDAXEX+1]),
S_BRIGHT (RAXE, 'D', 6, NULL , &States[S_REDAXEX+2]),
S_BRIGHT (RAXE, 'E', 6, NULL , NULL)
};
IMPLEMENT_ACTOR (ARedAxe, Heretic, -1, 128)
PROP_Damage (7)
PROP_FlagsSet (MF_NOBLOCKMAP)
PROP_Flags2Clear (MF2_WINDTHRUST)
PROP_SpawnState (S_REDAXE)
PROP_DeathState (S_REDAXEX)
END_DEFAULTS
AT_SPEED_SET (RedAxe, speed)
{
SimpleSpeedSetter (ARedAxe, 9*FRACUNIT, 18*FRACUNIT, speed);
}
//----------------------------------------------------------------------------
//
// PROC A_DripBlood
//
//----------------------------------------------------------------------------
void A_DripBlood (AActor *actor)
{
AActor *mo;
fixed_t x, y;
x = actor->x + (pr_dripblood.Random2 () << 11);
y = actor->y + (pr_dripblood.Random2 () << 11);
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mo = Spawn<ABlood> (x, y, actor->z, ALLOW_REPLACE);
mo->momx = pr_dripblood.Random2 () << 10;
mo->momy = pr_dripblood.Random2 () << 10;
mo->flags2 |= MF2_LOGRAV;
}
//----------------------------------------------------------------------------
//
// PROC A_KnightAttack
//
//----------------------------------------------------------------------------
void A_KnightAttack (AActor *actor)
{
if (!actor->target)
{
return;
}
if (actor->CheckMeleeRange ())
{
int damage = pr_knightatk.HitDice (3);
P_DamageMobj (actor->target, actor, actor, damage, MOD_HIT);
P_TraceBleed (damage, actor->target, actor);
S_Sound (actor, CHAN_BODY, "hknight/melee", 1, ATTN_NORM);
return;
}
// Throw axe
S_SoundID (actor, CHAN_BODY, actor->AttackSound, 1, ATTN_NORM);
if (actor->flags & MF_SHADOW || pr_knightatk () < 40)
{ // Red axe
P_SpawnMissileZ (actor, actor->z + 36*FRACUNIT, actor->target, RUNTIME_CLASS(ARedAxe));
return;
}
// Green axe
P_SpawnMissileZ (actor, actor->z + 36*FRACUNIT, actor->target, RUNTIME_CLASS(AKnightAxe));
}
//---------------------------------------------------------------------------
//
// PROC A_AxeSound
//
//---------------------------------------------------------------------------
void A_AxeSound (AActor *actor)
{
S_Sound (actor, CHAN_BODY, "hknight/axewhoosh", 1, ATTN_NORM);
}