#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)); }