#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); mo = Spawn ("Blood", 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, NAME_Melee); 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); }