qzdoom/src/g_heretic/a_snake.cpp

206 lines
6.4 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 "a_action.h"
#include "gstrings.h"
void A_SnakeAttack (AActor *);
void A_SnakeAttack2 (AActor *);
// Snake --------------------------------------------------------------------
class ASnake : public AActor
{
DECLARE_ACTOR (ASnake, AActor)
public:
void NoBlockingSet ();
const char *GetObituary ();
};
FState ASnake::States[] =
{
#define S_SNAKE_LOOK 0
S_NORMAL (SNKE, 'A', 10, A_Look , &States[S_SNAKE_LOOK+1]),
S_NORMAL (SNKE, 'B', 10, A_Look , &States[S_SNAKE_LOOK+0]),
#define S_SNAKE_WALK (S_SNAKE_LOOK+2)
S_NORMAL (SNKE, 'A', 4, A_Chase , &States[S_SNAKE_WALK+1]),
S_NORMAL (SNKE, 'B', 4, A_Chase , &States[S_SNAKE_WALK+2]),
S_NORMAL (SNKE, 'C', 4, A_Chase , &States[S_SNAKE_WALK+3]),
S_NORMAL (SNKE, 'D', 4, A_Chase , &States[S_SNAKE_WALK+0]),
#define S_SNAKE_ATK (S_SNAKE_WALK+4)
S_NORMAL (SNKE, 'F', 5, A_FaceTarget , &States[S_SNAKE_ATK+1]),
S_NORMAL (SNKE, 'F', 5, A_FaceTarget , &States[S_SNAKE_ATK+2]),
S_NORMAL (SNKE, 'F', 4, A_SnakeAttack , &States[S_SNAKE_ATK+3]),
S_NORMAL (SNKE, 'F', 4, A_SnakeAttack , &States[S_SNAKE_ATK+4]),
S_NORMAL (SNKE, 'F', 4, A_SnakeAttack , &States[S_SNAKE_ATK+5]),
S_NORMAL (SNKE, 'F', 5, A_FaceTarget , &States[S_SNAKE_ATK+6]),
S_NORMAL (SNKE, 'F', 5, A_FaceTarget , &States[S_SNAKE_ATK+7]),
S_NORMAL (SNKE, 'F', 5, A_FaceTarget , &States[S_SNAKE_ATK+8]),
S_NORMAL (SNKE, 'F', 4, A_SnakeAttack2 , &States[S_SNAKE_WALK+0]),
#define S_SNAKE_PAIN (S_SNAKE_ATK+9)
S_NORMAL (SNKE, 'E', 3, NULL , &States[S_SNAKE_PAIN+1]),
S_NORMAL (SNKE, 'E', 3, A_Pain , &States[S_SNAKE_WALK+0]),
#define S_SNAKE_DIE (S_SNAKE_PAIN+2)
S_NORMAL (SNKE, 'G', 5, NULL , &States[S_SNAKE_DIE+1]),
S_NORMAL (SNKE, 'H', 5, A_Scream , &States[S_SNAKE_DIE+2]),
S_NORMAL (SNKE, 'I', 5, NULL , &States[S_SNAKE_DIE+3]),
S_NORMAL (SNKE, 'J', 5, NULL , &States[S_SNAKE_DIE+4]),
S_NORMAL (SNKE, 'K', 5, NULL , &States[S_SNAKE_DIE+5]),
S_NORMAL (SNKE, 'L', 5, NULL , &States[S_SNAKE_DIE+6]),
S_NORMAL (SNKE, 'M', 5, A_NoBlocking , &States[S_SNAKE_DIE+7]),
S_NORMAL (SNKE, 'N', 5, NULL , &States[S_SNAKE_DIE+8]),
S_NORMAL (SNKE, 'O', 5, NULL , &States[S_SNAKE_DIE+9]),
S_NORMAL (SNKE, 'P', -1, NULL , NULL)
};
IMPLEMENT_ACTOR (ASnake, Heretic, 92, 132)
PROP_SpawnHealth (280)
PROP_RadiusFixed (22)
PROP_HeightFixed (70)
PROP_SpeedFixed (10)
PROP_PainChance (48)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
PROP_Flags2 (MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL)
PROP_SpawnState (S_SNAKE_LOOK)
PROP_SeeState (S_SNAKE_WALK)
PROP_PainState (S_SNAKE_PAIN)
PROP_MissileState (S_SNAKE_ATK)
PROP_DeathState (S_SNAKE_DIE)
PROP_AttackSound ("snake/attack")
PROP_SeeSound ("snake/sight")
PROP_PainSound ("snake/pain")
PROP_DeathSound ("snake/death")
PROP_ActiveSound ("snake/active")
END_DEFAULTS
const char *ASnake::GetObituary ()
{
return GStrings("OB_SNAKE");
}
// Snake projectile A -------------------------------------------------------
class ASnakeProjA : public AActor
{
DECLARE_ACTOR (ASnakeProjA, AActor)
};
FState ASnakeProjA::States[] =
{
#define S_SNAKEPRO_A 0
S_BRIGHT (SNFX, 'A', 5, NULL , &States[S_SNAKEPRO_A+1]),
S_BRIGHT (SNFX, 'B', 5, NULL , &States[S_SNAKEPRO_A+2]),
S_BRIGHT (SNFX, 'C', 5, NULL , &States[S_SNAKEPRO_A+3]),
S_BRIGHT (SNFX, 'D', 5, NULL , &States[S_SNAKEPRO_A+0]),
#define S_SNAKEPRO_AX (S_SNAKEPRO_A+4)
S_BRIGHT (SNFX, 'E', 5, NULL , &States[S_SNAKEPRO_AX+1]),
S_BRIGHT (SNFX, 'F', 5, NULL , &States[S_SNAKEPRO_AX+2]),
S_BRIGHT (SNFX, 'G', 4, NULL , &States[S_SNAKEPRO_AX+3]),
S_BRIGHT (SNFX, 'H', 3, NULL , &States[S_SNAKEPRO_AX+4]),
S_BRIGHT (SNFX, 'I', 3, NULL , NULL)
};
IMPLEMENT_ACTOR (ASnakeProjA, Heretic, -1, 138)
PROP_RadiusFixed (12)
PROP_HeightFixed (8)
PROP_SpeedFixed (14)
PROP_Damage (1)
PROP_Flags (MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
PROP_Flags2 (MF2_WINDTHRUST|MF2_NOTELEPORT)
PROP_RenderStyle (STYLE_Add)
PROP_SpawnState (S_SNAKEPRO_A)
PROP_DeathState (S_SNAKEPRO_AX)
END_DEFAULTS
AT_SPEED_SET (SnakeProjA, speed)
{
SimpleSpeedSetter (ASnakeProjA, 14*FRACUNIT, 20*FRACUNIT, speed);
}
void ASnake::NoBlockingSet ()
{
P_DropItem (this, "PhoenixRodAmmo", 5, 84);
}
// Snake projectile B -------------------------------------------------------
class ASnakeProjB : public ASnakeProjA
{
DECLARE_ACTOR (ASnakeProjB, ASnakeProjA)
};
FState ASnakeProjB::States[] =
{
#define S_SNAKEPRO_B 0
S_BRIGHT (SNFX, 'J', 6, NULL , &States[S_SNAKEPRO_B+1]),
S_BRIGHT (SNFX, 'K', 6, NULL , &States[S_SNAKEPRO_B+0]),
#define S_SNAKEPRO_BX (S_SNAKEPRO_B+2)
S_BRIGHT (SNFX, 'L', 5, NULL , &States[S_SNAKEPRO_BX+1]),
S_BRIGHT (SNFX, 'M', 5, NULL , &States[S_SNAKEPRO_BX+2]),
S_BRIGHT (SNFX, 'N', 4, NULL , &States[S_SNAKEPRO_BX+3]),
S_BRIGHT (SNFX, 'O', 3, NULL , NULL)
};
IMPLEMENT_ACTOR (ASnakeProjB, Heretic, -1, 139)
PROP_RadiusFixed (12)
PROP_HeightFixed (8)
PROP_Damage (3)
PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
PROP_Flags2 (MF2_NOTELEPORT)
PROP_SpawnState (S_SNAKEPRO_B)
PROP_DeathState (S_SNAKEPRO_BX)
END_DEFAULTS
AT_SPEED_SET (SnakeProjB, speed)
{
SimpleSpeedSetter (ASnakeProjB, 14*FRACUNIT, 20*FRACUNIT, speed);
}
//----------------------------------------------------------------------------
//
// PROC A_SnakeAttack
//
//----------------------------------------------------------------------------
void A_SnakeAttack (AActor *actor)
{
if (!actor->target)
{
actor->SetState (actor->SeeState);
return;
}
S_SoundID (actor, CHAN_BODY, actor->AttackSound, 1, ATTN_NORM);
A_FaceTarget (actor);
P_SpawnMissile (actor, actor->target, RUNTIME_CLASS(ASnakeProjA));
}
//----------------------------------------------------------------------------
//
// PROC A_SnakeAttack2
//
//----------------------------------------------------------------------------
void A_SnakeAttack2 (AActor *actor)
{
if (!actor->target)
{
actor->SetState (actor->SeeState);
return;
}
S_SoundID (actor, CHAN_BODY, actor->AttackSound, 1, ATTN_NORM);
A_FaceTarget (actor);
P_SpawnMissile (actor, actor->target, RUNTIME_CLASS(ASnakeProjB));
}