mirror of
https://github.com/ZDoom/qzdoom.git
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cf11cbdb30
SVN r4 (trunk)
247 lines
7.1 KiB
C++
247 lines
7.1 KiB
C++
#include "actor.h"
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#include "info.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "a_action.h"
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#include "a_sharedglobal.h"
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#include "gstrings.h"
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static FRandom pr_dripblood ("DripBlood");
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static FRandom pr_knightatk ("KnightAttack");
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void A_KnightAttack (AActor *);
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void A_DripBlood (AActor *);
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void A_AxeSound (AActor *);
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// Knight -------------------------------------------------------------------
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class AKnight : public AActor
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{
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DECLARE_ACTOR (AKnight, AActor)
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public:
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void NoBlockingSet ();
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const char *GetObituary ();
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const char *GetHitObituary ();
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};
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FState AKnight::States[] =
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{
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#define S_KNIGHT_STND 0
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S_NORMAL (KNIG, 'A', 10, A_Look , &States[S_KNIGHT_STND+1]),
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S_NORMAL (KNIG, 'B', 10, A_Look , &States[S_KNIGHT_STND+0]),
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#define S_KNIGHT_WALK (S_KNIGHT_STND+2)
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S_NORMAL (KNIG, 'A', 4, A_Chase , &States[S_KNIGHT_WALK+1]),
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S_NORMAL (KNIG, 'B', 4, A_Chase , &States[S_KNIGHT_WALK+2]),
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S_NORMAL (KNIG, 'C', 4, A_Chase , &States[S_KNIGHT_WALK+3]),
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S_NORMAL (KNIG, 'D', 4, A_Chase , &States[S_KNIGHT_WALK+0]),
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#define S_KNIGHT_ATK (S_KNIGHT_WALK+4)
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S_NORMAL (KNIG, 'E', 10, A_FaceTarget , &States[S_KNIGHT_ATK+1]),
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S_NORMAL (KNIG, 'F', 8, A_FaceTarget , &States[S_KNIGHT_ATK+2]),
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S_NORMAL (KNIG, 'G', 8, A_KnightAttack , &States[S_KNIGHT_ATK+3]),
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S_NORMAL (KNIG, 'E', 10, A_FaceTarget , &States[S_KNIGHT_ATK+4]),
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S_NORMAL (KNIG, 'F', 8, A_FaceTarget , &States[S_KNIGHT_ATK+5]),
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S_NORMAL (KNIG, 'G', 8, A_KnightAttack , &States[S_KNIGHT_WALK+0]),
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#define S_KNIGHT_PAIN (S_KNIGHT_ATK+6)
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S_NORMAL (KNIG, 'H', 3, NULL , &States[S_KNIGHT_PAIN+1]),
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S_NORMAL (KNIG, 'H', 3, A_Pain , &States[S_KNIGHT_WALK+0]),
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#define S_KNIGHT_DIE (S_KNIGHT_PAIN+2)
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S_NORMAL (KNIG, 'I', 6, NULL , &States[S_KNIGHT_DIE+1]),
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S_NORMAL (KNIG, 'J', 6, A_Scream , &States[S_KNIGHT_DIE+2]),
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S_NORMAL (KNIG, 'K', 6, NULL , &States[S_KNIGHT_DIE+3]),
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S_NORMAL (KNIG, 'L', 6, A_NoBlocking , &States[S_KNIGHT_DIE+4]),
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S_NORMAL (KNIG, 'M', 6, NULL , &States[S_KNIGHT_DIE+5]),
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S_NORMAL (KNIG, 'N', 6, NULL , &States[S_KNIGHT_DIE+6]),
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S_NORMAL (KNIG, 'O', -1, NULL , NULL)
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};
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IMPLEMENT_ACTOR (AKnight, Heretic, 64, 6)
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PROP_SpawnHealth (200)
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PROP_RadiusFixed (24)
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PROP_HeightFixed (78)
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PROP_Mass (150)
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PROP_SpeedFixed (12)
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PROP_PainChance (100)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
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PROP_Flags2 (MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL)
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PROP_SpawnState (S_KNIGHT_STND)
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PROP_SeeState (S_KNIGHT_WALK)
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PROP_PainState (S_KNIGHT_PAIN)
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PROP_MeleeState (S_KNIGHT_ATK)
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PROP_MissileState (S_KNIGHT_ATK)
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PROP_DeathState (S_KNIGHT_DIE)
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PROP_SeeSound ("hknight/sight")
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PROP_AttackSound ("hknight/attack")
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PROP_PainSound ("hknight/pain")
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PROP_DeathSound ("hknight/death")
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PROP_ActiveSound ("hknight/active")
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END_DEFAULTS
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void AKnight::NoBlockingSet ()
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{
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P_DropItem (this, "CrossbowAmmo", 5, 84);
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}
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const char *AKnight::GetObituary ()
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{
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return GStrings("OB_BONEKNIGHT");
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}
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const char *AKnight::GetHitObituary ()
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{
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return GStrings("OB_BONEKNIGHTHIT");
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}
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// Knight ghost -------------------------------------------------------------
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class AKnightGhost : public AKnight
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{
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DECLARE_STATELESS_ACTOR (AKnightGhost, AKnight)
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};
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IMPLEMENT_STATELESS_ACTOR (AKnightGhost, Heretic, 65, 129)
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PROP_FlagsSet (MF_SHADOW)
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PROP_Flags3 (MF3_GHOST)
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PROP_RenderStyle (STYLE_Translucent)
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PROP_Alpha (HR_SHADOW)
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END_DEFAULTS
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// Knight axe ---------------------------------------------------------------
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class AKnightAxe : public AActor
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{
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DECLARE_ACTOR (AKnightAxe, AActor)
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};
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FState AKnightAxe::States[] =
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{
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#define S_SPINAXE 0
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S_BRIGHT (SPAX, 'A', 3, A_AxeSound , &States[S_SPINAXE+1]),
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S_BRIGHT (SPAX, 'B', 3, NULL , &States[S_SPINAXE+2]),
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S_BRIGHT (SPAX, 'C', 3, NULL , &States[S_SPINAXE+0]),
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#define S_SPINAXEX (S_SPINAXE+3)
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S_BRIGHT (SPAX, 'D', 6, NULL , &States[S_SPINAXEX+1]),
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S_BRIGHT (SPAX, 'E', 6, NULL , &States[S_SPINAXEX+2]),
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S_BRIGHT (SPAX, 'F', 6, NULL , NULL)
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};
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IMPLEMENT_ACTOR (AKnightAxe, Heretic, -1, 127)
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PROP_RadiusFixed (10)
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PROP_HeightFixed (8)
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PROP_SpeedFixed (9)
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PROP_Damage (2)
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PROP_Flags (MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
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PROP_Flags2 (MF2_WINDTHRUST|MF2_NOTELEPORT|MF2_THRUGHOST)
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PROP_SpawnState (S_SPINAXE)
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PROP_DeathState (S_SPINAXEX)
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PROP_DeathSound ("hknight/hit")
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END_DEFAULTS
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AT_SPEED_SET (KnightAxe, speed)
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{
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SimpleSpeedSetter (AKnightAxe, 9*FRACUNIT, 18*FRACUNIT, speed);
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}
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// Red axe ------------------------------------------------------------------
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class ARedAxe : public AKnightAxe
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{
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DECLARE_ACTOR (ARedAxe, AKnightAxe)
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};
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FState ARedAxe::States[] =
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{
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#define S_REDAXE 0
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S_BRIGHT (RAXE, 'A', 5, A_DripBlood , &States[S_REDAXE+1]),
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S_BRIGHT (RAXE, 'B', 5, A_DripBlood , &States[S_REDAXE+0]),
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#define S_REDAXEX (S_REDAXE+2)
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S_BRIGHT (RAXE, 'C', 6, NULL , &States[S_REDAXEX+1]),
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S_BRIGHT (RAXE, 'D', 6, NULL , &States[S_REDAXEX+2]),
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S_BRIGHT (RAXE, 'E', 6, NULL , NULL)
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};
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IMPLEMENT_ACTOR (ARedAxe, Heretic, -1, 128)
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PROP_Damage (7)
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PROP_FlagsSet (MF_NOBLOCKMAP)
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PROP_Flags2Clear (MF2_WINDTHRUST)
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PROP_SpawnState (S_REDAXE)
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PROP_DeathState (S_REDAXEX)
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END_DEFAULTS
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AT_SPEED_SET (RedAxe, speed)
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{
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SimpleSpeedSetter (ARedAxe, 9*FRACUNIT, 18*FRACUNIT, speed);
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_DripBlood
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//
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//----------------------------------------------------------------------------
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void A_DripBlood (AActor *actor)
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{
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AActor *mo;
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fixed_t x, y;
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x = actor->x + (pr_dripblood.Random2 () << 11);
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y = actor->y + (pr_dripblood.Random2 () << 11);
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mo = Spawn<ABlood> (x, y, actor->z);
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mo->momx = pr_dripblood.Random2 () << 10;
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mo->momy = pr_dripblood.Random2 () << 10;
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mo->flags2 |= MF2_LOGRAV;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_KnightAttack
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//
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//----------------------------------------------------------------------------
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void A_KnightAttack (AActor *actor)
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{
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if (!actor->target)
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{
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return;
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}
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if (actor->CheckMeleeRange ())
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{
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int damage = pr_knightatk.HitDice (3);
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P_DamageMobj (actor->target, actor, actor, damage, MOD_HIT);
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P_TraceBleed (damage, actor->target, actor);
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S_Sound (actor, CHAN_BODY, "hknight/melee", 1, ATTN_NORM);
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return;
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}
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// Throw axe
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S_SoundID (actor, CHAN_BODY, actor->AttackSound, 1, ATTN_NORM);
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if (actor->flags & MF_SHADOW || pr_knightatk () < 40)
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{ // Red axe
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P_SpawnMissileZ (actor, actor->z + 36*FRACUNIT, actor->target, RUNTIME_CLASS(ARedAxe));
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return;
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}
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// Green axe
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P_SpawnMissileZ (actor, actor->z + 36*FRACUNIT, actor->target, RUNTIME_CLASS(AKnightAxe));
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_AxeSound
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//
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//---------------------------------------------------------------------------
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void A_AxeSound (AActor *actor)
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{
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S_Sound (actor, CHAN_BODY, "hknight/axewhoosh", 1, ATTN_NORM);
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}
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