gzdoom-gles/src/g_hexen/a_hexenspecialdecs.cpp

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/*
** Decorations that do special things
*/
#include "actor.h"
#include "info.h"
#include "a_action.h"
#include "p_enemy.h"
#include "m_random.h"
#include "s_sound.h"
#include "p_local.h"
#include "p_lnspec.h"
- Fixed: ActorFlagSetOrReset() wasn't receiving the + or - character from ParseActorProperties(). - Fixed: The decorate FindFlag() function returned flags from ActorFlags instead of the passed flags set. - Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed NULL player->mo checks. - Fixed: The "give all" command didn't give the backpack in Doom, and it must give the backpack before giving ammo. - Fixed: P_SetPsprite() must not call the action function if the player is not attached to an actor. This can happen, for instance, if the level is destroyed while the player is holding a powered-up Phoenix Rod. As part of its EndPowerup() function, it sets the psprite to the regular version, but the player actor has already been destroyed. - Fixed: FinishThingdef() needs to check for valid names, because weapons could have inherited valid pointers from their superclass. - Fixed: fuglyname didn't work. - Fixed: Redefining $ambient sounds leaked memory. - Added Jim's crashcatcher.c fix for better shell support. - VC7.1 seems to have no trouble distinguishing between passing a (const TypeInfo *) reference to operator<< and the generic, templated (object *) version, so a few places that can benefit from it now use it. I believe VC6 had problems with this, which is why I didn't do it all along. The function's implementation was also moved out of dobject.cpp and into farchive.cpp. - Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the last byte in a row if the image width is not an even multiple of the number pixels per byte. - Fixed: P_TranslateLineDef() should only clear monster activation for secret useable lines, not crossable lines. - Fixed: Some leftover P_IsHostile() calls still needed to be rewritten. - Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances. SVN r20 (trunk)
2006-03-14 06:11:39 +00:00
#include "a_hexenglobal.h"
static FRandom pr_pottery ("PotteryExplode");
static FRandom pr_bit ("PotteryChooseBit");
static FRandom pr_drip ("CorpseBloodDrip");
static FRandom pr_foo ("CorpseExplode");
static FRandom pr_leaf ("LeafSpawn");
static FRandom pr_leafthrust ("LeafThrust");
static FRandom pr_leafcheck ("LeafCheck");
static FRandom pr_shroom ("PoisonShroom");
static FRandom pr_soaexplode ("SoAExplode");
// SwitchableDecoration: Activate and Deactivate change state ---------------
IMPLEMENT_ABSTRACT_ACTOR (ASwitchableDecoration)
void ASwitchableDecoration::Activate (AActor *activator)
{
SetState (FindState(NAME_Active));
}
void ASwitchableDecoration::Deactivate (AActor *activator)
{
SetState (FindState(NAME_Inactive));
}
// SwitchingDecoration: Only Activate changes state -------------------------
class ASwitchingDecoration : public ASwitchableDecoration
{
DECLARE_STATELESS_ACTOR (ASwitchingDecoration, ASwitchableDecoration)
public:
void Deactivate (AActor *activator) {}
};
IMPLEMENT_ABSTRACT_ACTOR (ASwitchingDecoration)
// Pottery1 ------------------------------------------------------------------
void A_PotteryExplode (AActor *);
void A_PotteryChooseBit (AActor *);
void A_PotteryCheck (AActor *);
class APottery1 : public AActor
{
DECLARE_ACTOR (APottery1, AActor)
public:
void HitFloor ();
};
FState APottery1::States[] =
{
#define S_ZPOTTERY 0
S_NORMAL (POT1, 'A', -1, NULL , NULL),
#define S_ZPOTTERY_EXPLODE (S_ZPOTTERY+1)
S_NORMAL (POT1, 'A', 0, A_PotteryExplode , NULL)
};
IMPLEMENT_ACTOR (APottery1, Hexen, 104, 0)
PROP_SpawnHealth (15)
PROP_RadiusFixed (10)
PROP_HeightFixed (32)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD|MF_DROPOFF)
PROP_Flags2 (MF2_SLIDE|MF2_PUSHABLE|MF2_TELESTOMP|MF2_PASSMOBJ)
PROP_Flags4 (MF4_NOICEDEATH)
PROP_SpawnState (S_ZPOTTERY)
PROP_DeathState (S_ZPOTTERY_EXPLODE)
END_DEFAULTS
void APottery1::HitFloor ()
{
Super::HitFloor ();
P_DamageMobj (this, NULL, NULL, 25, NAME_None);
}
// Pottery2 -----------------------------------------------------------------
class APottery2 : public APottery1
{
DECLARE_ACTOR (APottery2, APottery1)
};
FState APottery2::States[] =
{
S_NORMAL (POT2, 'A', -1, NULL , NULL),
};
IMPLEMENT_ACTOR (APottery2, Hexen, 105, 0)
PROP_HeightFixed (25)
PROP_SpawnState (0)
END_DEFAULTS
// Pottery3 -----------------------------------------------------------------
class APottery3 : public APottery1
{
DECLARE_ACTOR (APottery3, APottery1)
};
FState APottery3::States[] =
{
S_NORMAL (POT3, 'A', -1, NULL , NULL),
};
IMPLEMENT_ACTOR (APottery3, Hexen, 106, 0)
PROP_HeightFixed (25)
PROP_SpawnState (0)
END_DEFAULTS
// Pottery Bit --------------------------------------------------------------
class APotteryBit : public AActor
{
DECLARE_ACTOR (APotteryBit, AActor)
};
FState APotteryBit::States[] =
{
#define S_POTTERYBIT 0
S_NORMAL (PBIT, 'A', -1, NULL , NULL),
S_NORMAL (PBIT, 'B', -1, NULL , NULL),
S_NORMAL (PBIT, 'C', -1, NULL , NULL),
S_NORMAL (PBIT, 'D', -1, NULL , NULL),
S_NORMAL (PBIT, 'E', -1, NULL , NULL),
#define S_POTTERYBIT_EX0 (S_POTTERYBIT+5)
S_NORMAL (PBIT, 'F', 0, A_PotteryChooseBit , NULL),
#define S_POTTERYBIT_EX1 (S_POTTERYBIT_EX0+1)
S_NORMAL (PBIT, 'F', 140, NULL , &States[S_POTTERYBIT_EX0+1]),
S_NORMAL (PBIT, 'F', 1, A_PotteryCheck , NULL),
#define S_POTTERYBIT_EX2 (S_POTTERYBIT_EX1+2)
S_NORMAL (PBIT, 'G', 140, NULL , &States[S_POTTERYBIT_EX1+1]),
S_NORMAL (PBIT, 'G', 1, A_PotteryCheck , NULL),
#define S_POTTERYBIT_EX3 (S_POTTERYBIT_EX2+2)
S_NORMAL (PBIT, 'H', 140, NULL , &States[S_POTTERYBIT_EX2+1]),
S_NORMAL (PBIT, 'H', 1, A_PotteryCheck , NULL),
#define S_POTTERYBIT_EX4 (S_POTTERYBIT_EX3+2)
S_NORMAL (PBIT, 'I', 140, NULL , &States[S_POTTERYBIT_EX3+1]),
S_NORMAL (PBIT, 'I', 1, A_PotteryCheck , NULL),
#define S_POTTERYBIT_EX5 (S_POTTERYBIT_EX4+2)
S_NORMAL (PBIT, 'J', 140, NULL , &States[S_POTTERYBIT_EX4+1]),
S_NORMAL (PBIT, 'J', 1, A_PotteryCheck , NULL)
};
IMPLEMENT_ACTOR (APotteryBit, Hexen, -1, 0)
PROP_RadiusFixed (5)
PROP_HeightFixed (5)
PROP_Flags (MF_MISSILE)
PROP_Flags2 (MF2_NOTELEPORT)
PROP_Flags4 (MF4_NOICEDEATH)
PROP_SpawnState (S_POTTERYBIT)
PROP_DeathState (S_POTTERYBIT_EX0)
END_DEFAULTS
//============================================================================
//
// A_PotteryExplode
//
//============================================================================
void A_PotteryExplode (AActor *actor)
{
AActor *mo = NULL;
int i;
for(i = (pr_pottery()&3)+3; i; i--)
{
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mo = Spawn<APotteryBit> (actor->x, actor->y, actor->z, ALLOW_REPLACE);
mo->SetState (mo->SpawnState + (pr_pottery()%5));
if (mo)
{
mo->momz = ((pr_pottery()&7)+5)*(3*FRACUNIT/4);
mo->momx = (pr_pottery.Random2())<<(FRACBITS-6);
mo->momy = (pr_pottery.Random2())<<(FRACBITS-6);
}
}
S_Sound (mo, CHAN_BODY, "PotteryExplode", 1, ATTN_NORM);
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if (actor->args[0]>=0 && actor->args[0]<=255 && SpawnableThings[actor->args[0]])
{ // Spawn an item
if (!((level.flags & LEVEL_NOMONSTERS) || (dmflags & DF_NO_MONSTERS))
|| !(GetDefaultByType (SpawnableThings[actor->args[0]])->flags3 & MF3_ISMONSTER))
{ // Only spawn monsters if not -nomonsters
Spawn (SpawnableThings[actor->args[0]],
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actor->x, actor->y, actor->z, ALLOW_REPLACE);
}
}
}
//============================================================================
//
// A_PotteryChooseBit
//
//============================================================================
void A_PotteryChooseBit (AActor *actor)
{
actor->SetState (actor->FindState(NAME_Death) + 1 + 2*(pr_bit()%5));
actor->tics = 256+(pr_bit()<<1);
}
//============================================================================
//
// A_PotteryCheck
//
//============================================================================
void A_PotteryCheck (AActor *actor)
{
int i;
for(i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
{
AActor *pmo = players[i].mo;
if (P_CheckSight (actor, pmo) && (abs (R_PointToAngle2 (pmo->x,
pmo->y, actor->x, actor->y) - pmo->angle) <= ANGLE_45))
{ // Previous state (pottery bit waiting state)
actor->SetState (actor->state - 1);
return;
}
}
}
}
// Blood pool ---------------------------------------------------------------
class ABloodPool : public AActor
{
DECLARE_ACTOR (ABloodPool, AActor)
};
FState ABloodPool::States[] =
{
S_NORMAL (BDPL, 'A', -1, NULL , NULL)
};
IMPLEMENT_ACTOR (ABloodPool, Hexen, 111, 0)
PROP_SpawnState (0)
END_DEFAULTS
// Lynched corpse (no heart) ------------------------------------------------
void A_CorpseBloodDrip (AActor *);
class AZCorpseLynchedNoHeart : public AActor
{
DECLARE_ACTOR (AZCorpseLynchedNoHeart, AActor)
public:
void PostBeginPlay ();
};
FState AZCorpseLynchedNoHeart::States[] =
{
S_NORMAL (CPS5, 'A', 140, A_CorpseBloodDrip , &States[0])
};
IMPLEMENT_ACTOR (AZCorpseLynchedNoHeart, Hexen, 109, 0)
PROP_RadiusFixed (10)
PROP_HeightFixed (100)
PROP_Flags (MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY)
PROP_SpawnState (0)
END_DEFAULTS
void AZCorpseLynchedNoHeart::PostBeginPlay ()
{
Super::PostBeginPlay ();
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Spawn<ABloodPool> (x, y, ONFLOORZ, ALLOW_REPLACE);
}
// CorpseBloodDrip ----------------------------------------------------------
class ACorpseBloodDrip : public AActor
{
DECLARE_ACTOR (ACorpseBloodDrip, AActor)
};
FState ACorpseBloodDrip::States[] =
{
#define S_CORPSEBLOODDRIP 0
S_NORMAL (BDRP, 'A', -1, NULL , NULL),
#define S_CORPSEBLOODDRIP_X (S_CORPSEBLOODDRIP+1)
S_NORMAL (BDSH, 'A', 3, NULL , &States[S_CORPSEBLOODDRIP_X+1]),
S_NORMAL (BDSH, 'B', 3, NULL , &States[S_CORPSEBLOODDRIP_X+2]),
S_NORMAL (BDSH, 'C', 2, NULL , &States[S_CORPSEBLOODDRIP_X+3]),
S_NORMAL (BDSH, 'D', 2, NULL , NULL)
};
IMPLEMENT_ACTOR (ACorpseBloodDrip, Hexen, -1, 0)
PROP_RadiusFixed (1)
PROP_HeightFixed (4)
PROP_Gravity (FRACUNIT/8)
PROP_Flags (MF_MISSILE)
PROP_Flags4 (MF4_NOICEDEATH)
PROP_SpawnState (S_CORPSEBLOODDRIP)
PROP_DeathState (S_CORPSEBLOODDRIP_X)
END_DEFAULTS
//============================================================================
//
// A_CorpseBloodDrip
//
//============================================================================
void A_CorpseBloodDrip (AActor *actor)
{
if (pr_drip() <= 128)
{
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Spawn<ACorpseBloodDrip> (actor->x, actor->y, actor->z + actor->height/2, ALLOW_REPLACE);
}
}
// Corpse bit ---------------------------------------------------------------
class ACorpseBit : public AActor
{
DECLARE_ACTOR (ACorpseBit, AActor)
};
FState ACorpseBit::States[] =
{
S_NORMAL (CPB1, 'A', -1, NULL , NULL),
S_NORMAL (CPB2, 'A', -1, NULL , NULL),
S_NORMAL (CPB3, 'A', -1, NULL , NULL),
S_NORMAL (CPB4, 'A', -1, NULL , NULL)
};
IMPLEMENT_ACTOR (ACorpseBit, Hexen, -1, 0)
PROP_RadiusFixed (5)
PROP_HeightFixed (5)
PROP_Flags (MF_NOBLOCKMAP)
PROP_Flags2 (MF2_TELESTOMP)
PROP_SpawnState (0)
END_DEFAULTS
// Corpse (sitting, splatterable) -------------------------------------------
void A_CorpseExplode (AActor *);
class AZCorpseSitting : public AActor
{
DECLARE_ACTOR (AZCorpseSitting, AActor)
};
FState AZCorpseSitting::States[] =
{
S_NORMAL (CPS6, 'A', -1, NULL , NULL),
S_NORMAL (CPS6, 'A', 1, A_CorpseExplode , NULL)
};
IMPLEMENT_ACTOR (AZCorpseSitting, Hexen, 110, 0)
PROP_SpawnHealth (30)
PROP_RadiusFixed (15)
PROP_HeightFixed (35)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD)
PROP_Flags4 (MF4_NOICEDEATH)
PROP_SpawnState (0)
PROP_DeathState (1)
PROP_DeathSound ("FireDemonDeath")
END_DEFAULTS
//============================================================================
//
// A_CorpseExplode
//
//============================================================================
void A_CorpseExplode (AActor *actor)
{
AActor *mo;
int i;
for (i = (pr_foo()&3)+3; i; i--)
{
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mo = Spawn<ACorpseBit> (actor->x, actor->y, actor->z, ALLOW_REPLACE);
mo->SetState (mo->SpawnState + (pr_foo()%3));
if (mo)
{
mo->momz = ((pr_foo()&7)+5)*(3*FRACUNIT/4);
mo->momx = pr_foo.Random2()<<(FRACBITS-6);
mo->momy = pr_foo.Random2()<<(FRACBITS-6);
}
}
// Spawn a skull
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mo = Spawn<ACorpseBit> (actor->x, actor->y, actor->z, ALLOW_REPLACE);
mo->SetState (mo->SpawnState + 3);
if (mo)
{
mo->momz = ((pr_foo()&7)+5)*(3*FRACUNIT/4);
mo->momx = pr_foo.Random2()<<(FRACBITS-6);
mo->momy = pr_foo.Random2()<<(FRACBITS-6);
}
S_Sound (actor, CHAN_BODY, actor->DeathSound, 1, ATTN_IDLE);
actor->Destroy ();
}
// Leaf Spawner -------------------------------------------------------------
void A_LeafSpawn (AActor *);
void A_LeafThrust (AActor *);
void A_LeafCheck (AActor *);
class ALeafSpawner : public AActor
{
DECLARE_ACTOR (ALeafSpawner, AActor)
};
FState ALeafSpawner::States[] =
{
S_NORMAL (TNT1, 'A', 20, A_LeafSpawn , &States[0])
};
IMPLEMENT_ACTOR (ALeafSpawner, Hexen, 113, 0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOSECTOR)
PROP_RenderFlags (RF_INVISIBLE)
PROP_SpawnState (0)
END_DEFAULTS
// Leaves -------------------------------------------------------------------
class ALeaf1 : public AActor
{
DECLARE_ACTOR (ALeaf1, AActor)
};
FState ALeaf1::States[] =
{
#define S_LEAF1 0
S_NORMAL (LEF1, 'A', 4, NULL , &States[S_LEAF1+1]),
S_NORMAL (LEF1, 'B', 4, NULL , &States[S_LEAF1+2]),
S_NORMAL (LEF1, 'C', 4, NULL , &States[S_LEAF1+3]),
S_NORMAL (LEF1, 'D', 4, A_LeafThrust , &States[S_LEAF1+4]),
S_NORMAL (LEF1, 'E', 4, NULL , &States[S_LEAF1+5]),
S_NORMAL (LEF1, 'F', 4, NULL , &States[S_LEAF1+6]),
S_NORMAL (LEF1, 'G', 4, NULL , &States[S_LEAF1+7]),
S_NORMAL (LEF1, 'H', 4, A_LeafThrust , &States[S_LEAF1+8]),
S_NORMAL (LEF1, 'I', 4, NULL , &States[S_LEAF1+9]),
S_NORMAL (LEF1, 'A', 4, NULL , &States[S_LEAF1+10]),
S_NORMAL (LEF1, 'B', 4, NULL , &States[S_LEAF1+11]),
S_NORMAL (LEF1, 'C', 4, A_LeafThrust , &States[S_LEAF1+12]),
S_NORMAL (LEF1, 'D', 4, NULL , &States[S_LEAF1+13]),
S_NORMAL (LEF1, 'E', 4, NULL , &States[S_LEAF1+14]),
S_NORMAL (LEF1, 'F', 4, NULL , &States[S_LEAF1+15]),
S_NORMAL (LEF1, 'G', 4, A_LeafThrust , &States[S_LEAF1+16]),
S_NORMAL (LEF1, 'H', 4, NULL , &States[S_LEAF1+17]),
S_NORMAL (LEF1, 'I', 4, NULL , NULL),
#define S_LEAF_X (S_LEAF1+18)
S_NORMAL (LEF3, 'D', 10, A_LeafCheck , &States[S_LEAF_X+0])
};
IMPLEMENT_ACTOR (ALeaf1, Hexen, -1, 0)
PROP_RadiusFixed (2)
PROP_HeightFixed (4)
PROP_Gravity (FRACUNIT/8)
PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE)
PROP_Flags2 (MF2_NOTELEPORT)
PROP_Flags3 (MF3_DONTSPLASH)
PROP_Flags4 (MF4_NOICEDEATH)
PROP_SpawnState (S_LEAF1)
PROP_DeathState (S_LEAF_X)
END_DEFAULTS
class ALeaf2 : public ALeaf1
{
DECLARE_ACTOR (ALeaf2, ALeaf1)
};
FState ALeaf2::States[] =
{
#define S_LEAF2 0
S_NORMAL (LEF2, 'A', 4, NULL , &States[S_LEAF2+1]),
S_NORMAL (LEF2, 'B', 4, NULL , &States[S_LEAF2+2]),
S_NORMAL (LEF2, 'C', 4, NULL , &States[S_LEAF2+3]),
S_NORMAL (LEF2, 'D', 4, A_LeafThrust , &States[S_LEAF2+4]),
S_NORMAL (LEF2, 'E', 4, NULL , &States[S_LEAF2+5]),
S_NORMAL (LEF2, 'F', 4, NULL , &States[S_LEAF2+6]),
S_NORMAL (LEF2, 'G', 4, NULL , &States[S_LEAF2+7]),
S_NORMAL (LEF2, 'H', 4, A_LeafThrust , &States[S_LEAF2+8]),
S_NORMAL (LEF2, 'I', 4, NULL , &States[S_LEAF2+9]),
S_NORMAL (LEF2, 'A', 4, NULL , &States[S_LEAF2+10]),
S_NORMAL (LEF2, 'B', 4, NULL , &States[S_LEAF2+11]),
S_NORMAL (LEF2, 'C', 4, A_LeafThrust , &States[S_LEAF2+12]),
S_NORMAL (LEF2, 'D', 4, NULL , &States[S_LEAF2+13]),
S_NORMAL (LEF2, 'E', 4, NULL , &States[S_LEAF2+14]),
S_NORMAL (LEF2, 'F', 4, NULL , &States[S_LEAF2+15]),
S_NORMAL (LEF2, 'G', 4, A_LeafThrust , &States[S_LEAF2+16]),
S_NORMAL (LEF2, 'H', 4, NULL , &States[S_LEAF2+17]),
S_NORMAL (LEF2, 'I', 4, NULL , NULL)
};
IMPLEMENT_ACTOR (ALeaf2, Hexen, -1, 0)
PROP_SpawnState (S_LEAF2)
END_DEFAULTS
//============================================================================
//
// A_LeafSpawn
//
//============================================================================
void A_LeafSpawn (AActor *actor)
{
AActor *mo;
int i;
for (i = (pr_leaf()&3)+1; i; i--)
{
mo = Spawn (pr_leaf()&1 ? RUNTIME_CLASS(ALeaf1) : RUNTIME_CLASS(ALeaf2),
actor->x + (pr_leaf.Random2()<<14),
actor->y + (pr_leaf.Random2()<<14),
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actor->z + (pr_leaf()<<14), ALLOW_REPLACE);
if (mo)
{
P_ThrustMobj (mo, actor->angle, (pr_leaf()<<9)+3*FRACUNIT);
mo->target = actor;
mo->special1 = 0;
}
}
}
//============================================================================
//
// A_LeafThrust
//
//============================================================================
void A_LeafThrust (AActor *actor)
{
if (pr_leafthrust() <= 96)
{
actor->momz += (pr_leafthrust()<<9)+FRACUNIT;
}
}
//============================================================================
//
// A_LeafCheck
//
//============================================================================
void A_LeafCheck (AActor *actor)
{
actor->special1++;
if (actor->special1 >= 20)
{
actor->SetState (NULL);
return;
}
angle_t ang = actor->target ? actor->target->angle : actor->angle;
if (pr_leafcheck() > 64)
{
if (!actor->momx && !actor->momy)
{
P_ThrustMobj (actor, ang, (pr_leafcheck()<<9)+FRACUNIT);
}
return;
}
actor->SetState (actor->SpawnState + 7);
actor->momz = (pr_leafcheck()<<9)+FRACUNIT;
P_ThrustMobj (actor, ang, (pr_leafcheck()<<9)+2*FRACUNIT);
actor->flags |= MF_MISSILE;
}
// Torch base class ---------------------------------------------------------
// Poison Shroom ------------------------------------------------------------
void A_PoisonShroom (AActor *);
void A_PoisonBagInit (AActor *);
class AZPoisonShroom : public AActor
{
DECLARE_ACTOR (AZPoisonShroom, AActor)
};
FState AZPoisonShroom::States[] =
{
#define S_ZPOISONSHROOM_P 0
S_NORMAL (SHRM, 'A', 6, NULL , &States[S_ZPOISONSHROOM_P+1]),
S_NORMAL (SHRM, 'B', 8, A_Pain , &States[S_ZPOISONSHROOM_P+2]),//<-- Intentional state
#define S_ZPOISONSHROOM (S_ZPOISONSHROOM_P+2)
S_NORMAL (SHRM, 'A', 5, A_PoisonShroom , &States[S_ZPOISONSHROOM_P+1]),
#define S_ZPOISONSHROOM_X (S_ZPOISONSHROOM+1)
S_NORMAL (SHRM, 'C', 5, NULL , &States[S_ZPOISONSHROOM_X+1]),
S_NORMAL (SHRM, 'D', 5, NULL , &States[S_ZPOISONSHROOM_X+2]),
S_NORMAL (SHRM, 'E', 5, A_PoisonBagInit , &States[S_ZPOISONSHROOM_X+3]),
S_NORMAL (SHRM, 'F', -1, NULL , NULL)
};
IMPLEMENT_ACTOR (AZPoisonShroom, Hexen, 8104, 0)
PROP_RadiusFixed (6)
PROP_HeightFixed (20)
PROP_PainChance (255)
PROP_SpawnHealth (30)
PROP_MassLong (0x7fffffff)
PROP_Flags (MF_SHOOTABLE|MF_SOLID|MF_NOBLOOD)
PROP_Flags4 (MF4_NOICEDEATH)
PROP_SpawnState (S_ZPOISONSHROOM)
PROP_PainState (S_ZPOISONSHROOM_P)
PROP_DeathState (S_ZPOISONSHROOM_X)
PROP_PainSound ("PoisonShroomPain")
PROP_DeathSound ("PoisonShroomDeath")
END_DEFAULTS
//===========================================================================
//
// A_PoisonShroom
//
//===========================================================================
void A_PoisonShroom (AActor *actor)
{
actor->tics = 128+(pr_shroom()<<1);
}
// Suit of armor ------------------------------------------------------------
void A_SoAExplode (AActor *);
class AZSuitOfArmor : public AActor
{
DECLARE_ACTOR (AZSuitOfArmor, AActor)
};
FState AZSuitOfArmor::States[] =
{
S_NORMAL (ZSUI, 'A', -1, NULL , NULL),
S_NORMAL (ZSUI, 'A', 1, A_SoAExplode , NULL)
};
IMPLEMENT_ACTOR (AZSuitOfArmor, Hexen, 8064, 0)
PROP_SpawnHealth (60)
PROP_RadiusFixed (16)
PROP_HeightFixed (72)
PROP_MassLong (0x7fffffff)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD)
PROP_Flags4 (MF4_NOICEDEATH)
PROP_SpawnState (0)
PROP_DeathState (1)
PROP_DeathSound ("SuitofArmorBreak")
END_DEFAULTS
// Armor chunk --------------------------------------------------------------
class AZArmorChunk : public AActor
{
DECLARE_ACTOR (AZArmorChunk, AActor)
};
FState AZArmorChunk::States[] =
{
S_NORMAL (ZSUI, 'B', -1, NULL , NULL),
S_NORMAL (ZSUI, 'C', -1, NULL , NULL),
S_NORMAL (ZSUI, 'D', -1, NULL , NULL),
S_NORMAL (ZSUI, 'E', -1, NULL , NULL),
S_NORMAL (ZSUI, 'F', -1, NULL , NULL),
S_NORMAL (ZSUI, 'G', -1, NULL , NULL),
S_NORMAL (ZSUI, 'H', -1, NULL , NULL),
S_NORMAL (ZSUI, 'I', -1, NULL , NULL),
S_NORMAL (ZSUI, 'J', -1, NULL , NULL),
S_NORMAL (ZSUI, 'K', -1, NULL , NULL)
};
IMPLEMENT_ACTOR (AZArmorChunk, Hexen, -1, 0)
PROP_RadiusFixed (4)
PROP_HeightFixed (8)
PROP_SpawnState (0)
END_DEFAULTS
//===========================================================================
//
// A_SoAExplode - Suit of Armor Explode
//
//===========================================================================
void A_SoAExplode (AActor *actor)
{
AActor *mo;
int i;
for (i = 0; i < 10; i++)
{
mo = Spawn<AZArmorChunk> (actor->x+((pr_soaexplode()-128)<<12),
actor->y+((pr_soaexplode()-128)<<12),
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actor->z+(pr_soaexplode()*actor->height/256), ALLOW_REPLACE);
mo->SetState (mo->SpawnState + i);
if (mo)
{
mo->momz = ((pr_soaexplode()&7)+5)*FRACUNIT;
mo->momx = pr_soaexplode.Random2()<<(FRACBITS-6);
mo->momy = pr_soaexplode.Random2()<<(FRACBITS-6);
}
}
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if (actor->args[0]>=0 && actor->args[0]<=255 && SpawnableThings[actor->args[0]])
{ // Spawn an item
if (!((level.flags & LEVEL_NOMONSTERS) || (dmflags & DF_NO_MONSTERS))
|| !(GetDefaultByType (SpawnableThings[actor->args[0]])->flags3 & MF3_ISMONSTER))
{ // Only spawn monsters if not -nomonsters
Spawn (SpawnableThings[actor->args[0]],
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actor->x, actor->y, actor->z, ALLOW_REPLACE);
}
}
S_Sound (actor, CHAN_BODY, actor->DeathSound, 1, ATTN_NORM);
actor->Destroy ();
}
// Bell ---------------------------------------------------------------------
void A_BellReset1 (AActor *);
void A_BellReset2 (AActor *);
class AZBell : public AActor
{
DECLARE_ACTOR (AZBell, AActor)
public:
void Activate (AActor *activator);
};
FState AZBell::States[] =
{
#define S_ZBELL 0
S_NORMAL (BBLL, 'F', -1, NULL , NULL),
#define S_ZBELL_X (S_ZBELL+1)
S_NORMAL (BBLL, 'A', 4, A_BellReset1 , &States[S_ZBELL_X+1]),
S_NORMAL (BBLL, 'B', 4, NULL , &States[S_ZBELL_X+2]),
S_NORMAL (BBLL, 'C', 4, NULL , &States[S_ZBELL_X+3]),
S_NORMAL (BBLL, 'D', 5, A_Scream , &States[S_ZBELL_X+4]),
S_NORMAL (BBLL, 'C', 4, NULL , &States[S_ZBELL_X+5]),
S_NORMAL (BBLL, 'B', 4, NULL , &States[S_ZBELL_X+6]),
S_NORMAL (BBLL, 'A', 3, NULL , &States[S_ZBELL_X+7]),
S_NORMAL (BBLL, 'E', 4, NULL , &States[S_ZBELL_X+8]),
S_NORMAL (BBLL, 'F', 5, NULL , &States[S_ZBELL_X+9]),
S_NORMAL (BBLL, 'G', 6, A_Scream , &States[S_ZBELL_X+10]),
S_NORMAL (BBLL, 'F', 5, NULL , &States[S_ZBELL_X+11]),
S_NORMAL (BBLL, 'E', 4, NULL , &States[S_ZBELL_X+12]),
S_NORMAL (BBLL, 'A', 4, NULL , &States[S_ZBELL_X+13]),
S_NORMAL (BBLL, 'B', 5, NULL , &States[S_ZBELL_X+14]),
S_NORMAL (BBLL, 'C', 5, NULL , &States[S_ZBELL_X+15]),
S_NORMAL (BBLL, 'D', 6, A_Scream , &States[S_ZBELL_X+16]),
S_NORMAL (BBLL, 'C', 5, NULL , &States[S_ZBELL_X+17]),
S_NORMAL (BBLL, 'B', 5, NULL , &States[S_ZBELL_X+18]),
S_NORMAL (BBLL, 'A', 4, NULL , &States[S_ZBELL_X+19]),
S_NORMAL (BBLL, 'E', 5, NULL , &States[S_ZBELL_X+20]),
S_NORMAL (BBLL, 'F', 5, NULL , &States[S_ZBELL_X+21]),
S_NORMAL (BBLL, 'G', 7, A_Scream , &States[S_ZBELL_X+22]),
S_NORMAL (BBLL, 'F', 5, NULL , &States[S_ZBELL_X+23]),
S_NORMAL (BBLL, 'E', 5, NULL , &States[S_ZBELL_X+24]),
S_NORMAL (BBLL, 'A', 5, NULL , &States[S_ZBELL_X+25]),
S_NORMAL (BBLL, 'B', 6, NULL , &States[S_ZBELL_X+26]),
S_NORMAL (BBLL, 'C', 6, NULL , &States[S_ZBELL_X+27]),
S_NORMAL (BBLL, 'D', 7, A_Scream , &States[S_ZBELL_X+28]),
S_NORMAL (BBLL, 'C', 6, NULL , &States[S_ZBELL_X+29]),
S_NORMAL (BBLL, 'B', 6, NULL , &States[S_ZBELL_X+30]),
S_NORMAL (BBLL, 'A', 5, NULL , &States[S_ZBELL_X+31]),
S_NORMAL (BBLL, 'E', 6, NULL , &States[S_ZBELL_X+32]),
S_NORMAL (BBLL, 'F', 6, NULL , &States[S_ZBELL_X+33]),
S_NORMAL (BBLL, 'G', 7, A_Scream , &States[S_ZBELL_X+34]),
S_NORMAL (BBLL, 'F', 6, NULL , &States[S_ZBELL_X+35]),
S_NORMAL (BBLL, 'E', 6, NULL , &States[S_ZBELL_X+36]),
S_NORMAL (BBLL, 'A', 6, NULL , &States[S_ZBELL_X+37]),
S_NORMAL (BBLL, 'B', 6, NULL , &States[S_ZBELL_X+38]),
S_NORMAL (BBLL, 'C', 6, NULL , &States[S_ZBELL_X+39]),
S_NORMAL (BBLL, 'B', 7, NULL , &States[S_ZBELL_X+40]),
S_NORMAL (BBLL, 'A', 8, NULL , &States[S_ZBELL_X+41]),
S_NORMAL (BBLL, 'E', 12, NULL , &States[S_ZBELL_X+42]),
S_NORMAL (BBLL, 'A', 10, NULL , &States[S_ZBELL_X+43]),
S_NORMAL (BBLL, 'B', 12, NULL , &States[S_ZBELL_X+44]),
S_NORMAL (BBLL, 'A', 12, NULL , &States[S_ZBELL_X+45]),
S_NORMAL (BBLL, 'E', 14, NULL , &States[S_ZBELL_X+46]),
S_NORMAL (BBLL, 'A', 1, A_BellReset2 , &States[S_ZBELL])
};
IMPLEMENT_ACTOR (AZBell, Hexen, 8065, 0)
PROP_SpawnHealth (5)
PROP_RadiusFixed (56)
PROP_HeightFixed (120)
PROP_MassLong (0x7fffffff)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD|MF_NOGRAVITY|MF_SPAWNCEILING)
PROP_Flags4 (MF4_NOICEDEATH)
PROP_SpawnState (S_ZBELL)
PROP_DeathState (S_ZBELL_X)
PROP_DeathSound ("BellRing")
END_DEFAULTS
void AZBell::Activate (AActor *activator)
{
if (health > 0)
{
P_DamageMobj (this, activator, activator, 10, NAME_Melee); // 'ring' the bell
}
}
//===========================================================================
//
// A_BellReset1
//
//===========================================================================
void A_BellReset1 (AActor *actor)
{
actor->flags |= MF_NOGRAVITY;
actor->height <<= 2;
if (actor->special)
{ // Initiate death action
LineSpecials[actor->special] (NULL, NULL, false, actor->args[0],
actor->args[1], actor->args[2], actor->args[3], actor->args[4]);
actor->special = 0;
}
}
//===========================================================================
//
// A_BellReset2
//
//===========================================================================
void A_BellReset2 (AActor *actor)
{
actor->flags |= MF_SHOOTABLE;
actor->flags &= ~MF_CORPSE;
actor->health = 5;
}