#include "actor.h" #include "info.h" #include "p_enemy.h" #include "p_local.h" #include "a_doomglobal.h" #include "a_sharedglobal.h" #include "m_random.h" #include "gi.h" #include "doomstat.h" #include "gstrings.h" static FRandom pr_spawnpuffx ("SpawnPuffX"); // The barrel of green goop ------------------------------------------------ void A_BarrelDestroy (AActor *); void A_BarrelRespawn (AActor *); FState AExplosiveBarrel::States[] = { #define S_BAR 0 S_NORMAL (BAR1, 'A', 6, NULL , &States[S_BAR+1]), S_NORMAL (BAR1, 'B', 6, NULL , &States[S_BAR+0]), #define S_BEXP (S_BAR+2) S_BRIGHT (BEXP, 'A', 5, NULL , &States[S_BEXP+1]), S_BRIGHT (BEXP, 'B', 5, A_Scream , &States[S_BEXP+2]), S_BRIGHT (BEXP, 'C', 5, NULL , &States[S_BEXP+3]), S_BRIGHT (BEXP, 'D', 10, A_Explode , &States[S_BEXP+4]), S_BRIGHT (BEXP, 'E', 10, NULL , &States[S_BEXP+5]), S_BRIGHT (BEXP, 'E', 1050, A_BarrelDestroy , &States[S_BEXP+6]), S_BRIGHT (BEXP, 'E', 5, A_BarrelRespawn , &States[S_BEXP+6]) }; IMPLEMENT_ACTOR (AExplosiveBarrel, Doom, 2035, 125) PROP_SpawnHealth (20) PROP_RadiusFixed (10) PROP_HeightFixed (34) PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD) PROP_Flags2 (MF2_MCROSS) PROP_Flags3 (MF3_DONTGIB) PROP_Flags4 (MF4_NOICEDEATH) PROP_Flags5 (MF5_OLDRADIUSDMG) PROP_SpawnState (S_BAR) PROP_DeathState (S_BEXP) PROP_DeathSound ("world/barrelx") PROP_Obituary("$OB_BARREL") END_DEFAULTS void A_BarrelDestroy (AActor *actor) { if ((dmflags2 & DF2_BARRELS_RESPAWN) && (deathmatch || alwaysapplydmflags)) { actor->height = actor->GetDefault()->height; actor->renderflags |= RF_INVISIBLE; actor->flags &= ~MF_SOLID; } else { actor->Destroy (); } } void A_BarrelRespawn (AActor *actor) { fixed_t x = actor->SpawnPoint[0] << FRACBITS; fixed_t y = actor->SpawnPoint[1] << FRACBITS; sector_t *sec; actor->flags |= MF_SOLID; sec = R_PointInSubsector (x, y)->sector; actor->SetOrigin (x, y, sec->floorplane.ZatPoint (x, y)); if (P_TestMobjLocation (actor)) { AActor *defs = actor->GetDefault(); actor->health = defs->health; actor->flags = defs->flags; actor->flags2 = defs->flags2; actor->SetState (actor->SpawnState); actor->renderflags &= ~RF_INVISIBLE; Spawn (x, y, actor->z + TELEFOGHEIGHT); } else { actor->flags &= ~MF_SOLID; } } // Bullet puff ------------------------------------------------------------- FState ABulletPuff::States[] = { S_BRIGHT (PUFF, 'A', 4, NULL , &States[1]), S_NORMAL (PUFF, 'B', 4, NULL , &States[2]), S_NORMAL (PUFF, 'C', 4, NULL , &States[3]), S_NORMAL (PUFF, 'D', 4, NULL , NULL) }; IMPLEMENT_ACTOR (ABulletPuff, Doom, -1, 131) PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY) PROP_Flags4 (MF4_ALLOWPARTICLES) PROP_RenderStyle (STYLE_Translucent) PROP_Alpha (TRANSLUC50) PROP_SpawnState (0) PROP_MeleeState (2) PROP_Mass(5) END_DEFAULTS void ABulletPuff::BeginPlay () { Super::BeginPlay (); momz = FRACUNIT; tics -= pr_spawnpuffx() & 3; if (tics < 1) tics = 1; } // Container for an unused state ------------------------------------------- /* Doom defined the states S_STALAG, S_DEADTORSO, and S_DEADBOTTOM but never * actually used them. For compatibility with DeHackEd patches, they still * need to be kept around. This actor serves that purpose. */ class ADoomUnusedStates : public AActor { DECLARE_ACTOR (ADoomUnusedStates, AActor) }; FState ADoomUnusedStates::States[] = { #define S_STALAG 0 S_NORMAL (SMT2, 'A', -1, NULL , NULL), #define S_DEADTORSO (S_STALAG+1) S_NORMAL (PLAY, 'N', -1, NULL , NULL), #define S_DEADBOTTOM (S_DEADTORSO+1) S_NORMAL (PLAY, 'S', -1, NULL , NULL) }; IMPLEMENT_ACTOR (ADoomUnusedStates, Doom, -1, 0) PROP_DeathState (S_DEADTORSO) END_DEFAULTS