/* ** 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" #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--) { mo = Spawn (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); 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]], 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 (); Spawn (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) { Spawn (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--) { mo = Spawn (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 mo = Spawn (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_SoundID (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), 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 (actor->x+((pr_soaexplode()-128)<<12), actor->y+((pr_soaexplode()-128)<<12), 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); } } 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]], actor->x, actor->y, actor->z, ALLOW_REPLACE); } } S_SoundID (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; }