mirror of
https://github.com/ZDoom/gzdoom.git
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152 lines
3.9 KiB
C++
152 lines
3.9 KiB
C++
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#include "actor.h"
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#include "info.h"
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#include "gi.h"
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#include "a_sharedglobal.h"
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// Default actor for unregistered doomednums -------------------------------
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FState AUnknown::States[] =
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{
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S_NORMAL (UNKN, 'A', -1, NULL , NULL)
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};
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IMPLEMENT_ACTOR (AUnknown, Any, -1, 0)
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PROP_RadiusFixed (32)
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PROP_HeightFixed (56)
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PROP_Flags (MF_NOGRAVITY|MF_NOBLOCKMAP)
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PROP_SpawnState (0)
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END_DEFAULTS
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// Route node for monster patrols -------------------------------------------
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IMPLEMENT_STATELESS_ACTOR (APatrolPoint, Any, 9024, 0)
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PROP_RadiusFixed (8)
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PROP_HeightFixed (8)
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PROP_Mass (10)
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PROP_Flags (MF_NOBLOCKMAP)
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PROP_RenderStyle (STYLE_None)
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END_DEFAULTS
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// A special to execute when a monster reaches a matching patrol point ------
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IMPLEMENT_STATELESS_ACTOR (APatrolSpecial, Any, 9047, 0)
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PROP_RadiusFixed (8)
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PROP_HeightFixed (8)
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PROP_Mass (10)
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PROP_Flags (MF_NOBLOCKMAP)
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PROP_RenderStyle (STYLE_None)
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END_DEFAULTS
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// Blood sprite - adjusts itself for each game -----------------------------
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FState ABlood::States[] =
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{
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#define S_DBLOOD 0
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S_NORMAL (BLUD, 'C', 8, NULL , &States[S_DBLOOD+1]),
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S_NORMAL (BLUD, 'B', 8, NULL , &States[S_DBLOOD+2]),
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S_NORMAL (BLUD, 'A', 8, NULL , NULL),
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#define S_HBLOOD (S_DBLOOD+3)
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S_NORMAL (BLOD, 'C', 8, NULL , &States[S_HBLOOD+1]),
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S_NORMAL (BLOD, 'B', 8, NULL , &States[S_HBLOOD+2]),
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S_NORMAL (BLOD, 'A', 8, NULL , NULL),
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#define S_SBLOOD (S_HBLOOD+3)
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S_NORMAL (SPRY, 'A', 3, NULL , &States[S_SBLOOD+1]),
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S_NORMAL (SPRY, 'B', 3, NULL , &States[S_SBLOOD+2]),
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S_NORMAL (SPRY, 'C', 3, NULL , &States[S_SBLOOD+3]),
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S_NORMAL (SPRY, 'D', 3, NULL , &States[S_SBLOOD+4]),
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S_NORMAL (SPRY, 'E', 3, NULL , &States[S_SBLOOD+5]),
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S_NORMAL (SPRY, 'F', 3, NULL , &States[S_SBLOOD+6]),
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S_NORMAL (SPRY, 'G', 2, NULL , NULL),
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};
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IMPLEMENT_ACTOR (ABlood, Any, -1, 130)
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PROP_Flags (MF_NOBLOCKMAP)
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PROP_Mass (5)
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END_DEFAULTS
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AT_GAME_SET (Blood)
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{
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ABlood *def = GetDefault<ABlood>();
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def->SpawnState = &ABlood::States[gameinfo.gametype == GAME_Doom ? S_DBLOOD : S_HBLOOD];
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}
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void ABlood::SetDamage (int damage)
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{
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if (gameinfo.gametype == GAME_Doom)
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{
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if (damage <= 12 && damage >= 9)
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{
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SetState (SpawnState + 1);
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}
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else if (damage < 9)
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{
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SetState (SpawnState + 2);
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}
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}
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else if (gameinfo.gametype == GAME_Strife)
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{
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if (damage > 13)
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{
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SetState (&States[S_SBLOOD]);
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}
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else if (damage >= 10)
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{
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SetState (&States[S_HBLOOD]);
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}
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else if (damage >= 7)
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{
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SetState (&States[S_HBLOOD+1]);
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}
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else
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{
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SetState (&States[S_HBLOOD+2]);
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}
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}
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}
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// Map spot ----------------------------------------------------------------
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IMPLEMENT_STATELESS_ACTOR (AMapSpot, Any, 9001, 0)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOSECTOR|MF_NOGRAVITY)
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PROP_RenderStyle (STYLE_None)
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END_DEFAULTS
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// Map spot with gravity ---------------------------------------------------
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IMPLEMENT_STATELESS_ACTOR (AMapSpotGravity, Any, 9013, 0)
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PROP_Flags (0)
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END_DEFAULTS
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// Bloody gibs -------------------------------------------------------------
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FState ARealGibs::States[] =
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{
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S_NORMAL (POL5, 'A', -1, NULL, NULL)
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};
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IMPLEMENT_ACTOR (ARealGibs, Any, -1, 0)
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PROP_SpawnState (0)
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PROP_Flags (MF_DROPOFF|MF_CORPSE)
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PROP_Flags2 (MF2_NOTELEPORT)
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PROP_Flags3 (MF3_DONTGIB)
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END_DEFAULTS
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// Gibs that can be placed on a map. ---------------------------------------
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//
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// These need to be a separate class from the above, in case someone uses
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// a deh patch to change the gibs, since ZDoom actually creates a gib actor
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// for actors that get crushed instead of changing their state as Doom did.
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class AGibs : public ARealGibs
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{
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DECLARE_STATELESS_ACTOR (AGibs, ARealGibs)
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};
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IMPLEMENT_STATELESS_ACTOR (AGibs, Doom, 24, 146)
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PROP_SpawnState (0)
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END_DEFAULTS
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