- Changed: Macil doesn't need the StrifeHumanoid's special death states so he might

as well inherit directly from AActor.
- Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved
  the burning hand states to StrifePlayer where they really belong.


SVN r1125 (trunk)
This commit is contained in:
Christoph Oelckers 2008-08-07 17:45:35 +00:00
parent 269a54a258
commit 0e009ff18a
16 changed files with 312 additions and 422 deletions

View file

@ -1,4 +1,8 @@
August 7, 2008 (Changes by Graf Zahl)
- Changed: Macil doesn't need the StrifeHumanoid's special death states so he might
as well inherit directly from AActor.
- Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved
the burning hand states to StrifePlayer where they really belong.
- Added Gez's dropammofactor submission with some necessary changes. Also merged
redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup.
- Restricted native action function definitions to zdoom.pk3.

View file

@ -110,6 +110,8 @@ ACTOR(ClearReFire)
ACTOR(SpawnSingleItem)
ACTOR(GiveQuestItem)
ACTOR(Bang4Cloud)
ACTOR(HandLower)
ACTOR(WakeOracleSpectre)
ACTOR(M_Refire)
ACTOR(M_CheckAttack)

View file

@ -130,8 +130,8 @@ void A_AlienSpectreDeath (AActor *self)
{
C_MidPrint(GStrings("TXT_KILLED_ORACLE"));
// If there are any Oracles still alive, kill them.
TThinkerIterator<AOracle> it;
AOracle *oracle;
TThinkerIterator<AActor> it(NAME_Oracle);
AActor *oracle;
while ( (oracle = it.Next()) != NULL)
{

View file

@ -4,24 +4,7 @@
// Coin ---------------------------------------------------------------------
FState ACoin::States[] =
{
S_NORMAL (COIN, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ACoin, Strife, 93, 0)
PROP_StrifeType (168)
PROP_StrifeTeaserType (161)
PROP_StrifeTeaserType2 (165)
PROP_SpawnState (0)
PROP_Flags (MF_SPECIAL|MF_DROPPED|MF_NOTDMATCH)
PROP_Flags2 (MF2_FLOORCLIP)
PROP_Inventory_MaxAmountLong (INT_MAX)
PROP_Inventory_FlagsSet (IF_INVBAR)
PROP_Inventory_Icon ("I_COIN")
PROP_Tag ("coin")
PROP_Inventory_PickupMessage("$TXT_COIN")
END_DEFAULTS
IMPLEMENT_CLASS (ACoin)
const char *ACoin::PickupMessage ()
{
@ -76,96 +59,6 @@ AInventory *ACoin::CreateCopy (AActor *other)
return copy;
}
// 10 Gold ------------------------------------------------------------------
class AGold10 : public ACoin
{
DECLARE_ACTOR (AGold10, ACoin)
};
FState AGold10::States[] =
{
S_NORMAL (CRED, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (AGold10, Strife, 138, 0)
PROP_StrifeType (169)
PROP_StrifeTeaserType (162)
PROP_StrifeTeaserType2 (166)
PROP_SpawnState (0)
PROP_Inventory_Amount (10)
PROP_Tag ("10_gold")
END_DEFAULTS
// 25 Gold ------------------------------------------------------------------
class AGold25 : public ACoin
{
DECLARE_ACTOR (AGold25, ACoin)
};
FState AGold25::States[] =
{
S_NORMAL (SACK, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (AGold25, Strife, 139, 0)
PROP_StrifeType (170)
PROP_StrifeTeaserType (163)
PROP_StrifeTeaserType2 (167)
PROP_SpawnState (0)
PROP_Inventory_Amount (25)
PROP_Tag ("25_gold")
END_DEFAULTS
// 50 Gold ------------------------------------------------------------------
class AGold50 : public ACoin
{
DECLARE_ACTOR (AGold50, ACoin)
};
FState AGold50::States[] =
{
S_NORMAL (CHST, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (AGold50, Strife, 140, 0)
PROP_StrifeType (171)
PROP_StrifeTeaserType (164)
PROP_StrifeTeaserType2 (168)
PROP_SpawnState (0)
PROP_Inventory_Amount (50)
PROP_Tag ("50_gold")
END_DEFAULTS
// 300 Gold ------------------------------------------------------------------
class AGold300 : public ACoin
{
DECLARE_ACTOR (AGold300, ACoin)
public:
bool TryPickup (AActor *toucher);
};
FState AGold300::States[] =
{
S_NORMAL (TOKN, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (AGold300, Strife, -1, 0)
PROP_StrifeType (172)
PROP_SpawnState (0)
PROP_Inventory_AmountWord (300)
PROP_Tag ("300_gold")
END_DEFAULTS
bool AGold300::TryPickup (AActor *toucher)
{
toucher->GiveInventoryType (QuestItemClasses[2]);
return Super::TryPickup (toucher);
}
//===========================================================================
//
// ACoin :: CreateTossable
@ -185,22 +78,22 @@ AInventory *ACoin::CreateTossable ()
if (Amount >= 50)
{
Amount -= 50;
tossed = Spawn<AGold50> (Owner->x, Owner->y, Owner->z, NO_REPLACE);
tossed = static_cast<ACoin*>(Spawn("Gold50", Owner->x, Owner->y, Owner->z, NO_REPLACE));
}
else if (Amount >= 25)
{
Amount -= 25;
tossed = Spawn<AGold25> (Owner->x, Owner->y, Owner->z, NO_REPLACE);
tossed = static_cast<ACoin*>(Spawn("Gold25", Owner->x, Owner->y, Owner->z, NO_REPLACE));
}
else if (Amount >= 10)
{
Amount -= 10;
tossed = Spawn<AGold10> (Owner->x, Owner->y, Owner->z, NO_REPLACE);
tossed = static_cast<ACoin*>(Spawn("Gold10", Owner->x, Owner->y, Owner->z, NO_REPLACE));
}
else if (Amount > 1 || (ItemFlags & IF_KEEPDEPLETED))
{
Amount -= 1;
tossed = Spawn<ACoin> (Owner->x, Owner->y, Owner->z, NO_REPLACE);
tossed = static_cast<ACoin*>(Spawn("Coin", Owner->x, Owner->y, Owner->z, NO_REPLACE));
}
else // Amount == 1 && !(ItemFlags & IF_KEEPDEPLETED)
{

View file

@ -6,153 +6,16 @@
#include "s_sound.h"
#include "a_strifeglobal.h"
void A_ShootGun (AActor *);
void A_SentinelRefire (AActor *);
void A_SpawnSpectre4 (AActor *);
// Macil (version 1) ---------------------------------------------------------
class AMacil1 : public AStrifeHumanoid
{
DECLARE_ACTOR (AMacil1, AStrifeHumanoid)
public:
void NoBlockingSet ();
};
FState AMacil1::States[] =
{
#define S_MACIL_STAND 0
S_NORMAL (LEDR, 'C', 5, A_Look2, &States[S_MACIL_STAND]),
S_NORMAL (LEDR, 'A', 8, NULL, &States[S_MACIL_STAND]),
S_NORMAL (LEDR, 'B', 8, NULL, &States[S_MACIL_STAND]),
S_NORMAL (LEAD, 'A', 6, A_Wander, &States[S_MACIL_STAND+4]),
S_NORMAL (LEAD, 'B', 6, A_Wander, &States[S_MACIL_STAND+5]),
S_NORMAL (LEAD, 'C', 6, A_Wander, &States[S_MACIL_STAND+6]),
S_NORMAL (LEAD, 'D', 6, A_Wander, &States[S_MACIL_STAND]),
#define S_MACIL_CHASE (S_MACIL_STAND+7)
S_NORMAL (LEAD, 'A', 3, A_Chase, &States[S_MACIL_CHASE+1]),
S_NORMAL (LEAD, 'A', 3, A_Chase, &States[S_MACIL_CHASE+2]),
S_NORMAL (LEAD, 'B', 3, A_Chase, &States[S_MACIL_CHASE+3]),
S_NORMAL (LEAD, 'B', 3, A_Chase, &States[S_MACIL_CHASE+4]),
S_NORMAL (LEAD, 'C', 3, A_Chase, &States[S_MACIL_CHASE+5]),
S_NORMAL (LEAD, 'C', 3, A_Chase, &States[S_MACIL_CHASE+6]),
S_NORMAL (LEAD, 'D', 3, A_Chase, &States[S_MACIL_CHASE+7]),
S_NORMAL (LEAD, 'D', 3, A_Chase, &States[S_MACIL_CHASE]),
#define S_MACIL_ATK (S_MACIL_CHASE+8)
S_NORMAL (LEAD, 'E', 2, A_FaceTarget, &States[S_MACIL_ATK+1]),
S_BRIGHT (LEAD, 'F', 2, A_ShootGun, &States[S_MACIL_ATK+2]),
S_NORMAL (LEAD, 'E', 2, A_SentinelRefire,&States[S_MACIL_ATK]),
#define S_MACIL_PAIN (S_MACIL_ATK+3)
S_NORMAL (LEAD, 'Y', 3, NULL, &States[S_MACIL_PAIN+1]),
S_NORMAL (LEAD, 'Y', 3, A_Pain, &States[S_MACIL_CHASE]),
#define S_MACIL_ATK2 (S_MACIL_PAIN+2)
S_NORMAL (LEAD, 'E', 4, A_FaceTarget, &States[S_MACIL_ATK2+1]),
S_BRIGHT (LEAD, 'F', 4, A_ShootGun, &States[S_MACIL_ATK2+2]),
S_NORMAL (LEAD, 'E', 2, A_SentinelRefire,&States[S_MACIL_ATK2]),
#define S_MACIL_DIE (S_MACIL_ATK2+3)
S_NORMAL (LEAD, 'G', 5, NULL, &States[S_MACIL_DIE+1]),
S_NORMAL (LEAD, 'H', 5, A_Scream, &States[S_MACIL_DIE+2]),
S_NORMAL (LEAD, 'I', 4, NULL, &States[S_MACIL_DIE+3]),
S_NORMAL (LEAD, 'J', 4, NULL, &States[S_MACIL_DIE+4]),
S_NORMAL (LEAD, 'K', 3, NULL, &States[S_MACIL_DIE+5]),
S_NORMAL (LEAD, 'L', 3, A_NoBlocking, &States[S_MACIL_DIE+6]),
S_NORMAL (LEAD, 'M', 3, NULL, &States[S_MACIL_DIE+7]),
S_NORMAL (LEAD, 'N', 3, NULL, &States[S_MACIL_DIE+8]),
S_NORMAL (LEAD, 'O', 3, NULL, &States[S_MACIL_DIE+9]),
S_NORMAL (LEAD, 'P', 3, NULL, &States[S_MACIL_DIE+10]),
S_NORMAL (LEAD, 'Q', 3, NULL, &States[S_MACIL_DIE+11]),
S_NORMAL (LEAD, 'R', 3, NULL, &States[S_MACIL_DIE+12]),
S_NORMAL (LEAD, 'S', 3, NULL, &States[S_MACIL_DIE+13]),
S_NORMAL (LEAD, 'T', 3, NULL, &States[S_MACIL_DIE+14]),
S_NORMAL (LEAD, 'U', 3, NULL, &States[S_MACIL_DIE+15]),
S_NORMAL (LEAD, 'V', 3, NULL, &States[S_MACIL_DIE+16]),
S_NORMAL (LEAD, 'W', 3, A_SpawnSpectre4, &States[S_MACIL_DIE+17]),
S_NORMAL (LEAD, 'X', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (AMacil1, Strife, 64, 0)
PROP_StrifeType (49)
PROP_StrifeTeaserType (48)
PROP_StrifeTeaserType2 (49)
PROP_SpawnState (S_MACIL_STAND)
PROP_SpawnHealth (95)
PROP_SeeState (S_MACIL_CHASE)
PROP_PainState (S_MACIL_PAIN)
PROP_PainChance (250)
PROP_MissileState (S_MACIL_ATK)
PROP_DeathState (S_MACIL_CHASE)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_NOTDMATCH)
PROP_Flags2 (MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_MCROSS)
PROP_Flags3 (MF3_ISMONSTER)
PROP_Flags4 (MF4_FIRERESIST|MF4_NOICEDEATH|MF4_NOSPLASHALERT)
PROP_Flags5 (MF5_NODAMAGE)
PROP_MinMissileChance (150)
PROP_RadiusFixed (20)
PROP_HeightFixed (56)
PROP_SpeedFixed (8)
PROP_SeeSound ("macil/sight")
PROP_PainSound ("macil/pain")
PROP_ActiveSound ("macil/active")
PROP_Tag ("MACIL")
PROP_Obituary ("$OB_MACIL")
END_DEFAULTS
//============================================================================
//
// AMacil1 :: NoBlockingSet
//
//============================================================================
void AMacil1::NoBlockingSet ()
{
P_DropItem (this, "BoxOfBullets", -1, 256);
}
// Macil (version 2) ---------------------------------------------------------
class AMacil2 : public AMacil1
class AMacil1 : public AActor
{
DECLARE_STATELESS_ACTOR (AMacil2, AMacil1)
DECLARE_CLASS (AMacil1, AActor)
public:
void NoBlockingSet ();
int TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, FName damagetype);
};
IMPLEMENT_STATELESS_ACTOR (AMacil2, Strife, 200, 0)
PROP_StrifeType (50)
PROP_StrifeTeaserType (49)
PROP_StrifeTeaserType2 (50)
PROP_PainChance (200)
PROP_MissileState (S_MACIL_ATK2)
PROP_DeathState (S_MACIL_DIE)
PROP_XDeathState (S_MACIL_DIE)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL|MF_NOTDMATCH)
PROP_Flags2 (MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_MCROSS)
PROP_Flags4Clear (MF4_FIRERESIST)
PROP_Flags4Set (MF4_SPECTRAL)
PROP_Flags5Clear (MF5_NODAMAGE)
PROP_MinMissileChance (150)
PROP_Tag ("MACIL")
PROP_DeathSound ("macil/slop")
END_DEFAULTS
//============================================================================
//
// AMacil2 :: NoBlockingSet
//
// The second version of Macil spawns a specter instead of dropping something.
//
//============================================================================
void AMacil2::NoBlockingSet ()
{
}
IMPLEMENT_CLASS (AMacil1)
//============================================================================
//
@ -162,7 +25,7 @@ void AMacil2::NoBlockingSet ()
//
//============================================================================
int AMacil2::TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, FName damagetype)
int AMacil1::TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, FName damagetype)
{
if (inflictor != NULL && inflictor->GetClass()->TypeName == NAME_SpectralLightningV1)
return -1;

View file

@ -3,59 +3,16 @@
#include "a_strifeglobal.h"
#include "p_enemy.h"
void A_WakeOracleSpectre (AActor *);
// Oracle -------------------------------------------------------------------
FState AOracle::States[] =
class AOracle : public AActor
{
S_NORMAL (ORCL, 'A', -1, NULL, NULL),
S_NORMAL (ORCL, 'B', 5, NULL, &States[2]),
S_NORMAL (ORCL, 'C', 5, NULL, &States[3]),
S_NORMAL (ORCL, 'D', 5, NULL, &States[4]),
S_NORMAL (ORCL, 'E', 5, NULL, &States[5]),
S_NORMAL (ORCL, 'F', 5, NULL, &States[6]),
S_NORMAL (ORCL, 'G', 5, NULL, &States[7]),
S_NORMAL (ORCL, 'H', 5, NULL, &States[8]),
S_NORMAL (ORCL, 'I', 5, NULL, &States[9]),
S_NORMAL (ORCL, 'J', 5, NULL, &States[10]),
S_NORMAL (ORCL, 'K', 5, NULL, &States[11]),
S_NORMAL (ORCL, 'L', 5, A_NoBlocking, &States[12]),
S_NORMAL (ORCL, 'M', 5, NULL, &States[13]),
S_NORMAL (ORCL, 'N', 5, A_WakeOracleSpectre, &States[14]),
S_NORMAL (ORCL, 'O', 5, NULL, &States[15]),
S_NORMAL (ORCL, 'P', 5, NULL, &States[16]),
S_NORMAL (ORCL, 'Q', -1, NULL, NULL)
DECLARE_CLASS (AOracle, AActor)
public:
int TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, FName damagetype);
};
IMPLEMENT_ACTOR (AOracle, Strife, 199, 0)
PROP_StrifeType (65)
PROP_StrifeTeaserType (62)
PROP_StrifeTeaserType2 (63)
PROP_SpawnHealth (1)
PROP_SpawnState (0)
PROP_DeathState (1)
PROP_RadiusFixed (15)
PROP_HeightFixed (56)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD|MF_COUNTKILL|MF_NOTDMATCH)
PROP_Flags2 (MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_MCROSS)
PROP_Flags4 (MF4_FIRERESIST)
PROP_MaxDropOffHeight (32)
PROP_MinMissileChance (150)
PROP_Tag ("ORACLE")
END_DEFAULTS
//============================================================================
//
// AOracle :: NoBlockingSet
//
//============================================================================
IMPLEMENT_CLASS (AOracle)
void AOracle::NoBlockingSet ()
{
P_DropItem (this, "Meat", -1, 256);
}
void A_WakeOracleSpectre (AActor *self)
{

View file

@ -32,7 +32,7 @@ public:
class ACoin : public AInventory
{
DECLARE_ACTOR (ACoin, AInventory)
DECLARE_CLASS (ACoin, AInventory)
public:
const char *PickupMessage ();
bool HandlePickup (AInventory *item);
@ -40,14 +40,6 @@ public:
AInventory *CreateCopy (AActor *other);
};
class AOracle : public AActor
{
DECLARE_ACTOR (AOracle, AActor)
public:
void NoBlockingSet ();
int TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, FName damagetype);
};
class ADummyStrifeItem : public AInventory
{
DECLARE_ACTOR (ADummyStrifeItem, AInventory)

View file

@ -853,110 +853,13 @@ void A_ClearSoundTarget (AActor *self)
}
// Fire Droplet -------------------------------------------------------------
class AFireDroplet : public AActor
{
DECLARE_ACTOR (AFireDroplet, AActor)
};
// [RH] I think these should be bright, even though they weren't in Strife.
FState AFireDroplet::States[] =
{
S_BRIGHT (FFOT, 'A', 9, NULL, &States[1]),
S_BRIGHT (FFOT, 'B', 9, NULL, &States[2]),
S_BRIGHT (FFOT, 'C', 9, NULL, &States[3]),
S_BRIGHT (FFOT, 'D', 9, NULL, NULL)
};
IMPLEMENT_ACTOR (AFireDroplet, Strife, -1, 0)
PROP_StrifeType (297)
PROP_SpawnState (0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOCLIP)
END_DEFAULTS
// Humanoid Base Class ------------------------------------------------------
void A_ItBurnsItBurns (AActor *);
void A_DropFire (AActor *);
void A_CrispyPlayer (AActor *);
void A_HandLower (AActor *);
void A_Yeargh (AActor *);
FState AStrifeHumanoid::States[] =
{
#define S_FIREHANDS 0
S_BRIGHT (WAVE, 'A', 3, NULL, &States[S_FIREHANDS+1]),
S_BRIGHT (WAVE, 'B', 3, NULL, &States[S_FIREHANDS+2]),
S_BRIGHT (WAVE, 'C', 3, NULL, &States[S_FIREHANDS+3]),
S_BRIGHT (WAVE, 'D', 3, NULL, &States[S_FIREHANDS]),
// [RH] These weren't bright in Strife, but I think they should be.
// (After all, they are now a light source.)
#define S_HUMAN_BURNDEATH (S_FIREHANDS+4)
S_BRIGHT (BURN, 'A', 3, A_ItBurnsItBurns, &States[S_HUMAN_BURNDEATH+1]),
S_BRIGHT (BURN, 'B', 3, A_DropFire, &States[S_HUMAN_BURNDEATH+2]),
S_BRIGHT (BURN, 'C', 3, A_Wander, &States[S_HUMAN_BURNDEATH+3]),
S_BRIGHT (BURN, 'D', 3, A_NoBlocking, &States[S_HUMAN_BURNDEATH+4]),
S_BRIGHT (BURN, 'E', 5, A_DropFire, &States[S_HUMAN_BURNDEATH+5]),
S_BRIGHT (BURN, 'F', 5, A_Wander, &States[S_HUMAN_BURNDEATH+6]),
S_BRIGHT (BURN, 'G', 5, A_Wander, &States[S_HUMAN_BURNDEATH+7]),
S_BRIGHT (BURN, 'H', 5, A_Wander, &States[S_HUMAN_BURNDEATH+8]),
S_BRIGHT (BURN, 'I', 5, A_DropFire, &States[S_HUMAN_BURNDEATH+9]),
S_BRIGHT (BURN, 'J', 5, A_Wander, &States[S_HUMAN_BURNDEATH+10]),
S_BRIGHT (BURN, 'K', 5, A_Wander, &States[S_HUMAN_BURNDEATH+11]),
S_BRIGHT (BURN, 'L', 5, A_Wander, &States[S_HUMAN_BURNDEATH+12]),
S_BRIGHT (BURN, 'M', 3, A_DropFire, &States[S_HUMAN_BURNDEATH+13]),
S_BRIGHT (BURN, 'N', 3, NULL, &States[S_HUMAN_BURNDEATH+14]),
S_BRIGHT (BURN, 'O', 5, NULL, &States[S_HUMAN_BURNDEATH+15]),
S_BRIGHT (BURN, 'P', 5, NULL, &States[S_HUMAN_BURNDEATH+16]),
S_BRIGHT (BURN, 'Q', 5, NULL, &States[S_HUMAN_BURNDEATH+17]),
S_BRIGHT (BURN, 'P', 5, NULL, &States[S_HUMAN_BURNDEATH+18]),
S_BRIGHT (BURN, 'Q', 5, NULL, &States[S_HUMAN_BURNDEATH+19]),
S_BRIGHT (BURN, 'R', 7, NULL, &States[S_HUMAN_BURNDEATH+20]),
S_BRIGHT (BURN, 'S', 7, NULL, &States[S_HUMAN_BURNDEATH+21]),
S_BRIGHT (BURN, 'T', 7, NULL, &States[S_HUMAN_BURNDEATH+22]),
S_BRIGHT (BURN, 'U', 7, NULL, &States[S_HUMAN_BURNDEATH+23]),
S_BRIGHT (BURN, 'V',700,NULL, NULL),
#define S_HUMAN_ZAPDEATH (S_HUMAN_BURNDEATH+24)
S_NORMAL (DISR, 'A', 5, A_Yeargh, &States[S_HUMAN_ZAPDEATH+1]),
S_NORMAL (DISR, 'B', 5, NULL, &States[S_HUMAN_ZAPDEATH+2]),
S_NORMAL (DISR, 'C', 5, NULL, &States[S_HUMAN_ZAPDEATH+3]),
S_NORMAL (DISR, 'D', 5, A_NoBlocking, &States[S_HUMAN_ZAPDEATH+4]),
S_NORMAL (DISR, 'E', 5, NULL, &States[S_HUMAN_ZAPDEATH+5]),
S_NORMAL (DISR, 'F', 5, NULL, &States[S_HUMAN_ZAPDEATH+6]),
S_NORMAL (DISR, 'G', 4, NULL, &States[S_HUMAN_ZAPDEATH+7]),
S_NORMAL (DISR, 'H', 4, NULL, &States[S_HUMAN_ZAPDEATH+8]),
S_NORMAL (DISR, 'I', 4, NULL, &States[S_HUMAN_ZAPDEATH+9]),
S_NORMAL (DISR, 'J', 4, NULL, &States[S_HUMAN_ZAPDEATH+10]),
S_NORMAL (MEAT, 'D',700,NULL, NULL),
#define S_FIREHANDS2 (S_HUMAN_ZAPDEATH+11)
S_BRIGHT (WAVE, 'A', 3, A_HandLower, &States[S_FIREHANDS2+1]),
S_BRIGHT (WAVE, 'B', 3, A_HandLower, &States[S_FIREHANDS2+2]),
S_BRIGHT (WAVE, 'C', 3, A_HandLower, &States[S_FIREHANDS2+3]),
S_BRIGHT (WAVE, 'D', 3, A_HandLower, &States[S_FIREHANDS2]),
};
IMPLEMENT_ACTOR (AStrifeHumanoid, Any, -1, 0)
PROP_BDeathState (S_HUMAN_BURNDEATH)
PROP_EDeathState (S_HUMAN_ZAPDEATH)
PROP_MaxStepHeight (16)
PROP_MaxDropOffHeight (32)
END_DEFAULTS
void A_ItBurnsItBurns (AActor *self)
{
FSoundID burnsound = "human/imonfire";
if (burnsound != 0)
{
self->DeathSound = burnsound;
}
A_Scream (self);
S_Sound (self, CHAN_VOICE, "human/imonfire", 1, ATTN_NORM);
if (self->player != NULL && self->player->mo == self)
{
P_SetPsprite (self->player, ps_weapon, &AStrifeHumanoid::States[S_FIREHANDS]);
P_SetPsprite (self->player, ps_weapon, self->FindState("FireHands"));
P_SetPsprite (self->player, ps_flash, NULL);
self->player->ReadyWeapon = NULL;
self->player->PendingWeapon = WP_NOCHANGE;
@ -966,7 +869,7 @@ void A_ItBurnsItBurns (AActor *self)
void A_DropFire (AActor *self)
{
AActor *drop = Spawn<AFireDroplet> (self->x, self->y, self->z + 24*FRACUNIT, ALLOW_REPLACE);
AActor *drop = Spawn("FireDroplet", self->x, self->y, self->z + 24*FRACUNIT, ALLOW_REPLACE);
drop->momz = -FRACUNIT;
P_RadiusAttack (self, self, 64, 64, NAME_Fire, false);
}
@ -976,8 +879,9 @@ void A_CrispyPlayer (AActor *self)
if (self->player != NULL && self->player->mo == self)
{
self->player->playerstate = PST_DEAD;
P_SetPsprite (self->player, ps_weapon, &AStrifeHumanoid::States[S_FIREHANDS2 +
(self->player->psprites[ps_weapon].state - &AStrifeHumanoid::States[S_FIREHANDS])]);
P_SetPsprite (self->player, ps_weapon,
self->player->psprites[ps_weapon].state +
(self->FindState("FireHandsLower") - self->FindState("FireHands")));
}
}
@ -994,9 +898,3 @@ void A_HandLower (AActor *self)
}
}
void A_Yeargh (AActor *self)
{
S_Sound (self, CHAN_VOICE, "misc/disruptordeath", 1, ATTN_NORM);
}

View file

@ -131,6 +131,7 @@ xx(AlienSpectre2)
xx(AlienSpectre3)
xx(AlienSpectre4)
xx(AlienSpectre5)
xx(Oracle)
xx(Chicken)
xx(Pig)

View file

@ -183,6 +183,7 @@ class Actor extends Thinker
action native A_ShootGun();
action native A_RocketInFlight();
action native A_Bang4Cloud();
action native A_DropFire();
action native A_GiveQuestItem(eval int itemno);
}

View file

@ -0,0 +1,93 @@
// Coin ---------------------------------------------------------------------
ACTOR Coin : Inventory 93 native
{
Game Strife
ConversationID 168, 161, 165
+DROPPED
+NOTDMATCH
+FLOORCLIP
Inventory.MaxAmount 0x7fffffff
+INVENTORY.INVBAR
Tag "coin"
Inventory.Icon "I_COIN"
Inventory.PickupMessage "$TXT_COIN"
States
{
Spawn:
COIN A -1
Stop
}
}
// 10 Gold ------------------------------------------------------------------
ACTOR Gold10 : Coin 138
{
Game Strife
ConversationID 169, 162, 166
Inventory.Amount 10
Tag "10_gold"
Inventory.PickupMessage "$TXT_10GOLD"
States
{
Spawn:
CRED A -1
Stop
}
}
// 25 Gold ------------------------------------------------------------------
ACTOR Gold25 : Coin 139
{
Game Strife
ConversationID 170, 163, 167
Inventory.Amount 25
Tag "25_gold"
Inventory.PickupMessage "$TXT_25GOLD"
States
{
Spawn:
SACK A -1
Stop
}
}
// 50 Gold ------------------------------------------------------------------
ACTOR Gold50 : Coin 140
{
Game Strife
ConversationID 171, 164, 168
Inventory.Amount 50
Tag "50_gold"
Inventory.PickupMessage "$TXT_50GOLD"
States
{
Spawn:
CHST A -1
Stop
}
}
// 300 Gold ------------------------------------------------------------------
ACTOR Gold300 : Coin
{
ConversationID 172, -1, -1
Inventory.Amount 300
Tag "300_gold"
Inventory.PickupMessage "$TXT_300GOLD"
Inventory.GiveQuest 3
+INVENTORY.ALWAYSPICKUP
States
{
Spawn:
TOKN A -1
Stop
}
}

View file

@ -0,0 +1,89 @@
// Macil (version 1) ---------------------------------------------------------
ACTOR Macil1 64 native
{
Game Strife
ConversationID 49, 48, 49
Health 95
Radius 20
Height 56
Speed 8
Painchance 250
Monster
-COUNTKILL
+NOTDMATCH
+FIRERESIST
+NOICEDEATH
+NOSPLASHALERT
+NODAMAGE
MinMissileChance 150
SeeSound "macil/sight"
PainSound "macil/pain"
ActiveSound "macil/active"
Tag "MACIL"
Obituary "$OB_MACIL"
DropItem "BoxOfBullets"
MaxStepHeight 16
MaxDropoffHeight 32
States
{
Spawn:
LEDR C 5 A_Look2
Loop
LEDR A 8
Loop
LEDR B 8
Loop
LEAD ABCD 6 A_Wander
Loop
See:
LEAD AABBCCDD 3 A_Chase
Loop
Missile:
Death:
LEAD E 2 A_FaceTarget
LEAD F 2 BRIGHT A_ShootGun
LEAD E 2 A_SentinelRefire
Loop
Pain:
LEAD Y 3
LEAD Y 3 A_Pain
Goto See
}
}
// Macil (version 2) ---------------------------------------------------------
ACTOR Macil2 : Macil1 200
{
Game Strife
ConversationID 50, 49, 50
Painchance 200
+COUNTKILL
+SPECTRAL
-NODAMAGE
DeathSound "macil/slop"
DropItem "None"
States
{
Missile:
LEAD E 4 A_FaceTarget
LEAD F 4 BRIGHT A_ShootGun
LEAD E 2 A_SentinelRefire
Loop
Death:
LEAD G 5
LEAD H 5 A_Scream
LEAD IJ 4
LEAD K 3
LEAD L 3 A_NoBlocking
LEAD MNOPQRSTUV 3
LEAD W 4 Bright A_SpawnItemEx("AlienSpectre4", 0, 0, 0, 0, 0, random[spectrespawn](0,255)*0.0078125, 0, SXF_NOCHECKPOSITION)
LEAD X -1
Stop
}
}

View file

@ -0,0 +1,34 @@
// Oracle -------------------------------------------------------------------
ACTOR Oracle 199 native
{
Game Strife
ConversationID 65, 62, 63
Health 1
Radius 15
Height 56
Monster
+NOTDMATCH
+FIRERESIST
MaxDropoffHeight 32
Tag "Oracle"
DropItem "Meat"
action native A_WakeOracleSpectre ();
States
{
Spawn:
ORCL A -1
Stop
Death:
ORCL BCDEFGHIJK 5
ORCL L 5 A_NoBlocking
ORCL M 5
ORCL N 5 A_WakeOracleSpectre
ORCL OP 5
ORCL Q -1
Stop
}
}

View file

@ -0,0 +1,53 @@
// Humanoid Base Class ------------------------------------------------------
ACTOR StrifeHumanoid
{
MaxStepHeight 16
MaxDropoffHeight 32
States
{
Burn:
BURN A 3 Bright A_PlaySoundEx("human/imonfire", "Voice")
BURN B 3 Bright A_DropFire
BURN C 3 Bright A_Wander
BURN D 3 Bright A_NoBlocking
BURN E 5 Bright A_DropFire
BURN FGH 5 Bright A_Wander
BURN I 5 Bright A_DropFire
BURN JKL 5 Bright A_Wander
BURN M 5 Bright A_DropFire
BURN N 5 Bright
BURN OPQPQ 5 Bright
BURN RSTU 7 Bright
BURN V -1
Stop
Disintegrate:
DISR A 5 A_PlaySoundEx("misc/disruptordeath", "Voice")
DISR BC 5
DISR D 5 A_NoBlocking
DISR EF 5
DISR GHIJ 4
MEAT D -1
Stop
}
}
// Fire Droplet -------------------------------------------------------------
ACTOR FireDroplet
{
ConversationID 297, -1, -1
+NOBLOCKMAP
+NOCLIP
States
{
Spawn:
FFOT ABCD 9 Bright
Stop
}
}

View file

@ -14,8 +14,8 @@ ACTOR StrifePlayer : PlayerPawn
Player.StartItem "PunchDagger"
action native A_ItBurnsItBurns();
action native A_DropFire();
action native A_CrispyPlayer();
action native A_HandLower();
States
{
@ -71,6 +71,12 @@ ACTOR StrifePlayer : PlayerPawn
DISR GHIJ 4
MEAT D -1
Stop
Firehands:
WAVE ABCD 3
Loop
Firehandslower:
WAVE ABCD 3 A_HandLower
Loop
}
}

View file

@ -101,18 +101,22 @@
#include "actors/hexen/magelightning.txt"
#include "actors/hexen/magestaff.txt"
#include "actors/strife/strifehumanoid.txt"
#include "actors/strife/strifeplayer.txt"
#include "actors/strife/spectral.txt"
#include "actors/strife/acolyte.txt"
#include "actors/strife/alienspectres.txt"
#include "actors/strife/beggars.txt"
#include "actors/strife/coin.txt"
#include "actors/strife/crusader.txt"
#include "actors/strife/entityboss.txt"
#include "actors/strife/inquisitor.txt"
#include "actors/strife/loremaster.txt"
#include "actors/strife/macil.txt"
#include "actors/strife/merchants.txt"
#include "actors/strife/peasants.txt"
#include "actors/strife/strifebishop.txt"
#include "actors/strife/oracle.txt"
#include "actors/strife/programmer.txt"
#include "actors/strife/questitems.txt"
#include "actors/strife/ratbuddy.txt"