mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-07 21:41:07 +00:00
cf11cbdb30
SVN r4 (trunk)
722 lines
23 KiB
C++
722 lines
23 KiB
C++
#include "actor.h"
|
|
#include "info.h"
|
|
#include "p_local.h"
|
|
#include "s_sound.h"
|
|
#include "p_enemy.h"
|
|
#include "a_action.h"
|
|
#include "m_random.h"
|
|
#include "p_terrain.h"
|
|
|
|
static FRandom pr_serpentchase ("SerpentChase");
|
|
static FRandom pr_serpenthump ("SerpentHump");
|
|
static FRandom pr_serpentattack ("SerpentAttack");
|
|
static FRandom pr_serpentmeattack ("SerpentMeAttack");
|
|
static FRandom pr_serpentgibs ("SerpentGibs");
|
|
static FRandom pr_delaygib ("DelayGib");
|
|
|
|
void A_DoChase(AActor * actor, bool fastchase, FState * meleestate, FState * missilestate, bool playactive, bool nightmarefast);
|
|
|
|
void A_SerpentChase (AActor *);
|
|
void A_SerpentHumpDecide (AActor *);
|
|
void A_SerpentDiveSound (AActor *);
|
|
void A_SerpentHide (AActor *);
|
|
void A_SerpentBirthScream (AActor *);
|
|
void A_SerpentDiveSound (AActor *);
|
|
void A_SerpentCheckForAttack (AActor *);
|
|
void A_SerpentHeadPop (AActor *);
|
|
void A_SerpentSpawnGibs (AActor *);
|
|
void A_SerpentWalk (AActor *);
|
|
void A_SerpentUnHide (AActor *);
|
|
void A_SerpentRaiseHump (AActor *);
|
|
void A_SerpentLowerHump (AActor *);
|
|
void A_SerpentMeleeAttack (AActor *);
|
|
void A_SerpentMissileAttack (AActor *);
|
|
void A_SerpentChooseAttack (AActor *);
|
|
void A_SerpentFXSound (AActor *);
|
|
void A_StopSerpentFXSound (AActor *);
|
|
void A_SerpentHeadCheck (AActor *);
|
|
void A_FloatGib (AActor *);
|
|
void A_DelayGib (AActor *);
|
|
void A_SinkGib (AActor *);
|
|
|
|
// Serpent ------------------------------------------------------------------
|
|
|
|
class ASerpent : public AActor
|
|
{
|
|
DECLARE_ACTOR (ASerpent, AActor)
|
|
public:
|
|
bool bLeader;
|
|
void Serialize (FArchive &arc);
|
|
};
|
|
|
|
FState ASerpent::States[] =
|
|
{
|
|
#define S_SERPENT_LOOK1 0
|
|
S_NORMAL (SSPT, 'H', 10, A_Look , &States[S_SERPENT_LOOK1]),
|
|
|
|
#define S_SERPENT_SWIM1 (S_SERPENT_LOOK1+1)
|
|
S_NORMAL (SSPT, 'H', 1, A_SerpentChase , &States[S_SERPENT_SWIM1+1]),
|
|
S_NORMAL (SSPT, 'H', 1, A_SerpentChase , &States[S_SERPENT_SWIM1+2]),
|
|
S_NORMAL (SSPT, 'H', 2, A_SerpentHumpDecide , &States[S_SERPENT_SWIM1]),
|
|
|
|
#define S_SERPENT_PAIN1 (S_SERPENT_SWIM1+3)
|
|
S_NORMAL (SSPT, 'L', 5, NULL , &States[S_SERPENT_PAIN1+1]),
|
|
S_NORMAL (SSPT, 'L', 5, A_Pain , &States[S_SERPENT_PAIN1+2]),
|
|
S_NORMAL (SSDV, 'A', 4, NULL , &States[S_SERPENT_PAIN1+3]),
|
|
S_NORMAL (SSDV, 'B', 4, NULL , &States[S_SERPENT_PAIN1+4]),
|
|
S_NORMAL (SSDV, 'C', 4, NULL , &States[S_SERPENT_PAIN1+5]),
|
|
S_NORMAL (SSDV, 'D', 4, A_UnSetShootable , &States[S_SERPENT_PAIN1+6]),
|
|
S_NORMAL (SSDV, 'E', 3, A_SerpentDiveSound , &States[S_SERPENT_PAIN1+7]),
|
|
S_NORMAL (SSDV, 'F', 3, NULL , &States[S_SERPENT_PAIN1+8]),
|
|
S_NORMAL (SSDV, 'G', 4, NULL , &States[S_SERPENT_PAIN1+9]),
|
|
S_NORMAL (SSDV, 'H', 4, NULL , &States[S_SERPENT_PAIN1+10]),
|
|
S_NORMAL (SSDV, 'I', 3, NULL , &States[S_SERPENT_PAIN1+11]),
|
|
S_NORMAL (SSDV, 'J', 3, A_SerpentHide , &States[S_SERPENT_SWIM1]),
|
|
|
|
#define S_SERPENT_SURFACE1 (S_SERPENT_PAIN1+12)
|
|
S_NORMAL (SSPT, 'A', 1, A_UnHideThing , &States[S_SERPENT_SURFACE1+1]),
|
|
S_NORMAL (SSPT, 'A', 1, A_SerpentBirthScream , &States[S_SERPENT_SURFACE1+2]),
|
|
S_NORMAL (SSPT, 'B', 3, A_SetShootable , &States[S_SERPENT_SURFACE1+3]),
|
|
S_NORMAL (SSPT, 'C', 3, NULL , &States[S_SERPENT_SURFACE1+4]),
|
|
S_NORMAL (SSPT, 'D', 4, A_SerpentCheckForAttack , &States[S_SERPENT_PAIN1+2]),
|
|
|
|
#define S_SERPENT_DIE1 (S_SERPENT_SURFACE1+5)
|
|
S_NORMAL (SSPT, 'O', 4, NULL , &States[S_SERPENT_DIE1+1]),
|
|
S_NORMAL (SSPT, 'P', 4, A_Scream , &States[S_SERPENT_DIE1+2]),
|
|
S_NORMAL (SSPT, 'Q', 4, A_NoBlocking , &States[S_SERPENT_DIE1+3]),
|
|
S_NORMAL (SSPT, 'R', 4, NULL , &States[S_SERPENT_DIE1+4]),
|
|
S_NORMAL (SSPT, 'S', 4, NULL , &States[S_SERPENT_DIE1+5]),
|
|
S_NORMAL (SSPT, 'T', 4, NULL , &States[S_SERPENT_DIE1+6]),
|
|
S_NORMAL (SSPT, 'U', 4, NULL , &States[S_SERPENT_DIE1+7]),
|
|
S_NORMAL (SSPT, 'V', 4, NULL , &States[S_SERPENT_DIE1+8]),
|
|
S_NORMAL (SSPT, 'W', 4, NULL , &States[S_SERPENT_DIE1+9]),
|
|
S_NORMAL (SSPT, 'X', 4, NULL , &States[S_SERPENT_DIE1+10]),
|
|
S_NORMAL (SSPT, 'Y', 4, NULL , &States[S_SERPENT_DIE1+11]),
|
|
S_NORMAL (SSPT, 'Z', 4, NULL , NULL),
|
|
|
|
#define S_SERPENT_XDIE1 (S_SERPENT_DIE1+12)
|
|
S_NORMAL (SSXD, 'A', 4, NULL , &States[S_SERPENT_XDIE1+1]),
|
|
S_NORMAL (SSXD, 'B', 4, A_SerpentHeadPop , &States[S_SERPENT_XDIE1+2]),
|
|
S_NORMAL (SSXD, 'C', 4, A_NoBlocking , &States[S_SERPENT_XDIE1+3]),
|
|
S_NORMAL (SSXD, 'D', 4, NULL , &States[S_SERPENT_XDIE1+4]),
|
|
S_NORMAL (SSXD, 'E', 4, NULL , &States[S_SERPENT_XDIE1+5]),
|
|
S_NORMAL (SSXD, 'F', 3, NULL , &States[S_SERPENT_XDIE1+6]),
|
|
S_NORMAL (SSXD, 'G', 3, NULL , &States[S_SERPENT_XDIE1+7]),
|
|
S_NORMAL (SSXD, 'H', 3, A_SerpentSpawnGibs , NULL),
|
|
|
|
#define S_SERPENT_WALK1 (S_SERPENT_XDIE1+8)
|
|
S_NORMAL (SSPT, 'I', 5, A_SerpentWalk , &States[S_SERPENT_WALK1+1]),
|
|
S_NORMAL (SSPT, 'J', 5, A_SerpentWalk , &States[S_SERPENT_WALK1+2]),
|
|
S_NORMAL (SSPT, 'I', 5, A_SerpentWalk , &States[S_SERPENT_WALK1+3]),
|
|
S_NORMAL (SSPT, 'J', 5, A_SerpentCheckForAttack , &States[S_SERPENT_PAIN1+2]),
|
|
|
|
#define S_SERPENT_HUMP1 (S_SERPENT_WALK1+4)
|
|
S_NORMAL (SSPT, 'H', 3, A_SerpentUnHide , &States[S_SERPENT_HUMP1+1]),
|
|
S_NORMAL (SSPT, 'E', 3, A_SerpentRaiseHump , &States[S_SERPENT_HUMP1+2]),
|
|
S_NORMAL (SSPT, 'F', 3, A_SerpentRaiseHump , &States[S_SERPENT_HUMP1+3]),
|
|
S_NORMAL (SSPT, 'G', 3, A_SerpentRaiseHump , &States[S_SERPENT_HUMP1+4]),
|
|
S_NORMAL (SSPT, 'E', 3, A_SerpentRaiseHump , &States[S_SERPENT_HUMP1+5]),
|
|
S_NORMAL (SSPT, 'F', 3, A_SerpentRaiseHump , &States[S_SERPENT_HUMP1+6]),
|
|
S_NORMAL (SSPT, 'G', 3, NULL , &States[S_SERPENT_HUMP1+7]),
|
|
S_NORMAL (SSPT, 'E', 3, NULL , &States[S_SERPENT_HUMP1+8]),
|
|
S_NORMAL (SSPT, 'F', 3, NULL , &States[S_SERPENT_HUMP1+9]),
|
|
S_NORMAL (SSPT, 'G', 3, A_SerpentLowerHump , &States[S_SERPENT_HUMP1+10]),
|
|
S_NORMAL (SSPT, 'E', 3, A_SerpentLowerHump , &States[S_SERPENT_HUMP1+11]),
|
|
S_NORMAL (SSPT, 'F', 3, A_SerpentLowerHump , &States[S_SERPENT_HUMP1+12]),
|
|
S_NORMAL (SSPT, 'G', 3, A_SerpentLowerHump , &States[S_SERPENT_HUMP1+13]),
|
|
S_NORMAL (SSPT, 'E', 3, A_SerpentLowerHump , &States[S_SERPENT_HUMP1+14]),
|
|
S_NORMAL (SSPT, 'F', 3, A_SerpentHide , &States[S_SERPENT_SWIM1]),
|
|
|
|
#define S_SERPENT_MELEE1 (S_SERPENT_HUMP1+15)
|
|
S_NORMAL (SSPT, 'N', 5, A_SerpentMeleeAttack , &ASerpent::States[S_SERPENT_PAIN1+2]),
|
|
|
|
#define S_SERPENT_MISSILE1 (S_SERPENT_MELEE1+1)
|
|
S_NORMAL (SSPT, 'N', 5, A_SerpentMissileAttack , &ASerpent::States[S_SERPENT_PAIN1+2]),
|
|
|
|
#define S_SERPENT_ATK1 (S_SERPENT_MISSILE1+1)
|
|
S_NORMAL (SSPT, 'K', 6, A_FaceTarget , &States[S_SERPENT_ATK1+1]),
|
|
S_NORMAL (SSPT, 'L', 5, A_SerpentChooseAttack , &States[S_SERPENT_MELEE1]),
|
|
|
|
#define S_SERPENT_ICE (S_SERPENT_ATK1+2)
|
|
S_NORMAL (SSPT, '[', 5, A_FreezeDeath , &States[S_SERPENT_ICE+1]),
|
|
S_NORMAL (SSPT, '[', 1, A_FreezeDeathChunks , &States[S_SERPENT_ICE+1]),
|
|
};
|
|
|
|
IMPLEMENT_ACTOR (ASerpent, Hexen, 121, 6)
|
|
PROP_SpawnHealth (90)
|
|
PROP_PainChance (96)
|
|
PROP_SpeedFixed (12)
|
|
PROP_RadiusFixed (32)
|
|
PROP_HeightFixed (70)
|
|
PROP_MassLong (0x7fffffff) // [RH] Is this a mistake?
|
|
PROP_Flags (MF_SOLID|MF_NOBLOOD|MF_COUNTKILL)
|
|
PROP_Flags2 (MF2_PASSMOBJ|MF2_MCROSS|MF2_CANTLEAVEFLOORPIC|MF2_NONSHOOTABLE)
|
|
PROP_Flags3 (MF3_STAYMORPHED|MF3_DONTBLAST|MF3_NOTELEOTHER)
|
|
PROP_RenderFlags (RF_INVISIBLE)
|
|
|
|
PROP_SpawnState (S_SERPENT_LOOK1)
|
|
PROP_SeeState (S_SERPENT_SWIM1)
|
|
PROP_PainState (S_SERPENT_PAIN1)
|
|
PROP_MeleeState (S_SERPENT_SURFACE1)
|
|
PROP_DeathState (S_SERPENT_DIE1)
|
|
PROP_XDeathState (S_SERPENT_XDIE1)
|
|
PROP_IDeathState (S_SERPENT_ICE)
|
|
|
|
PROP_SeeSound ("SerpentSight")
|
|
PROP_AttackSound ("SerpentAttack")
|
|
PROP_PainSound ("SerpentPain")
|
|
PROP_DeathSound ("SerpentDeath")
|
|
END_DEFAULTS
|
|
|
|
void ASerpent::Serialize (FArchive &arc)
|
|
{
|
|
Super::Serialize (arc);
|
|
arc << bLeader;
|
|
}
|
|
|
|
// Serpent Leader -----------------------------------------------------------
|
|
|
|
class ASerpentLeader : public ASerpent
|
|
{
|
|
DECLARE_STATELESS_ACTOR (ASerpentLeader, ASerpent)
|
|
public:
|
|
void BeginPlay ();
|
|
};
|
|
|
|
IMPLEMENT_STATELESS_ACTOR (ASerpentLeader, Hexen, 120, 7)
|
|
PROP_Mass (200)
|
|
END_DEFAULTS
|
|
|
|
void ASerpentLeader::BeginPlay ()
|
|
{
|
|
bLeader = true;
|
|
}
|
|
|
|
// Serpent Missile Ball -----------------------------------------------------
|
|
|
|
class ASerpentFX : public AActor
|
|
{
|
|
DECLARE_ACTOR (ASerpentFX, AActor)
|
|
public:
|
|
void Tick ()
|
|
{
|
|
Super::Tick ();
|
|
}
|
|
};
|
|
|
|
FState ASerpentFX::States[] =
|
|
{
|
|
#define S_SERPENT_FX1 0
|
|
// [RH] This 0-length state was added so that the looping sound can start
|
|
// playing as soon as possible, because action functions are not called
|
|
// when an actor is spawned. (Should I change that? No.)
|
|
S_BRIGHT (SSFX, 'A', 0, NULL , &States[S_SERPENT_FX1+1]),
|
|
S_BRIGHT (SSFX, 'A', 3, A_SerpentFXSound , &States[S_SERPENT_FX1+2]),
|
|
S_BRIGHT (SSFX, 'B', 3, NULL , &States[S_SERPENT_FX1+3]),
|
|
S_BRIGHT (SSFX, 'A', 3, NULL , &States[S_SERPENT_FX1+4]),
|
|
S_BRIGHT (SSFX, 'B', 3, NULL , &States[S_SERPENT_FX1+1]),
|
|
|
|
#define S_SERPENT_FX_X1 (S_SERPENT_FX1+5)
|
|
S_BRIGHT (SSFX, 'C', 4, A_StopSerpentFXSound , &States[S_SERPENT_FX_X1+1]),
|
|
S_BRIGHT (SSFX, 'D', 4, NULL , &States[S_SERPENT_FX_X1+2]),
|
|
S_BRIGHT (SSFX, 'E', 4, NULL , &States[S_SERPENT_FX_X1+3]),
|
|
S_BRIGHT (SSFX, 'F', 4, NULL , &States[S_SERPENT_FX_X1+4]),
|
|
S_BRIGHT (SSFX, 'G', 4, NULL , &States[S_SERPENT_FX_X1+5]),
|
|
S_BRIGHT (SSFX, 'H', 4, NULL , NULL),
|
|
};
|
|
|
|
IMPLEMENT_ACTOR (ASerpentFX, Hexen, -1, 0)
|
|
PROP_SpeedFixed (15)
|
|
PROP_RadiusFixed (8)
|
|
PROP_HeightFixed (10)
|
|
PROP_Damage (4)
|
|
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
|
|
PROP_Flags2 (MF2_NOTELEPORT)
|
|
PROP_RenderStyle (STYLE_Add)
|
|
|
|
PROP_SpawnState (S_SERPENT_FX1)
|
|
PROP_DeathState (S_SERPENT_FX_X1)
|
|
|
|
PROP_DeathSound ("SerpentFXHit")
|
|
END_DEFAULTS
|
|
|
|
// Serpent Head -------------------------------------------------------------
|
|
|
|
class ASerpentHead : public AActor
|
|
{
|
|
DECLARE_ACTOR (ASerpentHead, AActor)
|
|
};
|
|
|
|
FState ASerpentHead::States[] =
|
|
{
|
|
#define S_SERPENT_HEAD1 0
|
|
S_NORMAL (SSXD, 'I', 4, A_SerpentHeadCheck , &States[S_SERPENT_HEAD1+1]),
|
|
S_NORMAL (SSXD, 'J', 4, A_SerpentHeadCheck , &States[S_SERPENT_HEAD1+2]),
|
|
S_NORMAL (SSXD, 'K', 4, A_SerpentHeadCheck , &States[S_SERPENT_HEAD1+3]),
|
|
S_NORMAL (SSXD, 'L', 4, A_SerpentHeadCheck , &States[S_SERPENT_HEAD1+4]),
|
|
S_NORMAL (SSXD, 'M', 4, A_SerpentHeadCheck , &States[S_SERPENT_HEAD1+5]),
|
|
S_NORMAL (SSXD, 'N', 4, A_SerpentHeadCheck , &States[S_SERPENT_HEAD1+6]),
|
|
S_NORMAL (SSXD, 'O', 4, A_SerpentHeadCheck , &States[S_SERPENT_HEAD1+7]),
|
|
S_NORMAL (SSXD, 'P', 4, A_SerpentHeadCheck , &States[S_SERPENT_HEAD1]),
|
|
|
|
#define S_SERPENT_HEAD_X1 (S_SERPENT_HEAD1+8)
|
|
S_NORMAL (SSXD, 'S', -1, NULL , &States[S_SERPENT_HEAD_X1]),
|
|
};
|
|
|
|
IMPLEMENT_ACTOR (ASerpentHead, Hexen, -1, 0)
|
|
PROP_RadiusFixed (5)
|
|
PROP_HeightFixed (10)
|
|
PROP_Flags (MF_NOBLOCKMAP)
|
|
PROP_Flags2 (MF2_LOGRAV)
|
|
|
|
PROP_SpawnState (S_SERPENT_HEAD1)
|
|
PROP_DeathState (S_SERPENT_HEAD_X1)
|
|
END_DEFAULTS
|
|
|
|
// Serpent Gib 1 ------------------------------------------------------------
|
|
|
|
class ASerpentGib1 : public AActor
|
|
{
|
|
DECLARE_ACTOR (ASerpentGib1, AActor)
|
|
};
|
|
|
|
FState ASerpentGib1::States[] =
|
|
{
|
|
#define S_SERPENT_GIB1_1 0
|
|
S_NORMAL (SSXD, 'Q', 6, NULL , &States[S_SERPENT_GIB1_1+1]),
|
|
S_NORMAL (SSXD, 'Q', 6, A_FloatGib , &States[S_SERPENT_GIB1_1+2]),
|
|
S_NORMAL (SSXD, 'Q', 8, A_FloatGib , &States[S_SERPENT_GIB1_1+3]),
|
|
S_NORMAL (SSXD, 'Q', 8, A_FloatGib , &States[S_SERPENT_GIB1_1+4]),
|
|
S_NORMAL (SSXD, 'Q', 12, A_FloatGib , &States[S_SERPENT_GIB1_1+5]),
|
|
S_NORMAL (SSXD, 'Q', 12, A_FloatGib , &States[S_SERPENT_GIB1_1+6]),
|
|
S_NORMAL (SSXD, 'Q', 232, A_DelayGib , &States[S_SERPENT_GIB1_1+7]),
|
|
S_NORMAL (SSXD, 'Q', 12, A_SinkGib , &States[S_SERPENT_GIB1_1+8]),
|
|
S_NORMAL (SSXD, 'Q', 12, A_SinkGib , &States[S_SERPENT_GIB1_1+9]),
|
|
S_NORMAL (SSXD, 'Q', 8, A_SinkGib , &States[S_SERPENT_GIB1_1+10]),
|
|
S_NORMAL (SSXD, 'Q', 8, A_SinkGib , &States[S_SERPENT_GIB1_1+11]),
|
|
S_NORMAL (SSXD, 'Q', 8, A_SinkGib , NULL),
|
|
};
|
|
|
|
IMPLEMENT_ACTOR (ASerpentGib1, Hexen, -1, 0)
|
|
PROP_RadiusFixed (3)
|
|
PROP_HeightFixed (3)
|
|
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
|
|
|
|
PROP_SpawnState (S_SERPENT_GIB1_1)
|
|
END_DEFAULTS
|
|
|
|
// Serpent Gib 2 ------------------------------------------------------------
|
|
|
|
class ASerpentGib2 : public AActor
|
|
{
|
|
DECLARE_ACTOR (ASerpentGib2, AActor)
|
|
};
|
|
|
|
FState ASerpentGib2::States[] =
|
|
{
|
|
#define S_SERPENT_GIB2_1 0
|
|
S_NORMAL (SSXD, 'R', 6, NULL , &States[S_SERPENT_GIB2_1+1]),
|
|
S_NORMAL (SSXD, 'R', 6, A_FloatGib , &States[S_SERPENT_GIB2_1+2]),
|
|
S_NORMAL (SSXD, 'R', 8, A_FloatGib , &States[S_SERPENT_GIB2_1+3]),
|
|
S_NORMAL (SSXD, 'R', 8, A_FloatGib , &States[S_SERPENT_GIB2_1+4]),
|
|
S_NORMAL (SSXD, 'R', 12, A_FloatGib , &States[S_SERPENT_GIB2_1+5]),
|
|
S_NORMAL (SSXD, 'R', 12, A_FloatGib , &States[S_SERPENT_GIB2_1+6]),
|
|
S_NORMAL (SSXD, 'R', 232, A_DelayGib , &States[S_SERPENT_GIB2_1+7]),
|
|
S_NORMAL (SSXD, 'R', 12, A_SinkGib , &States[S_SERPENT_GIB2_1+8]),
|
|
S_NORMAL (SSXD, 'R', 12, A_SinkGib , &States[S_SERPENT_GIB2_1+9]),
|
|
S_NORMAL (SSXD, 'R', 8, A_SinkGib , &States[S_SERPENT_GIB2_1+10]),
|
|
S_NORMAL (SSXD, 'R', 8, A_SinkGib , &States[S_SERPENT_GIB2_1+11]),
|
|
S_NORMAL (SSXD, 'R', 8, A_SinkGib , NULL),
|
|
};
|
|
|
|
IMPLEMENT_ACTOR (ASerpentGib2, Hexen, -1, 0)
|
|
PROP_RadiusFixed (3)
|
|
PROP_HeightFixed (3)
|
|
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
|
|
|
|
PROP_SpawnState (S_SERPENT_GIB2_1)
|
|
END_DEFAULTS
|
|
|
|
// Serpent Gib 3 ------------------------------------------------------------
|
|
|
|
class ASerpentGib3 : public AActor
|
|
{
|
|
DECLARE_ACTOR (ASerpentGib3, AActor)
|
|
};
|
|
|
|
FState ASerpentGib3::States[] =
|
|
{
|
|
#define S_SERPENT_GIB3_1 0
|
|
S_NORMAL (SSXD, 'T', 6, NULL , &States[S_SERPENT_GIB3_1+1]),
|
|
S_NORMAL (SSXD, 'T', 6, A_FloatGib , &States[S_SERPENT_GIB3_1+2]),
|
|
S_NORMAL (SSXD, 'T', 8, A_FloatGib , &States[S_SERPENT_GIB3_1+3]),
|
|
S_NORMAL (SSXD, 'T', 8, A_FloatGib , &States[S_SERPENT_GIB3_1+4]),
|
|
S_NORMAL (SSXD, 'T', 12, A_FloatGib , &States[S_SERPENT_GIB3_1+5]),
|
|
S_NORMAL (SSXD, 'T', 12, A_FloatGib , &States[S_SERPENT_GIB3_1+6]),
|
|
S_NORMAL (SSXD, 'T', 232, A_DelayGib , &States[S_SERPENT_GIB3_1+7]),
|
|
S_NORMAL (SSXD, 'T', 12, A_SinkGib , &States[S_SERPENT_GIB3_1+8]),
|
|
S_NORMAL (SSXD, 'T', 12, A_SinkGib , &States[S_SERPENT_GIB3_1+9]),
|
|
S_NORMAL (SSXD, 'T', 8, A_SinkGib , &States[S_SERPENT_GIB3_1+10]),
|
|
S_NORMAL (SSXD, 'T', 8, A_SinkGib , &States[S_SERPENT_GIB3_1+11]),
|
|
S_NORMAL (SSXD, 'T', 8, A_SinkGib , NULL),
|
|
};
|
|
|
|
IMPLEMENT_ACTOR (ASerpentGib3, Hexen, -1, 0)
|
|
PROP_RadiusFixed (3)
|
|
PROP_HeightFixed (3)
|
|
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
|
|
|
|
PROP_SpawnState (S_SERPENT_GIB3_1)
|
|
END_DEFAULTS
|
|
|
|
|
|
//============================================================================
|
|
//
|
|
// A_SerpentUnHide
|
|
//
|
|
//============================================================================
|
|
|
|
void A_SerpentUnHide (AActor *actor)
|
|
{
|
|
actor->renderflags &= ~RF_INVISIBLE;
|
|
actor->floorclip = 24*FRACUNIT;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_SerpentHide
|
|
//
|
|
//============================================================================
|
|
|
|
void A_SerpentHide (AActor *actor)
|
|
{
|
|
actor->renderflags |= RF_INVISIBLE;
|
|
actor->floorclip = 0;
|
|
}
|
|
//============================================================================
|
|
//
|
|
// A_SerpentChase
|
|
//
|
|
//============================================================================
|
|
|
|
void A_SerpentChase (AActor *actor)
|
|
{
|
|
A_DoChase (actor, false, actor->MeleeState, NULL, false, true);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_SerpentRaiseHump
|
|
//
|
|
// Raises the hump above the surface by raising the floorclip level
|
|
//============================================================================
|
|
|
|
void A_SerpentRaiseHump (AActor *actor)
|
|
{
|
|
actor->floorclip -= 4*FRACUNIT;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_SerpentLowerHump
|
|
//
|
|
//============================================================================
|
|
|
|
void A_SerpentLowerHump (AActor *actor)
|
|
{
|
|
actor->floorclip += 4*FRACUNIT;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_SerpentHumpDecide
|
|
//
|
|
// Decided whether to hump up, or if the mobj is a serpent leader,
|
|
// to missile attack
|
|
//============================================================================
|
|
|
|
void A_SerpentHumpDecide (AActor *actor)
|
|
{
|
|
if (static_cast<ASerpent *>(actor)->bLeader)
|
|
{
|
|
if (pr_serpenthump() > 30)
|
|
{
|
|
return;
|
|
}
|
|
else if (pr_serpenthump() < 40)
|
|
{ // Missile attack
|
|
actor->SetState (&ASerpent::States[S_SERPENT_SURFACE1]);
|
|
return;
|
|
}
|
|
}
|
|
else if (pr_serpenthump() > 3)
|
|
{
|
|
return;
|
|
}
|
|
if (!actor->CheckMeleeRange ())
|
|
{ // The hump shouldn't occur when within melee range
|
|
if (static_cast<ASerpent *>(actor)->bLeader &&
|
|
pr_serpenthump() < 128)
|
|
{
|
|
actor->SetState (&ASerpent::States[S_SERPENT_SURFACE1]);
|
|
}
|
|
else
|
|
{
|
|
actor->SetState (&ASerpent::States[S_SERPENT_HUMP1]);
|
|
S_Sound (actor, CHAN_BODY, "SerpentActive", 1, ATTN_NORM);
|
|
}
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_SerpentBirthScream
|
|
//
|
|
//============================================================================
|
|
|
|
void A_SerpentBirthScream (AActor *actor)
|
|
{
|
|
S_Sound (actor, CHAN_VOICE, "SerpentBirth", 1, ATTN_NORM);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_SerpentDiveSound
|
|
//
|
|
//============================================================================
|
|
|
|
void A_SerpentDiveSound (AActor *actor)
|
|
{
|
|
S_Sound (actor, CHAN_BODY, "SerpentActive", 1, ATTN_NORM);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_SerpentWalk
|
|
//
|
|
// Similar to A_Chase, only has a hardcoded entering of meleestate
|
|
//============================================================================
|
|
|
|
void A_SerpentWalk (AActor *actor)
|
|
{
|
|
A_DoChase (actor, false, &ASerpent::States[S_SERPENT_ATK1], NULL, true, true);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_SerpentCheckForAttack
|
|
//
|
|
//============================================================================
|
|
|
|
void A_SerpentCheckForAttack (AActor *actor)
|
|
{
|
|
if (!actor->target)
|
|
{
|
|
return;
|
|
}
|
|
if (static_cast<ASerpent *>(actor)->bLeader)
|
|
{
|
|
if (!actor->CheckMeleeRange ())
|
|
{
|
|
actor->SetState (&ASerpent::States[S_SERPENT_ATK1]);
|
|
return;
|
|
}
|
|
}
|
|
if (P_CheckMeleeRange2 (actor))
|
|
{
|
|
actor->SetState (&ASerpent::States[S_SERPENT_WALK1]);
|
|
}
|
|
else if (actor->CheckMeleeRange ())
|
|
{
|
|
if (pr_serpentattack() < 32)
|
|
{
|
|
actor->SetState (&ASerpent::States[S_SERPENT_WALK1]);
|
|
}
|
|
else
|
|
{
|
|
actor->SetState (&ASerpent::States[S_SERPENT_ATK1]);
|
|
}
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_SerpentChooseAttack
|
|
//
|
|
//============================================================================
|
|
|
|
void A_SerpentChooseAttack (AActor *actor)
|
|
{
|
|
if (!actor->target || actor->CheckMeleeRange())
|
|
{
|
|
return;
|
|
}
|
|
if (static_cast<ASerpent *>(actor)->bLeader)
|
|
{
|
|
actor->SetState (&ASerpent::States[S_SERPENT_MISSILE1]);
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_SerpentMeleeAttack
|
|
//
|
|
//============================================================================
|
|
|
|
void A_SerpentMeleeAttack (AActor *actor)
|
|
{
|
|
if (!actor->target)
|
|
{
|
|
return;
|
|
}
|
|
if (actor->CheckMeleeRange ())
|
|
{
|
|
int damage = pr_serpentmeattack.HitDice (5);
|
|
P_DamageMobj (actor->target, actor, actor, damage, MOD_HIT);
|
|
P_TraceBleed (damage, actor->target, actor);
|
|
S_Sound (actor, CHAN_BODY, "SerpentMeleeHit", 1, ATTN_NORM);
|
|
}
|
|
if (pr_serpentmeattack() < 96)
|
|
{
|
|
A_SerpentCheckForAttack (actor);
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_SerpentMissileAttack
|
|
//
|
|
//============================================================================
|
|
|
|
void A_SerpentMissileAttack (AActor *actor)
|
|
{
|
|
AActor *mo;
|
|
|
|
if (!actor->target)
|
|
{
|
|
return;
|
|
}
|
|
mo = P_SpawnMissile (actor, actor->target, RUNTIME_CLASS(ASerpentFX));
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_SerpentHeadPop
|
|
//
|
|
//============================================================================
|
|
|
|
void A_SerpentHeadPop (AActor *actor)
|
|
{
|
|
Spawn<ASerpentHead> (actor->x, actor->y, actor->z+45*FRACUNIT);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_SerpentSpawnGibs
|
|
//
|
|
//============================================================================
|
|
|
|
void A_SerpentSpawnGibs (AActor *actor)
|
|
{
|
|
AActor *mo;
|
|
static const TypeInfo *const GibTypes[] =
|
|
{
|
|
RUNTIME_CLASS(ASerpentGib3),
|
|
RUNTIME_CLASS(ASerpentGib2),
|
|
RUNTIME_CLASS(ASerpentGib1)
|
|
};
|
|
|
|
for (int i = sizeof(GibTypes)/sizeof(GibTypes[0])-1; i >= 0; --i)
|
|
{
|
|
mo = Spawn (GibTypes[i],
|
|
actor->x+((pr_serpentgibs()-128)<<12),
|
|
actor->y+((pr_serpentgibs()-128)<<12),
|
|
actor->floorz+FRACUNIT);
|
|
if (mo)
|
|
{
|
|
mo->momx = (pr_serpentgibs()-128)<<6;
|
|
mo->momy = (pr_serpentgibs()-128)<<6;
|
|
mo->floorclip = 6*FRACUNIT;
|
|
}
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_FloatGib
|
|
//
|
|
//============================================================================
|
|
|
|
void A_FloatGib (AActor *actor)
|
|
{
|
|
actor->floorclip -= FRACUNIT;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_SinkGib
|
|
//
|
|
//============================================================================
|
|
|
|
void A_SinkGib (AActor *actor)
|
|
{
|
|
actor->floorclip += FRACUNIT;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_DelayGib
|
|
//
|
|
//============================================================================
|
|
|
|
void A_DelayGib (AActor *actor)
|
|
{
|
|
actor->tics -= pr_delaygib()>>2;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_SerpentHeadCheck
|
|
//
|
|
//============================================================================
|
|
|
|
void A_SerpentHeadCheck (AActor *actor)
|
|
{
|
|
if (actor->z <= actor->floorz)
|
|
{
|
|
if (Terrains[P_GetThingFloorType(actor)].IsLiquid)
|
|
{
|
|
P_HitFloor (actor);
|
|
actor->SetState (NULL);
|
|
}
|
|
else
|
|
{
|
|
actor->SetState (actor->DeathState);
|
|
}
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_SerpentFXSound
|
|
//
|
|
//============================================================================
|
|
|
|
void A_SerpentFXSound (AActor *actor)
|
|
{
|
|
if (!S_IsActorPlayingSomething (actor, CHAN_BODY))
|
|
{
|
|
S_LoopedSound (actor, CHAN_BODY, "SerpentFXContinuous", 1, ATTN_NORM);
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_StopSerpentFXSound
|
|
//
|
|
//============================================================================
|
|
|
|
void A_StopSerpentFXSound (AActor *actor)
|
|
{
|
|
S_StopSound (actor, CHAN_BODY);
|
|
}
|