qzdoom-gpl/src/g_strife/a_strifestuff.cpp

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#include "actor.h"
#include "gi.h"
#include "m_random.h"
#include "s_sound.h"
#include "d_player.h"
#include "a_action.h"
#include "p_local.h"
#include "a_doomglobal.h"
#include "a_strifeglobal.h"
#include "p_enemy.h"
#include "p_lnspec.h"
#include "c_console.h"
// Notes so I don't forget them:
// Strife does some extra stuff in A_Explode if a player caused the explosion. (probably NoiseAlert)
// See the instructions @ 21249.
//
// Strife's FLOATSPEED is 5 and not 4.
//
// In P_CheckMissileRange, mobjtypes 53,54,55,56,57,58 shift the distance right 4 bits (some, but not all the acolytes)
// mobjtypes 61,63,91 shift it right 1 bit
//
// When shooting missiles at something, if MF_SHADOW is set, the angle is adjusted with the formula:
// angle += pr_spawnmissile.Random2() << 21
// When MF_STRIFEx4000000 is set, the angle is adjusted similarly:
// angle += pr_spawnmissile.Random2() << 22
// Note that these numbers are different from those used by all the other Doom engine games.
// Strife seems to use the mass of armor for something, since it's not the default value.
/* These mobjinfos have been converted:
0 ForceFieldGuard
1 StrifePlayer
2 WeaponSmith
3 BarKeep
4 Armorer
5 Medic
6 Peasant1
7 Peasant2
8 Peasant3
9 Peasant4
10 Peasant5
11 Peasant6
12 Peasant7
13 Peasant8
14 Peasant9
15 Peasant10
16 Peasant11
17 Peasant12
18 Peasant13
19 Peasant14
20 Peasant15
21 Peasant16
22 Peasant17
23 Peasant18
24 Peasant19
25 Peasant20
26 Peasant21
27 Peasant22
28 Zombie
29 AcolyteToBe
30 ZombieSpawner
31 Tank1
32 Tank2
33 Tank3
34 Tank4
35 Tank5
36 Tank6
37 KneelingGuy
38 Beggar1
39 Beggar2
40 Beggar3
41 Beggar4
42 Beggar5
43 Rebel1
44 Rebel2
45 Rebel3
46 Rebel4
47 Rebel5
48 Rebel6
49 Macil1
50 Macil2
51 RocketTrail
52 Reaver
53 AcolyteTan
54 AcolyteRed
55 AcolyteRust
56 AcolyteGray
57 AcolyteDGreen
58 AcolyteGold
59 AcolyteLGreen
60 AcolyteBlue
61 AcolyteShadow
62 Templar
63 Crusader
64 StrifeBishop
65 Oracle
66 Loremaster (aka Priest)
67 AlienSpectre1
68 AlienChunkSmall
69 AlienChunkLarge
70 AlienSpectre2
71 AlienSpectre3
72 AlienSpectre4
73 AlienSpectre5
74 EntityBoss
75 EntitySecond
76 EntityNest
77 EntityPod
78 SpectralLightningH1
79 SpectralLightningH2
80 SpectralLightningBall1
81 SpectralLightningBall2
82 SpectralLightningH3
83 SpectralLightningHTail
84 SpectralLightningBigBall1
85 SpectralLightningBigBall2
86 SpectralLightningV1
87 SpectralLightningV2
88 SpectralLightningSpot
89 SpectralLightningBigV1
90 SpectralLightningBigV2
91 Sentinel
92 Stalker
93 Inquisitor
94 InquisitorArm
95 Programmer
96 ProgrammerBase
97 LoreShot
98 LoreShot2
99 MiniMissile
100 CrusaderMissile
101 BishopMissile
102 ElectricBolt
103 PoisonBolt
104 SentinelFX1
105 SentinelFX2
106 HEGrenade
107 PhosphorousGrenade
108 InquisitorShot
109 PhosphorousFire
110 MaulerTorpedo
111 MaulerTorpedoWave
112 FlameMissile
113 FastFlameMissile
114 MaulerPuff
115 StrifePuff
116 StrifeSpark
117 Blood
118 TeleportFog
119 ItemFog
120 --- Doomednum is 14, which makes it a teleport destination. Don't know why it's in the mobjinfo table.
121 KlaxonWarningLight
122 CeilingTurret
123 Piston
124 Computer
125 MedPatch
126 MedicalKit
127 SurgeryKit
128 DegninOre
129 MetalArmor
130 LeatherArmor
131 WaterBottle
132 Mug
133 BaseKey
134 GovsKey
135 Passcard
136 IDBadge
137 PrisonKey
138 SeveredHand
139 Power1Key
140 Power2Key
141 Power3Key
142 GoldKey
143 IDCard
144 SilverKey
145 OracleKey
146 MilitaryID
147 OrderKey
148 WarehouseKey
149 BrassKey
150 RedCrystalKey
151 BlueCrystalKey
152 ChapelKey
153 CatacombKey
154 SecurityKey
155 CoreKey
156 MaulerKey
157 FactoryKey
158 MineKey
159 NewKey5
160 ShadowArmor
161 EnvironmentalSuit
162 GuardUniform
163 OfficersUniform
164 StrifeMap
165 Scanner
166
167 Targeter
168 Coin
169 Gold10
170 Gold25
171 Gold50
172 Gold300
173 BeldinsRing
174 OfferingChalice
175 Ear
176 Communicator
177 HEGrenadeRounds
178 PhosphorusGrenadeRounds
179 ClipOfBullets
180 BoxOfBullets
181 MiniMissiles
182 CrateOfMissiles
183 EnergyPod
184 EnergyPack
185 PoisonBolts
186 ElectricBolts
187 AmmoSatchel
188 AssaultGun
189 AssaultGunStanding
190 FlameThrower
191 FlameThrowerParts
192 MiniMissileLauncher
193 Mauler
194 StrifeCrossbow
195 StrifeGrenadeLauncher
196 Sigil1
197 Sigil2
198 Sigil3
199 Sigil4
200 Sigil5
201 PowerCrystal
202 RatBuddy
203 WoodenBarrel
204 ExplosiveBarrel2
205 TargetPractice
206 LightSilverFluorescent
207 LightBrownFluorescent
208 LightGoldFluorescent
209 LightGlobe
210 PillarTechno
211 PillarAztec
212 PillarAztecDamaged
213 PillarAztecRuined
214 PillarHugeTech
215 PillarAlienPower
216 SStalactiteBig
217 SStalactiteSmall
218 SStalagmiteBig
219 CavePillarTop
220 CavePillarBottom
221 SStalagmiteSmall
222 Candle
223 StrifeCandelabra
224 WaterDropOnFloor
225 WaterfallSplash
226 WaterDrip
227 WaterFountain
228 HeartsInTank
229 TeleportSwirl
230 DeadCrusader
231 DeadStrifePlayer
232 DeadPeasant
233 DeadAcolyte
234 DeadReaver
235 DeadRebel
236 SacrificedGuy
237 PileOfGuts
238 StrifeBurningBarrel
239 BurningBowl
240 BurningBrazier
241 SmallTorchLit
242 SmallTorchUnlit
243 CeilingChain
244 CageLight
245 Statue
246 StatueRuined
247 MediumTorch
248 OutsideLamp
249 PoleLantern
250 SRock1
251 SRock2
252 SRock3
253 SRock4
254 StickInWater
255 Rubble1
256 Rubble2
257 Rubble3
258 Rubble4
259 Rubble5
260 Rubble6
261 Rubble7
262 Rubble8
263 SurgeryCrab
264 LargeTorch
265 HugeTorch
266 PalmTree
267 BigTree2
268 PottedTree
269 TreeStub
270 ShortBush
271 TallBush
272 ChimneyStack
273 BarricadeColumn
274 Pot
275 Pitcher
276 Stool
277 MetalPot
278 Tub
279 Anvil
280 TechLampSilver
281 TechLampBrass
282 Tray
283 AmmoFiller
284 SigilBanner
285 RebelBoots
286 RebelHelmet
287 RebelShirt
288 PowerCoupling
289 BrokenPowerCoupling
290 AlienBubbleColumn
291 AlienFloorBubble
292 AlienCeilingBubble
293 AlienAspClimber
294 AlienSpiderLight
295 Meat
296 Junk
297 FireDroplet
298 AmmoFillup
299 HealthFillup
300 Info
301 RaiseAlarm
302 OpenDoor222
303 CloseDoor222
304 PrisonPass
305 OpenDoor224
306 UpgradeStamina
307 UpgradeAccuracy
308 InterrogatorReport (seems to be unused)
309 HealthTraining
310 GunTraining
311 OraclePass
312 QuestItem1
313 QuestItem2
314 QuestItem3
315 QuestItem4
316 QuestItem5
317 QuestItem6
318 QuestItem7
319 QuestItem8
320 QuestItem9
321 QuestItem10
322 QuestItem11
323 QuestItem12
324 QuestItem13
325 QuestItem14
326 QuestItem15
327 QuestItem16
328 QuestItem17
329 QuestItem18
330 QuestItem19
331 QuestItem20
332 QuestItem21
333 QuestItem22
334 QuestItem23
335 QuestItem24
336 QuestItem25
337 QuestItem26
338 QuestItem27
339 QuestItem28
340 QuestItem29
341 QuestItem30
342 QuestItem31
343 SlideshowStarter
*/
static FRandom pr_gibtosser ("GibTosser");
void A_TossGib (AActor *);
void A_LoopActiveSound (AActor *);
void A_FLoopActiveSound (AActor *);
void A_Countdown (AActor *);
void A_XXScream (AActor *);
void A_SentinelRefire (AActor *);
// Force Field Guard --------------------------------------------------------
void A_RemoveForceField (AActor *);
class AForceFieldGuard : public AActor
{
DECLARE_ACTOR (AForceFieldGuard, AActor)
public:
int TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, int damagetype);
};
FState AForceFieldGuard::States[] =
{
S_NORMAL (TOKN, 'A', -1, NULL, NULL),
S_NORMAL (XPRK, 'A', 1, A_RemoveForceField, NULL)
};
IMPLEMENT_ACTOR (AForceFieldGuard, Strife, 25, 0)
PROP_StrifeType (0)
PROP_SpawnHealth (10)
PROP_SpawnState (0)
PROP_DeathState (1)
PROP_RadiusFixed (2)
PROP_HeightFixed (1)
PROP_Mass (10000)
PROP_Flags (MF_SHOOTABLE|MF_NOSECTOR)
PROP_Flags4 (MF4_INCOMBAT)
END_DEFAULTS
int AForceFieldGuard::TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, int damagetype)
{
if (inflictor == NULL || !inflictor->IsKindOf (RUNTIME_CLASS(ADegninOre)))
{
return -1;
}
return health;
}
// Tank 1 (Huge) ------------------------------------------------------------
class ATank1 : public AActor
{
DECLARE_ACTOR (ATank1, AActor)
};
FState ATank1::States[] =
{
S_NORMAL (TNK1, 'A', 15, NULL, &States[1]),
S_NORMAL (TNK1, 'B', 11, NULL, &States[2]),
S_NORMAL (TNK1, 'C', 40, NULL, &States[0])
};
IMPLEMENT_ACTOR (ATank1, Strife, 209, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (16)
PROP_HeightFixed (192)
PROP_Flags (MF_SOLID)
PROP_StrifeType (31)
END_DEFAULTS
// Tank 2 (Huge) ------------------------------------------------------------
class ATank2 : public AActor
{
DECLARE_ACTOR (ATank2, AActor)
};
FState ATank2::States[] =
{
S_NORMAL (TNK2, 'A', 15, NULL, &States[1]),
S_NORMAL (TNK2, 'B', 11, NULL, &States[2]),
S_NORMAL (TNK2, 'C', 40, NULL, &States[0])
};
IMPLEMENT_ACTOR (ATank2, Strife, 210, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (16)
PROP_HeightFixed (192)
PROP_Flags (MF_SOLID)
PROP_StrifeType (32)
END_DEFAULTS
// Tank 3 (Huge) ------------------------------------------------------------
class ATank3 : public AActor
{
DECLARE_ACTOR (ATank3, AActor)
};
FState ATank3::States[] =
{
S_NORMAL (TNK3, 'A', 15, NULL, &States[1]),
S_NORMAL (TNK3, 'B', 11, NULL, &States[2]),
S_NORMAL (TNK3, 'C', 40, NULL, &States[0])
};
IMPLEMENT_ACTOR (ATank3, Strife, 211, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (16)
PROP_HeightFixed (192)
PROP_Flags (MF_SOLID)
PROP_StrifeType (33)
END_DEFAULTS
// Tank 4 -------------------------------------------------------------------
class ATank4 : public AActor
{
DECLARE_ACTOR (ATank4, AActor)
};
FState ATank4::States[] =
{
S_NORMAL (TNK4, 'A', 15, NULL, &States[1]),
S_NORMAL (TNK4, 'B', 11, NULL, &States[2]),
S_NORMAL (TNK4, 'C', 40, NULL, &States[0])
};
IMPLEMENT_ACTOR (ATank4, Strife, 213, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (16)
PROP_HeightFixed (56)
PROP_Flags (MF_SOLID)
PROP_StrifeType (34)
END_DEFAULTS
// Tank 5 -------------------------------------------------------------------
class ATank5 : public AActor
{
DECLARE_ACTOR (ATank5, AActor)
};
FState ATank5::States[] =
{
S_NORMAL (TNK5, 'A', 15, NULL, &States[1]),
S_NORMAL (TNK5, 'B', 11, NULL, &States[2]),
S_NORMAL (TNK5, 'C', 40, NULL, &States[0])
};
IMPLEMENT_ACTOR (ATank5, Strife, 214, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (16)
PROP_HeightFixed (56)
PROP_Flags (MF_SOLID)
PROP_StrifeType (35)
END_DEFAULTS
// Tank 6 -------------------------------------------------------------------
class ATank6 : public AActor
{
DECLARE_ACTOR (ATank6, AActor)
};
FState ATank6::States[] =
{
S_NORMAL (TNK6, 'A', 15, NULL, &States[1]),
S_NORMAL (TNK6, 'B', 11, NULL, &States[2]),
S_NORMAL (TNK6, 'C', 40, NULL, &States[0])
};
IMPLEMENT_ACTOR (ATank6, Strife, 229, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (16)
PROP_HeightFixed (56)
PROP_Flags (MF_SOLID)
PROP_StrifeType (36)
END_DEFAULTS
// Kneeling Guy -------------------------------------------------------------
void A_SetShadow (AActor *self)
{
self->flags |= MF_STRIFEx8000000|MF_SHADOW;
self->RenderStyle = STYLE_Translucent;
self->alpha = HR_SHADOW;
}
void A_ClearShadow (AActor *self)
{
self->flags &= ~(MF_STRIFEx8000000|MF_SHADOW);
self->RenderStyle = STYLE_Normal;
self->alpha = OPAQUE;
}
static FRandom pr_gethurt ("HurtMe!");
void A_GetHurt (AActor *self)
{
self->flags4 |= MF4_INCOMBAT;
if ((pr_gethurt() % 5) == 0)
{
S_SoundID (self, CHAN_VOICE, self->PainSound, 1, ATTN_NORM);
self->health--;
}
if (self->health <= 0)
{
self->Die (self->target, self->target);
}
}
class AKneelingGuy : public AActor
{
DECLARE_ACTOR (AKneelingGuy, AActor)
};
FState AKneelingGuy::States[] =
{
#define S_KNEEL 0
S_NORMAL (NEAL, 'A', 15, A_LoopActiveSound, &States[S_KNEEL+1]),
S_NORMAL (NEAL, 'B', 40, A_LoopActiveSound, &States[S_KNEEL]),
#define S_KNEEL_PAIN (S_KNEEL+2)
S_NORMAL (NEAL, 'C', 5, A_SetShadow, &States[S_KNEEL_PAIN+1]),
S_NORMAL (NEAL, 'B', 4, A_Pain, &States[S_KNEEL_PAIN+2]),
S_NORMAL (NEAL, 'C', 5, A_ClearShadow, &States[S_KNEEL]),
#define S_KNEEL_HURT (S_KNEEL_PAIN+3)
S_NORMAL (NEAL, 'B', 6, NULL, &States[S_KNEEL_HURT+1]),
S_NORMAL (NEAL, 'C', 13, A_GetHurt, &States[S_KNEEL_HURT]),
#define S_KNEEL_DIE (S_KNEEL_HURT+2)
S_NORMAL (NEAL, 'D', 5, NULL, &States[S_KNEEL_DIE+1]),
S_NORMAL (NEAL, 'E', 5, A_Scream, &States[S_KNEEL_DIE+2]),
S_NORMAL (NEAL, 'F', 6, NULL, &States[S_KNEEL_DIE+3]),
S_NORMAL (NEAL, 'G', 5, A_NoBlocking, &States[S_KNEEL_DIE+4]),
S_NORMAL (NEAL, 'H', 5, NULL, &States[S_KNEEL_DIE+5]),
S_NORMAL (NEAL, 'I', 6, NULL, &States[S_KNEEL_DIE+6]),
S_NORMAL (NEAL, 'J', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (AKneelingGuy, Strife, 204, 0)
PROP_SpawnState (S_KNEEL)
PROP_SeeState (S_KNEEL)
PROP_PainState (S_KNEEL_PAIN)
PROP_WoundState (S_KNEEL_HURT)
PROP_DeathState (S_KNEEL_DIE)
PROP_SpawnHealth (51)
PROP_PainChance (255)
PROP_RadiusFixed (6)
PROP_HeightFixed (17)
PROP_MassLong (50000)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD)
PROP_Flags3 (MF3_ISMONSTER)
PROP_Flags4 (MF4_INCOMBAT)
PROP_MinMissileChance (150)
PROP_StrifeType (37)
PROP_PainSound ("misc/static")
PROP_DeathSound ("misc/static")
PROP_ActiveSound ("misc/chant")
END_DEFAULTS
// Klaxon Warning Light -----------------------------------------------------
void A_TurretLook (AActor *self)
{
AActor *target;
self->threshold = 0;
target = self->LastHeard;
if (target != NULL &&
target->health > 0 &&
target->flags & MF_SHOOTABLE &&
(self->flags & MF_FRIENDLY) != (target->flags & MF_FRIENDLY))
{
self->target = target;
if ((self->flags & MF_AMBUSH) && !P_CheckSight (self, target))
{
return;
}
if (self->SeeSound != 0)
{
S_SoundID (self, CHAN_VOICE, self->SeeSound, 1, ATTN_NORM);
}
self->LastHeard = NULL;
self->threshold = 10;
self->SetState (self->SeeState);
}
}
void A_KlaxonBlare (AActor *self)
{
if (--self->reactiontime < 0)
{
self->target = NULL;
self->reactiontime = self->GetDefault()->reactiontime;
A_TurretLook (self);
if (self->target == NULL)
{
self->SetState (self->SpawnState);
}
else
{
self->reactiontime = 50;
}
}
if (self->reactiontime == 2)
{
// [RH] Unalert monsters near the alarm and not just those in the same sector as it.
P_NoiseAlert (NULL, self, false);
}
else if (self->reactiontime > 50)
{
S_Sound (self, CHAN_VOICE, "misc/alarm", 1, ATTN_NORM);
}
}
class AKlaxonWarningLight : public AActor
{
DECLARE_ACTOR (AKlaxonWarningLight, AActor)
};
FState AKlaxonWarningLight::States[] =
{
S_NORMAL (KLAX, 'A', 5, A_TurretLook, &States[0]),
S_NORMAL (KLAX, 'B', 6, A_KlaxonBlare, &States[2]),
S_NORMAL (KLAX, 'C', 60, NULL, &States[1])
};
IMPLEMENT_ACTOR (AKlaxonWarningLight, Strife, 24, 0)
PROP_SpawnState (0)
PROP_SeeState (1)
PROP_ReactionTime (60)
PROP_Flags (MF_NOBLOCKMAP|MF_AMBUSH|MF_SPAWNCEILING|MF_NOGRAVITY)
PROP_Flags4 (MF4_FIXMAPTHINGPOS|MF4_NOSPLASHALERT|MF4_SYNCHRONIZED)
PROP_StrifeType (121)
END_DEFAULTS
// CeilingTurret ------------------------------------------------------------
void A_ShootGun (AActor *);
class ACeilingTurret : public AActor
{
DECLARE_ACTOR (ACeilingTurret, AActor)
};
FState ACeilingTurret::States[] =
{
S_NORMAL (TURT, 'A', 5, A_TurretLook, &States[0]),
S_NORMAL (TURT, 'A', 2, A_Chase, &States[1]),
S_NORMAL (TURT, 'B', 4, A_ShootGun, &States[3]),
S_NORMAL (TURT, 'D', 3, A_SentinelRefire, &States[4]),
S_NORMAL (TURT, 'A', 4, A_SentinelRefire, &States[2]),
S_BRIGHT (BALL, 'A', 6, A_Scream, &States[6]),
S_BRIGHT (BALL, 'B', 6, NULL, &States[7]),
S_BRIGHT (BALL, 'C', 6, NULL, &States[8]),
S_BRIGHT (BALL, 'D', 6, NULL, &States[9]),
S_BRIGHT (BALL, 'E', 6, NULL, &States[10]),
S_NORMAL (TURT, 'C', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ACeilingTurret, Strife, 27, 0)
PROP_StrifeType (122)
PROP_SpawnHealth (125)
PROP_SpawnState (0)
PROP_SeeState (1)
PROP_PainState (2)
PROP_MissileState (2)
PROP_DeathState (5)
PROP_SpeedFixed (0)
PROP_PainChance (0)
PROP_MassLong (10000000)
PROP_Flags (MF_SHOOTABLE|MF_AMBUSH|MF_SPAWNCEILING|MF_NOGRAVITY|
MF_NOBLOOD|MF_COUNTKILL)
PROP_Flags4 (MF4_NOSPLASHALERT|MF4_DONTFALL)
PROP_MinMissileChance (150)
PROP_DeathSound ("turret/death")
END_DEFAULTS
// Water Bottle -------------------------------------------------------------
class AWaterBottle : public AActor
{
DECLARE_ACTOR (AWaterBottle, AActor)
};
FState AWaterBottle::States[] =
{
S_NORMAL (WATR, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (AWaterBottle, Strife, 2014, 0)
PROP_SpawnState (0)
PROP_StrifeType (131)
END_DEFAULTS
// Mug ----------------------------------------------------------------------
class AMug : public AActor
{
DECLARE_ACTOR (AMug, AActor)
};
FState AMug::States[] =
{
S_NORMAL (MUGG, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (AMug, Strife, 164, 0)
PROP_SpawnState (0)
PROP_StrifeType (132)
END_DEFAULTS
// Wooden Barrel ------------------------------------------------------------
class AWoodenBarrel : public AActor
{
DECLARE_ACTOR (AWoodenBarrel, AActor)
};
FState AWoodenBarrel::States[] =
{
S_NORMAL (BARW, 'A', -1, NULL, NULL),
S_NORMAL (BARW, 'B', 2, A_Scream, &States[2]),
S_NORMAL (BARW, 'C', 2, NULL, &States[3]),
S_NORMAL (BARW, 'D', 2, A_NoBlocking, &States[4]),
S_NORMAL (BARW, 'E', 2, NULL, &States[5]),
S_NORMAL (BARW, 'F', 2, NULL, &States[6]),
S_NORMAL (BARW, 'G', 2, NULL, &States[7]),
S_NORMAL (BARW, 'H', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (AWoodenBarrel, Strife, 82, 0)
PROP_SpawnState (0)
PROP_SpawnHealth (10)
PROP_DeathState (1)
PROP_RadiusFixed (10)
PROP_HeightFixed (32)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD)
PROP_Flags4 (MF4_INCOMBAT)
PROP_StrifeType (203)
PROP_DeathSound ("woodenbarrel/death")
END_DEFAULTS
// Strife's explosive barrel ------------------------------------------------
class AExplosiveBarrel2 : public AExplosiveBarrel
{
DECLARE_ACTOR (AExplosiveBarrel2, AExplosiveBarrel)
public:
void GetExplodeParms (int &damage, int &dist, bool &hurtSource)
{
damage = dist = 64;
}
};
FState AExplosiveBarrel2::States[] =
{
S_NORMAL (BART, 'A', -1, NULL, NULL),
S_BRIGHT (BART, 'B', 2, A_Scream, &States[2]),
S_BRIGHT (BART, 'C', 2, NULL, &States[3]),
S_BRIGHT (BART, 'D', 2, NULL, &States[4]),
S_BRIGHT (BART, 'E', 2, A_NoBlocking, &States[5]),
S_BRIGHT (BART, 'F', 2, A_ExplodeAndAlert, &States[6]),
S_BRIGHT (BART, 'G', 2, NULL, &States[7]),
S_BRIGHT (BART, 'H', 2, NULL, &States[8]),
S_BRIGHT (BART, 'I', 2, NULL, &States[9]),
S_BRIGHT (BART, 'J', 2, NULL, &States[10]),
S_BRIGHT (BART, 'K', 3, NULL, &States[11]),
S_NORMAL (BART, 'L', -1, NULL, NULL),
};
IMPLEMENT_ACTOR (AExplosiveBarrel2, Strife, 94, 0)
PROP_SpawnState (0)
PROP_SpawnHealth (30)
PROP_DeathState (1)
PROP_RadiusFixed (10)
PROP_HeightFixed (32)
PROP_StrifeType (204)
//PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD)
PROP_Flags4 (MF4_INCOMBAT)
END_DEFAULTS
// Target Practice -----------------------------------------------------------
class ATargetPractice : public AActor
{
DECLARE_ACTOR (ATargetPractice, AActor)
};
void A_20e10 (AActor *self)
{
sector_t *sec = self->Sector;
if (self->z == sec->floorplane.ZatPoint (self->x, self->y))
{
if ((sec->special & 0xFF) == Damage_InstantDeath)
{
P_DamageMobj (self, NULL, NULL, 999, MOD_UNKNOWN);
}
else if ((sec->special & 0xFF) == Scroll_StrifeCurrent)
{
int anglespeed = sec->tag - 100;
fixed_t speed = (anglespeed % 10) << (FRACBITS - 4);
angle_t finean = (anglespeed / 10) << (32-3);
finean >>= ANGLETOFINESHIFT;
self->momx += FixedMul (speed, finecosine[finean]);
self->momy += FixedMul (speed, finesine[finean]);
}
}
}
FState ATargetPractice::States[] =
{
S_NORMAL (HOGN, 'A', 2, A_20e10, &States[0]),
S_NORMAL (HOGN, 'B', 1, A_20e10, &States[2]),
S_NORMAL (HOGN, 'C', 1, A_Pain, &States[0])
};
IMPLEMENT_ACTOR (ATargetPractice, Strife, 208, 0)
PROP_SpawnState (0)
PROP_SpawnHealthLong (99999999)
PROP_PainState (1)
PROP_PainChance (255)
PROP_RadiusFixed (10)
PROP_HeightFixed (72)
PROP_MassLong (9999999)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD)
PROP_Flags4 (MF4_INCOMBAT)
PROP_StrifeType (205)
PROP_PainSound ("misc/metalhit")
END_DEFAULTS
// Light (Silver, Fluorescent) ----------------------------------------------
class ALightSilverFluorescent : public AActor
{
DECLARE_ACTOR (ALightSilverFluorescent, AActor)
};
FState ALightSilverFluorescent::States[] =
{
S_BRIGHT (LITS, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ALightSilverFluorescent, Strife, 95, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (4)
PROP_HeightFixed (16)
PROP_Flags (MF_NOBLOCKMAP)
PROP_Flags4 (MF4_FIXMAPTHINGPOS)
PROP_StrifeType (206)
END_DEFAULTS
// Light (Brown, Fluorescent) -----------------------------------------------
class ALightBrownFluorescent : public AActor
{
DECLARE_ACTOR (ALightBrownFluorescent, AActor)
};
FState ALightBrownFluorescent::States[] =
{
S_BRIGHT (LITB, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ALightBrownFluorescent, Strife, 96, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (4)
PROP_HeightFixed (16)
PROP_Flags (MF_NOBLOCKMAP)
PROP_Flags4 (MF4_FIXMAPTHINGPOS)
PROP_StrifeType (207)
END_DEFAULTS
// Light (Gold, Fluorescent) ------------------------------------------------
class ALightGoldFluorescent : public AActor
{
DECLARE_ACTOR (ALightGoldFluorescent, AActor)
};
FState ALightGoldFluorescent::States[] =
{
S_BRIGHT (LITG, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ALightGoldFluorescent, Strife, 97, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (4)
PROP_HeightFixed (16)
PROP_Flags (MF_NOBLOCKMAP)
PROP_Flags4 (MF4_FIXMAPTHINGPOS)
PROP_StrifeType (208)
END_DEFAULTS
// Light Globe --------------------------------------------------------------
class ALightGlobe : public AActor
{
DECLARE_ACTOR (ALightGlobe, AActor)
};
FState ALightGlobe::States[] =
{
S_BRIGHT (LITE, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ALightGlobe, Strife, 2028, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (16)
PROP_HeightFixed (16)
PROP_Flags (MF_SOLID)
PROP_StrifeType (209)
END_DEFAULTS
// Techno Pillar ------------------------------------------------------------
class APillarTechno : public AActor
{
DECLARE_ACTOR (APillarTechno, AActor)
};
FState APillarTechno::States[] =
{
S_NORMAL (MONI, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (APillarTechno, Strife, 48, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (20)
PROP_HeightFixed (128)
PROP_Flags (MF_SOLID)
PROP_StrifeType (210)
END_DEFAULTS
// Aztec Pillar -------------------------------------------------------------
class APillarAztec : public AActor
{
DECLARE_ACTOR (APillarAztec, AActor)
};
FState APillarAztec::States[] =
{
S_NORMAL (STEL, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (APillarAztec, Strife, 54, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (16)
PROP_HeightFixed (128)
PROP_Flags (MF_SOLID)
PROP_StrifeType (211)
END_DEFAULTS
// Damaged Aztec Pillar -----------------------------------------------------
class APillarAztecDamaged : public AActor
{
DECLARE_ACTOR (APillarAztecDamaged, AActor)
};
FState APillarAztecDamaged::States[] =
{
S_NORMAL (STLA, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (APillarAztecDamaged, Strife, 55, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (16)
PROP_HeightFixed (80)
PROP_Flags (MF_SOLID)
PROP_StrifeType (212)
END_DEFAULTS
// Ruined Aztec Pillar ------------------------------------------------------
class APillarAztecRuined : public AActor
{
DECLARE_ACTOR (APillarAztecRuined, AActor)
};
FState APillarAztecRuined::States[] =
{
S_NORMAL (STLE, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (APillarAztecRuined, Strife, 56, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (16)
PROP_HeightFixed (40)
PROP_Flags (MF_SOLID)
PROP_StrifeType (213)
END_DEFAULTS
// Huge Tech Pillar ---------------------------------------------------------
class APillarHugeTech : public AActor
{
DECLARE_ACTOR (APillarHugeTech, AActor)
};
// This was defined while compiling on Linux.
// I don't know where it came from.
#ifdef HUGE
#undef HUGE
#endif
FState APillarHugeTech::States[] =
{
S_NORMAL (HUGE, 'A', 4, NULL, &States[1]),
S_NORMAL (HUGE, 'B', 4, NULL, &States[2]),
S_NORMAL (HUGE, 'C', 4, NULL, &States[3]),
S_NORMAL (HUGE, 'D', 4, NULL, &States[0])
};
IMPLEMENT_ACTOR (APillarHugeTech, Strife, 57, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (24)
PROP_HeightFixed (192)
PROP_Flags (MF_SOLID)
PROP_StrifeType (214)
END_DEFAULTS
// Alien Power Crystal in a Pillar ------------------------------------------
class APillarAlienPower : public AActor
{
DECLARE_ACTOR (APillarAlienPower, AActor)
};
FState APillarAlienPower::States[] =
{
S_NORMAL (APOW, 'A', 4, A_LoopActiveSound, &States[0])
};
IMPLEMENT_ACTOR (APillarAlienPower, Strife, 227, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (24)
PROP_HeightFixed (192)
PROP_Flags (MF_SOLID)
PROP_StrifeType (215)
PROP_ActiveSound ("ambient/alien2")
END_DEFAULTS
// SStalactiteBig -----------------------------------------------------------
class ASStalactiteBig : public AActor
{
DECLARE_ACTOR (ASStalactiteBig, AActor)
};
FState ASStalactiteBig::States[] =
{
S_NORMAL (STLG, 'C', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ASStalactiteBig, Strife, 98, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (16)
PROP_HeightFixed (54)
PROP_Flags (MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY)
PROP_StrifeType (216)
END_DEFAULTS
// SStalactiteSmall ---------------------------------------------------------
class ASStalactiteSmall : public AActor
{
DECLARE_ACTOR (ASStalactiteSmall, AActor)
};
FState ASStalactiteSmall::States[] =
{
S_NORMAL (STLG, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ASStalactiteSmall, Strife, 161, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (16)
PROP_HeightFixed (40)
PROP_Flags (MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY)
PROP_StrifeType (217)
END_DEFAULTS
// SStalagmiteBig -----------------------------------------------------------
class ASStalagmiteBig : public AActor
{
DECLARE_ACTOR (ASStalagmiteBig, AActor)
};
FState ASStalagmiteBig::States[] =
{
S_NORMAL (STLG, 'B', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ASStalagmiteBig, Strife, 160, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (16)
PROP_HeightFixed (40)
PROP_Flags (MF_SOLID)
PROP_StrifeType (218)
END_DEFAULTS
// Cave Pillar Top ----------------------------------------------------------
class ACavePillarTop : public AActor
{
DECLARE_ACTOR (ACavePillarTop, AActor)
};
FState ACavePillarTop::States[] =
{
S_NORMAL (STLG, 'D', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ACavePillarTop, Strife, 159, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (16)
PROP_HeightFixed (128)
PROP_Flags (MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY)
PROP_StrifeType (219)
END_DEFAULTS
// Cave Pillar Bottom -------------------------------------------------------
class ACavePillarBottom : public AActor
{
DECLARE_ACTOR (ACavePillarBottom, AActor)
};
FState ACavePillarBottom::States[] =
{
S_NORMAL (STLG, 'E', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ACavePillarBottom, Strife, 162, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (16)
PROP_HeightFixed (128)
PROP_Flags (MF_SOLID)
PROP_StrifeType (220)
END_DEFAULTS
// SStalagmiteSmall ---------------------------------------------------------
class ASStalagmiteSmall : public AActor
{
DECLARE_ACTOR (ASStalagmiteSmall, AActor)
};
FState ASStalagmiteSmall::States[] =
{
S_NORMAL (STLG, 'F', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ASStalagmiteSmall, Strife, 163, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (16)
PROP_HeightFixed (25)
PROP_Flags (MF_SOLID)
PROP_StrifeType (221)
END_DEFAULTS
// Candle -------------------------------------------------------------------
class ACandle : public AActor
{
DECLARE_ACTOR (ACandle, AActor)
};
FState ACandle::States[] =
{
S_BRIGHT (KNDL, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ACandle, Strife, 34, 0)
PROP_SpawnState (0)
PROP_StrifeType (222)
END_DEFAULTS
// StrifeCandelabra ---------------------------------------------------------
class AStrifeCandelabra : public AActor
{
DECLARE_ACTOR (AStrifeCandelabra, AActor)
};
FState AStrifeCandelabra::States[] =
{
S_BRIGHT (CLBR, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (AStrifeCandelabra, Strife, 35, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (16)
PROP_HeightFixed (40)
PROP_Flags (MF_SOLID)
PROP_StrifeType (223)
END_DEFAULTS
// Floor Water Drop ---------------------------------------------------------
class AWaterDropOnFloor : public AActor
{
DECLARE_ACTOR (AWaterDropOnFloor, AActor)
};
FState AWaterDropOnFloor::States[] =
{
S_NORMAL (DRIP, 'A', 6, A_FLoopActiveSound, &States[1]),
S_NORMAL (DRIP, 'B', 4, NULL, &States[2]),
S_NORMAL (DRIP, 'C', 4, NULL, &States[3]),
S_NORMAL (DRIP, 'D', 4, A_FLoopActiveSound, &States[4]),
S_NORMAL (DRIP, 'E', 4, NULL, &States[5]),
S_NORMAL (DRIP, 'F', 4, NULL, &States[6]),
S_NORMAL (DRIP, 'G', 4, A_FLoopActiveSound, &States[7]),
S_NORMAL (DRIP, 'H', 4, NULL, &States[0])
};
IMPLEMENT_ACTOR (AWaterDropOnFloor, Strife, 103, 0)
PROP_SpawnState (0)
PROP_Flags (MF_NOBLOCKMAP)
PROP_StrifeType (224)
PROP_ActiveSound ("world/waterdrips")
END_DEFAULTS
// Waterfall Splash ---------------------------------------------------------
// Why is this not visible in Strife?
class AWaterfallSplash : public AActor
{
DECLARE_ACTOR (AWaterfallSplash, AActor)
};
FState AWaterfallSplash::States[] =
{
S_NORMAL (SPLH, 'A', 4, NULL, &States[1]),
S_NORMAL (SPLH, 'B', 4, NULL, &States[2]),
S_NORMAL (SPLH, 'C', 4, NULL, &States[3]),
S_NORMAL (SPLH, 'D', 8, NULL, &States[4]),
S_NORMAL (SPLH, 'E', 4, NULL, &States[5]),
S_NORMAL (SPLH, 'F', 4, NULL, &States[6]),
S_NORMAL (SPLH, 'G', 4, NULL, &States[7]),
S_NORMAL (SPLH, 'H', 4, A_LoopActiveSound, &States[0]),
};
IMPLEMENT_ACTOR (AWaterfallSplash, Strife, 104, 0)
PROP_SpawnState (0)
PROP_Flags (MF_NOBLOCKMAP)
PROP_StrifeType (225)
PROP_ActiveSound ("world/waterfall")
END_DEFAULTS
// Ceiling Water Drip -------------------------------------------------------
class AWaterDrip : public AActor
{
DECLARE_ACTOR (AWaterDrip, AActor)
};
FState AWaterDrip::States[] =
{
S_NORMAL (CDRP, 'A', 10, NULL, &States[1]),
S_NORMAL (CDRP, 'B', 8, NULL, &States[2]),
S_NORMAL (CDRP, 'C', 8, NULL, &States[3]),
S_NORMAL (CDRP, 'D', 8, NULL, &States[0])
};
IMPLEMENT_ACTOR (AWaterDrip, Strife, 53, 0)
PROP_SpawnState (0)
PROP_HeightFixed (1)
PROP_Flags (MF_NOBLOCKMAP|MF_SPAWNCEILING|MF_NOGRAVITY)
PROP_StrifeType (226)
END_DEFAULTS
// WaterFountain ------------------------------------------------------------
class AWaterFountain : public AActor
{
DECLARE_ACTOR (AWaterFountain, AActor)
};
FState AWaterFountain::States[] =
{
S_NORMAL (WTFT, 'A', 4, NULL, &States[1]),
S_NORMAL (WTFT, 'B', 4, NULL, &States[2]),
S_NORMAL (WTFT, 'C', 4, NULL, &States[3]),
S_NORMAL (WTFT, 'D', 4, A_LoopActiveSound, &States[0]),
};
IMPLEMENT_ACTOR (AWaterFountain, Strife, 112, 0)
PROP_SpawnState (0)
PROP_Flags (MF_NOBLOCKMAP)
PROP_StrifeType (227)
PROP_ActiveSound ("world/watersplash")
END_DEFAULTS
// Hearts in Tank -----------------------------------------------------------
class AHeartsInTank : public AActor
{
DECLARE_ACTOR (AHeartsInTank, AActor)
};
FState AHeartsInTank::States[] =
{
S_BRIGHT (HERT, 'A', 4, NULL, &States[1]),
S_BRIGHT (HERT, 'B', 4, NULL, &States[2]),
S_BRIGHT (HERT, 'C', 4, NULL, &States[0])
};
IMPLEMENT_ACTOR (AHeartsInTank, Strife, 113, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (16)
PROP_HeightFixed (56)
PROP_Flags (MF_SOLID)
PROP_StrifeType (228)
END_DEFAULTS
// Teleport Swirl -----------------------------------------------------------
class ATeleportSwirl : public AActor
{
DECLARE_ACTOR (ATeleportSwirl, AActor)
};
FState ATeleportSwirl::States[] =
{
S_BRIGHT (TELP, 'A', 3, NULL, &States[1]),
S_BRIGHT (TELP, 'B', 3, NULL, &States[2]),
S_BRIGHT (TELP, 'C', 3, NULL, &States[3]),
S_BRIGHT (TELP, 'D', 3, NULL, &States[0])
};
IMPLEMENT_ACTOR (ATeleportSwirl, Strife, 23, 0)
PROP_SpawnState (0)
PROP_Flags (MF_NOBLOCKMAP)
PROP_RenderStyle (STYLE_Add)
PROP_Alpha (TRANSLUC25)
PROP_StrifeType (229)
END_DEFAULTS
// Dead Player --------------------------------------------------------------
// Strife's disappeared. This one doesn't.
class ADeadStrifePlayer : public AActor
{
DECLARE_ACTOR (ADeadStrifePlayer, AActor)
};
FState ADeadStrifePlayer::States[] =
{
S_NORMAL (PLAY, 'P', 700, NULL, &States[1]),
S_NORMAL (RGIB, 'H', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ADeadStrifePlayer, Strife, 15, 0)
PROP_SpawnState (0)
PROP_StrifeType (231)
END_DEFAULTS
// Dead Peasant -------------------------------------------------------------
// Unlike Strife's, this one does not turn into gibs and disappear.
class ADeadPeasant : public AActor
{
DECLARE_ACTOR (ADeadPeasant, AActor)
};
FState ADeadPeasant::States[] =
{
S_NORMAL (PEAS, 'N', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ADeadPeasant, Strife, 18, 0)
PROP_SpawnState (0)
PROP_StrifeType (232)
END_DEFAULTS
// Dead Acolyte -------------------------------------------------------------
// Unlike Strife's, this one does not turn into gibs and disappear.
class ADeadAcolyte : public AActor
{
DECLARE_ACTOR (ADeadAcolyte, AActor)
};
FState ADeadAcolyte::States[] =
{
S_NORMAL (AGRD, 'N', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ADeadAcolyte, Strife, 21, 0)
PROP_SpawnState (0)
PROP_StrifeType (233)
END_DEFAULTS
// Dead Reaver --------------------------------------------------------------
class ADeadReaver : public AActor
{
DECLARE_ACTOR (ADeadReaver, AActor)
};
FState ADeadReaver::States[] =
{
S_NORMAL (ROB1, 'R', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ADeadReaver, Strife, 20, 0)
PROP_SpawnState (0)
PROP_StrifeType (234)
END_DEFAULTS
// Dead Rebel ---------------------------------------------------------------
class ADeadRebel : public AActor
{
DECLARE_ACTOR (ADeadRebel, AActor)
};
FState ADeadRebel::States[] =
{
S_NORMAL (HMN1, 'N', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ADeadRebel, Strife, 19, 0)
PROP_SpawnState (0)
PROP_StrifeType (235)
END_DEFAULTS
// Sacrificed Guy -----------------------------------------------------------
class ASacrificedGuy : public AActor
{
DECLARE_ACTOR (ASacrificedGuy, AActor)
};
FState ASacrificedGuy::States[] =
{
S_NORMAL (SACR, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ASacrificedGuy, Strife, 212, 0)
PROP_SpawnState (0)
PROP_StrifeType (236)
END_DEFAULTS
// Pile of Guts -------------------------------------------------------------
class APileOfGuts : public AActor
{
DECLARE_ACTOR (APileOfGuts, AActor)
};
FState APileOfGuts::States[] =
{
S_NORMAL (DEAD, 'A', -1, NULL, NULL)
};
// Strife used a doomednum, which is the same as the Aztec Pillar. Since
// the pillar came first in the mobjinfo list, you could not spawn this
// in a map. Pity.
IMPLEMENT_ACTOR (APileOfGuts, Strife, -1, 0)
PROP_SpawnState (0)
PROP_StrifeType (237)
END_DEFAULTS
// Burning Barrel -----------------------------------------------------------
class AStrifeBurningBarrel : public AActor
{
DECLARE_ACTOR (AStrifeBurningBarrel, AActor)
};
FState AStrifeBurningBarrel::States[] =
{
S_BRIGHT (BBAR, 'A', 4, NULL, &States[1]),
S_BRIGHT (BBAR, 'B', 4, NULL, &States[2]),
S_BRIGHT (BBAR, 'C', 4, NULL, &States[3]),
S_BRIGHT (BBAR, 'D', 4, NULL, &States[0]),
};
IMPLEMENT_ACTOR (AStrifeBurningBarrel, Strife, 70, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (16)
PROP_HeightFixed (48)
PROP_Flags (MF_SOLID)
PROP_StrifeType (238)
END_DEFAULTS
// Burning Bowl -----------------------------------------------------------
class ABurningBowl : public AActor
{
DECLARE_ACTOR (ABurningBowl, AActor)
};
FState ABurningBowl::States[] =
{
S_BRIGHT (BOWL, 'A', 4, NULL, &States[1]),
S_BRIGHT (BOWL, 'B', 4, NULL, &States[2]),
S_BRIGHT (BOWL, 'C', 4, NULL, &States[3]),
S_BRIGHT (BOWL, 'D', 4, NULL, &States[0]),
};
IMPLEMENT_ACTOR (ABurningBowl, Strife, 105, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (16)
PROP_HeightFixed (16)
PROP_Flags (MF_SOLID)
PROP_StrifeType (239)
PROP_ActiveSound ("world/smallfire")
END_DEFAULTS
// Burning Brazier -----------------------------------------------------------
class ABurningBrazier : public AActor
{
DECLARE_ACTOR (ABurningBrazier, AActor)
};
FState ABurningBrazier::States[] =
{
S_BRIGHT (BRAZ, 'A', 4, NULL, &States[1]),
S_BRIGHT (BRAZ, 'B', 4, NULL, &States[2]),
S_BRIGHT (BRAZ, 'C', 4, NULL, &States[3]),
S_BRIGHT (BRAZ, 'D', 4, NULL, &States[0]),
};
IMPLEMENT_ACTOR (ABurningBrazier, Strife, 106, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (10)
PROP_HeightFixed (32)
PROP_Flags (MF_SOLID)
PROP_StrifeType (240)
PROP_ActiveSound ("world/smallfire")
END_DEFAULTS
// Small Torch (Lit) --------------------------------------------------------
class ASmallTorchLit : public AActor
{
DECLARE_ACTOR (ASmallTorchLit, AActor)
};
FState ASmallTorchLit::States[] =
{
S_BRIGHT (TRHL, 'A', 4, NULL, &States[1]),
S_BRIGHT (TRHL, 'B', 4, NULL, &States[2]),
S_BRIGHT (TRHL, 'C', 4, NULL, &States[3]),
S_BRIGHT (TRHL, 'D', 4, NULL, &States[0])
};
IMPLEMENT_ACTOR (ASmallTorchLit, Strife, 107, 0)
PROP_SpawnState (0)
PROP_Radius (4) // This is intentionally not PROP_RadiusFixed
PROP_HeightFixed (16)
PROP_Flags (MF_NOBLOCKMAP)
PROP_Flags4 (MF4_FIXMAPTHINGPOS)
PROP_StrifeType (241)
// It doesn't have any action functions, so how does it use this sound?
PROP_ActiveSound ("world/smallfire")
END_DEFAULTS
// Small Torch (Unlit) --------------------------------------------------------
class ASmallTorchUnlit : public AActor
{
DECLARE_ACTOR (ASmallTorchUnlit, AActor)
};
FState ASmallTorchUnlit::States[] =
{
S_NORMAL (TRHO, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ASmallTorchUnlit, Strife, 108, 0)
PROP_SpawnState (0)
PROP_Radius (4) // This is intentionally not PROP_RadiusFixed
PROP_HeightFixed (16)
PROP_Flags (MF_NOBLOCKMAP)
PROP_Flags4 (MF4_FIXMAPTHINGPOS)
PROP_StrifeType (242)
END_DEFAULTS
// Ceiling Chain ------------------------------------------------------------
class ACeilingChain : public AActor
{
DECLARE_ACTOR (ACeilingChain, AActor)
};
FState ACeilingChain::States[] =
{
S_NORMAL (CHAN, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ACeilingChain, Strife, 109, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (20)
PROP_HeightFixed (93)
PROP_Flags (MF_NOBLOCKMAP|MF_SPAWNCEILING|MF_NOGRAVITY)
PROP_StrifeType (243)
END_DEFAULTS
// Cage Light ---------------------------------------------------------------
class ACageLight : public AActor
{
DECLARE_ACTOR (ACageLight, AActor)
};
FState ACageLight::States[] =
{
// No, it's not bright even though it's a light.
S_NORMAL (CAGE, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ACageLight, Strife, 28, 0)
PROP_SpawnState (0)
PROP_HeightFixed (3)
PROP_Flags (MF_NOBLOCKMAP|MF_SPAWNCEILING|MF_NOGRAVITY)
PROP_StrifeType (244)
END_DEFAULTS
// Statue -------------------------------------------------------------------
class AStatue : public AActor
{
DECLARE_ACTOR (AStatue, AActor)
};
FState AStatue::States[] =
{
S_NORMAL (STAT, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (AStatue, Strife, 110, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (20)
PROP_HeightFixed (64)
PROP_Flags (MF_SOLID)
PROP_StrifeType (245)
END_DEFAULTS
// Ruined Statue ------------------------------------------------------------
class AStatueRuined : public AActor
{
DECLARE_ACTOR (AStatueRuined, AActor)
};
FState AStatueRuined::States[] =
{
S_NORMAL (DSTA, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (AStatueRuined, Strife, 44, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (20)
PROP_HeightFixed (56)
PROP_Flags (MF_SOLID)
PROP_StrifeType (246)
END_DEFAULTS
// Medium Torch -------------------------------------------------------------
class AMediumTorch : public AActor
{
DECLARE_ACTOR (AMediumTorch, AActor)
};
FState AMediumTorch::States[] =
{
S_BRIGHT (LTRH, 'A', 4, NULL, &States[1]),
S_BRIGHT (LTRH, 'B', 4, NULL, &States[2]),
S_BRIGHT (LTRH, 'C', 4, NULL, &States[3]),
S_BRIGHT (LTRH, 'D', 4, NULL, &States[0]),
};
IMPLEMENT_ACTOR (AMediumTorch, Strife, 111, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (4)
PROP_HeightFixed (72)
PROP_Flags (MF_SOLID)
PROP_StrifeType (247)
END_DEFAULTS
// Outside Lamp -------------------------------------------------------------
class AOutsideLamp : public AActor
{
DECLARE_ACTOR (AOutsideLamp, AActor)
};
FState AOutsideLamp::States[] =
{
// No, it's not bright.
S_NORMAL (LAMP, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (AOutsideLamp, Strife, 43, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (3)
PROP_HeightFixed (80)
PROP_Flags (MF_SOLID)
PROP_StrifeType (248)
END_DEFAULTS
// Pole Lantern -------------------------------------------------------------
class APoleLantern : public AActor
{
DECLARE_ACTOR (APoleLantern, AActor)
};
FState APoleLantern::States[] =
{
// No, it's not bright.
S_NORMAL (LANT, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (APoleLantern, Strife, 46, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (3)
PROP_HeightFixed (80)
PROP_Flags (MF_SOLID)
PROP_StrifeType (249)
END_DEFAULTS
// Rock 1 -------------------------------------------------------------------
class ASRock1 : public AActor
{
DECLARE_ACTOR (ASRock1, AActor)
};
FState ASRock1::States[] =
{
S_NORMAL (ROK1, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ASRock1, Strife, 99, 0)
PROP_SpawnState (0)
PROP_Flags (MF_NOBLOCKMAP)
PROP_StrifeType (250)
END_DEFAULTS
// Rock 2 -------------------------------------------------------------------
class ASRock2 : public AActor
{
DECLARE_ACTOR (ASRock2, AActor)
};
FState ASRock2::States[] =
{
S_NORMAL (ROK2, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ASRock2, Strife, 100, 0)
PROP_SpawnState (0)
PROP_Flags (MF_NOBLOCKMAP)
PROP_StrifeType (251)
END_DEFAULTS
// Rock 3 -------------------------------------------------------------------
class ASRock3 : public AActor
{
DECLARE_ACTOR (ASRock3, AActor)
};
FState ASRock3::States[] =
{
S_NORMAL (ROK3, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ASRock3, Strife, 101, 0)
PROP_SpawnState (0)
PROP_Flags (MF_NOBLOCKMAP)
PROP_StrifeType (252)
END_DEFAULTS
// Rock 4 -------------------------------------------------------------------
class ASRock4 : public AActor
{
DECLARE_ACTOR (ASRock4, AActor)
};
FState ASRock4::States[] =
{
S_NORMAL (ROK4, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ASRock4, Strife, 102, 0)
PROP_SpawnState (0)
PROP_Flags (MF_NOBLOCKMAP)
PROP_StrifeType (253)
END_DEFAULTS
// Stick in Water -----------------------------------------------------------
class AStickInWater : public AActor
{
DECLARE_ACTOR (AStickInWater, AActor)
};
FState AStickInWater::States[] =
{
S_NORMAL (LOGW, 'A', 5, A_LoopActiveSound, &States[1]),
S_NORMAL (LOGW, 'B', 5, A_LoopActiveSound, &States[2]),
S_NORMAL (LOGW, 'C', 5, A_LoopActiveSound, &States[3]),
S_NORMAL (LOGW, 'D', 5, A_LoopActiveSound, &States[0])
};
IMPLEMENT_ACTOR (AStickInWater, Strife, 215, 0)
PROP_SpawnState (0)
PROP_Flags (MF_NOBLOCKMAP)
PROP_Flags2 (MF2_FLOORCLIP)
PROP_StrifeType (254)
PROP_ActiveSound ("world/river")
END_DEFAULTS
// Rubble 1 -----------------------------------------------------------------
class ARubble1 : public AActor
{
DECLARE_ACTOR (ARubble1, AActor)
};
FState ARubble1::States[] =
{
S_NORMAL (RUB1, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ARubble1, Strife, 29, 0)
PROP_SpawnState (0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOCLIP)
PROP_StrifeType (255)
END_DEFAULTS
// Rubble 2 -----------------------------------------------------------------
class ARubble2 : public AActor
{
DECLARE_ACTOR (ARubble2, AActor)
};
FState ARubble2::States[] =
{
S_NORMAL (RUB2, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ARubble2, Strife, 30, 0)
PROP_SpawnState (0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOCLIP)
PROP_StrifeType (256)
END_DEFAULTS
// Rubble 3 -----------------------------------------------------------------
class ARubble3 : public AActor
{
DECLARE_ACTOR (ARubble3, AActor)
};
FState ARubble3::States[] =
{
S_NORMAL (RUB3, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ARubble3, Strife, 31, 0)
PROP_SpawnState (0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOCLIP)
PROP_StrifeType (257)
END_DEFAULTS
// Rubble 4 -----------------------------------------------------------------
class ARubble4 : public AActor
{
DECLARE_ACTOR (ARubble4, AActor)
};
FState ARubble4::States[] =
{
S_NORMAL (RUB4, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ARubble4, Strife, 32, 0)
PROP_SpawnState (0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOCLIP)
PROP_StrifeType (258)
END_DEFAULTS
// Rubble 5 -----------------------------------------------------------------
class ARubble5 : public AActor
{
DECLARE_ACTOR (ARubble5, AActor)
};
FState ARubble5::States[] =
{
S_NORMAL (RUB5, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ARubble5, Strife, 36, 0)
PROP_SpawnState (0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOCLIP)
PROP_StrifeType (259)
END_DEFAULTS
// Rubble 6 -----------------------------------------------------------------
class ARubble6 : public AActor
{
DECLARE_ACTOR (ARubble6, AActor)
};
FState ARubble6::States[] =
{
S_NORMAL (RUB6, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ARubble6, Strife, 37, 0)
PROP_SpawnState (0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOCLIP)
PROP_StrifeType (260)
END_DEFAULTS
// Rubble 7 -----------------------------------------------------------------
class ARubble7 : public AActor
{
DECLARE_ACTOR (ARubble7, AActor)
};
FState ARubble7::States[] =
{
S_NORMAL (RUB7, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ARubble7, Strife, 41, 0)
PROP_SpawnState (0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOCLIP)
PROP_StrifeType (261)
END_DEFAULTS
// Rubble 8 -----------------------------------------------------------------
class ARubble8 : public AActor
{
DECLARE_ACTOR (ARubble8, AActor)
};
FState ARubble8::States[] =
{
S_NORMAL (RUB8, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ARubble8, Strife, 42, 0)
PROP_SpawnState (0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOCLIP)
PROP_StrifeType (262)
END_DEFAULTS
// Surgery Crab -------------------------------------------------------------
class ASurgeryCrab : public AActor
{
DECLARE_ACTOR (ASurgeryCrab, AActor)
};
FState ASurgeryCrab::States[] =
{
S_NORMAL (CRAB, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ASurgeryCrab, Strife, 117, 0)
PROP_SpawnState (0)
PROP_Flags (MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY)
PROP_RadiusFixed (20)
PROP_HeightFixed (16)
PROP_StrifeType (263)
END_DEFAULTS
// Large Torch --------------------------------------------------------------
class ALargeTorch : public AActor
{
DECLARE_ACTOR (ALargeTorch, AActor)
};
FState ALargeTorch::States[] =
{
S_BRIGHT (LMPC, 'A', 4, NULL, &States[1]),
S_BRIGHT (LMPC, 'B', 4, NULL, &States[2]),
S_BRIGHT (LMPC, 'C', 4, NULL, &States[3]),
S_BRIGHT (LMPC, 'D', 4, NULL, &States[0])
};
IMPLEMENT_ACTOR (ALargeTorch, Strife, 47, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (10)
PROP_HeightFixed (72)
PROP_Flags (MF_SOLID)
PROP_StrifeType (264)
PROP_ActiveSound ("world/smallfire")
END_DEFAULTS
// Huge Torch --------------------------------------------------------------
class AHugeTorch : public AActor
{
DECLARE_ACTOR (AHugeTorch, AActor)
};
FState AHugeTorch::States[] =
{
S_BRIGHT (LOGS, 'A', 4, NULL, &States[1]),
S_BRIGHT (LOGS, 'B', 4, NULL, &States[2]),
S_BRIGHT (LOGS, 'C', 4, NULL, &States[3]),
S_BRIGHT (LOGS, 'D', 4, NULL, &States[0])
};
IMPLEMENT_ACTOR (AHugeTorch, Strife, 50, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (10)
PROP_HeightFixed (80)
PROP_Flags (MF_SOLID)
PROP_StrifeType (265)
PROP_ActiveSound ("world/smallfire")
END_DEFAULTS
// Palm Tree ----------------------------------------------------------------
class APalmTree : public AActor
{
DECLARE_ACTOR (APalmTree, AActor)
};
FState APalmTree::States[] =
{
S_NORMAL (TREE, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (APalmTree, Strife, 51, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (15)
PROP_HeightFixed (109)
PROP_Flags (MF_SOLID)
PROP_StrifeType (266)
END_DEFAULTS
// Big Tree ----------------------------------------------------------------
class ABigTree2 : public AActor
{
DECLARE_ACTOR (ABigTree2, AActor)
};
FState ABigTree2::States[] =
{
S_NORMAL (TREE, 'B', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ABigTree2, Strife, 202, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (15)
PROP_HeightFixed (109)
PROP_Flags (MF_SOLID)
PROP_StrifeType (267)
END_DEFAULTS
// Potted Tree ----------------------------------------------------------------
class APottedTree : public AActor
{
DECLARE_ACTOR (APottedTree, AActor)
};
FState APottedTree::States[] =
{
S_NORMAL (TREE, 'C', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (APottedTree, Strife, 203, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (15)
PROP_HeightFixed (64)
PROP_Flags (MF_SOLID)
PROP_StrifeType (268)
END_DEFAULTS
// Tree Stub ----------------------------------------------------------------
class ATreeStub : public AActor
{
DECLARE_ACTOR (ATreeStub, AActor)
};
FState ATreeStub::States[] =
{
S_NORMAL (TRET, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ATreeStub, Strife, 33, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (15)
PROP_HeightFixed (80)
PROP_Flags (MF_SOLID)
PROP_StrifeType (269)
END_DEFAULTS
// Short Bush ---------------------------------------------------------------
class AShortBush : public AActor
{
DECLARE_ACTOR (AShortBush, AActor)
};
FState AShortBush::States[] =
{
S_NORMAL (BUSH, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (AShortBush, Strife, 60, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (15)
PROP_HeightFixed (40)
PROP_Flags (MF_SOLID)
PROP_StrifeType (270)
END_DEFAULTS
// Tall Bush ---------------------------------------------------------------
class ATallBush : public AActor
{
DECLARE_ACTOR (ATallBush, AActor)
};
FState ATallBush::States[] =
{
S_NORMAL (SHRB, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ATallBush, Strife, 62, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (20)
PROP_HeightFixed (64)
PROP_Flags (MF_SOLID)
PROP_StrifeType (271)
END_DEFAULTS
// Chimney Stack ------------------------------------------------------------
class AChimneyStack : public AActor
{
DECLARE_ACTOR (AChimneyStack, AActor)
};
FState AChimneyStack::States[] =
{
S_NORMAL (STAK, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (AChimneyStack, Strife, 63, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (20)
PROP_HeightFixed (64) // This height does not fit the sprite
PROP_Flags (MF_SOLID)
PROP_StrifeType (272)
END_DEFAULTS
// Barricade Column ---------------------------------------------------------
class ABarricadeColumn : public AActor
{
DECLARE_ACTOR (ABarricadeColumn, AActor)
};
FState ABarricadeColumn::States[] =
{
S_NORMAL (BARC, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ABarricadeColumn, Strife, 69, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (16)
PROP_HeightFixed (128)
PROP_Flags (MF_SOLID)
PROP_StrifeType (273)
END_DEFAULTS
// Pot ----------------------------------------------------------------------
class APot : public AActor
{
DECLARE_ACTOR (APot, AActor)
};
FState APot::States[] =
{
S_NORMAL (VAZE, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (APot, Strife, 165, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (12)
PROP_HeightFixed (24)
PROP_Flags (MF_SOLID)
PROP_StrifeType (274)
END_DEFAULTS
// Pitcher ------------------------------------------------------------------
class APitcher : public AActor
{
DECLARE_ACTOR (APitcher, AActor)
};
FState APitcher::States[] =
{
S_NORMAL (VAZE, 'B', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (APitcher, Strife, 188, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (12)
PROP_HeightFixed (32)
PROP_Flags (MF_SOLID)
PROP_StrifeType (275)
END_DEFAULTS
// Stool --------------------------------------------------------------------
class AStool : public AActor
{
DECLARE_ACTOR (AStool, AActor)
};
FState AStool::States[] =
{
S_NORMAL (STOL, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (AStool, Strife, 189, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (6)
PROP_HeightFixed (24)
PROP_Flags (MF_SOLID)
PROP_StrifeType (276)
END_DEFAULTS
// Metal Pot ----------------------------------------------------------------
class AMetalPot : public AActor
{
DECLARE_ACTOR (AMetalPot, AActor)
};
FState AMetalPot::States[] =
{
S_NORMAL (MPOT, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (AMetalPot, Strife, 190, 0)
PROP_SpawnState (0)
PROP_Flags (MF_NOBLOCKMAP)
PROP_StrifeType (277)
END_DEFAULTS
// Tub ----------------------------------------------------------------------
class ATub : public AActor
{
DECLARE_ACTOR (ATub, AActor)
};
FState ATub::States[] =
{
S_NORMAL (TUB1, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ATub, Strife, 191, 0)
PROP_SpawnState (0)
PROP_Flags (MF_NOBLOCKMAP)
PROP_StrifeType (278)
END_DEFAULTS
// Anvil --------------------------------------------------------------------
class AAnvil : public AActor
{
DECLARE_ACTOR (AAnvil, AActor)
};
FState AAnvil::States[] =
{
S_NORMAL (ANVL, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (AAnvil, Strife, 194, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (16)
PROP_HeightFixed (32)
PROP_Flags (MF_SOLID)
PROP_StrifeType (279)
END_DEFAULTS
// Silver Tech Lamp ----------------------------------------------------------
class ATechLampSilver : public AActor
{
DECLARE_ACTOR (ATechLampSilver, AActor)
};
FState ATechLampSilver::States[] =
{
S_NORMAL (TECH, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ATechLampSilver, Strife, 196, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (11)
PROP_HeightFixed (64)
PROP_Flags (MF_SOLID)
PROP_StrifeType (280)
END_DEFAULTS
// Brass Tech Lamp ----------------------------------------------------------
class ATechLampBrass : public AActor
{
DECLARE_ACTOR (ATechLampBrass, AActor)
};
FState ATechLampBrass::States[] =
{
S_NORMAL (TECH, 'B', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ATechLampBrass, Strife, 197, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (8)
PROP_HeightFixed (64)
PROP_Flags (MF_SOLID)
PROP_StrifeType (281)
END_DEFAULTS
// Tray --------------------------------------------------------------------
class ATray : public AActor
{
DECLARE_ACTOR (ATray, AActor)
};
FState ATray::States[] =
{
S_NORMAL (TRAY, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ATray, Strife, 68, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (24)
PROP_HeightFixed (40)
PROP_Flags (MF_SOLID)
PROP_StrifeType (282)
END_DEFAULTS
// AmmoFiller ---------------------------------------------------------------
class AAmmoFiller : public AActor
{
DECLARE_ACTOR (AAmmoFiller, AActor)
};
FState AAmmoFiller::States[] =
{
S_NORMAL (AFED, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (AAmmoFiller, Strife, 228, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (12)
PROP_HeightFixed (24)
PROP_Flags (MF_SOLID)
PROP_StrifeType (283)
END_DEFAULTS
// Sigil Banner -------------------------------------------------------------
class ASigilBanner : public AActor
{
DECLARE_ACTOR (ASigilBanner, AActor)
};
FState ASigilBanner::States[] =
{
S_NORMAL (SBAN, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ASigilBanner, Strife, 216, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (24)
PROP_HeightFixed (96)
PROP_Flags (MF_NOBLOCKMAP) // I take it this was once solid, yes?
PROP_StrifeType (284)
END_DEFAULTS
// RebelBoots ---------------------------------------------------------------
class ARebelBoots : public AActor
{
DECLARE_ACTOR (ARebelBoots, AActor)
};
FState ARebelBoots::States[] =
{
S_NORMAL (BOTR, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ARebelBoots, Strife, 217, 0)
PROP_SpawnState (0)
PROP_Flags (MF_NOBLOCKMAP)
PROP_StrifeType (285)
END_DEFAULTS
// RebelHelmet --------------------------------------------------------------
class ARebelHelmet : public AActor
{
DECLARE_ACTOR (ARebelHelmet, AActor)
};
FState ARebelHelmet::States[] =
{
S_NORMAL (HATR, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ARebelHelmet, Strife, 218, 0)
PROP_SpawnState (0)
PROP_Flags (MF_NOBLOCKMAP)
PROP_StrifeType (286)
END_DEFAULTS
// RebelShirt ---------------------------------------------------------------
class ARebelShirt : public AActor
{
DECLARE_ACTOR (ARebelShirt, AActor)
};
FState ARebelShirt::States[] =
{
S_NORMAL (TOPR, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ARebelShirt, Strife, 219, 0)
PROP_SpawnState (0)
PROP_Flags (MF_NOBLOCKMAP)
PROP_StrifeType (287)
END_DEFAULTS
// Power Coupling -----------------------------------------------------------
class APowerCoupling : public AActor
{
DECLARE_ACTOR (APowerCoupling, AActor)
public:
void Die (AActor *source, AActor *inflictor);
};
FState APowerCoupling::States[] =
{
S_NORMAL (COUP, 'A', 5, NULL, &States[1]),
S_NORMAL (COUP, 'B', 5, NULL, &States[0]),
};
IMPLEMENT_ACTOR (APowerCoupling, Strife, 220, 0)
PROP_SpawnState (0)
PROP_SpawnHealth (40)
PROP_RadiusFixed (17)
PROP_HeightFixed (64)
PROP_MassLong (999999)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_DROPPED|MF_NOBLOOD|MF_NOTDMATCH)
PROP_Flags4 (MF4_INCOMBAT)
PROP_StrifeType (288)
END_DEFAULTS
void APowerCoupling::Die (AActor *source, AActor *inflictor)
{
Super::Die (source, inflictor);
int i;
for (i = 0; i < MAXPLAYERS; ++i)
if (playeringame[i] && players[i].health > 0)
break;
if (i == MAXPLAYERS)
return;
// [RH] In case the player broke it with the dagger, alert the guards now.
if (LastHeard != source)
{
P_NoiseAlert (source, this);
}
EV_DoDoor (DDoor::doorClose, NULL, players[i].mo, 225, 2*FRACUNIT, 0, 0, 0);
EV_DoFloor (DFloor::floorLowerToHighest, NULL, 44, FRACUNIT, 0, 0, 0);
players[i].mo->GiveInventoryType (QuestItemClasses[5]);
S_Sound (CHAN_VOICE, "svox/voc13", 1, ATTN_NORM);
players[i].SetLogNumber (13);
P_DropItem (this, "BrokenPowerCoupling", -1, 256);
Destroy ();
}
// Alien Bubble Column ------------------------------------------------------
class AAlienBubbleColumn : public AActor
{
DECLARE_ACTOR (AAlienBubbleColumn, AActor)
};
FState AAlienBubbleColumn::States[] =
{
S_NORMAL (BUBB, 'A', 4, A_LoopActiveSound, &States[0])
};
IMPLEMENT_ACTOR (AAlienBubbleColumn, Strife, 221, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (16)
PROP_HeightFixed (128)
PROP_Flags (MF_SOLID)
PROP_StrifeType (290)
PROP_ActiveSound ("ambient/alien5")
END_DEFAULTS
// Alien Floor Bubble -------------------------------------------------------
class AAlienFloorBubble : public AActor
{
DECLARE_ACTOR (AAlienFloorBubble, AActor)
};
FState AAlienFloorBubble::States[] =
{
S_NORMAL (BUBF, 'A', 4, A_LoopActiveSound, &States[0])
};
IMPLEMENT_ACTOR (AAlienFloorBubble, Strife, 222, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (16)
PROP_HeightFixed (72)
PROP_Flags (MF_SOLID)
PROP_StrifeType (291)
PROP_ActiveSound ("ambient/alien6")
END_DEFAULTS
// Alien Ceiling Bubble -----------------------------------------------------
class AAlienCeilingBubble : public AActor
{
DECLARE_ACTOR (AAlienCeilingBubble, AActor)
};
FState AAlienCeilingBubble::States[] =
{
S_NORMAL (BUBC, 'A', 4, A_LoopActiveSound, &States[0])
};
IMPLEMENT_ACTOR (AAlienCeilingBubble, Strife, 223, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (16)
PROP_HeightFixed (72)
PROP_Flags (MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY)
PROP_StrifeType (292)
PROP_ActiveSound ("ambient/alien4")
END_DEFAULTS
// Alien Asp Climber --------------------------------------------------------
class AAlienAspClimber : public AActor
{
DECLARE_ACTOR (AAlienAspClimber, AActor)
};
FState AAlienAspClimber::States[] =
{
S_NORMAL (ASPR, 'A', 4, A_LoopActiveSound, &States[0])
};
IMPLEMENT_ACTOR (AAlienAspClimber, Strife, 224, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (16)
PROP_HeightFixed (128)
PROP_Flags (MF_SOLID)
PROP_StrifeType (293)
PROP_ActiveSound ("ambient/alien3")
END_DEFAULTS
// Alien Spider Light -------------------------------------------------------
class AAlienSpiderLight : public AActor
{
DECLARE_ACTOR (AAlienSpiderLight, AActor)
};
FState AAlienSpiderLight::States[] =
{
S_NORMAL (SPDL, 'A', 5, A_LoopActiveSound, &States[1]),
S_NORMAL (SPDL, 'B', 5, A_LoopActiveSound, &States[2]),
S_NORMAL (SPDL, 'C', 5, A_LoopActiveSound, &States[0])
};
IMPLEMENT_ACTOR (AAlienSpiderLight, Strife, 225, 0)
PROP_SpawnState (0)
PROP_RadiusFixed (32)
PROP_HeightFixed (56)
PROP_Flags (MF_SOLID)
PROP_StrifeType (294)
PROP_ActiveSound ("ambient/alien1")
END_DEFAULTS
// Gibs for things that bleed -----------------------------------------------
class AMeat : public AActor
{
DECLARE_ACTOR (AMeat, AActor)
public:
void BeginPlay ()
{
// Strife used mod 19, but there are 20 states. Hmm.
SetState (SpawnState + pr_gibtosser() % 20);
}
};
FState AMeat::States[] =
{
S_NORMAL (MEAT, 'A', 700, NULL, NULL),
S_NORMAL (MEAT, 'B', 700, NULL, NULL),
S_NORMAL (MEAT, 'C', 700, NULL, NULL),
S_NORMAL (MEAT, 'D', 700, NULL, NULL),
S_NORMAL (MEAT, 'E', 700, NULL, NULL),
S_NORMAL (MEAT, 'F', 700, NULL, NULL),
S_NORMAL (MEAT, 'G', 700, NULL, NULL),
S_NORMAL (MEAT, 'H', 700, NULL, NULL),
S_NORMAL (MEAT, 'I', 700, NULL, NULL),
S_NORMAL (MEAT, 'J', 700, NULL, NULL),
S_NORMAL (MEAT, 'K', 700, NULL, NULL),
S_NORMAL (MEAT, 'L', 700, NULL, NULL),
S_NORMAL (MEAT, 'M', 700, NULL, NULL),
S_NORMAL (MEAT, 'N', 700, NULL, NULL),
S_NORMAL (MEAT, 'O', 700, NULL, NULL),
S_NORMAL (MEAT, 'P', 700, NULL, NULL),
S_NORMAL (MEAT, 'Q', 700, NULL, NULL),
S_NORMAL (MEAT, 'R', 700, NULL, NULL),
S_NORMAL (MEAT, 'S', 700, NULL, NULL),
S_NORMAL (MEAT, 'T', 700, NULL, NULL)
};
IMPLEMENT_ACTOR (AMeat, Any, -1, 0)
PROP_SpawnState (0)
PROP_Flags (MF_NOCLIP)
END_DEFAULTS
// Gibs for things that don't bleed -----------------------------------------
class AJunk : public AMeat
{
DECLARE_ACTOR (AJunk, AMeat)
};
FState AJunk::States[] =
{
S_NORMAL (JUNK, 'A', 700, NULL, NULL),
S_NORMAL (JUNK, 'B', 700, NULL, NULL),
S_NORMAL (JUNK, 'C', 700, NULL, NULL),
S_NORMAL (JUNK, 'D', 700, NULL, NULL),
S_NORMAL (JUNK, 'E', 700, NULL, NULL),
S_NORMAL (JUNK, 'F', 700, NULL, NULL),
S_NORMAL (JUNK, 'G', 700, NULL, NULL),
S_NORMAL (JUNK, 'H', 700, NULL, NULL),
S_NORMAL (JUNK, 'I', 700, NULL, NULL),
S_NORMAL (JUNK, 'J', 700, NULL, NULL),
S_NORMAL (JUNK, 'K', 700, NULL, NULL),
S_NORMAL (JUNK, 'L', 700, NULL, NULL),
S_NORMAL (JUNK, 'M', 700, NULL, NULL),
S_NORMAL (JUNK, 'N', 700, NULL, NULL),
S_NORMAL (JUNK, 'O', 700, NULL, NULL),
S_NORMAL (JUNK, 'P', 700, NULL, NULL),
S_NORMAL (JUNK, 'Q', 700, NULL, NULL),
S_NORMAL (JUNK, 'R', 700, NULL, NULL),
S_NORMAL (JUNK, 'S', 700, NULL, NULL),
S_NORMAL (JUNK, 'T', 700, NULL, NULL)
};
IMPLEMENT_ACTOR (AJunk, Any, -1, 0)
PROP_SpawnState (0)
PROP_Flags (MF_NOCLIP)
END_DEFAULTS
//==========================================================================
//
// A_TossGib
//
//==========================================================================
void A_TossGib (AActor *self)
{
const TypeInfo *gibtype = (self->flags & MF_NOBLOOD) ? RUNTIME_CLASS(AJunk) : RUNTIME_CLASS(AMeat);
AActor *gib = Spawn (gibtype, self->x, self->y, self->z + 24*FRACUNIT);
angle_t an;
int speed;
if (gib == NULL)
{
return;
}
an = pr_gibtosser() << 24;
gib->angle = an;
speed = pr_gibtosser() & 15;
gib->momx = speed * finecosine[an >> ANGLETOFINESHIFT];
gib->momy = speed * finesine[an >> ANGLETOFINESHIFT];
gib->momz = (pr_gibtosser() & 15) << FRACBITS;
}
//============================================================================
void A_FLoopActiveSound (AActor *self)
{
if (self->ActiveSound != 0 && !(level.time & 7))
{
S_SoundID (self, CHAN_VOICE, self->ActiveSound, 1, ATTN_NORM);
}
}
void A_Countdown (AActor *self)
{
if (--self->reactiontime <= 0)
{
P_ExplodeMissile (self, NULL);
self->flags &= ~MF_SKULLFLY;
}
}
void A_LoopActiveSound (AActor *self)
{
if (self->ActiveSound != 0 && !S_IsActorPlayingSomething (self, CHAN_VOICE))
{
S_LoopedSoundID (self, CHAN_VOICE, self->ActiveSound, 1, ATTN_NORM);
}
}
// 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)
{
int burnsound = S_FindSound ("human/imonfire");
if (burnsound != 0)
{
self->DeathSound = burnsound;
}
A_Scream (self);
if (self->player != NULL && self->player->mo == self)
{
P_SetPsprite (self->player, ps_weapon, &AStrifeHumanoid::States[S_FIREHANDS]);
P_SetPsprite (self->player, ps_flash, NULL);
self->player->ReadyWeapon = NULL;
self->player->PendingWeapon = WP_NOCHANGE;
self->player->playerstate = PST_LIVE;
}
}
void A_DropFire (AActor *self)
{
AActor *drop = Spawn<AFireDroplet> (self->x, self->y, self->z + 24*FRACUNIT);
drop->momz = -FRACUNIT;
P_RadiusAttack (self, self, 64, 64, MOD_FIRE, false);
}
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])]);
}
}
void A_HandLower (AActor *self)
{
if (self->player != NULL)
{
pspdef_t *psp = &self->player->psprites[ps_weapon];
psp->sy += FRACUNIT*9;
if (psp->sy > WEAPONBOTTOM*2)
{
P_SetPsprite (self->player, ps_weapon, NULL);
}
}
}
void A_Yeargh (AActor *self)
{
S_Sound (self, CHAN_VOICE, "misc/disruptordeath", 1, ATTN_NORM);
}