- Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two

occurences in the code that depended on it were changed accordingly.
  Invulnerability colormaps are now being set by the items exclusively.
- Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER
  so that it can hopefully be generalized to be usable elsewhere later.
- Added Gez's submission for converting the Minotaur to DECORATE.


SVN r1120 (trunk)
This commit is contained in:
Christoph Oelckers 2008-08-06 19:25:59 +00:00
parent d7d07aad16
commit bf281a4372
14 changed files with 18821 additions and 18824 deletions

File diff suppressed because it is too large Load diff

View file

@ -305,6 +305,7 @@ enum
MF5_PUFFGETSOWNER = 0x00800000, // [BB] Sets the owner of the puff to the player who fired it
MF5_SPECIALFIREDAMAGE=0x01000000, // Special treatment of PhoenixFX1 turned into a flag to removr
// dependence of main engine code of specific actor types.
MF5_SUMMONEDMONSTER = 0x02000000, // To mark the friendly Minotaur. Hopefully to be generalized later.
// --- mobj.renderflags ---

View file

@ -191,6 +191,18 @@ ACTOR(PhoenixPuff)
ACTOR(FlameEnd)
ACTOR(FloatPuff)
// Minotaur stuff
ACTOR(MinotaurDecide)
ACTOR(MinotaurAtk1)
ACTOR(MinotaurAtk2)
ACTOR(MinotaurAtk3)
ACTOR(MinotaurCharge)
ACTOR(MntrFloorFire)
ACTOR(MinotaurLook)
ACTOR(MinotaurRoam)
ACTOR(MinotaurChase)
ACTOR(MinotaurDeath)
ACTOR(BatSpawnInit)
ACTOR(BatSpawn)

View file

@ -20,132 +20,18 @@ static FRandom pr_minotaurslam ("MinotaurSlam");
static FRandom pr_minotaurroam ("MinotaurRoam");
static FRandom pr_minotaurchase ("MinotaurChase");
void A_MinotaurDecide (AActor *);
void A_MinotaurAtk1 (AActor *);
void A_MinotaurAtk2 (AActor *);
void A_MinotaurAtk3 (AActor *);
void A_MinotaurCharge (AActor *);
void A_MntrFloorFire (AActor *);
void A_MinotaurFade0 (AActor *);
void A_MinotaurFade1 (AActor *);
void A_MinotaurFade2 (AActor *);
void A_MinotaurLook (AActor *);
void A_MinotaurRoam (AActor *);
void A_SmokePuffExit (AActor *);
void A_MinotaurChase (AActor *);
void P_MinotaurSlam (AActor *source, AActor *target);
// Class definitions --------------------------------------------------------
FState AMinotaur::States[] =
{
#define S_MNTR_LOOK 0
S_NORMAL (MNTR, 'A', 10, A_MinotaurLook , &States[S_MNTR_LOOK+1]),
S_NORMAL (MNTR, 'B', 10, A_MinotaurLook , &States[S_MNTR_LOOK+0]),
#define S_MNTR_ROAM (S_MNTR_LOOK+2)
S_NORMAL (MNTR, 'A', 5, A_MinotaurRoam , &States[S_MNTR_ROAM+1]),
S_NORMAL (MNTR, 'B', 5, A_MinotaurRoam , &States[S_MNTR_ROAM+2]),
S_NORMAL (MNTR, 'C', 5, A_MinotaurRoam , &States[S_MNTR_ROAM+3]),
S_NORMAL (MNTR, 'D', 5, A_MinotaurRoam , &States[S_MNTR_ROAM]),
#define S_MNTR_WALK (S_MNTR_ROAM+4)
S_NORMAL (MNTR, 'A', 5, A_MinotaurChase , &States[S_MNTR_WALK+1]),
S_NORMAL (MNTR, 'B', 5, A_MinotaurChase , &States[S_MNTR_WALK+2]),
S_NORMAL (MNTR, 'C', 5, A_MinotaurChase , &States[S_MNTR_WALK+3]),
S_NORMAL (MNTR, 'D', 5, A_MinotaurChase , &States[S_MNTR_WALK+0]),
#define S_MNTR_ATK1 (S_MNTR_WALK+4)
S_NORMAL (MNTR, 'V', 10, A_FaceTarget , &States[S_MNTR_ATK1+1]),
S_NORMAL (MNTR, 'W', 7, A_FaceTarget , &States[S_MNTR_ATK1+2]),
S_NORMAL (MNTR, 'X', 12, A_MinotaurAtk1 , &States[S_MNTR_WALK+0]),
#define S_MNTR_ATK2 (S_MNTR_ATK1+3)
S_NORMAL (MNTR, 'V', 10, A_MinotaurDecide , &States[S_MNTR_ATK2+1]),
S_NORMAL (MNTR, 'Y', 4, A_FaceTarget , &States[S_MNTR_ATK2+2]),
S_NORMAL (MNTR, 'Z', 9, A_MinotaurAtk2 , &States[S_MNTR_WALK+0]),
#define S_MNTR_ATK3 (S_MNTR_ATK2+3)
S_NORMAL (MNTR, 'V', 10, A_FaceTarget , &States[S_MNTR_ATK3+1]),
S_NORMAL (MNTR, 'W', 7, A_FaceTarget , &States[S_MNTR_ATK3+2]),
S_NORMAL (MNTR, 'X', 12, A_MinotaurAtk3 , &States[S_MNTR_WALK+0]),
S_NORMAL (MNTR, 'X', 12, NULL , &States[S_MNTR_ATK3+0]),
#define S_MNTR_ATK4 (S_MNTR_ATK3+4)
S_NORMAL (MNTR, 'U', 2, A_MinotaurCharge , &States[S_MNTR_ATK4+0]),
#define S_MNTR_PAIN (S_MNTR_ATK4+1)
S_NORMAL (MNTR, 'E', 3, NULL , &States[S_MNTR_PAIN+1]),
S_NORMAL (MNTR, 'E', 6, A_Pain , &States[S_MNTR_WALK+0]),
#define S_MNTR_DIE (S_MNTR_PAIN+2)
S_NORMAL (MNTR, 'F', 6, NULL , &States[S_MNTR_DIE+1]),
S_NORMAL (MNTR, 'G', 5, NULL , &States[S_MNTR_DIE+2]),
S_NORMAL (MNTR, 'H', 6, A_Scream , &States[S_MNTR_DIE+3]),
S_NORMAL (MNTR, 'I', 5, NULL , &States[S_MNTR_DIE+4]),
S_NORMAL (MNTR, 'J', 6, NULL , &States[S_MNTR_DIE+5]),
S_NORMAL (MNTR, 'K', 5, NULL , &States[S_MNTR_DIE+6]),
S_NORMAL (MNTR, 'L', 6, NULL , &States[S_MNTR_DIE+7]),
S_NORMAL (MNTR, 'M', 5, A_NoBlocking , &States[S_MNTR_DIE+8]),
S_NORMAL (MNTR, 'N', 6, NULL , &States[S_MNTR_DIE+9]),
S_NORMAL (MNTR, 'O', 5, NULL , &States[S_MNTR_DIE+10]),
S_NORMAL (MNTR, 'P', 6, NULL , &States[S_MNTR_DIE+11]),
S_NORMAL (MNTR, 'Q', 5, NULL , &States[S_MNTR_DIE+12]),
S_NORMAL (MNTR, 'R', 6, NULL , &States[S_MNTR_DIE+13]),
S_NORMAL (MNTR, 'S', 5, NULL , &States[S_MNTR_DIE+14]),
S_NORMAL (MNTR, 'T', -1, A_BossDeath , NULL),
#define S_MNTR_FADEIN (S_MNTR_DIE+15)
S_NORMAL (MNTR, 'A', 15, NULL , &States[S_MNTR_FADEIN+1]),
S_NORMAL (MNTR, 'A', 15, A_MinotaurFade1 , &States[S_MNTR_FADEIN+2]),
S_NORMAL (MNTR, 'A', 3, A_MinotaurFade2 , &States[S_MNTR_LOOK]),
#define S_MNTR_FADEOUT (S_MNTR_FADEIN+3)
S_NORMAL (MNTR, 'E', 6, NULL , &States[S_MNTR_FADEOUT+1]),
S_NORMAL (MNTR, 'E', 2, A_Scream , &States[S_MNTR_FADEOUT+2]),
S_NORMAL (MNTR, 'E', 5, A_SmokePuffExit , &States[S_MNTR_FADEOUT+3]),
S_NORMAL (MNTR, 'E', 5, NULL , &States[S_MNTR_FADEOUT+4]),
S_NORMAL (MNTR, 'E', 5, A_NoBlocking , &States[S_MNTR_FADEOUT+5]),
S_NORMAL (MNTR, 'E', 5, NULL , &States[S_MNTR_FADEOUT+6]),
S_NORMAL (MNTR, 'E', 5, A_MinotaurFade1 , &States[S_MNTR_FADEOUT+7]),
S_NORMAL (MNTR, 'E', 5, A_MinotaurFade0 , &States[S_MNTR_FADEOUT+8]),
S_NORMAL (MNTR, 'E', 10, A_BossDeath , NULL),
};
IMPLEMENT_ACTOR (AMinotaur, Heretic, 9, 0)
PROP_SpawnHealth (3000)
PROP_RadiusFixed (28)
PROP_HeightFixed (100)
PROP_Mass (800)
PROP_SpeedFixed (16)
PROP_Damage (7)
PROP_PainChance (25)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL|MF_DROPOFF)
PROP_Flags2 (MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_BOSS|MF2_PUSHWALL)
PROP_Flags3 (MF3_NORADIUSDMG|MF3_DONTMORPH|MF3_NOTARGET)
PROP_Flags4 (MF4_BOSSDEATH)
PROP_SpawnState (S_MNTR_LOOK)
PROP_SeeState (S_MNTR_WALK)
PROP_PainState (S_MNTR_PAIN)
PROP_MeleeState (S_MNTR_ATK1)
PROP_MissileState (S_MNTR_ATK2)
PROP_DeathState (S_MNTR_DIE)
PROP_SeeSound ("minotaur/sight")
PROP_AttackSound ("minotaur/attack1")
PROP_PainSound ("minotaur/pain")
PROP_DeathSound ("minotaur/death")
PROP_ActiveSound ("minotaur/active")
END_DEFAULTS
IMPLEMENT_CLASS(AMinotaur)
void AMinotaur::Tick ()
{
Super::Tick ();
// The unfriendly Minotaur (Heretic's) is invulnerable while charging
if (!IsKindOf(RUNTIME_CLASS(AMinotaurFriend)))
if (!(flags5 & MF5_SUMMONEDMONSTER))
{
// Get MF_SKULLFLY bit and shift it so it matches MF2_INVULNERABLE
DWORD flying = (flags & MF_SKULLFLY) << 3;
@ -185,45 +71,7 @@ int AMinotaur::DoSpecialDamage (AActor *target, int damage)
// Minotaur Friend ----------------------------------------------------------
IMPLEMENT_STATELESS_ACTOR (AMinotaurFriend, Hexen, -1, 0)
PROP_SpawnState (S_MNTR_FADEIN)
PROP_DeathState (S_MNTR_FADEOUT)
PROP_RenderStyle (STYLE_Translucent)
PROP_Alpha (OPAQUE/3)
PROP_SpawnHealth (2500)
PROP_FlagsClear (MF_DROPOFF|MF_COUNTKILL)
PROP_FlagsSet (MF_FRIENDLY)
PROP_Flags2Clear (MF2_BOSS)
PROP_Flags2Set (MF2_TELESTOMP)
PROP_Flags3Set (MF3_STAYMORPHED)
PROP_Flags3Clear (MF3_DONTMORPH)
PROP_Flags4 (MF4_NOTARGETSWITCH)
END_DEFAULTS
AT_GAME_SET (Minotaur)
{
// Modify the Minotaur to accomodate the difference in Hexen's graphics.
// (Hexen's has fewer frames than Heretic's.) Sprites have not been loaded
// yet, so check the wad for their presence.
if (Wads.CheckNumForName ("MNTRZ1", ns_sprites) < 0 &&
Wads.CheckNumForName ("MNTRZ0", ns_sprites) < 0)
{
AMinotaur::States[S_MNTR_ATK1+0].SetFrame ('G');
AMinotaur::States[S_MNTR_ATK1+1].SetFrame ('H');
AMinotaur::States[S_MNTR_ATK1+2].SetFrame ('I');
AMinotaur::States[S_MNTR_ATK2+0].SetFrame ('G');
AMinotaur::States[S_MNTR_ATK2+1].SetFrame ('J');
AMinotaur::States[S_MNTR_ATK2+2].SetFrame ('K');
AMinotaur::States[S_MNTR_ATK3+0].SetFrame ('G');
AMinotaur::States[S_MNTR_ATK3+1].SetFrame ('H');
AMinotaur::States[S_MNTR_ATK3+2].SetFrame ('I');
AMinotaur::States[S_MNTR_ATK3+3].SetFrame ('I');
AMinotaur::States[S_MNTR_ATK4+0].SetFrame ('F');
RUNTIME_CLASS(AMinotaur)->ActorInfo->ChangeState(NAME_Death, &AMinotaur::States[S_MNTR_FADEOUT]);
}
}
IMPLEMENT_CLASS(AMinotaurFriend)
void AMinotaurFriend::BeginPlay ()
{
@ -264,8 +112,7 @@ bool AMinotaurFriend::IsOkayToAttack (AActor *link)
{
return false;
}
if ((link->IsKindOf (RUNTIME_CLASS(AMinotaur))) &&
(link->tracer == tracer))
if ((link->flags5 & MF5_SUMMONEDMONSTER) && (link->tracer == tracer))
{
return false;
}
@ -303,7 +150,7 @@ void AMinotaurFriend::Die (AActor *source, AActor *inflictor)
if (mo == NULL)
{
AInventory *power = tracer->FindInventory (RUNTIME_CLASS(APowerMinotaur));
AInventory *power = tracer->FindInventory (PClass::FindClass("PowerMinotaur"));
if (power != NULL)
{
power->Destroy ();
@ -333,6 +180,13 @@ void AMinotaurFriend::NoBlockingSet ()
//
//----------------------------------------------------------------------------
void A_MinotaurDeath (AActor *actor)
{
if (Wads.CheckNumForName ("MNTRF1", ns_sprites) < 0 &&
Wads.CheckNumForName ("MNTRF0", ns_sprites) < 0)
actor->SetState(actor->FindState ("FadeOut"));
}
void A_MinotaurAtk1 (AActor *actor)
{
player_t *player;
@ -367,7 +221,7 @@ void A_MinotaurAtk1 (AActor *actor)
void A_MinotaurDecide (AActor *actor)
{
bool friendly = actor->IsKindOf(RUNTIME_CLASS(AMinotaurFriend));
bool friendly = !!(actor->flags5 & MF5_SUMMONEDMONSTER);
angle_t angle;
AActor *target;
int dist;
@ -389,7 +243,7 @@ void A_MinotaurDecide (AActor *actor)
&& pr_minotaurdecide() < 150)
{ // Charge attack
// Don't call the state function right away
actor->SetStateNF (&AMinotaur::States[S_MNTR_ATK4]);
actor->SetStateNF (actor->FindState ("Charge"));
actor->flags |= MF_SKULLFLY;
if (!friendly)
{ // Heretic's Minotaur is invulnerable during charge attack
@ -405,7 +259,7 @@ void A_MinotaurDecide (AActor *actor)
&& dist < 9*64*FRACUNIT
&& pr_minotaurdecide() < (friendly ? 100 : 220))
{ // Floor fire attack
actor->SetState (&AMinotaur::States[S_MNTR_ATK3]);
actor->SetState (actor->FindState ("Hammer"));
actor->special2 = 0;
}
else
@ -466,7 +320,7 @@ void A_MinotaurAtk2 (AActor *actor)
angle_t angle;
fixed_t momz;
fixed_t z;
bool friendly = actor->IsKindOf(RUNTIME_CLASS(AMinotaurFriend));
bool friendly = !!(actor->flags5 & MF5_SUMMONEDMONSTER);
if (!actor->target)
{
@ -511,7 +365,7 @@ void A_MinotaurAtk3 (AActor *actor)
{
AActor *mo;
player_t *player;
bool friendly = actor->IsKindOf(RUNTIME_CLASS(AMinotaurFriend));
bool friendly = !!(actor->flags5 & MF5_SUMMONEDMONSTER);
if (!actor->target)
{
@ -541,7 +395,7 @@ void A_MinotaurAtk3 (AActor *actor)
}
if (pr_minotauratk3() < 192 && actor->special2 == 0)
{
actor->SetState (&AMinotaur::States[S_MNTR_ATK3+3]);
actor->SetState (actor->FindState ("Hammer"));
actor->special2 = 1;
}
}
@ -602,25 +456,6 @@ void P_MinotaurSlam (AActor *source, AActor *target)
// tracer pointer to player that spawned it
//----------------------------------------------------------------------------
void A_MinotaurFade0 (AActor *actor)
{
actor->RenderStyle = STYLE_Translucent;
actor->alpha = OPAQUE/3;
}
void A_MinotaurFade1 (AActor *actor)
{
// Second level of transparency
actor->RenderStyle = STYLE_Translucent;
actor->alpha = OPAQUE*2/3;
}
void A_MinotaurFade2 (AActor *actor)
{
// Make fully visible
actor->RenderStyle = STYLE_Normal;
}
//----------------------------------------------------------------------------
//
// A_MinotaurRoam
@ -671,7 +506,6 @@ void A_MinotaurRoam (AActor *actor)
void A_MinotaurLook (AActor *actor)
{
if (!actor->IsKindOf(RUNTIME_CLASS(AMinotaurFriend)))
{
A_Look (actor);
@ -722,8 +556,7 @@ void A_MinotaurLook (AActor *actor)
dist = P_AproxDistance (actor->x - mo->x, actor->y - mo->y);
if (dist > MINOTAUR_LOOK_DIST) continue;
if ((mo == master) || (mo == actor)) continue;
if ((mo->IsKindOf (RUNTIME_CLASS(AMinotaur))) &&
(mo->tracer == master)) continue;
if ((mo->flags5 & MF5_SUMMONEDMONSTER) && (mo->tracer == master)) continue;
actor->target = mo;
break; // Found actor to attack
}
@ -731,11 +564,11 @@ void A_MinotaurLook (AActor *actor)
if (actor->target)
{
actor->SetStateNF (&AMinotaur::States[S_MNTR_WALK]);
actor->SetStateNF (actor->SeeState);
}
else
{
actor->SetStateNF (&AMinotaur::States[S_MNTR_ROAM]);
actor->SetStateNF (actor->FindState ("Roam"));
}
}
@ -764,7 +597,7 @@ void A_MinotaurChase (AActor *actor)
if (!actor->target || (actor->target->health <= 0) ||
!(actor->target->flags&MF_SHOOTABLE))
{ // look for a new target
actor->SetState (&AMinotaur::States[S_MNTR_LOOK]);
actor->SetState (actor->FindState ("Spawn"));
return;
}
@ -803,14 +636,3 @@ void A_MinotaurChase (AActor *actor)
}
}
/*
void A_SmokePuffEntry(mobj_t *actor)
{
P_SpawnMobj(actor->x, actor->y, actor->z, MT_MNTRSMOKE);
}
*/
void A_SmokePuffExit (AActor *actor)
{
Spawn("MinotaurSmokeExit", actor->x, actor->y, actor->z, ALLOW_REPLACE);
}

View file

@ -5,7 +5,7 @@ class AActor;
class AMinotaur : public AActor
{
DECLARE_ACTOR (AMinotaur, AActor)
DECLARE_CLASS (AMinotaur, AActor)
public:
void NoBlockingSet ();
int DoSpecialDamage (AActor *target, int damage);
@ -17,7 +17,7 @@ public:
class AMinotaurFriend : public AMinotaur
{
DECLARE_STATELESS_ACTOR (AMinotaurFriend, AMinotaur)
DECLARE_CLASS (AMinotaurFriend, AMinotaur)
public:
int StartTime;

View file

@ -345,25 +345,6 @@ IMPLEMENT_STATELESS_ACTOR (APowerInvulnerable, Any, -1, 0)
PROP_Inventory_Icon ("SPSHLD0")
END_DEFAULTS
// Need to set the default for each game here
AT_GAME_SET(PowerInvulnerable)
{
APowerInvulnerable * invul = GetDefault<APowerInvulnerable>();
switch (gameinfo.gametype)
{
case GAME_Doom:
case GAME_Strife:
invul->BlendColor = INVERSECOLOR;
break;
case GAME_Heretic:
invul->BlendColor = GOLDCOLOR;
break;
default:
break;
}
}
//===========================================================================
//
// APowerInvulnerable :: InitEffect

View file

@ -222,10 +222,18 @@ void cht_DoCheat (player_t *player, int cheat)
item = player->mo->FindInventory (BeholdPowers[i]);
if (item == NULL)
{
player->mo->GiveInventoryType (BeholdPowers[i]);
if (cheat == CHT_BEHOLDS)
if (i != 0)
{
P_GiveBody (player->mo, -100);
player->mo->GiveInventoryType (BeholdPowers[i]);
if (cheat == CHT_BEHOLDS)
{
P_GiveBody (player->mo, -100);
}
}
else
{
// Let's give the item here so that the power doesn't need colormap information.
player->mo->GiveInventoryType(PClass::FindClass("InvulnerabilitySphere"));
}
}
else

View file

@ -1164,7 +1164,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
{
target->DamageType = mod;
}
if (source && source->tracer && source->IsKindOf (RUNTIME_CLASS (AMinotaur)))
if (source && source->tracer && (source->flags5 & MF5_SUMMONEDMONSTER))
{ // Minotaur's kills go to his master
// Make sure still alive and not a pointer to fighter head
if (source->tracer->player && (source->tracer->player->mo == source->tracer))

View file

@ -2492,7 +2492,8 @@ FUNC(LS_SetPlayerProperty)
{ // Give power to activator
if (power != 4)
{
it->GiveInventoryType (powers[power]);
APowerup *item = static_cast<APowerup*>(it->GiveInventoryType (powers[power]));
if (item != NULL && power == 0) item->BlendColor = INVERSECOLOR;
}
else if (it->player - players == consoleplayer)
{

View file

@ -796,11 +796,14 @@ AInventory *AActor::GiveInventoryType (const PClass *type)
{
AInventory *item;
item = static_cast<AInventory *>(Spawn (type, 0,0,0, NO_REPLACE));
if (!item->TryPickup (this))
if (type != NULL)
{
item->Destroy ();
return NULL;
item = static_cast<AInventory *>(Spawn (type, 0,0,0, NO_REPLACE));
if (!item->TryPickup (this))
{
item->Destroy ();
return NULL;
}
}
return item;
}
@ -2439,8 +2442,7 @@ bool AActor::IsOkayToAttack (AActor *link)
{
return false;
}
if ((link->IsKindOf (RUNTIME_CLASS(AMinotaur))) &&
(link->tracer == this))
if ((link->flags5 & MF5_SUMMONEDMONSTER) && (link->tracer == this))
{
return false;
}

View file

@ -245,6 +245,7 @@ static flagdef ActorFlags[]=
DEFINE_FLAG(MF5, NOTIMEFREEZE, AActor, flags5),
DEFINE_FLAG(MF5, PUFFGETSOWNER, AActor, flags5), // [BB] added PUFFGETSOWNER
DEFINE_FLAG(MF5, SPECIALFIREDAMAGE, AActor, flags5),
DEFINE_FLAG(MF5, SUMMONEDMONSTER, AActor, flags5),
// Effect flags
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),

View file

@ -1290,6 +1290,7 @@ void FWadCollection::ScanForFlatHack (int startlump)
void FWadCollection::RenameSprites (int startlump)
{
bool renameAll;
bool MNTRZfound = false;
static const DWORD HereticRenames[] =
{ MAKE_ID('H','E','A','D'), MAKE_ID('L','I','C','H'), // Ironlich
@ -1309,6 +1310,7 @@ void FWadCollection::RenameSprites (int startlump)
MAKE_ID('W','A','T','R'), MAKE_ID('H','W','A','T'), // Strife also has WATR
MAKE_ID('G','I','B','S'), MAKE_ID('P','O','L','5'), // RealGibs
MAKE_ID('E','G','G','M'), MAKE_ID('P','R','K','M'), // PorkFX
MAKE_ID('I','N','V','U'), MAKE_ID('D','E','F','N'), // Icon of the Defender
};
static const DWORD StrifeRenames[] =
@ -1359,6 +1361,19 @@ void FWadCollection::RenameSprites (int startlump)
renameAll = !!Args->CheckParm ("-oldsprites");
for (DWORD i = startlump + 1;
i < NumLumps &&
*(DWORD *)LumpInfo[i].name != MAKE_ID('S','_','E','N') &&
*(((DWORD *)LumpInfo[i].name) + 1) != MAKE_ID('D',0,0,0);
++i)
{
if (!strncmp(LumpInfo[i].name, "MNTRZ", 5))
{
MNTRZfound = true;
break;
}
}
for (DWORD i = startlump + 1;
i < NumLumps &&
*(DWORD *)LumpInfo[i].name != MAKE_ID('S','_','E','N') &&
@ -1375,6 +1390,24 @@ void FWadCollection::RenameSprites (int startlump)
*(DWORD *)LumpInfo[i].name = renames[j*2+1];
}
}
if (gameinfo.gametype == GAME_Hexen)
{
if (CheckLumpName (i, "ARTIINVU"))
{
LumpInfo[i].name[4]='D'; LumpInfo[i].name[5]='E';
LumpInfo[i].name[6]='F'; LumpInfo[i].name[7]='N';
}
}
}
if (!MNTRZfound) //gameinfo.gametype == GAME_Hexen && LumpInfo[i].wadnum == IWAD_FILENUM)
{
if (*(DWORD *)LumpInfo[i].name == MAKE_ID('M', 'N', 'T', 'R'))
{
if (LumpInfo[i].name[4] >= 'F' && LumpInfo[i].name[4] <= 'K')
{
LumpInfo[i].name[4] += 'U' - 'F';
}
}
}
// When not playing Doom rename all BLOD sprites to BLUD so that

View file

@ -1,3 +1,133 @@
ACTOR Minotaur 9 native
{
Game Heretic
Health 3000
Radius 28
Height 100
Mass 800
Speed 16
Damage 7
Painchance 25
Monster
+DROPOFF
+FLOORCLIP
+BOSS
+NORADIUSDMG
+DONTMORPH
+NOTARGET
+BOSSDEATH
SeeSound "minotaur/sight"
AttackSound "minotaur/attack1"
PainSound "minotaur/pain"
DeathSound "minotaur/death"
ActiveSound "minotaur/active"
DropItem "ArtiSuperHealth", 51
DropItem "PhoenixRodAmmo", 84, 10
action native A_MinotaurDecide();
action native A_MinotaurAtk1();
action native A_MinotaurAtk2();
action native A_MinotaurAtk3();
action native A_MinotaurCharge();
action native A_MntrFloorFire();
action native A_MinotaurLook();
action native A_MinotaurRoam();
action native A_MinotaurChase();
action native A_MinotaurDeath();
States
{
Spawn:
MNTR AB 10 A_MinotaurLook
Loop
Roam:
MNTR ABCD 5 A_MinotaurRoam
Loop
See:
MNTR ABCD 5 A_MinotaurChase
Loop
Melee:
MNTR V 10 A_FaceTarget
MNTR W 7 A_FaceTarget
MNTR X 12 A_MinotaurAtk1
Goto See
Missile:
MNTR V 10 A_MinotaurDecide
MNTR Y 4 A_FaceTarget
MNTR Z 9 A_MinotaurAtk2
Goto See
Hammer:
MNTR V 10 A_FaceTarget
MNTR W 7 A_FaceTarget
MNTR X 12 A_MinotaurAtk3
Goto See
MNTR X 12
Loop
Charge:
MNTR U 2 A_MinotaurCharge
Loop
Pain:
MNTR E 3
MNTR E 6 A_Pain
Goto See
Death:
MNTR F 6 A_MinotaurDeath
MNTR G 5
MNTR H 6 A_Scream
MNTR I 5
MNTR J 6
MNTR K 5
MNTR L 6
MNTR M 5 A_NoBlocking
MNTR N 6
MNTR O 5
MNTR P 6
MNTR Q 5
MNTR R 6
MNTR S 5
MNTR T -1 A_BossDeath
Stop
FadeOut:
MNTR E 6
MNTR E 2 A_Scream
MNTR E 5 A_SpawnItemEx("MinotaurSmokeExit")
MNTR E 5
MNTR E 5 A_NoBlocking
MNTR E 5
MNTR E 5 A_SetTranslucent(0.66, 0)
MNTR E 5 A_SetTranslucent(0.33, 0)
MNTR E 10 A_BossDeath
Stop
}
}
ACTOR MinotaurFriend : Minotaur native
{
Game Hexen
Health 2500
-DROPOFF
-BOSS
-DONTMORPH
+FRIENDLY
+NOTARGETSWITCH
+STAYMORPHED
+TELESTOMP
+SUMMONEDMONSTER
RenderStyle Translucent
Alpha 0.3333
DropItem "None"
States
{
Spawn:
MNTR A 15
MNTR A 15 A_SetTranslucent(0.66, 0)
MNTR A 3 A_SetTranslucent(1, 0)
Goto Super::Spawn
Death:
Goto FadeOut
}
}
// Minotaur FX 1 ------------------------------------------------------------
ACTOR MinotaurFX1

View file

@ -65,7 +65,7 @@ ACTOR ArtiFly : PowerupGiver 83
}
}
// Invulnerability Heretic ---------------------------------------------------
// Invulnerability Heretic (Ring of invincibility) --------------------------
ACTOR ArtiInvulnerability : PowerupGiver 84
{
@ -87,7 +87,7 @@ ACTOR ArtiInvulnerability : PowerupGiver 84
}
}
// Invulnerability Hexen ----------------------------------------------------------
// Invulnerability Hexen (Icon of the defender) -----------------------------
ACTOR ArtiInvulnerability2 : PowerupGiver 84
{
@ -97,13 +97,13 @@ ACTOR ArtiInvulnerability2 : PowerupGiver 84
+FLOATBOB
+INVENTORY.PICKUPFLASH
Inventory.RespawnTics 4230
Inventory.Icon ARTIINVU
Inventory.Icon ARTIDEFN
Inventory.PickupMessage "$TXT_ARTIINVULNERABILITY2"
Powerup.Type Invulnerable
States
{
Spawn:
INVU ABCD 3
DEFN ABCD 3
Loop
}
}