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https://github.com/ZDoom/qzdoom-gpl.git
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aef34f9aa5
xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Restored the sound limiting. SVN r849 (trunk)
724 lines
24 KiB
C++
724 lines
24 KiB
C++
#include "actor.h"
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#include "info.h"
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#include "p_local.h"
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#include "s_sound.h"
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#include "p_enemy.h"
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#include "a_action.h"
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#include "m_random.h"
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#include "p_terrain.h"
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static FRandom pr_serpentchase ("SerpentChase");
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static FRandom pr_serpenthump ("SerpentHump");
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static FRandom pr_serpentattack ("SerpentAttack");
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static FRandom pr_serpentmeattack ("SerpentMeAttack");
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static FRandom pr_serpentgibs ("SerpentGibs");
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static FRandom pr_delaygib ("DelayGib");
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void A_DoChase(AActor * actor, bool fastchase, FState * meleestate, FState * missilestate, bool playactive, bool nightmarefast,bool dontmove);
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void A_SerpentChase (AActor *);
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void A_SerpentHumpDecide (AActor *);
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void A_SerpentDiveSound (AActor *);
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void A_SerpentHide (AActor *);
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void A_SerpentBirthScream (AActor *);
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void A_SerpentDiveSound (AActor *);
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void A_SerpentCheckForAttack (AActor *);
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void A_SerpentHeadPop (AActor *);
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void A_SerpentSpawnGibs (AActor *);
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void A_SerpentWalk (AActor *);
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void A_SerpentUnHide (AActor *);
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void A_SerpentRaiseHump (AActor *);
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void A_SerpentLowerHump (AActor *);
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void A_SerpentMeleeAttack (AActor *);
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void A_SerpentMissileAttack (AActor *);
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void A_SerpentChooseAttack (AActor *);
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void A_SerpentFXSound (AActor *);
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void A_StopSerpentFXSound (AActor *);
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void A_SerpentHeadCheck (AActor *);
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void A_FloatGib (AActor *);
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void A_DelayGib (AActor *);
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void A_SinkGib (AActor *);
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// Serpent ------------------------------------------------------------------
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class ASerpent : public AActor
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{
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DECLARE_ACTOR (ASerpent, AActor)
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public:
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bool bLeader;
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void Serialize (FArchive &arc);
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};
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FState ASerpent::States[] =
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{
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#define S_SERPENT_LOOK1 0
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S_NORMAL (SSPT, 'H', 10, A_Look , &States[S_SERPENT_LOOK1]),
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#define S_SERPENT_SWIM1 (S_SERPENT_LOOK1+1)
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S_NORMAL (SSPT, 'H', 1, A_SerpentChase , &States[S_SERPENT_SWIM1+1]),
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S_NORMAL (SSPT, 'H', 1, A_SerpentChase , &States[S_SERPENT_SWIM1+2]),
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S_NORMAL (SSPT, 'H', 2, A_SerpentHumpDecide , &States[S_SERPENT_SWIM1]),
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#define S_SERPENT_PAIN1 (S_SERPENT_SWIM1+3)
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S_NORMAL (SSPT, 'L', 5, NULL , &States[S_SERPENT_PAIN1+1]),
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S_NORMAL (SSPT, 'L', 5, A_Pain , &States[S_SERPENT_PAIN1+2]),
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S_NORMAL (SSDV, 'A', 4, NULL , &States[S_SERPENT_PAIN1+3]),
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S_NORMAL (SSDV, 'B', 4, NULL , &States[S_SERPENT_PAIN1+4]),
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S_NORMAL (SSDV, 'C', 4, NULL , &States[S_SERPENT_PAIN1+5]),
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S_NORMAL (SSDV, 'D', 4, A_UnSetShootable , &States[S_SERPENT_PAIN1+6]),
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S_NORMAL (SSDV, 'E', 3, A_SerpentDiveSound , &States[S_SERPENT_PAIN1+7]),
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S_NORMAL (SSDV, 'F', 3, NULL , &States[S_SERPENT_PAIN1+8]),
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S_NORMAL (SSDV, 'G', 4, NULL , &States[S_SERPENT_PAIN1+9]),
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S_NORMAL (SSDV, 'H', 4, NULL , &States[S_SERPENT_PAIN1+10]),
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S_NORMAL (SSDV, 'I', 3, NULL , &States[S_SERPENT_PAIN1+11]),
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S_NORMAL (SSDV, 'J', 3, A_SerpentHide , &States[S_SERPENT_SWIM1]),
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#define S_SERPENT_SURFACE1 (S_SERPENT_PAIN1+12)
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S_NORMAL (SSPT, 'A', 1, A_UnHideThing , &States[S_SERPENT_SURFACE1+1]),
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S_NORMAL (SSPT, 'A', 1, A_SerpentBirthScream , &States[S_SERPENT_SURFACE1+2]),
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S_NORMAL (SSPT, 'B', 3, A_SetShootable , &States[S_SERPENT_SURFACE1+3]),
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S_NORMAL (SSPT, 'C', 3, NULL , &States[S_SERPENT_SURFACE1+4]),
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S_NORMAL (SSPT, 'D', 4, A_SerpentCheckForAttack , &States[S_SERPENT_PAIN1+2]),
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#define S_SERPENT_DIE1 (S_SERPENT_SURFACE1+5)
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S_NORMAL (SSPT, 'O', 4, NULL , &States[S_SERPENT_DIE1+1]),
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S_NORMAL (SSPT, 'P', 4, A_Scream , &States[S_SERPENT_DIE1+2]),
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S_NORMAL (SSPT, 'Q', 4, A_NoBlocking , &States[S_SERPENT_DIE1+3]),
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S_NORMAL (SSPT, 'R', 4, NULL , &States[S_SERPENT_DIE1+4]),
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S_NORMAL (SSPT, 'S', 4, NULL , &States[S_SERPENT_DIE1+5]),
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S_NORMAL (SSPT, 'T', 4, NULL , &States[S_SERPENT_DIE1+6]),
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S_NORMAL (SSPT, 'U', 4, NULL , &States[S_SERPENT_DIE1+7]),
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S_NORMAL (SSPT, 'V', 4, NULL , &States[S_SERPENT_DIE1+8]),
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S_NORMAL (SSPT, 'W', 4, NULL , &States[S_SERPENT_DIE1+9]),
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S_NORMAL (SSPT, 'X', 4, NULL , &States[S_SERPENT_DIE1+10]),
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S_NORMAL (SSPT, 'Y', 4, NULL , &States[S_SERPENT_DIE1+11]),
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S_NORMAL (SSPT, 'Z', 4, NULL , NULL),
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#define S_SERPENT_XDIE1 (S_SERPENT_DIE1+12)
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S_NORMAL (SSXD, 'A', 4, NULL , &States[S_SERPENT_XDIE1+1]),
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S_NORMAL (SSXD, 'B', 4, A_SerpentHeadPop , &States[S_SERPENT_XDIE1+2]),
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S_NORMAL (SSXD, 'C', 4, A_NoBlocking , &States[S_SERPENT_XDIE1+3]),
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S_NORMAL (SSXD, 'D', 4, NULL , &States[S_SERPENT_XDIE1+4]),
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S_NORMAL (SSXD, 'E', 4, NULL , &States[S_SERPENT_XDIE1+5]),
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S_NORMAL (SSXD, 'F', 3, NULL , &States[S_SERPENT_XDIE1+6]),
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S_NORMAL (SSXD, 'G', 3, NULL , &States[S_SERPENT_XDIE1+7]),
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S_NORMAL (SSXD, 'H', 3, A_SerpentSpawnGibs , NULL),
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#define S_SERPENT_WALK1 (S_SERPENT_XDIE1+8)
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S_NORMAL (SSPT, 'I', 5, A_SerpentWalk , &States[S_SERPENT_WALK1+1]),
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S_NORMAL (SSPT, 'J', 5, A_SerpentWalk , &States[S_SERPENT_WALK1+2]),
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S_NORMAL (SSPT, 'I', 5, A_SerpentWalk , &States[S_SERPENT_WALK1+3]),
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S_NORMAL (SSPT, 'J', 5, A_SerpentCheckForAttack , &States[S_SERPENT_PAIN1+2]),
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#define S_SERPENT_HUMP1 (S_SERPENT_WALK1+4)
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S_NORMAL (SSPT, 'H', 3, A_SerpentUnHide , &States[S_SERPENT_HUMP1+1]),
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S_NORMAL (SSPT, 'E', 3, A_SerpentRaiseHump , &States[S_SERPENT_HUMP1+2]),
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S_NORMAL (SSPT, 'F', 3, A_SerpentRaiseHump , &States[S_SERPENT_HUMP1+3]),
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S_NORMAL (SSPT, 'G', 3, A_SerpentRaiseHump , &States[S_SERPENT_HUMP1+4]),
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S_NORMAL (SSPT, 'E', 3, A_SerpentRaiseHump , &States[S_SERPENT_HUMP1+5]),
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S_NORMAL (SSPT, 'F', 3, A_SerpentRaiseHump , &States[S_SERPENT_HUMP1+6]),
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S_NORMAL (SSPT, 'G', 3, NULL , &States[S_SERPENT_HUMP1+7]),
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S_NORMAL (SSPT, 'E', 3, NULL , &States[S_SERPENT_HUMP1+8]),
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S_NORMAL (SSPT, 'F', 3, NULL , &States[S_SERPENT_HUMP1+9]),
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S_NORMAL (SSPT, 'G', 3, A_SerpentLowerHump , &States[S_SERPENT_HUMP1+10]),
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S_NORMAL (SSPT, 'E', 3, A_SerpentLowerHump , &States[S_SERPENT_HUMP1+11]),
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S_NORMAL (SSPT, 'F', 3, A_SerpentLowerHump , &States[S_SERPENT_HUMP1+12]),
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S_NORMAL (SSPT, 'G', 3, A_SerpentLowerHump , &States[S_SERPENT_HUMP1+13]),
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S_NORMAL (SSPT, 'E', 3, A_SerpentLowerHump , &States[S_SERPENT_HUMP1+14]),
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S_NORMAL (SSPT, 'F', 3, A_SerpentHide , &States[S_SERPENT_SWIM1]),
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#define S_SERPENT_MELEE1 (S_SERPENT_HUMP1+15)
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S_NORMAL (SSPT, 'N', 5, A_SerpentMeleeAttack , &ASerpent::States[S_SERPENT_PAIN1+2]),
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#define S_SERPENT_MISSILE1 (S_SERPENT_MELEE1+1)
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S_NORMAL (SSPT, 'N', 5, A_SerpentMissileAttack , &ASerpent::States[S_SERPENT_PAIN1+2]),
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#define S_SERPENT_ATK1 (S_SERPENT_MISSILE1+1)
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S_NORMAL (SSPT, 'K', 6, A_FaceTarget , &States[S_SERPENT_ATK1+1]),
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S_NORMAL (SSPT, 'L', 5, A_SerpentChooseAttack , &States[S_SERPENT_MELEE1]),
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#define S_SERPENT_ICE (S_SERPENT_ATK1+2)
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S_NORMAL (SSPT, '[', 5, A_FreezeDeath , &States[S_SERPENT_ICE+1]),
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S_NORMAL (SSPT, '[', 1, A_FreezeDeathChunks , &States[S_SERPENT_ICE+1]),
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};
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IMPLEMENT_ACTOR (ASerpent, Hexen, 121, 6)
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PROP_SpawnHealth (90)
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PROP_PainChance (96)
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PROP_SpeedFixed (12)
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PROP_RadiusFixed (32)
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PROP_HeightFixed (70)
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PROP_MassLong (0x7fffffff) // [RH] Is this a mistake?
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PROP_Flags (MF_SOLID|MF_NOBLOOD|MF_COUNTKILL)
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PROP_Flags2 (MF2_PASSMOBJ|MF2_MCROSS|MF2_CANTLEAVEFLOORPIC|MF2_NONSHOOTABLE)
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PROP_Flags3 (MF3_STAYMORPHED|MF3_DONTBLAST|MF3_NOTELEOTHER)
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PROP_RenderFlags (RF_INVISIBLE)
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PROP_SpawnState (S_SERPENT_LOOK1)
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PROP_SeeState (S_SERPENT_SWIM1)
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PROP_PainState (S_SERPENT_PAIN1)
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PROP_MeleeState (S_SERPENT_SURFACE1)
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PROP_DeathState (S_SERPENT_DIE1)
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PROP_XDeathState (S_SERPENT_XDIE1)
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PROP_IDeathState (S_SERPENT_ICE)
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PROP_SeeSound ("SerpentSight")
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PROP_AttackSound ("SerpentAttack")
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PROP_PainSound ("SerpentPain")
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PROP_DeathSound ("SerpentDeath")
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PROP_HitObituary("$OB_SERPENTHIT")
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END_DEFAULTS
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void ASerpent::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << bLeader;
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}
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// Serpent Leader -----------------------------------------------------------
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class ASerpentLeader : public ASerpent
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{
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DECLARE_STATELESS_ACTOR (ASerpentLeader, ASerpent)
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public:
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void BeginPlay ();
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};
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IMPLEMENT_STATELESS_ACTOR (ASerpentLeader, Hexen, 120, 7)
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PROP_Mass (200)
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PROP_Obituary("$OB_SERPENT")
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END_DEFAULTS
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void ASerpentLeader::BeginPlay ()
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{
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bLeader = true;
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}
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// Serpent Missile Ball -----------------------------------------------------
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class ASerpentFX : public AActor
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{
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DECLARE_ACTOR (ASerpentFX, AActor)
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public:
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void Tick ()
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{
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Super::Tick ();
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}
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};
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FState ASerpentFX::States[] =
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{
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#define S_SERPENT_FX1 0
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// [RH] This 0-length state was added so that the looping sound can start
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// playing as soon as possible, because action functions are not called
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// when an actor is spawned. (Should I change that? No.)
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S_BRIGHT (SSFX, 'A', 0, NULL , &States[S_SERPENT_FX1+1]),
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S_BRIGHT (SSFX, 'A', 3, A_SerpentFXSound , &States[S_SERPENT_FX1+2]),
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S_BRIGHT (SSFX, 'B', 3, NULL , &States[S_SERPENT_FX1+3]),
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S_BRIGHT (SSFX, 'A', 3, NULL , &States[S_SERPENT_FX1+4]),
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S_BRIGHT (SSFX, 'B', 3, NULL , &States[S_SERPENT_FX1+1]),
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#define S_SERPENT_FX_X1 (S_SERPENT_FX1+5)
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S_BRIGHT (SSFX, 'C', 4, A_StopSerpentFXSound , &States[S_SERPENT_FX_X1+1]),
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S_BRIGHT (SSFX, 'D', 4, NULL , &States[S_SERPENT_FX_X1+2]),
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S_BRIGHT (SSFX, 'E', 4, NULL , &States[S_SERPENT_FX_X1+3]),
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S_BRIGHT (SSFX, 'F', 4, NULL , &States[S_SERPENT_FX_X1+4]),
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S_BRIGHT (SSFX, 'G', 4, NULL , &States[S_SERPENT_FX_X1+5]),
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S_BRIGHT (SSFX, 'H', 4, NULL , NULL),
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};
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IMPLEMENT_ACTOR (ASerpentFX, Hexen, -1, 0)
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PROP_SpeedFixed (15)
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PROP_RadiusFixed (8)
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PROP_HeightFixed (10)
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PROP_Damage (4)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
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PROP_Flags2 (MF2_NOTELEPORT)
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PROP_RenderStyle (STYLE_Add)
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PROP_SpawnState (S_SERPENT_FX1)
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PROP_DeathState (S_SERPENT_FX_X1)
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PROP_DeathSound ("SerpentFXHit")
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END_DEFAULTS
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// Serpent Head -------------------------------------------------------------
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class ASerpentHead : public AActor
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{
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DECLARE_ACTOR (ASerpentHead, AActor)
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};
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FState ASerpentHead::States[] =
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{
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#define S_SERPENT_HEAD1 0
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S_NORMAL (SSXD, 'I', 4, A_SerpentHeadCheck , &States[S_SERPENT_HEAD1+1]),
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S_NORMAL (SSXD, 'J', 4, A_SerpentHeadCheck , &States[S_SERPENT_HEAD1+2]),
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S_NORMAL (SSXD, 'K', 4, A_SerpentHeadCheck , &States[S_SERPENT_HEAD1+3]),
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S_NORMAL (SSXD, 'L', 4, A_SerpentHeadCheck , &States[S_SERPENT_HEAD1+4]),
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S_NORMAL (SSXD, 'M', 4, A_SerpentHeadCheck , &States[S_SERPENT_HEAD1+5]),
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S_NORMAL (SSXD, 'N', 4, A_SerpentHeadCheck , &States[S_SERPENT_HEAD1+6]),
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S_NORMAL (SSXD, 'O', 4, A_SerpentHeadCheck , &States[S_SERPENT_HEAD1+7]),
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S_NORMAL (SSXD, 'P', 4, A_SerpentHeadCheck , &States[S_SERPENT_HEAD1]),
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#define S_SERPENT_HEAD_X1 (S_SERPENT_HEAD1+8)
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S_NORMAL (SSXD, 'S', -1, NULL , &States[S_SERPENT_HEAD_X1]),
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};
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IMPLEMENT_ACTOR (ASerpentHead, Hexen, -1, 0)
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PROP_RadiusFixed (5)
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PROP_HeightFixed (10)
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PROP_Gravity (FRACUNIT/8)
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PROP_Flags (MF_NOBLOCKMAP)
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PROP_SpawnState (S_SERPENT_HEAD1)
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PROP_DeathState (S_SERPENT_HEAD_X1)
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END_DEFAULTS
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// Serpent Gib 1 ------------------------------------------------------------
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class ASerpentGib1 : public AActor
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{
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DECLARE_ACTOR (ASerpentGib1, AActor)
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};
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FState ASerpentGib1::States[] =
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{
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#define S_SERPENT_GIB1_1 0
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S_NORMAL (SSXD, 'Q', 6, NULL , &States[S_SERPENT_GIB1_1+1]),
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S_NORMAL (SSXD, 'Q', 6, A_FloatGib , &States[S_SERPENT_GIB1_1+2]),
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S_NORMAL (SSXD, 'Q', 8, A_FloatGib , &States[S_SERPENT_GIB1_1+3]),
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S_NORMAL (SSXD, 'Q', 8, A_FloatGib , &States[S_SERPENT_GIB1_1+4]),
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S_NORMAL (SSXD, 'Q', 12, A_FloatGib , &States[S_SERPENT_GIB1_1+5]),
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S_NORMAL (SSXD, 'Q', 12, A_FloatGib , &States[S_SERPENT_GIB1_1+6]),
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S_NORMAL (SSXD, 'Q', 232, A_DelayGib , &States[S_SERPENT_GIB1_1+7]),
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S_NORMAL (SSXD, 'Q', 12, A_SinkGib , &States[S_SERPENT_GIB1_1+8]),
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S_NORMAL (SSXD, 'Q', 12, A_SinkGib , &States[S_SERPENT_GIB1_1+9]),
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S_NORMAL (SSXD, 'Q', 8, A_SinkGib , &States[S_SERPENT_GIB1_1+10]),
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S_NORMAL (SSXD, 'Q', 8, A_SinkGib , &States[S_SERPENT_GIB1_1+11]),
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S_NORMAL (SSXD, 'Q', 8, A_SinkGib , NULL),
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};
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IMPLEMENT_ACTOR (ASerpentGib1, Hexen, -1, 0)
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PROP_RadiusFixed (3)
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PROP_HeightFixed (3)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
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PROP_SpawnState (S_SERPENT_GIB1_1)
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END_DEFAULTS
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// Serpent Gib 2 ------------------------------------------------------------
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class ASerpentGib2 : public AActor
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{
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DECLARE_ACTOR (ASerpentGib2, AActor)
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};
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FState ASerpentGib2::States[] =
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{
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#define S_SERPENT_GIB2_1 0
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S_NORMAL (SSXD, 'R', 6, NULL , &States[S_SERPENT_GIB2_1+1]),
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S_NORMAL (SSXD, 'R', 6, A_FloatGib , &States[S_SERPENT_GIB2_1+2]),
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S_NORMAL (SSXD, 'R', 8, A_FloatGib , &States[S_SERPENT_GIB2_1+3]),
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S_NORMAL (SSXD, 'R', 8, A_FloatGib , &States[S_SERPENT_GIB2_1+4]),
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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, false);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// 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, false);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// 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, NAME_Melee);
|
|
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, ALLOW_REPLACE);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_SerpentSpawnGibs
|
|
//
|
|
//============================================================================
|
|
|
|
void A_SerpentSpawnGibs (AActor *actor)
|
|
{
|
|
AActor *mo;
|
|
static const PClass *const GibTypes[] =
|
|
{
|
|
RUNTIME_CLASS(ASerpentGib3),
|
|
RUNTIME_CLASS(ASerpentGib2),
|
|
RUNTIME_CLASS(ASerpentGib1)
|
|
};
|
|
|
|
for (int i = countof(GibTypes)-1; i >= 0; --i)
|
|
{
|
|
mo = Spawn (GibTypes[i],
|
|
actor->x+((pr_serpentgibs()-128)<<12),
|
|
actor->y+((pr_serpentgibs()-128)<<12),
|
|
actor->floorz+FRACUNIT, ALLOW_REPLACE);
|
|
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->FindState(NAME_Death));
|
|
}
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_SerpentFXSound
|
|
//
|
|
//============================================================================
|
|
|
|
void A_SerpentFXSound (AActor *actor)
|
|
{
|
|
if (!S_IsActorPlayingSomething (actor, CHAN_BODY, -1))
|
|
{
|
|
S_Sound (actor, CHAN_BODY|CHAN_LOOP, "SerpentFXContinuous", 1, ATTN_NORM);
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_StopSerpentFXSound
|
|
//
|
|
//============================================================================
|
|
|
|
void A_StopSerpentFXSound (AActor *actor)
|
|
{
|
|
S_StopSound (actor, CHAN_BODY);
|
|
}
|