mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-12-14 06:01:09 +00:00
1bd6ac028b
- Added a PickupMessage property to the internal actor parser, replaced most of the virtual PickupMessages with it and placed the code that reads the metadata into AInventory::PickupMessage. Now the PickupMessage method is truly virtual and I can do: Added a Health.LowMessage property to define double message items like Doom's medikit in DECORATE. - Since defining Mana3 as an ammo type and then overriding the TryPickup method means that this item defeats all ammo checks in the game it might as well be defined as a CustomInventory item. At least this fixes the amount given in easy and very hard skills. - Converted all ammo items to DECORATE. - Changed internal property setting of ammo types and sister weapons to use fuglyname as for DECORATE definitions. This allows to export the ammo definitions into DECORATE definitions without doing it for the weapons themselves. - Replaced obituary methods with actor properties. - Fixed: The secret map check didn't work for maps inside Zips. SVN r196 (trunk)
491 lines
17 KiB
C++
491 lines
17 KiB
C++
#include "actor.h"
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#include "info.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "gstrings.h"
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#include "a_action.h"
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#include "a_doomglobal.h"
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static FRandom pr_posattack ("PosAttack");
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static FRandom pr_sposattack ("SPosAttack");
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static FRandom pr_cposattack ("CPosAttack");
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static FRandom pr_cposrefire ("CPosRefire");
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void A_PosAttack (AActor *);
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void A_SPosAttackUseAtkSound (AActor *);
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void A_CPosAttack (AActor *);
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void A_CPosRefire (AActor *);
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// Zombie man --------------------------------------------------------------
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class AZombieMan : public AActor
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{
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DECLARE_ACTOR (AZombieMan, AActor)
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public:
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void NoBlockingSet ();
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};
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FState AZombieMan::States[] =
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{
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#define S_POSS_STND 0
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S_NORMAL (POSS, 'A', 10, A_Look , &States[S_POSS_STND+1]),
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S_NORMAL (POSS, 'B', 10, A_Look , &States[S_POSS_STND]),
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#define S_POSS_RUN (S_POSS_STND+2)
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S_NORMAL (POSS, 'A', 4, A_Chase , &States[S_POSS_RUN+1]),
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S_NORMAL (POSS, 'A', 4, A_Chase , &States[S_POSS_RUN+2]),
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S_NORMAL (POSS, 'B', 4, A_Chase , &States[S_POSS_RUN+3]),
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S_NORMAL (POSS, 'B', 4, A_Chase , &States[S_POSS_RUN+4]),
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S_NORMAL (POSS, 'C', 4, A_Chase , &States[S_POSS_RUN+5]),
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S_NORMAL (POSS, 'C', 4, A_Chase , &States[S_POSS_RUN+6]),
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S_NORMAL (POSS, 'D', 4, A_Chase , &States[S_POSS_RUN+7]),
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S_NORMAL (POSS, 'D', 4, A_Chase , &States[S_POSS_RUN+0]),
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#define S_POSS_ATK (S_POSS_RUN+8)
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S_NORMAL (POSS, 'E', 10, A_FaceTarget , &States[S_POSS_ATK+1]),
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S_NORMAL (POSS, 'F', 8, A_PosAttack , &States[S_POSS_ATK+2]),
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S_NORMAL (POSS, 'E', 8, NULL , &States[S_POSS_RUN+0]),
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#define S_POSS_PAIN (S_POSS_ATK+3)
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S_NORMAL (POSS, 'G', 3, NULL , &States[S_POSS_PAIN+1]),
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S_NORMAL (POSS, 'G', 3, A_Pain , &States[S_POSS_RUN+0]),
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#define S_POSS_DIE (S_POSS_PAIN+2)
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S_NORMAL (POSS, 'H', 5, NULL , &States[S_POSS_DIE+1]),
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S_NORMAL (POSS, 'I', 5, A_Scream , &States[S_POSS_DIE+2]),
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S_NORMAL (POSS, 'J', 5, A_NoBlocking , &States[S_POSS_DIE+3]),
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S_NORMAL (POSS, 'K', 5, NULL , &States[S_POSS_DIE+4]),
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S_NORMAL (POSS, 'L', -1, NULL , NULL),
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#define S_POSS_XDIE (S_POSS_DIE+5)
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S_NORMAL (POSS, 'M', 5, NULL , &States[S_POSS_XDIE+1]),
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S_NORMAL (POSS, 'N', 5, A_XScream , &States[S_POSS_XDIE+2]),
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S_NORMAL (POSS, 'O', 5, A_NoBlocking , &States[S_POSS_XDIE+3]),
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S_NORMAL (POSS, 'P', 5, NULL , &States[S_POSS_XDIE+4]),
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S_NORMAL (POSS, 'Q', 5, NULL , &States[S_POSS_XDIE+5]),
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S_NORMAL (POSS, 'R', 5, NULL , &States[S_POSS_XDIE+6]),
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S_NORMAL (POSS, 'S', 5, NULL , &States[S_POSS_XDIE+7]),
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S_NORMAL (POSS, 'T', 5, NULL , &States[S_POSS_XDIE+8]),
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S_NORMAL (POSS, 'U', -1, NULL , NULL),
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#define S_POSS_RAISE (S_POSS_XDIE+9)
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S_NORMAL (POSS, 'K', 5, NULL , &States[S_POSS_RAISE+1]),
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S_NORMAL (POSS, 'J', 5, NULL , &States[S_POSS_RAISE+2]),
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S_NORMAL (POSS, 'I', 5, NULL , &States[S_POSS_RAISE+3]),
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S_NORMAL (POSS, 'H', 5, NULL , &States[S_POSS_RUN+0])
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};
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IMPLEMENT_ACTOR (AZombieMan, Doom, 3004, 4)
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PROP_SpawnHealth (20)
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PROP_RadiusFixed (20)
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PROP_HeightFixed (56)
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PROP_Mass (100)
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PROP_SpeedFixed (8)
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PROP_PainChance (200)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
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PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP)
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PROP_SpawnState (S_POSS_STND)
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PROP_SeeState (S_POSS_RUN)
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PROP_PainState (S_POSS_PAIN)
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PROP_MissileState (S_POSS_ATK)
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PROP_DeathState (S_POSS_DIE)
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PROP_XDeathState (S_POSS_XDIE)
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PROP_RaiseState (S_POSS_RAISE)
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PROP_SeeSound ("grunt/sight")
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PROP_AttackSound ("grunt/attack")
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PROP_PainSound ("grunt/pain")
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PROP_DeathSound ("grunt/death")
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PROP_ActiveSound ("grunt/active")
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PROP_Obituary("$OB_ZOMBIE")
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END_DEFAULTS
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void AZombieMan::NoBlockingSet ()
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{
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P_DropItem (this, "Clip", -1, 256);
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}
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//
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// A_PosAttack
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//
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void A_PosAttack (AActor *self)
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{
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int angle;
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int damage;
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int slope;
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if (!self->target)
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return;
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A_FaceTarget (self);
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angle = self->angle;
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slope = P_AimLineAttack (self, angle, MISSILERANGE);
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S_Sound (self, CHAN_WEAPON, "grunt/attack", 1, ATTN_NORM);
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angle += pr_posattack.Random2() << 20;
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damage = ((pr_posattack()%5)+1)*3;
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P_LineAttack (self, angle, MISSILERANGE, slope, damage, MOD_UNKNOWN, RUNTIME_CLASS(ABulletPuff));
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}
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// Shotgun guy -------------------------------------------------------------
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class AShotgunGuy : public AActor
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{
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DECLARE_ACTOR (AShotgunGuy, AActor)
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public:
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void NoBlockingSet ();
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};
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FState AShotgunGuy::States[] =
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{
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#define S_SPOS_STND 0
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S_NORMAL (SPOS, 'A', 10, A_Look , &States[S_SPOS_STND+1]),
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S_NORMAL (SPOS, 'B', 10, A_Look , &States[S_SPOS_STND]),
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#define S_SPOS_RUN (S_SPOS_STND+2)
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S_NORMAL (SPOS, 'A', 3, A_Chase , &States[S_SPOS_RUN+1]),
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S_NORMAL (SPOS, 'A', 3, A_Chase , &States[S_SPOS_RUN+2]),
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S_NORMAL (SPOS, 'B', 3, A_Chase , &States[S_SPOS_RUN+3]),
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S_NORMAL (SPOS, 'B', 3, A_Chase , &States[S_SPOS_RUN+4]),
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S_NORMAL (SPOS, 'C', 3, A_Chase , &States[S_SPOS_RUN+5]),
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S_NORMAL (SPOS, 'C', 3, A_Chase , &States[S_SPOS_RUN+6]),
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S_NORMAL (SPOS, 'D', 3, A_Chase , &States[S_SPOS_RUN+7]),
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S_NORMAL (SPOS, 'D', 3, A_Chase , &States[S_SPOS_RUN+0]),
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#define S_SPOS_ATK (S_SPOS_RUN+8)
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S_NORMAL (SPOS, 'E', 10, A_FaceTarget , &States[S_SPOS_ATK+1]),
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S_BRIGHT (SPOS, 'F', 10, A_SPosAttackUseAtkSound , &States[S_SPOS_ATK+2]),
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S_NORMAL (SPOS, 'E', 10, NULL , &States[S_SPOS_RUN+0]),
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#define S_SPOS_PAIN (S_SPOS_ATK+3)
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S_NORMAL (SPOS, 'G', 3, NULL , &States[S_SPOS_PAIN+1]),
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S_NORMAL (SPOS, 'G', 3, A_Pain , &States[S_SPOS_RUN+0]),
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#define S_SPOS_DIE (S_SPOS_PAIN+2)
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S_NORMAL (SPOS, 'H', 5, NULL , &States[S_SPOS_DIE+1]),
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S_NORMAL (SPOS, 'I', 5, A_Scream , &States[S_SPOS_DIE+2]),
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S_NORMAL (SPOS, 'J', 5, A_NoBlocking , &States[S_SPOS_DIE+3]),
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S_NORMAL (SPOS, 'K', 5, NULL , &States[S_SPOS_DIE+4]),
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S_NORMAL (SPOS, 'L', -1, NULL , NULL),
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#define S_SPOS_XDIE (S_SPOS_DIE+5)
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S_NORMAL (SPOS, 'M', 5, NULL , &States[S_SPOS_XDIE+1]),
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S_NORMAL (SPOS, 'N', 5, A_XScream , &States[S_SPOS_XDIE+2]),
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S_NORMAL (SPOS, 'O', 5, A_NoBlocking , &States[S_SPOS_XDIE+3]),
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S_NORMAL (SPOS, 'P', 5, NULL , &States[S_SPOS_XDIE+4]),
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S_NORMAL (SPOS, 'Q', 5, NULL , &States[S_SPOS_XDIE+5]),
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S_NORMAL (SPOS, 'R', 5, NULL , &States[S_SPOS_XDIE+6]),
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S_NORMAL (SPOS, 'S', 5, NULL , &States[S_SPOS_XDIE+7]),
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S_NORMAL (SPOS, 'T', 5, NULL , &States[S_SPOS_XDIE+8]),
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S_NORMAL (SPOS, 'U', -1, NULL , NULL),
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#define S_SPOS_RAISE (S_SPOS_XDIE+9)
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S_NORMAL (SPOS, 'L', 5, NULL , &States[S_SPOS_RAISE+1]),
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S_NORMAL (SPOS, 'K', 5, NULL , &States[S_SPOS_RAISE+2]),
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S_NORMAL (SPOS, 'J', 5, NULL , &States[S_SPOS_RAISE+3]),
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S_NORMAL (SPOS, 'I', 5, NULL , &States[S_SPOS_RAISE+4]),
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S_NORMAL (SPOS, 'H', 5, NULL , &States[S_SPOS_RUN+0])
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};
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IMPLEMENT_ACTOR (AShotgunGuy, Doom, 9, 1)
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PROP_SpawnHealth (30)
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PROP_RadiusFixed (20)
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PROP_HeightFixed (56)
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PROP_Mass (100)
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PROP_SpeedFixed (8)
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PROP_PainChance (170)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
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PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP)
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PROP_SpawnState (S_SPOS_STND)
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PROP_SeeState (S_SPOS_RUN)
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PROP_PainState (S_SPOS_PAIN)
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PROP_MissileState (S_SPOS_ATK)
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PROP_DeathState (S_SPOS_DIE)
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PROP_XDeathState (S_SPOS_XDIE)
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PROP_RaiseState (S_SPOS_RAISE)
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PROP_SeeSound ("shotguy/sight")
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PROP_AttackSound ("shotguy/attack")
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PROP_PainSound ("shotguy/pain")
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PROP_DeathSound ("shotguy/death")
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PROP_ActiveSound ("shotguy/active")
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PROP_Obituary("$OB_SHOTGUY")
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END_DEFAULTS
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void AShotgunGuy::NoBlockingSet ()
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{
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P_DropItem (this, "Shotgun", -1, 256);
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}
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static void A_SPosAttack2 (AActor *self)
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{
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int i;
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int bangle;
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int slope;
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A_FaceTarget (self);
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bangle = self->angle;
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slope = P_AimLineAttack (self, bangle, MISSILERANGE);
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for (i=0 ; i<3 ; i++)
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{
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int angle = bangle + (pr_sposattack.Random2() << 20);
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int damage = ((pr_sposattack()%5)+1)*3;
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P_LineAttack(self, angle, MISSILERANGE, slope, damage, MOD_UNKNOWN, RUNTIME_CLASS(ABulletPuff));
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}
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}
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void A_SPosAttackUseAtkSound (AActor *self)
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{
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if (!self->target)
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return;
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S_SoundID (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
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A_SPosAttack2 (self);
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}
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// This version of the function, which uses a hard-coded sound, is
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// meant for Dehacked only.
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void A_SPosAttack (AActor *self)
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{
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if (!self->target)
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return;
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S_Sound (self, CHAN_WEAPON, "shotguy/attack", 1, ATTN_NORM);
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A_SPosAttack2 (self);
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}
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// Chaingun guy ------------------------------------------------------------
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class AChaingunGuy : public AActor
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{
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DECLARE_ACTOR (AChaingunGuy, AActor)
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public:
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void NoBlockingSet ();
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};
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FState AChaingunGuy::States[] =
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{
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#define S_CPOS_STND 0
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S_NORMAL (CPOS, 'A', 10, A_Look , &States[S_CPOS_STND+1]),
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S_NORMAL (CPOS, 'B', 10, A_Look , &States[S_CPOS_STND]),
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#define S_CPOS_RUN (S_CPOS_STND+2)
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S_NORMAL (CPOS, 'A', 3, A_Chase , &States[S_CPOS_RUN+1]),
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S_NORMAL (CPOS, 'A', 3, A_Chase , &States[S_CPOS_RUN+2]),
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S_NORMAL (CPOS, 'B', 3, A_Chase , &States[S_CPOS_RUN+3]),
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S_NORMAL (CPOS, 'B', 3, A_Chase , &States[S_CPOS_RUN+4]),
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S_NORMAL (CPOS, 'C', 3, A_Chase , &States[S_CPOS_RUN+5]),
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S_NORMAL (CPOS, 'C', 3, A_Chase , &States[S_CPOS_RUN+6]),
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S_NORMAL (CPOS, 'D', 3, A_Chase , &States[S_CPOS_RUN+7]),
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S_NORMAL (CPOS, 'D', 3, A_Chase , &States[S_CPOS_RUN+0]),
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#define S_CPOS_ATK (S_CPOS_RUN+8)
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S_NORMAL (CPOS, 'E', 10, A_FaceTarget , &States[S_CPOS_ATK+1]),
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S_BRIGHT (CPOS, 'F', 4, A_CPosAttack , &States[S_CPOS_ATK+2]),
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S_BRIGHT (CPOS, 'E', 4, A_CPosAttack , &States[S_CPOS_ATK+3]),
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S_NORMAL (CPOS, 'F', 1, A_CPosRefire , &States[S_CPOS_ATK+1]),
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#define S_CPOS_PAIN (S_CPOS_ATK+4)
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S_NORMAL (CPOS, 'G', 3, NULL , &States[S_CPOS_PAIN+1]),
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S_NORMAL (CPOS, 'G', 3, A_Pain , &States[S_CPOS_RUN+0]),
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#define S_CPOS_DIE (S_CPOS_PAIN+2)
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S_NORMAL (CPOS, 'H', 5, NULL , &States[S_CPOS_DIE+1]),
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S_NORMAL (CPOS, 'I', 5, A_Scream , &States[S_CPOS_DIE+2]),
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S_NORMAL (CPOS, 'J', 5, A_NoBlocking , &States[S_CPOS_DIE+3]),
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S_NORMAL (CPOS, 'K', 5, NULL , &States[S_CPOS_DIE+4]),
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S_NORMAL (CPOS, 'L', 5, NULL , &States[S_CPOS_DIE+5]),
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S_NORMAL (CPOS, 'M', 5, NULL , &States[S_CPOS_DIE+6]),
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S_NORMAL (CPOS, 'N', -1, NULL , NULL),
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#define S_CPOS_XDIE (S_CPOS_DIE+7)
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S_NORMAL (CPOS, 'O', 5, NULL , &States[S_CPOS_XDIE+1]),
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S_NORMAL (CPOS, 'P', 5, A_XScream , &States[S_CPOS_XDIE+2]),
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S_NORMAL (CPOS, 'Q', 5, A_NoBlocking , &States[S_CPOS_XDIE+3]),
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S_NORMAL (CPOS, 'R', 5, NULL , &States[S_CPOS_XDIE+4]),
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S_NORMAL (CPOS, 'S', 5, NULL , &States[S_CPOS_XDIE+5]),
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S_NORMAL (CPOS, 'T', -1, NULL , NULL),
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#define S_CPOS_RAISE (S_CPOS_XDIE+6)
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S_NORMAL (CPOS, 'N', 5, NULL , &States[S_CPOS_RAISE+1]),
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S_NORMAL (CPOS, 'M', 5, NULL , &States[S_CPOS_RAISE+2]),
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S_NORMAL (CPOS, 'L', 5, NULL , &States[S_CPOS_RAISE+3]),
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S_NORMAL (CPOS, 'K', 5, NULL , &States[S_CPOS_RAISE+4]),
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S_NORMAL (CPOS, 'J', 5, NULL , &States[S_CPOS_RAISE+5]),
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S_NORMAL (CPOS, 'I', 5, NULL , &States[S_CPOS_RAISE+6]),
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S_NORMAL (CPOS, 'H', 5, NULL , &States[S_CPOS_RUN+0])
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};
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IMPLEMENT_ACTOR (AChaingunGuy, Doom, 65, 2)
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PROP_SpawnHealth (70)
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PROP_RadiusFixed (20)
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PROP_HeightFixed (56)
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PROP_Mass (100)
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PROP_SpeedFixed (8)
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PROP_PainChance (170)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
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PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP)
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PROP_SpawnState (S_CPOS_STND)
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PROP_SeeState (S_CPOS_RUN)
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PROP_PainState (S_CPOS_PAIN)
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PROP_MissileState (S_CPOS_ATK)
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PROP_DeathState (S_CPOS_DIE)
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PROP_XDeathState (S_CPOS_XDIE)
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PROP_RaiseState (S_CPOS_RAISE)
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PROP_SeeSound ("chainguy/sight")
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PROP_PainSound ("chainguy/pain")
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PROP_DeathSound ("chainguy/death")
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PROP_ActiveSound ("chainguy/active")
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PROP_AttackSound ("chainguy/attack")
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PROP_Obituary("$OB_CHAINGUY")
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END_DEFAULTS
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void AChaingunGuy::NoBlockingSet ()
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{
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P_DropItem (this, "Chaingun", -1, 256);
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}
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// Wolfenstein SS ----------------------------------------------------------
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class AWolfensteinSS : public AActor
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{
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DECLARE_ACTOR (AWolfensteinSS, AActor)
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public:
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void NoBlockingSet ();
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};
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FState AWolfensteinSS::States[] =
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{
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#define S_SSWV_STND 0
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S_NORMAL (SSWV, 'A', 10, A_Look , &States[S_SSWV_STND+1]),
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S_NORMAL (SSWV, 'B', 10, A_Look , &States[S_SSWV_STND]),
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#define S_SSWV_RUN (S_SSWV_STND+2)
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S_NORMAL (SSWV, 'A', 3, A_Chase , &States[S_SSWV_RUN+1]),
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S_NORMAL (SSWV, 'A', 3, A_Chase , &States[S_SSWV_RUN+2]),
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S_NORMAL (SSWV, 'B', 3, A_Chase , &States[S_SSWV_RUN+3]),
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S_NORMAL (SSWV, 'B', 3, A_Chase , &States[S_SSWV_RUN+4]),
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S_NORMAL (SSWV, 'C', 3, A_Chase , &States[S_SSWV_RUN+5]),
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S_NORMAL (SSWV, 'C', 3, A_Chase , &States[S_SSWV_RUN+6]),
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S_NORMAL (SSWV, 'D', 3, A_Chase , &States[S_SSWV_RUN+7]),
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S_NORMAL (SSWV, 'D', 3, A_Chase , &States[S_SSWV_RUN+0]),
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#define S_SSWV_ATK (S_SSWV_RUN+8)
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S_NORMAL (SSWV, 'E', 10, A_FaceTarget , &States[S_SSWV_ATK+1]),
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S_NORMAL (SSWV, 'F', 10, A_FaceTarget , &States[S_SSWV_ATK+2]),
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S_BRIGHT (SSWV, 'G', 4, A_CPosAttack , &States[S_SSWV_ATK+3]),
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S_NORMAL (SSWV, 'F', 6, A_FaceTarget , &States[S_SSWV_ATK+4]),
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S_BRIGHT (SSWV, 'G', 4, A_CPosAttack , &States[S_SSWV_ATK+5]),
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S_NORMAL (SSWV, 'F', 1, A_CPosRefire , &States[S_SSWV_ATK+1]),
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#define S_SSWV_PAIN (S_SSWV_ATK+6)
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S_NORMAL (SSWV, 'H', 3, NULL , &States[S_SSWV_PAIN+1]),
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S_NORMAL (SSWV, 'H', 3, A_Pain , &States[S_SSWV_RUN+0]),
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#define S_SSWV_DIE (S_SSWV_PAIN+2)
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S_NORMAL (SSWV, 'I', 5, NULL , &States[S_SSWV_DIE+1]),
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S_NORMAL (SSWV, 'J', 5, A_Scream , &States[S_SSWV_DIE+2]),
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S_NORMAL (SSWV, 'K', 5, A_NoBlocking , &States[S_SSWV_DIE+3]),
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S_NORMAL (SSWV, 'L', 5, NULL , &States[S_SSWV_DIE+4]),
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S_NORMAL (SSWV, 'M', -1, NULL , NULL),
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#define S_SSWV_XDIE (S_SSWV_DIE+5)
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S_NORMAL (SSWV, 'N', 5, NULL , &States[S_SSWV_XDIE+1]),
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S_NORMAL (SSWV, 'O', 5, A_XScream , &States[S_SSWV_XDIE+2]),
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S_NORMAL (SSWV, 'P', 5, A_NoBlocking , &States[S_SSWV_XDIE+3]),
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S_NORMAL (SSWV, 'Q', 5, NULL , &States[S_SSWV_XDIE+4]),
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S_NORMAL (SSWV, 'R', 5, NULL , &States[S_SSWV_XDIE+5]),
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S_NORMAL (SSWV, 'S', 5, NULL , &States[S_SSWV_XDIE+6]),
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S_NORMAL (SSWV, 'T', 5, NULL , &States[S_SSWV_XDIE+7]),
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S_NORMAL (SSWV, 'U', 5, NULL , &States[S_SSWV_XDIE+8]),
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S_NORMAL (SSWV, 'V', -1, NULL , NULL),
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#define S_SSWV_RAISE (S_SSWV_XDIE+9)
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S_NORMAL (SSWV, 'M', 5, NULL , &States[S_SSWV_RAISE+1]),
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S_NORMAL (SSWV, 'L', 5, NULL , &States[S_SSWV_RAISE+2]),
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S_NORMAL (SSWV, 'K', 5, NULL , &States[S_SSWV_RAISE+3]),
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S_NORMAL (SSWV, 'J', 5, NULL , &States[S_SSWV_RAISE+4]),
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S_NORMAL (SSWV, 'I', 5, NULL , &States[S_SSWV_RUN+0])
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};
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IMPLEMENT_ACTOR (AWolfensteinSS, Doom, 84, 116)
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PROP_SpawnHealth (50)
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PROP_RadiusFixed (20)
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PROP_HeightFixed (56)
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PROP_Mass (100)
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PROP_SpeedFixed (8)
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PROP_PainChance (170)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
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PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP)
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PROP_SpawnState (S_SSWV_STND)
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PROP_SeeState (S_SSWV_RUN)
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PROP_PainState (S_SSWV_PAIN)
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PROP_MissileState (S_SSWV_ATK)
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PROP_DeathState (S_SSWV_DIE)
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PROP_XDeathState (S_SSWV_XDIE)
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PROP_RaiseState (S_SSWV_RAISE)
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PROP_SeeSound ("wolfss/sight")
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PROP_PainSound ("wolfss/pain")
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PROP_DeathSound ("wolfss/death")
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PROP_ActiveSound ("wolfss/active")
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PROP_AttackSound ("wolfss/attack")
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PROP_Obituary("$OB_WOLFSS")
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END_DEFAULTS
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void AWolfensteinSS::NoBlockingSet ()
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{
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P_DropItem (this, "Clip", -1, 256);
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}
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void A_CPosAttack (AActor *self)
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{
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int angle;
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int bangle;
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int damage;
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int slope;
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if (!self->target)
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return;
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// [RH] Andy Baker's stealth monsters
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if (self->flags & MF_STEALTH)
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{
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self->visdir = 1;
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}
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S_SoundID (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
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A_FaceTarget (self);
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bangle = self->angle;
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slope = P_AimLineAttack (self, bangle, MISSILERANGE);
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angle = bangle + (pr_cposattack.Random2() << 20);
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damage = ((pr_cposattack()%5)+1)*3;
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P_LineAttack (self, angle, MISSILERANGE, slope, damage, MOD_UNKNOWN, RUNTIME_CLASS(ABulletPuff));
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}
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void A_CPosRefire (AActor *self)
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{
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// keep firing unless target got out of sight
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A_FaceTarget (self);
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if (pr_cposrefire() < 40)
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return;
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if (!self->target
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|| P_HitFriend (self)
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|| self->target->health <= 0
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|| !P_CheckSight (self, self->target, 0) )
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{
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self->SetState (self->SeeState);
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}
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}
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