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https://github.com/ZDoom/qzdoom.git
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38b0230253
the font untranslated. - Fixed: Heretic's monsters were missing the MF2_MCROSS flag. SVN r232 (trunk)
298 lines
8.7 KiB
C++
298 lines
8.7 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 "a_action.h"
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#include "gstrings.h"
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static FRandom pr_atk ("MummyAttack");
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static FRandom pr_ma2 ("MummyAttack2");
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void A_MummyAttack (AActor *);
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void A_MummySoul (AActor *);
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void A_MummyAttack2 (AActor *);
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void A_MummyFXSound (AActor *);
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void A_MummyFX1Seek (AActor *);
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// Mummy --------------------------------------------------------------------
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class AMummy : public AActor
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{
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DECLARE_ACTOR (AMummy, AActor)
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public:
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void NoBlockingSet ();
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};
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FState AMummy::States[] =
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{
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#define S_MUMMY_LOOK 0
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S_NORMAL (MUMM, 'A', 10, A_Look , &States[S_MUMMY_LOOK+1]),
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S_NORMAL (MUMM, 'B', 10, A_Look , &States[S_MUMMY_LOOK+0]),
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#define S_MUMMY_WALK (S_MUMMY_LOOK+2)
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S_NORMAL (MUMM, 'A', 4, A_Chase , &States[S_MUMMY_WALK+1]),
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S_NORMAL (MUMM, 'B', 4, A_Chase , &States[S_MUMMY_WALK+2]),
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S_NORMAL (MUMM, 'C', 4, A_Chase , &States[S_MUMMY_WALK+3]),
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S_NORMAL (MUMM, 'D', 4, A_Chase , &States[S_MUMMY_WALK+0]),
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#define S_MUMMY_ATK (S_MUMMY_WALK+4)
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S_NORMAL (MUMM, 'E', 6, A_FaceTarget , &States[S_MUMMY_ATK+1]),
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S_NORMAL (MUMM, 'F', 6, A_MummyAttack , &States[S_MUMMY_ATK+2]),
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S_NORMAL (MUMM, 'G', 6, A_FaceTarget , &States[S_MUMMY_WALK+0]),
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#define S_MUMMY_PAIN (S_MUMMY_ATK+3)
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S_NORMAL (MUMM, 'H', 4, NULL , &States[S_MUMMY_PAIN+1]),
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S_NORMAL (MUMM, 'H', 4, A_Pain , &States[S_MUMMY_WALK+0]),
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#define S_MUMMY_DIE (S_MUMMY_PAIN+2)
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S_NORMAL (MUMM, 'I', 5, NULL , &States[S_MUMMY_DIE+1]),
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S_NORMAL (MUMM, 'J', 5, A_Scream , &States[S_MUMMY_DIE+2]),
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S_NORMAL (MUMM, 'K', 5, A_MummySoul , &States[S_MUMMY_DIE+3]),
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S_NORMAL (MUMM, 'L', 5, NULL , &States[S_MUMMY_DIE+4]),
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S_NORMAL (MUMM, 'M', 5, A_NoBlocking , &States[S_MUMMY_DIE+5]),
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S_NORMAL (MUMM, 'N', 5, NULL , &States[S_MUMMY_DIE+6]),
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S_NORMAL (MUMM, 'O', 5, NULL , &States[S_MUMMY_DIE+7]),
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S_NORMAL (MUMM, 'P', -1, NULL , NULL)
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};
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IMPLEMENT_ACTOR (AMummy, Heretic, 68, 4)
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PROP_SpawnHealth (80)
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PROP_RadiusFixed (22)
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PROP_HeightFixed (62)
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PROP_Mass (75)
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PROP_SpeedFixed (12)
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PROP_PainChance (128)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
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PROP_Flags2 (MF2_MCROSS|MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL)
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PROP_SpawnState (S_MUMMY_LOOK)
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PROP_SeeState (S_MUMMY_WALK)
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PROP_PainState (S_MUMMY_PAIN)
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PROP_MeleeState (S_MUMMY_ATK)
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PROP_DeathState (S_MUMMY_DIE)
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PROP_SeeSound ("mummy/sight")
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PROP_AttackSound ("mummy/attack1")
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PROP_PainSound ("mummy/pain")
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PROP_DeathSound ("mummy/death")
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PROP_ActiveSound ("mummy/active")
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PROP_HitObituary("$OB_MUMMY")
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END_DEFAULTS
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void AMummy::NoBlockingSet ()
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{
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P_DropItem (this, "GoldWandAmmo", 3, 84);
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}
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// Mummy leader -------------------------------------------------------------
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class AMummyLeader : public AMummy
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{
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DECLARE_ACTOR (AMummyLeader, AMummy)
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};
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FState AMummyLeader::States[] =
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{
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#define S_MUMMYL_ATK 0
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S_NORMAL (MUMM, 'X', 5, A_FaceTarget , &States[S_MUMMYL_ATK+1]),
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S_BRIGHT (MUMM, 'Y', 5, A_FaceTarget , &States[S_MUMMYL_ATK+2]),
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S_NORMAL (MUMM, 'X', 5, A_FaceTarget , &States[S_MUMMYL_ATK+3]),
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S_BRIGHT (MUMM, 'Y', 5, A_FaceTarget , &States[S_MUMMYL_ATK+4]),
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S_NORMAL (MUMM, 'X', 5, A_FaceTarget , &States[S_MUMMYL_ATK+5]),
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S_BRIGHT (MUMM, 'Y', 15, A_MummyAttack2 , &AMummy::States[S_MUMMY_WALK+0]),
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};
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IMPLEMENT_ACTOR (AMummyLeader, Heretic, 45, 2)
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PROP_SpawnHealth (100)
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PROP_PainChance (64)
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PROP_MissileState (S_MUMMYL_ATK)
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PROP_Obituary("$OB_MUMMYLEADER")
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END_DEFAULTS
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// Mummy ghost --------------------------------------------------------------
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class AMummyGhost : public AMummy
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{
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DECLARE_STATELESS_ACTOR (AMummyGhost, AMummy)
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};
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IMPLEMENT_STATELESS_ACTOR (AMummyGhost, Heretic, 69, 8)
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PROP_FlagsSet (MF_SHADOW)
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PROP_Flags3 (MF3_GHOST)
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PROP_RenderStyle (STYLE_Translucent)
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PROP_Alpha (HR_SHADOW)
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END_DEFAULTS
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// Mummy leader ghost -------------------------------------------------------
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class AMummyLeaderGhost : public AMummyLeader
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{
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DECLARE_STATELESS_ACTOR (AMummyLeaderGhost, AMummyLeader)
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};
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IMPLEMENT_STATELESS_ACTOR (AMummyLeaderGhost, Heretic, 46, 9)
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PROP_FlagsSet (MF_SHADOW)
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PROP_Flags3 (MF3_GHOST)
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PROP_RenderStyle (STYLE_Translucent)
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PROP_Alpha (HR_SHADOW)
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END_DEFAULTS
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// Mummy soul ---------------------------------------------------------------
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class AMummySoul : public AActor
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{
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DECLARE_ACTOR (AMummySoul, AActor)
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};
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FState AMummySoul::States[] =
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{
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#define S_MUMMY_SOUL 0
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S_NORMAL (MUMM, 'Q', 5, NULL , &States[S_MUMMY_SOUL+1]),
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S_NORMAL (MUMM, 'R', 5, NULL , &States[S_MUMMY_SOUL+2]),
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S_NORMAL (MUMM, 'S', 5, NULL , &States[S_MUMMY_SOUL+3]),
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S_NORMAL (MUMM, 'T', 9, NULL , &States[S_MUMMY_SOUL+4]),
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S_NORMAL (MUMM, 'U', 5, NULL , &States[S_MUMMY_SOUL+5]),
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S_NORMAL (MUMM, 'V', 5, NULL , &States[S_MUMMY_SOUL+6]),
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S_NORMAL (MUMM, 'W', 5, NULL , NULL)
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};
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IMPLEMENT_ACTOR (AMummySoul, Heretic, -1, 0)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
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PROP_SpawnState (S_MUMMY_SOUL)
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END_DEFAULTS
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// Mummy FX 1 (flying head) -------------------------------------------------
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class AMummyFX1 : public AActor
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{
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DECLARE_ACTOR (AMummyFX1, AActor)
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};
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FState AMummyFX1::States[] =
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{
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#define S_MUMMYFX1 0
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// [RH] Make the mummy scream right away
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S_BRIGHT (FX15, 'A', 1, NULL , &States[S_MUMMYFX1+1]),
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S_BRIGHT (FX15, 'A', 5, A_MummyFXSound , &States[S_MUMMYFX1+2]),
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S_BRIGHT (FX15, 'B', 5, A_MummyFX1Seek , &States[S_MUMMYFX1+3]),
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S_BRIGHT (FX15, 'C', 5, NULL , &States[S_MUMMYFX1+4]),
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S_BRIGHT (FX15, 'B', 5, A_MummyFX1Seek , &States[S_MUMMYFX1+1]),
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#define S_MUMMYFXI1 (S_MUMMYFX1+5)
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S_BRIGHT (FX15, 'D', 5, NULL , &States[S_MUMMYFXI1+1]),
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S_BRIGHT (FX15, 'E', 5, NULL , &States[S_MUMMYFXI1+2]),
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S_BRIGHT (FX15, 'F', 5, NULL , &States[S_MUMMYFXI1+3]),
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S_BRIGHT (FX15, 'G', 5, NULL , NULL)
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};
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IMPLEMENT_ACTOR (AMummyFX1, Heretic, -1, 131)
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PROP_RadiusFixed (8)
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PROP_HeightFixed (14)
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PROP_SpeedFixed (9)
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PROP_Damage (4)
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PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
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PROP_Flags2 (MF2_NOTELEPORT|MF2_SEEKERMISSILE)
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PROP_RenderStyle (STYLE_Add)
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PROP_SpawnState (S_MUMMYFX1)
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PROP_DeathState (S_MUMMYFXI1)
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END_DEFAULTS
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AT_SPEED_SET (MummyFX1, speed)
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{
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SimpleSpeedSetter (AMummyFX1, 9*FRACUNIT, 18*FRACUNIT, speed);
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_MummyAttack
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//
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//----------------------------------------------------------------------------
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void A_MummyAttack (AActor *actor)
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{
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if (!actor->target)
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{
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return;
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}
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if (actor->CheckMeleeRange ())
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{
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int damage = pr_atk.HitDice (2);
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P_DamageMobj (actor->target, actor, actor, damage, MOD_HIT);
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P_TraceBleed (damage, actor->target, actor);
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S_Sound (actor, CHAN_WEAPON, "mummy/attack2", 1, ATTN_NORM);
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return;
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}
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S_SoundID (actor, CHAN_WEAPON, actor->AttackSound, 1, ATTN_NORM);
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_MummyAttack2
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//
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// Mummy leader missile attack.
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//
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//----------------------------------------------------------------------------
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void A_MummyAttack2 (AActor *actor)
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{
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AActor *mo;
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if (!actor->target)
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{
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return;
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}
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//S_StartSound(actor, actor->info->attacksound);
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if (actor->CheckMeleeRange ())
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{
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int damage = pr_ma2.HitDice (2);
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P_DamageMobj (actor->target, actor, actor, damage, MOD_HIT);
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P_TraceBleed (damage, actor->target, actor);
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return;
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}
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mo = P_SpawnMissile (actor, actor->target, RUNTIME_CLASS(AMummyFX1));
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//mo = P_SpawnMissile(actor, actor->target, MT_EGGFX);
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if (mo != NULL)
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{
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mo->tracer = actor->target;
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_MummyFX1Seek
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//
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//----------------------------------------------------------------------------
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void A_MummyFX1Seek (AActor *actor)
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{
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P_SeekerMissile (actor, ANGLE_1*10, ANGLE_1*20);
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_MummySoul
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//
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//----------------------------------------------------------------------------
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void A_MummySoul (AActor *mummy)
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{
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AActor *mo;
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mo = Spawn<AMummySoul> (mummy->x, mummy->y, mummy->z+10*FRACUNIT);
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mo->momz = FRACUNIT;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_MummyFXSound
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//
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//----------------------------------------------------------------------------
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void A_MummyFXSound (AActor *self)
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{
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S_Sound (self, CHAN_BODY, "mummy/head", 1, ATTN_IDLE);
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}
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