mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-08 05:51:26 +00:00
cf11cbdb30
SVN r4 (trunk)
206 lines
6.4 KiB
C++
206 lines
6.4 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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void A_SnakeAttack (AActor *);
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void A_SnakeAttack2 (AActor *);
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// Snake --------------------------------------------------------------------
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class ASnake : public AActor
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{
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DECLARE_ACTOR (ASnake, AActor)
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public:
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void NoBlockingSet ();
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const char *GetObituary ();
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};
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FState ASnake::States[] =
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{
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#define S_SNAKE_LOOK 0
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S_NORMAL (SNKE, 'A', 10, A_Look , &States[S_SNAKE_LOOK+1]),
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S_NORMAL (SNKE, 'B', 10, A_Look , &States[S_SNAKE_LOOK+0]),
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#define S_SNAKE_WALK (S_SNAKE_LOOK+2)
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S_NORMAL (SNKE, 'A', 4, A_Chase , &States[S_SNAKE_WALK+1]),
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S_NORMAL (SNKE, 'B', 4, A_Chase , &States[S_SNAKE_WALK+2]),
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S_NORMAL (SNKE, 'C', 4, A_Chase , &States[S_SNAKE_WALK+3]),
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S_NORMAL (SNKE, 'D', 4, A_Chase , &States[S_SNAKE_WALK+0]),
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#define S_SNAKE_ATK (S_SNAKE_WALK+4)
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S_NORMAL (SNKE, 'F', 5, A_FaceTarget , &States[S_SNAKE_ATK+1]),
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S_NORMAL (SNKE, 'F', 5, A_FaceTarget , &States[S_SNAKE_ATK+2]),
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S_NORMAL (SNKE, 'F', 4, A_SnakeAttack , &States[S_SNAKE_ATK+3]),
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S_NORMAL (SNKE, 'F', 4, A_SnakeAttack , &States[S_SNAKE_ATK+4]),
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S_NORMAL (SNKE, 'F', 4, A_SnakeAttack , &States[S_SNAKE_ATK+5]),
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S_NORMAL (SNKE, 'F', 5, A_FaceTarget , &States[S_SNAKE_ATK+6]),
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S_NORMAL (SNKE, 'F', 5, A_FaceTarget , &States[S_SNAKE_ATK+7]),
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S_NORMAL (SNKE, 'F', 5, A_FaceTarget , &States[S_SNAKE_ATK+8]),
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S_NORMAL (SNKE, 'F', 4, A_SnakeAttack2 , &States[S_SNAKE_WALK+0]),
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#define S_SNAKE_PAIN (S_SNAKE_ATK+9)
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S_NORMAL (SNKE, 'E', 3, NULL , &States[S_SNAKE_PAIN+1]),
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S_NORMAL (SNKE, 'E', 3, A_Pain , &States[S_SNAKE_WALK+0]),
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#define S_SNAKE_DIE (S_SNAKE_PAIN+2)
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S_NORMAL (SNKE, 'G', 5, NULL , &States[S_SNAKE_DIE+1]),
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S_NORMAL (SNKE, 'H', 5, A_Scream , &States[S_SNAKE_DIE+2]),
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S_NORMAL (SNKE, 'I', 5, NULL , &States[S_SNAKE_DIE+3]),
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S_NORMAL (SNKE, 'J', 5, NULL , &States[S_SNAKE_DIE+4]),
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S_NORMAL (SNKE, 'K', 5, NULL , &States[S_SNAKE_DIE+5]),
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S_NORMAL (SNKE, 'L', 5, NULL , &States[S_SNAKE_DIE+6]),
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S_NORMAL (SNKE, 'M', 5, A_NoBlocking , &States[S_SNAKE_DIE+7]),
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S_NORMAL (SNKE, 'N', 5, NULL , &States[S_SNAKE_DIE+8]),
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S_NORMAL (SNKE, 'O', 5, NULL , &States[S_SNAKE_DIE+9]),
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S_NORMAL (SNKE, 'P', -1, NULL , NULL)
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};
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IMPLEMENT_ACTOR (ASnake, Heretic, 92, 132)
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PROP_SpawnHealth (280)
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PROP_RadiusFixed (22)
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PROP_HeightFixed (70)
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PROP_SpeedFixed (10)
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PROP_PainChance (48)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
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PROP_Flags2 (MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL)
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PROP_SpawnState (S_SNAKE_LOOK)
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PROP_SeeState (S_SNAKE_WALK)
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PROP_PainState (S_SNAKE_PAIN)
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PROP_MissileState (S_SNAKE_ATK)
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PROP_DeathState (S_SNAKE_DIE)
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PROP_AttackSound ("snake/attack")
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PROP_SeeSound ("snake/sight")
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PROP_PainSound ("snake/pain")
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PROP_DeathSound ("snake/death")
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PROP_ActiveSound ("snake/active")
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END_DEFAULTS
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const char *ASnake::GetObituary ()
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{
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return GStrings("OB_SNAKE");
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}
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// Snake projectile A -------------------------------------------------------
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class ASnakeProjA : public AActor
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{
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DECLARE_ACTOR (ASnakeProjA, AActor)
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};
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FState ASnakeProjA::States[] =
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{
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#define S_SNAKEPRO_A 0
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S_BRIGHT (SNFX, 'A', 5, NULL , &States[S_SNAKEPRO_A+1]),
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S_BRIGHT (SNFX, 'B', 5, NULL , &States[S_SNAKEPRO_A+2]),
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S_BRIGHT (SNFX, 'C', 5, NULL , &States[S_SNAKEPRO_A+3]),
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S_BRIGHT (SNFX, 'D', 5, NULL , &States[S_SNAKEPRO_A+0]),
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#define S_SNAKEPRO_AX (S_SNAKEPRO_A+4)
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S_BRIGHT (SNFX, 'E', 5, NULL , &States[S_SNAKEPRO_AX+1]),
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S_BRIGHT (SNFX, 'F', 5, NULL , &States[S_SNAKEPRO_AX+2]),
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S_BRIGHT (SNFX, 'G', 4, NULL , &States[S_SNAKEPRO_AX+3]),
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S_BRIGHT (SNFX, 'H', 3, NULL , &States[S_SNAKEPRO_AX+4]),
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S_BRIGHT (SNFX, 'I', 3, NULL , NULL)
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};
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IMPLEMENT_ACTOR (ASnakeProjA, Heretic, -1, 138)
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PROP_RadiusFixed (12)
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PROP_HeightFixed (8)
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PROP_SpeedFixed (14)
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PROP_Damage (1)
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PROP_Flags (MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
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PROP_Flags2 (MF2_WINDTHRUST|MF2_NOTELEPORT)
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PROP_RenderStyle (STYLE_Add)
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PROP_SpawnState (S_SNAKEPRO_A)
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PROP_DeathState (S_SNAKEPRO_AX)
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END_DEFAULTS
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AT_SPEED_SET (SnakeProjA, speed)
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{
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SimpleSpeedSetter (ASnakeProjA, 14*FRACUNIT, 20*FRACUNIT, speed);
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}
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void ASnake::NoBlockingSet ()
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{
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P_DropItem (this, "PhoenixRodAmmo", 5, 84);
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}
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// Snake projectile B -------------------------------------------------------
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class ASnakeProjB : public ASnakeProjA
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{
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DECLARE_ACTOR (ASnakeProjB, ASnakeProjA)
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};
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FState ASnakeProjB::States[] =
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{
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#define S_SNAKEPRO_B 0
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S_BRIGHT (SNFX, 'J', 6, NULL , &States[S_SNAKEPRO_B+1]),
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S_BRIGHT (SNFX, 'K', 6, NULL , &States[S_SNAKEPRO_B+0]),
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#define S_SNAKEPRO_BX (S_SNAKEPRO_B+2)
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S_BRIGHT (SNFX, 'L', 5, NULL , &States[S_SNAKEPRO_BX+1]),
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S_BRIGHT (SNFX, 'M', 5, NULL , &States[S_SNAKEPRO_BX+2]),
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S_BRIGHT (SNFX, 'N', 4, NULL , &States[S_SNAKEPRO_BX+3]),
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S_BRIGHT (SNFX, 'O', 3, NULL , NULL)
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};
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IMPLEMENT_ACTOR (ASnakeProjB, Heretic, -1, 139)
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PROP_RadiusFixed (12)
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PROP_HeightFixed (8)
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PROP_Damage (3)
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PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
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PROP_Flags2 (MF2_NOTELEPORT)
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PROP_SpawnState (S_SNAKEPRO_B)
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PROP_DeathState (S_SNAKEPRO_BX)
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END_DEFAULTS
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AT_SPEED_SET (SnakeProjB, speed)
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{
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SimpleSpeedSetter (ASnakeProjB, 14*FRACUNIT, 20*FRACUNIT, speed);
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_SnakeAttack
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//
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//----------------------------------------------------------------------------
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void A_SnakeAttack (AActor *actor)
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{
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if (!actor->target)
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{
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actor->SetState (actor->SeeState);
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return;
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}
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S_SoundID (actor, CHAN_BODY, actor->AttackSound, 1, ATTN_NORM);
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A_FaceTarget (actor);
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P_SpawnMissile (actor, actor->target, RUNTIME_CLASS(ASnakeProjA));
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_SnakeAttack2
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//
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//----------------------------------------------------------------------------
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void A_SnakeAttack2 (AActor *actor)
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{
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if (!actor->target)
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{
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actor->SetState (actor->SeeState);
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return;
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}
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S_SoundID (actor, CHAN_BODY, actor->AttackSound, 1, ATTN_NORM);
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A_FaceTarget (actor);
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P_SpawnMissile (actor, actor->target, RUNTIME_CLASS(ASnakeProjB));
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}
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