mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-08 22:11:09 +00:00
cf11cbdb30
SVN r4 (trunk)
187 lines
5.1 KiB
C++
187 lines
5.1 KiB
C++
// Projectiles intended to be spawned through ACS
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#include "actor.h"
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#include "info.h"
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#include "p_local.h"
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// Fire Ball ----------------------------------------------------------------
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class AFireBall : public AActor
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{
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DECLARE_ACTOR (AFireBall, AActor)
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};
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FState AFireBall::States[] =
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{
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#define S_FIREBALL1_1 0
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S_BRIGHT (FBL1, 'A', 4, NULL , &States[S_FIREBALL1_1+1]),
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S_BRIGHT (FBL1, 'B', 4, NULL , &States[S_FIREBALL1_1]),
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#define S_FIREBALL1_X1 (S_FIREBALL1_1+2)
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S_BRIGHT (XPL1, 'A', 4, NULL , &States[S_FIREBALL1_X1+1]),
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S_BRIGHT (XPL1, 'B', 4, NULL , &States[S_FIREBALL1_X1+2]),
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S_BRIGHT (XPL1, 'C', 4, NULL , &States[S_FIREBALL1_X1+3]),
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S_BRIGHT (XPL1, 'D', 4, NULL , &States[S_FIREBALL1_X1+4]),
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S_BRIGHT (XPL1, 'E', 4, NULL , &States[S_FIREBALL1_X1+5]),
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S_BRIGHT (XPL1, 'F', 4, NULL , NULL),
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};
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IMPLEMENT_ACTOR (AFireBall, Hexen, -1, 10)
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PROP_SpeedFixed (2)
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PROP_RadiusFixed (8)
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PROP_HeightFixed (8)
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PROP_Damage (4)
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PROP_DamageType (MOD_FIRE)
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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_FIREBALL1_1)
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PROP_DeathState (S_FIREBALL1_X1)
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PROP_DeathSound ("Fireball")
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END_DEFAULTS
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// Arrow --------------------------------------------------------------------
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class AArrow : public AActor
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{
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DECLARE_ACTOR (AArrow, AActor)
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};
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FState AArrow::States[] =
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{
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#define S_ARROW_1 0
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S_NORMAL (ARRW, 'A', -1, NULL , NULL),
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#define S_ARROW_X1 (S_ARROW_1+1)
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S_NORMAL (ARRW, 'A', 1, NULL , NULL),
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};
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IMPLEMENT_ACTOR (AArrow, Hexen, -1, 50)
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PROP_SpeedFixed (6)
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PROP_RadiusFixed (8)
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PROP_HeightFixed (4)
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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_SpawnState (S_ARROW_1)
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PROP_DeathState (S_ARROW_X1)
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END_DEFAULTS
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// Dart ---------------------------------------------------------------------
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class ADart : public AActor
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{
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DECLARE_ACTOR (ADart, AActor)
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};
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FState ADart::States[] =
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{
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#define S_DART_1 0
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S_NORMAL (DART, 'A', -1, NULL , NULL),
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#define S_DART_X1 (S_DART_1+1)
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S_NORMAL (DART, 'A', 1, NULL , NULL),
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};
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IMPLEMENT_ACTOR (ADart, Hexen, -1, 51)
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PROP_SpeedFixed (6)
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PROP_RadiusFixed (8)
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PROP_HeightFixed (4)
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PROP_Damage (2)
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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_SpawnState (S_DART_1)
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PROP_DeathState (S_DART_X1)
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END_DEFAULTS
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// Poison Dart --------------------------------------------------------------
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class APoisonDart : public ADart
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{
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DECLARE_STATELESS_ACTOR (APoisonDart, ADart)
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public:
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int DoSpecialDamage (AActor *victim, int damage);
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};
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IMPLEMENT_STATELESS_ACTOR (APoisonDart, Hexen, -1, 52)
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END_DEFAULTS
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int APoisonDart::DoSpecialDamage (AActor *victim, int damage)
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{
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if (victim->player)
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{
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P_PoisonPlayer (victim->player, this, this->target, 20);
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damage >>= 1;
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}
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return damage;
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}
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// Ripper Ball --------------------------------------------------------------
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class ARipperBall : public AActor
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{
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DECLARE_ACTOR (ARipperBall, AActor)
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};
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FState ARipperBall::States[] =
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{
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#define S_RIPPERBALL_1 0
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S_NORMAL (RIPP, 'A', 3, NULL , &States[S_RIPPERBALL_1+1]),
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S_NORMAL (RIPP, 'B', 3, NULL , &States[S_RIPPERBALL_1+2]),
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S_NORMAL (RIPP, 'C', 3, NULL , &States[S_RIPPERBALL_1]),
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#define S_RIPPERBALL_X1 (S_RIPPERBALL_1+3)
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S_BRIGHT (CFCF, 'Q', 4, NULL , &States[S_RIPPERBALL_X1+1]),
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S_BRIGHT (CFCF, 'R', 3, NULL , &States[S_RIPPERBALL_X1+2]),
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S_BRIGHT (CFCF, 'S', 4, NULL , &States[S_RIPPERBALL_X1+3]),
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S_BRIGHT (CFCF, 'T', 3, NULL , &States[S_RIPPERBALL_X1+4]),
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S_BRIGHT (CFCF, 'U', 4, NULL , &States[S_RIPPERBALL_X1+5]),
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S_BRIGHT (CFCF, 'V', 3, NULL , &States[S_RIPPERBALL_X1+6]),
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S_BRIGHT (CFCF, 'W', 4, NULL , &States[S_RIPPERBALL_X1+7]),
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S_BRIGHT (CFCF, 'X', 3, NULL , &States[S_RIPPERBALL_X1+8]),
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S_BRIGHT (CFCF, 'Y', 4, NULL , &States[S_RIPPERBALL_X1+9]),
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S_BRIGHT (CFCF, 'Z', 3, NULL , NULL),
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};
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IMPLEMENT_ACTOR (ARipperBall, Hexen, -1, 53)
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PROP_SpeedFixed (6)
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PROP_RadiusFixed (8)
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PROP_Damage (2)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
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PROP_Flags2 (MF2_NOTELEPORT|MF2_RIP)
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PROP_SpawnState (S_RIPPERBALL_1)
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PROP_DeathState (S_RIPPERBALL_X1)
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END_DEFAULTS
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// Projectile Blade ---------------------------------------------------------
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class AProjectileBlade : public AActor
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{
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DECLARE_ACTOR (AProjectileBlade, AActor)
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};
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FState AProjectileBlade::States[] =
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{
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#define S_PRJ_BLADE1 0
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S_NORMAL (BLAD, 'A', -1, NULL , NULL),
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#define S_PRJ_BLADE_X1 (S_PRJ_BLADE1+1)
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S_NORMAL (BLAD, 'A', 1, NULL , NULL),
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};
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IMPLEMENT_ACTOR (AProjectileBlade, Hexen, -1, 64)
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PROP_SpeedFixed (6)
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PROP_RadiusFixed (6)
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PROP_HeightFixed (6)
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PROP_Damage (3)
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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_SpawnState (S_PRJ_BLADE1)
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PROP_DeathState (S_PRJ_BLADE_X1)
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END_DEFAULTS
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