qzdoom/src/g_hexen/a_scriptprojectiles.cpp

187 lines
5.1 KiB
C++

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