Directory restructuring to make it easier to version projects that don't build zdoom.exe.
SVN r4 (trunk)
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821 changed files with 361202 additions and 0 deletions
182
src/g_doom/a_cacodemon.cpp
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182
src/g_doom/a_cacodemon.cpp
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#include "actor.h"
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#include "info.h"
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#include "m_random.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 "s_sound.h"
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static FRandom pr_headattack ("HeadAttack");
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void A_HeadAttack (AActor *);
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class ACacodemon : public AActor
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{
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DECLARE_ACTOR (ACacodemon, AActor)
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public:
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const char *GetObituary () { return GStrings("OB_CACO"); }
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const char *GetHitObituary () { return GStrings("OB_CACOHIT"); }
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};
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FState ACacodemon::States[] =
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{
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#define S_HEAD_STND 0
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S_NORMAL (HEAD, 'A', 10, A_Look , &States[S_HEAD_STND]),
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#define S_HEAD_RUN (S_HEAD_STND+1)
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S_NORMAL (HEAD, 'A', 3, A_Chase , &States[S_HEAD_RUN+0]),
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#define S_HEAD_ATK (S_HEAD_RUN+1)
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S_NORMAL (HEAD, 'B', 5, A_FaceTarget , &States[S_HEAD_ATK+1]),
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S_NORMAL (HEAD, 'C', 5, A_FaceTarget , &States[S_HEAD_ATK+2]),
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S_BRIGHT (HEAD, 'D', 5, A_HeadAttack , &States[S_HEAD_RUN+0]),
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#define S_HEAD_PAIN (S_HEAD_ATK+3)
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S_NORMAL (HEAD, 'E', 3, NULL , &States[S_HEAD_PAIN+1]),
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S_NORMAL (HEAD, 'E', 3, A_Pain , &States[S_HEAD_PAIN+2]),
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S_NORMAL (HEAD, 'F', 6, NULL , &States[S_HEAD_RUN+0]),
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#define S_HEAD_DIE (S_HEAD_PAIN+3)
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S_NORMAL (HEAD, 'G', 8, NULL , &States[S_HEAD_DIE+1]),
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S_NORMAL (HEAD, 'H', 8, A_Scream , &States[S_HEAD_DIE+2]),
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S_NORMAL (HEAD, 'I', 8, NULL , &States[S_HEAD_DIE+3]),
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S_NORMAL (HEAD, 'J', 8, NULL , &States[S_HEAD_DIE+4]),
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S_NORMAL (HEAD, 'K', 8, A_NoBlocking , &States[S_HEAD_DIE+5]),
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S_NORMAL (HEAD, 'L', -1, A_SetFloorClip , NULL),
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#define S_HEAD_RAISE (S_HEAD_DIE+6)
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S_NORMAL (HEAD, 'L', 8, A_UnSetFloorClip , &States[S_HEAD_RAISE+1]),
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S_NORMAL (HEAD, 'K', 8, NULL , &States[S_HEAD_RAISE+2]),
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S_NORMAL (HEAD, 'J', 8, NULL , &States[S_HEAD_RAISE+3]),
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S_NORMAL (HEAD, 'I', 8, NULL , &States[S_HEAD_RAISE+4]),
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S_NORMAL (HEAD, 'H', 8, NULL , &States[S_HEAD_RAISE+5]),
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S_NORMAL (HEAD, 'G', 8, NULL , &States[S_HEAD_RUN+0])
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};
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IMPLEMENT_ACTOR (ACacodemon, Doom, 3005, 19)
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PROP_SpawnHealth (400)
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PROP_RadiusFixed (31)
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PROP_HeightFixed (56)
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PROP_Mass (400)
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PROP_SpeedFixed (8)
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PROP_PainChance (128)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY|MF_COUNTKILL)
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PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL)
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PROP_SpawnState (S_HEAD_STND)
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PROP_SeeState (S_HEAD_RUN)
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PROP_PainState (S_HEAD_PAIN)
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PROP_MissileState (S_HEAD_ATK)
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PROP_DeathState (S_HEAD_DIE)
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PROP_RaiseState (S_HEAD_RAISE)
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PROP_SeeSound ("caco/sight")
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PROP_PainSound ("caco/pain")
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PROP_DeathSound ("caco/death")
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PROP_ActiveSound ("caco/active")
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PROP_AttackSound ("caco/melee")
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END_DEFAULTS
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class AStealthCacodemon : public ACacodemon
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{
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DECLARE_STATELESS_ACTOR (AStealthCacodemon, ACacodemon)
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public:
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const char *GetObituary () { return GStrings("OB_STEALTHCACO"); }
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const char *GetHitObituary () { return GStrings("OB_STEALTHCACO"); }
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};
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IMPLEMENT_STATELESS_ACTOR (AStealthCacodemon, Doom, 9053, 119)
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PROP_FlagsSet (MF_STEALTH)
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PROP_RenderStyle (STYLE_Translucent)
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PROP_Alpha (0)
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END_DEFAULTS
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class ACacodemonBall : public AActor
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{
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DECLARE_ACTOR (ACacodemonBall, AActor)
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};
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FState ACacodemonBall::States[] =
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{
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#define S_RBALL 0
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S_BRIGHT (BAL2, 'A', 4, NULL , &States[S_RBALL+1]),
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S_BRIGHT (BAL2, 'B', 4, NULL , &States[S_RBALL+0]),
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#define S_RBALLX (S_RBALL+2)
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S_BRIGHT (BAL2, 'C', 6, NULL , &States[S_RBALLX+1]),
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S_BRIGHT (BAL2, 'D', 6, NULL , &States[S_RBALLX+2]),
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S_BRIGHT (BAL2, 'E', 6, NULL , NULL)
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};
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IMPLEMENT_ACTOR (ACacodemonBall, Doom, -1, 126)
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PROP_RadiusFixed (6)
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PROP_HeightFixed (8)
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PROP_SpeedFixed (10)
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PROP_Damage (5)
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PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
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PROP_Flags2 (MF2_PCROSS|MF2_IMPACT|MF2_NOTELEPORT)
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PROP_Flags4 (MF4_RANDOMIZE)
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PROP_RenderStyle (STYLE_Add)
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PROP_SpawnState (S_RBALL)
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PROP_DeathState (S_RBALLX)
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PROP_SeeSound ("caco/attack")
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PROP_DeathSound ("caco/shotx")
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END_DEFAULTS
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AT_SPEED_SET (CacodemonBall, speed)
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{
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SimpleSpeedSetter (ACacodemonBall, 10*FRACUNIT, 20*FRACUNIT, speed);
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}
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void A_HeadAttack (AActor *self)
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{
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if (!self->target)
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return;
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A_FaceTarget (self);
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if (self->CheckMeleeRange ())
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{
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int damage = (pr_headattack()%6+1)*10;
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S_SoundID (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
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P_DamageMobj (self->target, self, self, damage, MOD_HIT);
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P_TraceBleed (damage, self->target, self);
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return;
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}
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// launch a missile
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P_SpawnMissile (self, self->target, RUNTIME_CLASS(ACacodemonBall));
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}
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// Dead cacodemon ----------------------------------------------------------
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class ADeadCacodemon : public ACacodemon
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{
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DECLARE_STATELESS_ACTOR (ADeadCacodemon, ACacodemon)
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};
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IMPLEMENT_STATELESS_ACTOR (ADeadCacodemon, Doom, 22, 0)
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PROP_SpawnState (S_HEAD_DIE+5)
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// Undo all the changes to default Actor properties that ACacodemon made
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PROP_SpawnHealth (1000)
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PROP_RadiusFixed (20)
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PROP_HeightFixed (16)
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PROP_Mass (100)
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PROP_SpeedFixed (0)
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PROP_PainChance (0)
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PROP_Flags (0)
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PROP_Flags2 (0)
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PROP_SeeState (255)
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PROP_PainState (255)
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PROP_MissileState (255)
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PROP_DeathState (255)
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PROP_RaiseState (255)
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PROP_SeeSound ("")
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PROP_PainSound ("")
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PROP_DeathSound ("")
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PROP_ActiveSound ("")
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PROP_AttackSound ("")
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END_DEFAULTS
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