90 lines
2.6 KiB
C++
90 lines
2.6 KiB
C++
#include "actor.h"
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#include "m_random.h"
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#include "a_action.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "a_strifeglobal.h"
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void A_20e10 (AActor *);
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void A_TossGib (AActor *);
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void A_SpawnZombie (AActor *);
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// Zombie -------------------------------------------------------------------
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class AZombie : public AStrifeHumanoid
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{
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DECLARE_ACTOR (AZombie, AStrifeHumanoid)
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};
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FState AZombie::States[] =
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{
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#define S_ZOMBIE_STND 0
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S_NORMAL (PEAS, 'A', 5, A_20e10, &States[S_ZOMBIE_STND]),
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#define S_ZOMBIE_PAIN (S_ZOMBIE_STND+1)
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S_NORMAL (AGRD, 'A', 5, A_20e10, &States[S_ZOMBIE_PAIN]),
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#define S_ZOMBIE_DIE (S_ZOMBIE_PAIN+1)
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S_NORMAL (GIBS, 'M', 5, A_TossGib, &States[S_ZOMBIE_DIE+1]),
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S_NORMAL (GIBS, 'N', 5, A_XScream, &States[S_ZOMBIE_DIE+2]),
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S_NORMAL (GIBS, 'O', 5, A_NoBlocking, &States[S_ZOMBIE_DIE+3]),
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S_NORMAL (GIBS, 'P', 4, A_TossGib, &States[S_ZOMBIE_DIE+4]),
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S_NORMAL (GIBS, 'Q', 4, A_TossGib, &States[S_ZOMBIE_DIE+5]),
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S_NORMAL (GIBS, 'R', 4, A_TossGib, &States[S_ZOMBIE_DIE+6]),
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S_NORMAL (GIBS, 'S', 4, A_TossGib, &States[S_ZOMBIE_DIE+7]),
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S_NORMAL (GIBS, 'T', 4, A_TossGib, &States[S_ZOMBIE_DIE+8]),
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S_NORMAL (GIBS, 'U', 5, NULL, &States[S_ZOMBIE_DIE+9]),
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S_NORMAL (GIBS, 'V', 1400, NULL, NULL),
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};
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IMPLEMENT_ACTOR (AZombie, Strife, 169, 0)
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PROP_SpawnState (S_ZOMBIE_STND)
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PROP_PainState (S_ZOMBIE_PAIN)
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PROP_DeathState (S_ZOMBIE_DIE)
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PROP_SpawnHealth (31)
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PROP_RadiusFixed (20)
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PROP_HeightFixed (56)
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PROP_PainChance (0)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE)
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PROP_Flags2 (MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_MCROSS)
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PROP_MinMissileChance (150)
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PROP_MaxStepHeight (16)
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PROP_MaxDropOffHeight (32)
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PROP_Translation (TRANSLATION_Standard, 0)
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PROP_StrifeType (28)
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PROP_DeathSound ("zombie/death")
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END_DEFAULTS
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// Zombie Spawner -----------------------------------------------------------
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class AZombieSpawner : public AActor
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{
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DECLARE_ACTOR (AZombieSpawner, AActor)
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};
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FState AZombieSpawner::States[] =
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{
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S_NORMAL (TNT1, 'A', 175, A_SpawnZombie, &States[0])
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};
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IMPLEMENT_ACTOR (AZombieSpawner, Strife, 170, 0)
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PROP_SpawnHealth (20)
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PROP_Flags (MF_SHOOTABLE|MF_NOSECTOR)
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PROP_SpawnState (0)
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PROP_RenderStyle (STYLE_None)
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PROP_StrifeType (30)
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PROP_ActiveSound ("zombie/spawner") // Does Strife use this somewhere else?
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END_DEFAULTS
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//============================================================================
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//
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// A_SpawnZombie
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//
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//============================================================================
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void A_SpawnZombie (AActor *self)
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{
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Spawn<AZombie> (self->x, self->y, self->z);
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}
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