vkdoom_m/src/g_strife/a_zombie.cpp

90 lines
2.6 KiB
C++

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