mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 06:53:40 +00:00
- converted the boss brain to DECORATE.
- added an abstract base class for special map spots that are maintained in lists and rewrote the boss brain, the mace and DSparil to use it. - fixed: RandomSpawners didn't destroy themselves after finishing their work. SVN r1076 (trunk)
This commit is contained in:
parent
6d9b897681
commit
5cc1b4991c
15 changed files with 611 additions and 370 deletions
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@ -1,4 +1,8 @@
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July 20, 2008 (Changes by Graf Zahl)
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- converted the boss brain to DECORATE.
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- added an abstract base class for special map spots that are maintained in
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lists and rewrote the boss brain, the mace and DSparil to use it.
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- fixed: RandomSpawners didn't destroy themselves after finishing their work.
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- fixed: Textures marked as complex must not redirect to the base patch.
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- fixed: Alpha for composite textures was not applied.
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- fixed: The CentaurMash didn't inherit from the Centaur.
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@ -6,172 +6,13 @@
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#include "s_sound.h"
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#include "a_doomglobal.h"
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#include "statnums.h"
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#include "a_specialspot.h"
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#include "thingdef/thingdef.h"
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void A_Fire (AActor *); // from m_archvile.cpp
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void A_BrainAwake (AActor *);
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void A_BrainPain (AActor *);
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void A_BrainScream (AActor *);
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void A_BrainExplode (AActor *);
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void A_BrainDie (AActor *);
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void A_BrainSpit (AActor *);
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void A_SpawnFly (AActor *);
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void A_SpawnSound (AActor *);
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static FRandom pr_brainscream ("BrainScream");
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static FRandom pr_brainexplode ("BrainExplode");
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static FRandom pr_spawnfly ("SpawnFly");
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class ABossTarget : public AActor
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{
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DECLARE_STATELESS_ACTOR (ABossTarget, AActor)
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public:
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void BeginPlay ();
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};
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class DBrainState : public DThinker
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{
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DECLARE_CLASS (DBrainState, DThinker)
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public:
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DBrainState ()
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: DThinker (STAT_BOSSTARGET),
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Targets (STAT_BOSSTARGET),
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SerialTarget (NULL),
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Easy (false)
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{}
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void Serialize (FArchive &arc);
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ABossTarget *GetTarget ();
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protected:
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TThinkerIterator<ABossTarget> Targets;
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ABossTarget *SerialTarget;
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bool Easy;
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};
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FState ABossBrain::States[] =
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{
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#define S_BRAINEXPLODE 0
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S_BRIGHT (MISL, 'B', 10, NULL , &States[S_BRAINEXPLODE+1]),
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S_BRIGHT (MISL, 'C', 10, NULL , &States[S_BRAINEXPLODE+2]),
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S_BRIGHT (MISL, 'D', 10, A_BrainExplode , NULL),
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#define S_BRAIN (S_BRAINEXPLODE+3)
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S_NORMAL (BBRN, 'A', -1, NULL , NULL),
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#define S_BRAIN_PAIN (S_BRAIN+1)
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S_NORMAL (BBRN, 'B', 36, A_BrainPain , &States[S_BRAIN]),
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#define S_BRAIN_DIE (S_BRAIN_PAIN+1)
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S_NORMAL (BBRN, 'A', 100, A_BrainScream , &States[S_BRAIN_DIE+1]),
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S_NORMAL (BBRN, 'A', 10, NULL , &States[S_BRAIN_DIE+2]),
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S_NORMAL (BBRN, 'A', 10, NULL , &States[S_BRAIN_DIE+3]),
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S_NORMAL (BBRN, 'A', -1, A_BrainDie , NULL)
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};
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IMPLEMENT_ACTOR (ABossBrain, Doom, 88, 0)
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PROP_SpawnHealth (250)
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//PROP_HeightFixed (86) // don't do this; it messes up some non-id levels
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PROP_MassLong (10000000)
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PROP_PainChance (255)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE)
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PROP_Flags4 (MF4_NOICEDEATH)
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PROP_Flags5 (MF5_OLDRADIUSDMG)
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PROP_SpawnState (S_BRAIN)
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PROP_PainState (S_BRAIN_PAIN)
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PROP_DeathState (S_BRAIN_DIE)
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PROP_PainSound ("brain/pain")
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PROP_DeathSound ("brain/death")
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END_DEFAULTS
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class ABossEye : public AActor
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{
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DECLARE_ACTOR (ABossEye, AActor)
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};
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FState ABossEye::States[] =
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{
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#define S_BRAINEYE 0
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S_NORMAL (SSWV, 'A', 10, A_Look , &States[S_BRAINEYE]),
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#define S_BRAINEYESEE (S_BRAINEYE+1)
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S_NORMAL (SSWV, 'A', 181, A_BrainAwake , &States[S_BRAINEYESEE+1]),
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S_NORMAL (SSWV, 'A', 150, A_BrainSpit , &States[S_BRAINEYESEE+1])
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};
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IMPLEMENT_ACTOR (ABossEye, Doom, 89, 0)
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PROP_HeightFixed (32)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOSECTOR)
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PROP_SpawnState (S_BRAINEYE)
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PROP_SeeState (S_BRAINEYESEE)
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END_DEFAULTS
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IMPLEMENT_STATELESS_ACTOR (ABossTarget, Doom, 87, 0)
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PROP_HeightFixed (32)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOSECTOR)
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END_DEFAULTS
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void ABossTarget::BeginPlay ()
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{
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Super::BeginPlay ();
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ChangeStatNum (STAT_BOSSTARGET);
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}
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class ASpawnShot : public AActor
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{
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DECLARE_ACTOR (ASpawnShot, AActor)
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};
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FState ASpawnShot::States[] =
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{
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S_BRIGHT (BOSF, 'A', 3, A_SpawnSound , &States[1]),
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S_BRIGHT (BOSF, 'B', 3, A_SpawnFly , &States[2]),
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S_BRIGHT (BOSF, 'C', 3, A_SpawnFly , &States[3]),
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S_BRIGHT (BOSF, 'D', 3, A_SpawnFly , &States[0])
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};
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IMPLEMENT_ACTOR (ASpawnShot, Doom, -1, 0)
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PROP_RadiusFixed (6)
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PROP_HeightFixed (32)
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PROP_SpeedFixed (10)
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PROP_Damage (3)
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PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY|MF_NOCLIP)
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PROP_Flags2 (MF2_NOTELEPORT)
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PROP_Flags4 (MF4_RANDOMIZE)
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PROP_SpawnState (0)
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PROP_SeeSound ("brain/spit")
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PROP_DeathSound ("brain/cubeboom")
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END_DEFAULTS
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class ASpawnFire : public AActor
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{
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DECLARE_ACTOR (ASpawnFire, AActor)
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};
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FState ASpawnFire::States[] =
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{
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S_BRIGHT (FIRE, 'A', 4, A_Fire , &States[1]),
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S_BRIGHT (FIRE, 'B', 4, A_Fire , &States[2]),
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S_BRIGHT (FIRE, 'C', 4, A_Fire , &States[3]),
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S_BRIGHT (FIRE, 'D', 4, A_Fire , &States[4]),
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S_BRIGHT (FIRE, 'E', 4, A_Fire , &States[5]),
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S_BRIGHT (FIRE, 'F', 4, A_Fire , &States[6]),
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S_BRIGHT (FIRE, 'G', 4, A_Fire , &States[7]),
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S_BRIGHT (FIRE, 'H', 4, A_Fire , NULL)
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};
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IMPLEMENT_ACTOR (ASpawnFire, Doom, -1, 0)
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PROP_HeightFixed (78)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
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PROP_RenderStyle (STYLE_Add)
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PROP_SpawnState (0)
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END_DEFAULTS
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void A_BrainAwake (AActor *self)
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{
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// killough 3/26/98: only generates sound now
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@ -190,7 +31,15 @@ static void BrainishExplosion (fixed_t x, fixed_t y, fixed_t z)
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{
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boom->DeathSound = "misc/brainexplode";
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boom->momz = pr_brainscream() << 9;
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boom->SetState (&ABossBrain::States[S_BRAINEXPLODE]);
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const PClass *cls = PClass::FindClass("BossBrain");
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if (cls != NULL)
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{
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FState *state = cls->ActorInfo->FindState(NAME_Brainexplode);
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if (state != NULL)
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boom->SetState (state);
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}
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boom->effects = 0;
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boom->Damage = 0; // disables collision detection which is not wanted here
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boom->tics -= pr_brainscream() & 7;
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void A_BrainSpit (AActor *self)
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{
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TThinkerIterator<DBrainState> iterator (STAT_BOSSTARGET);
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DBrainState *state;
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DSpotState *state = DSpotState::GetSpotState();
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AActor *targ;
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AActor *spit;
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// shoot a cube at current target
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if (NULL == (state = iterator.Next ()))
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{
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state = new DBrainState;
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}
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targ = state->GetTarget ();
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targ = state->GetNextInList(PClass::FindClass("BossTarget"), G_SkillProperty(SKILLP_EasyBossBrain));
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if (targ != NULL)
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{
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const PClass *spawntype = NULL;
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int index = CheckIndex (1, NULL);
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if (index >= 0) spawntype = PClass::FindClass ((ENamedName)StateParameters[index]);
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if (spawntype == NULL) spawntype = RUNTIME_CLASS(ASpawnShot);
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if (spawntype == NULL) spawntype = PClass::FindClass("SpawnShot");
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// spawn brain missile
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spit = P_SpawnMissile (self, targ, spawntype);
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}
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else
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{
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fog = Spawn<ASpawnFire> (targ->x, targ->y, targ->z, ALLOW_REPLACE);
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fog = Spawn("SpawnFire", targ->x, targ->y, targ->z, ALLOW_REPLACE);
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if (fog != NULL) S_Sound (fog, CHAN_BODY, "brain/spawn", 1, ATTN_NORM);
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}
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A_SpawnFly (self);
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}
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// Each brain on the level shares a single global state
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IMPLEMENT_CLASS (DBrainState)
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ABossTarget *DBrainState::GetTarget ()
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{
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Easy = !Easy;
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if (G_SkillProperty(SKILLP_EasyBossBrain) && !Easy)
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return NULL;
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ABossTarget *target;
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if (SerialTarget)
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{
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do
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{
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target = Targets.Next ();
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} while (target != NULL && target != SerialTarget);
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SerialTarget = NULL;
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}
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else
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{
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target = Targets.Next ();
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}
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return (target == NULL) ? Targets.Next () : target;
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}
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void DBrainState::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << Easy;
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if (arc.IsStoring ())
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{
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ABossTarget *target = Targets.Next ();
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arc << target;
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}
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else
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{
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arc << SerialTarget;
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}
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}
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@ -5,11 +5,6 @@
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#include "info.h"
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#include "d_player.h"
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class ABossBrain : public AActor
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{
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DECLARE_ACTOR (ABossBrain, AActor)
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};
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class AScriptedMarine : public AActor
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{
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DECLARE_ACTOR (AScriptedMarine, AActor)
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@ -8,6 +8,7 @@
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#include "m_random.h"
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#include "a_sharedglobal.h"
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#include "gstrings.h"
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#include "a_specialspot.h"
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static FRandom pr_s2fx1 ("S2FX1");
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static FRandom pr_scrc1atk ("Srcr1Attack");
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@ -35,31 +36,15 @@ void A_GenWizard (AActor *);
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// Boss spot ----------------------------------------------------------------
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class ABossSpot : public AActor
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class ABossSpot : public ASpecialSpot
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{
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DECLARE_STATELESS_ACTOR (ABossSpot, AActor)
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public:
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ABossSpot *NextSpot;
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void Serialize (FArchive &arc);
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void BeginPlay ();
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DECLARE_STATELESS_ACTOR (ABossSpot, ASpecialSpot)
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};
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void ABossSpot::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << NextSpot;
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}
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IMPLEMENT_STATELESS_ACTOR (ABossSpot, Heretic, 56, 141)
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PROP_RenderFlags (RF_INVISIBLE)
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END_DEFAULTS
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void ABossSpot::BeginPlay ()
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{
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Super::BeginPlay ();
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NextSpot = NULL;
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}
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// Sorcerer (D'Sparil on his serpent) ---------------------------------------
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class ASorcerer1 : public AActor
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@ -263,29 +248,6 @@ IMPLEMENT_ACTOR (ASorcerer2, Heretic, -1, 143)
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PROP_HitObituary("$OB_DSPARIL2HIT")
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END_DEFAULTS
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void ASorcerer2::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << NumBossSpots << FirstBossSpot;
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}
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void ASorcerer2::BeginPlay ()
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{
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TThinkerIterator<ABossSpot> iterator;
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ABossSpot *spot;
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Super::BeginPlay ();
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NumBossSpots = 0;
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spot = iterator.Next ();
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FirstBossSpot = static_cast<ABossSpot *> (spot);
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while (spot)
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{
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NumBossSpots++;
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spot->NextSpot = iterator.Next ();
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spot = spot->NextSpot;
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}
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}
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// Sorcerer 2 FX 1 ----------------------------------------------------------
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class ASorcerer2FX1 : public AActor
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@ -525,39 +487,18 @@ void A_SorcererRise (AActor *actor)
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void P_DSparilTeleport (AActor *actor)
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{
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int i;
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fixed_t prevX;
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fixed_t prevY;
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fixed_t prevZ;
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AActor *mo;
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ASorcerer2 *self = static_cast<ASorcerer2 *> (actor);
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ABossSpot *spot;
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ABossSpot *initial;
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AActor *spot;
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DSpotState *state = DSpotState::GetSpotState();
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if (state == NULL) return;
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spot = state->GetSpotWithMinDistance(RUNTIME_CLASS(ABossSpot), actor->x, actor->y, 128*FRACUNIT);
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if (spot == NULL) return;
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if (!self->NumBossSpots)
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{ // No spots
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return;
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}
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i = pr_dst () % self->NumBossSpots;
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spot = static_cast<ABossSpot *> (self->FirstBossSpot);
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while (i-- > 0)
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{
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spot = spot->NextSpot;
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}
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initial = spot;
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while (P_AproxDistance (actor->x - spot->x, actor->y - spot->y) < 128*FRACUNIT)
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{
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spot = spot->NextSpot;
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if (spot == NULL)
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{
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spot = static_cast<ABossSpot *> (self->FirstBossSpot);
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}
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if (spot == initial)
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{
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// [RH] Don't inifinite loop if no spots further than 128*FRACUNIT
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return;
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}
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}
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prevX = actor->x;
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prevY = actor->y;
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prevZ = actor->z;
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|
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@ -24,12 +24,6 @@ class APhoenixPuff : public AActor
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class ASorcerer2 : public AActor
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{
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DECLARE_ACTOR (ASorcerer2, AActor)
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public:
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void Serialize (FArchive &arc);
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void BeginPlay ();
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int NumBossSpots;
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AActor *FirstBossSpot;
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};
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class AWizard : public AActor
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@ -14,6 +14,7 @@
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#include "p_enemy.h"
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#include "gi.h"
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#include "r_translate.h"
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#include "a_specialspot.h"
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static FRandom pr_sap ("StaffAtkPL1");
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static FRandom pr_sap2 ("StaffAtkPL2");
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|
@ -791,16 +792,8 @@ void A_DeathBallImpact (AActor *);
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class AMace : public AHereticWeapon
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{
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DECLARE_ACTOR (AMace, AHereticWeapon)
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HAS_OBJECT_POINTERS
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public:
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void Serialize (FArchive &arc);
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protected:
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bool DoRespawn ();
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int NumMaceSpots;
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TObjPtr<AActor> FirstSpot;
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private:
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friend void A_SpawnMace (AActor *self);
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};
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class AMacePowered : public AMace
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|
@ -808,16 +801,6 @@ class AMacePowered : public AMace
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DECLARE_STATELESS_ACTOR (AMacePowered, AMace)
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};
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IMPLEMENT_POINTY_CLASS (AMace)
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DECLARE_POINTER (FirstSpot)
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END_POINTERS
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|
||||
void AMace::Serialize (FArchive &arc)
|
||||
{
|
||||
Super::Serialize (arc);
|
||||
arc << NumMaceSpots << FirstSpot;
|
||||
}
|
||||
|
||||
FState AMace::States[] =
|
||||
{
|
||||
#define S_WMCE 0
|
||||
|
@ -851,7 +834,7 @@ FState AMace::States[] =
|
|||
S_NORMAL (MACE, 'A', 8, A_ReFire , &States[S_MACEREADY])
|
||||
};
|
||||
|
||||
BEGIN_DEFAULTS (AMace, Heretic, -1, 0)
|
||||
IMPLEMENT_ACTOR (AMace, Heretic, -1, 0)
|
||||
PROP_Flags (MF_SPECIAL)
|
||||
PROP_SpawnState (0)
|
||||
|
||||
|
@ -1027,11 +1010,9 @@ int AMaceFX4::DoSpecialDamage (AActor *target, int damage)
|
|||
|
||||
void A_SpawnMace (AActor *);
|
||||
|
||||
class AMaceSpawner : public AActor
|
||||
class AMaceSpawner : public ASpecialSpot
|
||||
{
|
||||
DECLARE_ACTOR (AMaceSpawner, AActor)
|
||||
|
||||
// Uses target to point to the next mace spawner in the list
|
||||
DECLARE_ACTOR (AMaceSpawner, ASpecialSpot)
|
||||
};
|
||||
|
||||
FState AMaceSpawner::States[] =
|
||||
|
@ -1046,25 +1027,6 @@ IMPLEMENT_ACTOR (AMaceSpawner, Heretic, 2002, 0)
|
|||
END_DEFAULTS
|
||||
|
||||
|
||||
static bool RespawnMace (AActor *mace, AActor *FirstSpot, int NumMaceSpots)
|
||||
{
|
||||
if (NumMaceSpots > 0)
|
||||
{
|
||||
int spotnum = pr_macerespawn () % NumMaceSpots;
|
||||
AActor *spot = FirstSpot;
|
||||
|
||||
while (spotnum > 0)
|
||||
{
|
||||
spot = spot->target;
|
||||
spotnum--;
|
||||
}
|
||||
|
||||
mace->SetOrigin (spot->x, spot->y, spot->z);
|
||||
mace->z = mace->floorz;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
// Every mace spawn spot will execute this action. The first one
|
||||
// will build a list of all mace spots in the level and spawn a
|
||||
// mace. The rest of the spots will do nothing.
|
||||
|
@ -1076,58 +1038,45 @@ void A_SpawnMace (AActor *self)
|
|||
return;
|
||||
}
|
||||
|
||||
TThinkerIterator<AMaceSpawner> iterator;
|
||||
AActor *spot;
|
||||
AMaceSpawner *firstSpot;
|
||||
AMace *mace;
|
||||
int numspots = 0;
|
||||
AActor *spot = NULL;
|
||||
DSpotState *state = DSpotState::GetSpotState();
|
||||
|
||||
if (state != NULL) spot = state->GetRandomSpot(RUNTIME_TYPE(self), true);
|
||||
if (spot == NULL) return;
|
||||
|
||||
spot = firstSpot = iterator.Next ();
|
||||
while (spot != NULL)
|
||||
{
|
||||
numspots++;
|
||||
spot->target = iterator.Next ();
|
||||
if (spot->target == NULL)
|
||||
{
|
||||
spot->target = firstSpot;
|
||||
spot = NULL;
|
||||
}
|
||||
else
|
||||
{
|
||||
spot = spot->target;
|
||||
}
|
||||
}
|
||||
if (numspots == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (!deathmatch && pr_spawnmace() < 64)
|
||||
{ // Sometimes doesn't show up if not in deathmatch
|
||||
return;
|
||||
}
|
||||
mace = Spawn<AMace> (self->x, self->y, self->z, ALLOW_REPLACE);
|
||||
|
||||
AActor *mace = Spawn<AMace> (self->x, self->y, self->z, ALLOW_REPLACE);
|
||||
|
||||
if (mace)
|
||||
{
|
||||
if (mace->IsKindOf(RUNTIME_CLASS(AMace)))
|
||||
{
|
||||
// remember the values for later
|
||||
// (works only for the original mace!)
|
||||
mace->FirstSpot = firstSpot;
|
||||
mace->NumMaceSpots = numspots;
|
||||
}
|
||||
RespawnMace(mace, firstSpot, numspots);
|
||||
mace->SetOrigin (spot->x, spot->y, spot->z);
|
||||
mace->z = mace->floorz;
|
||||
// We want this mace to respawn.
|
||||
mace->flags &= ~MF_DROPPED;
|
||||
}
|
||||
}
|
||||
|
||||
// FIXME: Generalize this so that it doesn't depend on item specific implementation!
|
||||
|
||||
// AMace::DoRespawn
|
||||
// Moves the mace to a different spot when it respawns
|
||||
|
||||
bool AMace::DoRespawn ()
|
||||
{
|
||||
return RespawnMace(this, FirstSpot, NumMaceSpots);
|
||||
AActor *spot = NULL;
|
||||
DSpotState *state = DSpotState::GetSpotState();
|
||||
|
||||
if (state != NULL) spot = state->GetRandomSpot(RUNTIME_CLASS(AMaceSpawner));
|
||||
if (spot != NULL)
|
||||
{
|
||||
SetOrigin (spot->x, spot->y, spot->z);
|
||||
z = floorz;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
|
|
|
@ -55,7 +55,7 @@ class ARandomSpawner : public AActor
|
|||
if (di->Name != NAME_None)
|
||||
{
|
||||
n -= di->amount;
|
||||
di = di->Next;
|
||||
if (di->Next != NULL) di = di->Next; else n=0;
|
||||
}
|
||||
}
|
||||
// So now we can spawn the dropped item.
|
||||
|
@ -72,12 +72,15 @@ class ARandomSpawner : public AActor
|
|||
newmobj->args[4] = args[4];
|
||||
newmobj->SpawnFlags = SpawnFlags;
|
||||
newmobj->HandleSpawnFlags();
|
||||
newmobj->tid = tid;
|
||||
newmobj->AddToHash();
|
||||
newmobj->momx = momx;
|
||||
newmobj->momy = momy;
|
||||
newmobj->momz = momz;
|
||||
newmobj->CopyFriendliness(this, false);
|
||||
}
|
||||
}
|
||||
Destroy();
|
||||
}
|
||||
};
|
||||
|
||||
|
|
374
src/g_shared/a_specialspot.cpp
Normal file
374
src/g_shared/a_specialspot.cpp
Normal file
|
@ -0,0 +1,374 @@
|
|||
/*
|
||||
** a_specialspot.cpp
|
||||
** Handling for special spot actors
|
||||
** like BrainTargets, MaceSpawners etc.
|
||||
**
|
||||
**---------------------------------------------------------------------------
|
||||
** Copyright 2008 Christoph Oelckers
|
||||
** All rights reserved.
|
||||
**
|
||||
** Redistribution and use in source and binary forms, with or without
|
||||
** modification, are permitted provided that the following conditions
|
||||
** are met:
|
||||
**
|
||||
** 1. Redistributions of source code must retain the above copyright
|
||||
** notice, this list of conditions and the following disclaimer.
|
||||
** 2. Redistributions in binary form must reproduce the above copyright
|
||||
** notice, this list of conditions and the following disclaimer in the
|
||||
** documentation and/or other materials provided with the distribution.
|
||||
** 3. The name of the author may not be used to endorse or promote products
|
||||
** derived from this software without specific prior written permission.
|
||||
**
|
||||
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
||||
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
||||
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
||||
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
||||
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
||||
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
**---------------------------------------------------------------------------
|
||||
**
|
||||
*/
|
||||
#include "a_specialspot.h"
|
||||
#include "m_random.h"
|
||||
#include "p_local.h"
|
||||
#include "statnums.h"
|
||||
#include "i_system.h"
|
||||
|
||||
static FRandom pr_spot ("SpecialSpot");
|
||||
|
||||
|
||||
IMPLEMENT_CLASS(DSpotState)
|
||||
IMPLEMENT_ABSTRACT_ACTOR (ASpecialSpot)
|
||||
TObjPtr<DSpotState> DSpotState::SpotState;
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
// Spot list
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
struct FSpotList
|
||||
{
|
||||
const PClass *Type;
|
||||
TArray<ASpecialSpot*> Spots;
|
||||
unsigned Index;
|
||||
int SkipCount;
|
||||
int numcalls;
|
||||
|
||||
FSpotList()
|
||||
{
|
||||
}
|
||||
|
||||
FSpotList(const PClass *type)
|
||||
{
|
||||
Type = type;
|
||||
Index = 0;
|
||||
SkipCount = 0;
|
||||
numcalls = 0;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
void Serialize(FArchive &arc)
|
||||
{
|
||||
arc << Type << Spots << Index << SkipCount << numcalls;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
bool Add(ASpecialSpot *newspot)
|
||||
{
|
||||
for(unsigned i = 0; i < Spots.Size(); i++)
|
||||
{
|
||||
if (Spots[i] == newspot) return false;
|
||||
}
|
||||
Spots.Push(newspot);
|
||||
return true;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
bool Remove(ASpecialSpot *spot)
|
||||
{
|
||||
for(unsigned i = 0; i < Spots.Size(); i++)
|
||||
{
|
||||
if (Spots[i] == spot)
|
||||
{
|
||||
Spots.Delete(i);
|
||||
if (Index > i) Index--;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
ASpecialSpot *GetNextInList(int skipcounter)
|
||||
{
|
||||
if (++SkipCount > skipcounter)
|
||||
{
|
||||
SkipCount = 0;
|
||||
|
||||
ASpecialSpot *spot = Spots[Index];
|
||||
if (++Index >= Spots.Size()) Index = 0;
|
||||
numcalls++;
|
||||
return spot;
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
ASpecialSpot *GetSpotWithMinDistance(fixed_t x, fixed_t y, fixed_t distance)
|
||||
{
|
||||
int i = pr_spot() % Spots.Size();
|
||||
int initial = i;
|
||||
|
||||
while (P_AproxDistance(Spots[i]->x - x, Spots[i]->y - y) < distance)
|
||||
{
|
||||
i = (i+1) % Spots.Size();
|
||||
if (i == initial) return NULL;
|
||||
}
|
||||
numcalls++;
|
||||
return Spots[i];
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
ASpecialSpot *GetRandomSpot(bool onlyfirst)
|
||||
{
|
||||
if (!numcalls)
|
||||
{
|
||||
int i = pr_spot() % Spots.Size();
|
||||
numcalls++;
|
||||
return Spots[i];
|
||||
}
|
||||
else return NULL;
|
||||
}
|
||||
};
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
DSpotState::DSpotState ()
|
||||
: DThinker (STAT_INFO)
|
||||
{
|
||||
if (SpotState)
|
||||
{
|
||||
I_Error ("Only one SpotState is allowed to exist at a time.\nCheck your code.");
|
||||
}
|
||||
else
|
||||
{
|
||||
SpotState = this;
|
||||
}
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
void DSpotState::Destroy ()
|
||||
{
|
||||
for(unsigned i = 0; i < SpotLists.Size(); i++)
|
||||
{
|
||||
delete SpotLists[i];
|
||||
}
|
||||
SpotLists.Clear();
|
||||
SpotLists.ShrinkToFit();
|
||||
|
||||
SpotState = NULL;
|
||||
Super::Destroy();
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
void DSpotState::Tick ()
|
||||
{
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
DSpotState *DSpotState::GetSpotState(bool create)
|
||||
{
|
||||
if (SpotState == NULL && create) SpotState = new DSpotState;
|
||||
return SpotState;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
FSpotList *DSpotState::FindSpotList(const PClass *type)
|
||||
{
|
||||
for(unsigned i = 0; i < SpotLists.Size(); i++)
|
||||
{
|
||||
if (SpotLists[i]->Type == type) return SpotLists[i];
|
||||
}
|
||||
return SpotLists[SpotLists.Push(new FSpotList(type))];
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
bool DSpotState::AddSpot(ASpecialSpot *spot)
|
||||
{
|
||||
FSpotList *list = FindSpotList(RUNTIME_TYPE(spot));
|
||||
if (list != NULL) return list->Add(spot);
|
||||
return false;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
bool DSpotState::RemoveSpot(ASpecialSpot *spot)
|
||||
{
|
||||
FSpotList *list = FindSpotList(RUNTIME_TYPE(spot));
|
||||
if (list != NULL) return list->Remove(spot);
|
||||
return false;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
void DSpotState::Serialize(FArchive &arc)
|
||||
{
|
||||
Super::Serialize(arc);
|
||||
if (arc.IsStoring())
|
||||
{
|
||||
arc.WriteCount(SpotLists.Size());
|
||||
for(unsigned i = 0; i < SpotLists.Size(); i++)
|
||||
{
|
||||
SpotLists[i]->Serialize(arc);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
unsigned c = arc.ReadCount();
|
||||
SpotLists.Resize(c);
|
||||
for(unsigned i = 0; i < SpotLists.Size(); i++)
|
||||
{
|
||||
SpotLists[i] = new FSpotList;
|
||||
SpotLists[i]->Serialize(arc);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
ASpecialSpot *DSpotState::GetNextInList(const PClass *type, int skipcounter)
|
||||
{
|
||||
FSpotList *list = FindSpotList(type);
|
||||
if (list != NULL) return list->GetNextInList(skipcounter);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
ASpecialSpot *DSpotState::GetSpotWithMinDistance(const PClass *type, fixed_t x, fixed_t y, fixed_t distance)
|
||||
{
|
||||
FSpotList *list = FindSpotList(type);
|
||||
if (list != NULL) return list->GetSpotWithMinDistance(x, y, distance);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
ASpecialSpot *DSpotState::GetRandomSpot(const PClass *type, bool onlyonce)
|
||||
{
|
||||
FSpotList *list = FindSpotList(type);
|
||||
if (list != NULL) return list->GetRandomSpot(onlyonce);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
void ASpecialSpot::BeginPlay()
|
||||
{
|
||||
DSpotState *state = DSpotState::GetSpotState();
|
||||
if (state != NULL) state->AddSpot(this);
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
void ASpecialSpot::Destroy()
|
||||
{
|
||||
DSpotState *state = DSpotState::GetSpotState(false);
|
||||
if (state != NULL) state->RemoveSpot(this);
|
||||
Super::Destroy();
|
||||
}
|
||||
|
||||
|
45
src/g_shared/a_specialspot.h
Normal file
45
src/g_shared/a_specialspot.h
Normal file
|
@ -0,0 +1,45 @@
|
|||
#ifndef __A_SPECSPOT_H
|
||||
#define __A_SPECSPOT_H
|
||||
|
||||
#include "actor.h"
|
||||
#include "tarray.h"
|
||||
|
||||
class ASpecialSpot : public AActor
|
||||
{
|
||||
DECLARE_STATELESS_ACTOR (ASpecialSpot, AActor)
|
||||
|
||||
public:
|
||||
|
||||
void BeginPlay();
|
||||
void Destroy();
|
||||
};
|
||||
|
||||
|
||||
struct FSpotList;
|
||||
|
||||
|
||||
class DSpotState : public DThinker
|
||||
{
|
||||
DECLARE_CLASS(DSpotState, DThinker)
|
||||
static TObjPtr<DSpotState> SpotState;
|
||||
TArray<FSpotList *> SpotLists;
|
||||
|
||||
public:
|
||||
|
||||
|
||||
DSpotState ();
|
||||
void Destroy ();
|
||||
void Tick ();
|
||||
static DSpotState *GetSpotState(bool create = true);
|
||||
FSpotList *FindSpotList(const PClass *type);
|
||||
bool AddSpot(ASpecialSpot *spot);
|
||||
bool RemoveSpot(ASpecialSpot *spot);
|
||||
void Serialize(FArchive &arc);
|
||||
ASpecialSpot *GetNextInList(const PClass *type, int skipcounter);
|
||||
ASpecialSpot *GetSpotWithMinDistance(const PClass *type, fixed_t x, fixed_t y, fixed_t distance);
|
||||
ASpecialSpot *GetRandomSpot(const PClass *type, bool onlyonce = false);
|
||||
};
|
||||
|
||||
|
||||
|
||||
#endif
|
|
@ -147,6 +147,7 @@ xx(XDeath)
|
|||
xx(Burn)
|
||||
//xx(Ice) // already defined above
|
||||
xx(Disintegrate)
|
||||
xx(Brainexplode)
|
||||
|
||||
// Weapon animator names.
|
||||
xx(Select)
|
||||
|
|
|
@ -75,7 +75,7 @@
|
|||
// SAVESIG should match SAVEVER.
|
||||
|
||||
// MINSAVEVER is the minimum level snapshot version that can be loaded.
|
||||
#define MINSAVEVER 1063
|
||||
#define MINSAVEVER 1075
|
||||
|
||||
#if SVN_REVISION_NUMBER < MINSAVEVER
|
||||
// Never write a savegame with a version lower than what we need
|
||||
|
|
|
@ -25,6 +25,7 @@
|
|||
#include "actors/doom/cyberdemon.txt"
|
||||
#include "actors/doom/spidermaster.txt"
|
||||
#include "actors/doom/keen.txt"
|
||||
#include "actors/doom/bossbrain.txt"
|
||||
|
||||
#include "actors/doom/deadthings.txt"
|
||||
#include "actors/doom/doomammo.txt"
|
||||
|
|
123
wadsrc/decorate/doom/bossbrain.txt
Normal file
123
wadsrc/decorate/doom/bossbrain.txt
Normal file
|
@ -0,0 +1,123 @@
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// Boss Brain
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
ACTOR BossBrain 88
|
||||
{
|
||||
Game Doom
|
||||
Health 250
|
||||
Mass 10000000
|
||||
PainChance 255
|
||||
+SOLID +SHOOTABLE
|
||||
+NOICEDEATH
|
||||
+OLDRADIUSDMG
|
||||
PainSound "brain/pain"
|
||||
DeathSound "brain/death"
|
||||
States
|
||||
{
|
||||
BrainExplode:
|
||||
MISL BC 10 Bright
|
||||
MISL D 10 A_BrainExplode
|
||||
Stop
|
||||
Spawn:
|
||||
BBRN A -1
|
||||
Stop
|
||||
Pain:
|
||||
BBRN B 36 A_BrainPain
|
||||
Goto Spawn
|
||||
Death:
|
||||
BBRN A 100 A_BrainScream
|
||||
BBRN AA 10
|
||||
BBRN A -1 A_BrainDie
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Boss Eye
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
ACTOR BossEye 89
|
||||
{
|
||||
Game Doom
|
||||
Height 32
|
||||
+NOBLOCKMAP
|
||||
+NOSECTOR
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SSWV A 10 A_Look
|
||||
Loop
|
||||
See:
|
||||
SSWV A 181 A_BrainAwake
|
||||
SSWV A 150 A_BrainSpit
|
||||
Loop
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Boss Target
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
ACTOR BossTarget : SpecialSpot 87
|
||||
{
|
||||
Game Doom
|
||||
Height 32
|
||||
+NOBLOCKMAP
|
||||
+NOSECTOR
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Spawn shot
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
ACTOR SpawnShot
|
||||
{
|
||||
Radius 6
|
||||
Height 32
|
||||
Speed 10
|
||||
Damage 3
|
||||
Projectile
|
||||
+NOCLIP
|
||||
-ACTIVATEPCROSS
|
||||
+RANDOMIZE
|
||||
SeeSound "brain/spit"
|
||||
DeathSound "brain/cubeboom"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
BOSF A 3 BRIGHT A_SpawnSound
|
||||
BOSF BCD 3 BRIGHT A_SpawnFly
|
||||
Loop
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Spawn fire
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
ACTOR SpawnFire
|
||||
{
|
||||
Height 78
|
||||
+NOBLOCKMAP
|
||||
+NOGRAVITY
|
||||
RenderStyle Add
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FIRE ABCDEFGH 4 Bright A_Fire
|
||||
Stop
|
||||
}
|
||||
}
|
|
@ -291,6 +291,7 @@ actors/doom/archvile.txt decorate/doom/archvile.txt
|
|||
actors/doom/cyberdemon.txt decorate/doom/cyberdemon.txt
|
||||
actors/doom/spidermaster.txt decorate/doom/spidermaster.txt
|
||||
actors/doom/keen.txt decorate/doom/keen.txt
|
||||
actors/doom/bossbrain.txt decorate/doom/bossbrain.txt
|
||||
|
||||
actors/doom/deadthings.txt decorate/doom/deadthings.txt
|
||||
actors/doom/doomammo.txt decorate/doom/doomammo.txt
|
||||
|
|
|
@ -2076,6 +2076,14 @@
|
|||
RelativePath=".\src\g_shared\a_spark.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\g_shared\a_specialspot.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\g_shared\a_specialspot.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\g_shared\a_waterzone.cpp"
|
||||
>
|
||||
|
|
Loading…
Reference in a new issue