#include "actor.h" #include "m_random.h" #include "p_local.h" #include "c_console.h" #include "p_enemy.h" #include "a_action.h" #include "gstrings.h" static FRandom pr_bang4cloud ("Bang4Cloud"); static FRandom pr_lightout ("LightOut"); extern const PClass *QuestItemClasses[31]; void A_TossGib (AActor *); void A_LoopActiveSound (AActor *); void A_LightGoesOut (AActor *); // A Cloud used for varius explosions --------------------------------------- // This actor has no direct equivalent in strife. To create this, Strife // spawned a spark and then changed its state to that of this explosion // cloud. Weird. class ABang4Cloud : public AActor { DECLARE_ACTOR (ABang4Cloud, AActor); public: void BeginPlay () { momz = FRACUNIT; } }; FState ABang4Cloud::States[] = { S_BRIGHT (BNG4, 'B', 3, NULL, &States[1]), S_BRIGHT (BNG4, 'C', 3, NULL, &States[2]), S_BRIGHT (BNG4, 'D', 3, NULL, &States[3]), S_BRIGHT (BNG4, 'E', 3, NULL, &States[4]), S_BRIGHT (BNG4, 'F', 3, NULL, &States[5]), S_BRIGHT (BNG4, 'G', 3, NULL, &States[6]), S_BRIGHT (BNG4, 'H', 3, NULL, &States[7]), S_BRIGHT (BNG4, 'I', 3, NULL, &States[8]), S_BRIGHT (BNG4, 'J', 3, NULL, &States[9]), S_BRIGHT (BNG4, 'K', 3, NULL, &States[10]), S_BRIGHT (BNG4, 'L', 3, NULL, &States[11]), S_BRIGHT (BNG4, 'M', 3, NULL, &States[12]), S_BRIGHT (BNG4, 'N', 3, NULL, NULL) }; IMPLEMENT_ACTOR (ABang4Cloud, Strife, -1, 0) PROP_SpawnState (0) PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY) PROP_RenderStyle (STYLE_Add) END_DEFAULTS void A_Bang4Cloud (AActor *self) { fixed_t spawnx, spawny; spawnx = self->x + (pr_bang4cloud.Random2() & 3) * 10240; spawny = self->y + (pr_bang4cloud.Random2() & 3) * 10240; Spawn (spawnx, spawny, self->z); } // Piston ------------------------------------------------------------------- void A_GiveQuestItem (AActor *self) { int questitem = (self->Speed >> FRACBITS); // Give one of these quest items to every player in the game for (int i = 0; i < MAXPLAYERS; ++i) { if (playeringame[i]) { AInventory *item = static_cast(Spawn (QuestItemClasses[questitem-1], 0,0,0)); if (!item->TryPickup (players[i].mo)) { item->Destroy (); } } } char messageid[64]; sprintf(messageid, "TXT_QUEST_%d", questitem); const char * name = GStrings[messageid]; if (name != NULL) { C_MidPrint (name); } } class APiston : public AActor { DECLARE_ACTOR (APiston, AActor); }; FState APiston::States[] = { S_NORMAL (PSTN, 'A', 8, NULL, &States[1]), S_NORMAL (PSTN, 'B', 8, NULL, &States[0]), S_BRIGHT (PSTN, 'A', 4, A_Scream, &States[3]), S_BRIGHT (PSTN, 'B', 4, A_NoBlocking, &States[4]), S_BRIGHT (PSTN, 'C', 4, A_GiveQuestItem, &States[5]), S_BRIGHT (PSTN, 'D', 4, A_Bang4Cloud, &States[6]), S_BRIGHT (PSTN, 'E', 4, A_TossGib, &States[7]), S_BRIGHT (PSTN, 'F', 4, NULL, &States[8]), S_BRIGHT (PSTN, 'G', 4, A_Bang4Cloud, &States[9]), S_NORMAL (PSTN, 'H', 4, NULL, &States[10]), S_NORMAL (PSTN, 'I', -1, NULL, NULL) }; IMPLEMENT_ACTOR (APiston, Strife, 45, 0) PROP_StrifeType (123) PROP_SpawnHealth (100) PROP_SpawnState (0) PROP_DeathState (2) PROP_SpeedFixed (16) // Was a byte in Strife PROP_RadiusFixed (20) PROP_HeightFixed (76) PROP_MassLong (10000000) PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD) PROP_Flags2 (MF2_FLOORCLIP) PROP_Flags4 (MF4_INCOMBAT) PROP_DeathSound ("misc/explosion") END_DEFAULTS // Computer ----------------------------------------------------------------- class AComputer : public AActor { DECLARE_ACTOR (AComputer, AActor) }; FState AComputer::States[] = { S_BRIGHT (SECR, 'A', 4, NULL, &States[1]), S_BRIGHT (SECR, 'B', 4, NULL, &States[2]), S_BRIGHT (SECR, 'C', 4, NULL, &States[3]), S_BRIGHT (SECR, 'D', 4, NULL, &States[0]), S_BRIGHT (SECR, 'E', 5, A_Bang4Cloud, &States[5]), S_BRIGHT (SECR, 'F', 5, A_NoBlocking, &States[6]), S_BRIGHT (SECR, 'G', 5, A_GiveQuestItem, &States[7]), S_BRIGHT (SECR, 'H', 5, A_TossGib, &States[8]), S_BRIGHT (SECR, 'I', 5, A_Bang4Cloud, &States[9]), S_NORMAL (SECR, 'J', 5, NULL, &States[10]), S_NORMAL (SECR, 'K', 5, A_Bang4Cloud, &States[11]), S_NORMAL (SECR, 'L', 5, NULL, &States[12]), S_NORMAL (SECR, 'M', 5, A_Bang4Cloud, &States[13]), S_NORMAL (SECR, 'N', 5, NULL, &States[14]), S_NORMAL (SECR, 'O', 5, A_Bang4Cloud, &States[15]), S_NORMAL (SECR, 'P',-1, NULL, NULL) }; IMPLEMENT_ACTOR (AComputer, Strife, 182, 0) PROP_SpawnState (0) PROP_SpawnHealth (80) PROP_DeathState (4) PROP_SpeedFixed (27) // was a byte in Strife PROP_RadiusFixed (26) PROP_HeightFixed (128) PROP_MassLong (100000) PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD) PROP_Flags2 (MF2_FLOORCLIP) PROP_Flags4 (MF4_INCOMBAT) PROP_StrifeType (124) PROP_DeathSound ("misc/explosion") END_DEFAULTS // Power Crystal ------------------------------------------------------------ void A_ExtraLightOff (AActor *); void A_Explode512 (AActor *); class APowerCrystal : public AActor { DECLARE_ACTOR (APowerCrystal, AActor) }; FState APowerCrystal::States[] = { S_BRIGHT (CRYS, 'A', 16, A_LoopActiveSound, &States[1]), S_BRIGHT (CRYS, 'B', 5, A_LoopActiveSound, &States[2]), S_BRIGHT (CRYS, 'C', 4, A_LoopActiveSound, &States[3]), S_BRIGHT (CRYS, 'D', 4, A_LoopActiveSound, &States[4]), S_BRIGHT (CRYS, 'E', 4, A_LoopActiveSound, &States[5]), S_BRIGHT (CRYS, 'F', 4, A_LoopActiveSound, &States[0]), S_BRIGHT (BOOM, 'A', 0, A_Scream, &States[7]), // [RH] This seems like a good idea S_BRIGHT (BOOM, 'A', 1, A_Explode512, &States[8]), S_BRIGHT (BOOM, 'B', 3, A_GiveQuestItem, &States[9]), S_BRIGHT (BOOM, 'C', 2, A_LightGoesOut, &States[10]), S_BRIGHT (BOOM, 'D', 3, A_Bang4Cloud, &States[11]), S_BRIGHT (BOOM, 'E', 3, NULL, &States[12]), S_BRIGHT (BOOM, 'F', 3, NULL, &States[13]), S_BRIGHT (BOOM, 'G', 3, A_Bang4Cloud, &States[14]), S_BRIGHT (BOOM, 'H', 1, A_Explode512, &States[15]), S_BRIGHT (BOOM, 'I', 3, NULL, &States[16]), S_BRIGHT (BOOM, 'J', 3, A_Bang4Cloud, &States[17]), S_BRIGHT (BOOM, 'K', 3, A_Bang4Cloud, &States[18]), S_BRIGHT (BOOM, 'L', 3, A_Bang4Cloud, &States[19]), S_BRIGHT (BOOM, 'M', 3, NULL, &States[20]), S_BRIGHT (BOOM, 'N', 3, NULL, &States[21]), S_BRIGHT (BOOM, 'O', 3, A_Bang4Cloud, &States[22]), S_BRIGHT (BOOM, 'P', 3, NULL, &States[23]), S_BRIGHT (BOOM, 'Q', 3, NULL, &States[24]), S_BRIGHT (BOOM, 'R', 3, NULL, &States[25]), S_BRIGHT (BOOM, 'S', 3, NULL, &States[26]), S_BRIGHT (BOOM, 'T', 3, NULL, &States[27]), S_BRIGHT (BOOM, 'U', 3, A_ExtraLightOff, &States[28]), S_BRIGHT (BOOM, 'V', 3, NULL, &States[29]), S_BRIGHT (BOOM, 'W', 3, NULL, &States[30]), S_BRIGHT (BOOM, 'X', 3, NULL, &States[31]), S_BRIGHT (BOOM, 'Y', 3, NULL, NULL) }; IMPLEMENT_ACTOR (APowerCrystal, Strife, 92, 0) PROP_SpawnState (0) PROP_SpawnHealth (50) PROP_DeathState (6) PROP_SpeedFixed (14) // Was a byte in Strife PROP_RadiusFixed (20) // This size seems odd, but that's what the mobjinfo says PROP_HeightFixed (16) PROP_MassLong (99999999) PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_NOGRAVITY|MF_NOBLOOD) PROP_Flags2 (MF2_FLOORCLIP) PROP_StrifeType (201) PROP_DeathSound ("misc/explosion") PROP_ActiveSound ("misc/reactor") END_DEFAULTS void A_ExtraLightOff (AActor *self) { if (self->target != NULL && self->target->player != NULL) { self->target->player->extralight = 0; } } void A_Explode512 (AActor *self) { P_RadiusAttack (self, self->target, 512, 512, MOD_UNKNOWN, true); if (self->target != NULL && self->target->player != NULL) { self->target->player->extralight = 5; } if (self->z <= self->floorz + (512<RenderStyle = STYLE_Add; } void A_LightGoesOut (AActor *self) { AActor *foo; sector_t *sec = self->Sector; vertex_t *spot; fixed_t newheight; sec->lightlevel = 0; newheight = sec->FindLowestFloorSurrounding (&spot); sec->floorplane.d = sec->floorplane.PointToDist (spot, newheight); for (int i = 0; i < 8; ++i) { foo = Spawn("Rubble1", self->x, self->y, self->z); if (foo != NULL) { int t = pr_lightout() & 15; foo->momx = (t - (pr_lightout() & 7)) << FRACBITS; foo->momy = (pr_lightout.Random2() & 7) << FRACBITS; foo->momz = (7 + (pr_lightout() & 3)) << FRACBITS; } } }