mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-19 19:01:24 +00:00
063c85b157
with an FString now. - Fixed: The music strings in the default level info were never freed and caused memory leaks when used repeatedly. - Fixed: The intermusic string in the level info was never freed. - Fixed: The default fire obituary should only be printed if the damage came from the environment. If it comes from a monster the monster specific obituary should be used instead. - Added custom damage types from the floating point test release. - Changed Pain Elemental's massacre check. Now A_PainDie checks for the damage type and doesn't spawn anything if it is NAME_Massacre. A_PainDie can also be used by other actors so a more generalized approach is needed than hard coding it into the Pain Elemental. - Converted a few of Doom's monsters to DECORATE because I couldn't test the first version of the custom state code with the corpses inheriting from them. - Added custom states from last year's floating point test release and fixed some bugs I found in that code. Unfortunately it wasn't all salvageable and it was easier to recreate some parts from scratch. SVN r368 (trunk)
142 lines
5.1 KiB
C++
142 lines
5.1 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 "s_sound.h"
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#include "a_strifeglobal.h"
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static FRandom pr_templar ("Templar");
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void A_ReaverMelee (AActor *);
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void A_TossGib (AActor *);
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void A_1fce8 (AActor *);
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// Templar ------------------------------------------------------------------
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class ATemplar : public AActor
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{
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DECLARE_ACTOR (ATemplar, AActor)
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public:
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void NoBlockingSet ();
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};
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FState ATemplar::States[] =
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{
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#define S_TEMPLAR_STAND 0
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S_NORMAL (PGRD, 'A', 5, A_Look2, &States[S_TEMPLAR_STAND]),
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S_NORMAL (PGRD, 'B', 10, NULL, &States[S_TEMPLAR_STAND]),
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S_NORMAL (PGRD, 'C', 10, NULL, &States[S_TEMPLAR_STAND]),
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S_NORMAL (PGRD, 'B', 10, A_Wander, &States[S_TEMPLAR_STAND]),
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#define S_TEMPLAR_CHASE (S_TEMPLAR_STAND+4)
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S_NORMAL (PGRD, 'A', 3, A_Chase, &States[S_TEMPLAR_CHASE+1]),
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S_NORMAL (PGRD, 'A', 3, A_Chase, &States[S_TEMPLAR_CHASE+2]),
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S_NORMAL (PGRD, 'B', 3, A_Chase, &States[S_TEMPLAR_CHASE+3]),
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S_NORMAL (PGRD, 'B', 3, A_Chase, &States[S_TEMPLAR_CHASE+4]),
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S_NORMAL (PGRD, 'C', 3, A_Chase, &States[S_TEMPLAR_CHASE+5]),
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S_NORMAL (PGRD, 'C', 3, A_Chase, &States[S_TEMPLAR_CHASE+6]),
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S_NORMAL (PGRD, 'D', 3, A_Chase, &States[S_TEMPLAR_CHASE+7]),
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S_NORMAL (PGRD, 'D', 3, A_Chase, &States[S_TEMPLAR_CHASE]),
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#define S_TEMPLAR_MELEE (S_TEMPLAR_CHASE+8)
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S_NORMAL (PGRD, 'E', 8, A_FaceTarget, &States[S_TEMPLAR_MELEE+1]),
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S_NORMAL (PGRD, 'F', 8, A_ReaverMelee, &States[S_TEMPLAR_CHASE]),
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#define S_TEMPLAR_MISSILE (S_TEMPLAR_MELEE+2)
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S_BRIGHT (PGRD, 'G', 8, A_FaceTarget, &States[S_TEMPLAR_MISSILE+1]),
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S_BRIGHT (PGRD, 'H', 8, A_1fce8, &States[S_TEMPLAR_CHASE]),
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#define S_TEMPLAR_PAIN (S_TEMPLAR_MISSILE+2)
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S_NORMAL (PGRD, 'A', 2, NULL, &States[S_TEMPLAR_PAIN+1]),
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S_NORMAL (PGRD, 'A', 2, A_Pain, &States[S_TEMPLAR_CHASE]),
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#define S_TEMPLAR_DIE (S_TEMPLAR_PAIN+2)
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S_BRIGHT (PGRD, 'I', 4, A_TossGib, &States[S_TEMPLAR_DIE+1]),
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S_BRIGHT (PGRD, 'J', 4, A_Scream, &States[S_TEMPLAR_DIE+2]),
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S_BRIGHT (PGRD, 'K', 4, A_TossGib, &States[S_TEMPLAR_DIE+3]),
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S_BRIGHT (PGRD, 'L', 4, A_NoBlocking, &States[S_TEMPLAR_DIE+4]),
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S_BRIGHT (PGRD, 'M', 4, NULL, &States[S_TEMPLAR_DIE+5]),
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S_BRIGHT (PGRD, 'N', 4, NULL, &States[S_TEMPLAR_DIE+6]),
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S_NORMAL (PGRD, 'O', 4, A_TossGib, &States[S_TEMPLAR_DIE+7]),
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S_NORMAL (PGRD, 'P', 4, NULL, &States[S_TEMPLAR_DIE+8]),
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S_NORMAL (PGRD, 'Q', 4, NULL, &States[S_TEMPLAR_DIE+9]),
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S_NORMAL (PGRD, 'R', 4, NULL, &States[S_TEMPLAR_DIE+10]),
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S_NORMAL (PGRD, 'S', 4, NULL, &States[S_TEMPLAR_DIE+11]),
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S_NORMAL (PGRD, 'T', 4, NULL, &States[S_TEMPLAR_DIE+12]),
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S_NORMAL (PGRD, 'U', 4, NULL, &States[S_TEMPLAR_DIE+13]),
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S_NORMAL (PGRD, 'V', 4, NULL, &States[S_TEMPLAR_DIE+14]),
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S_NORMAL (PGRD, 'W', 4, NULL, &States[S_TEMPLAR_DIE+15]),
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S_NORMAL (PGRD, 'X', 4, NULL, &States[S_TEMPLAR_DIE+16]),
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S_NORMAL (PGRD, 'Y', 4, NULL, &States[S_TEMPLAR_DIE+17]),
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S_NORMAL (PGRD, 'Z', 4, NULL, &States[S_TEMPLAR_DIE+18]),
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S_NORMAL (PGRD, '[', 4, NULL, &States[S_TEMPLAR_DIE+19]),
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S_NORMAL (PGRD, '\\',-1, NULL, NULL),
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};
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IMPLEMENT_ACTOR (ATemplar, Strife, 3003, 0)
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PROP_StrifeType (62)
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PROP_StrifeTeaserType (61)
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PROP_StrifeTeaserType2 (62)
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PROP_SpawnHealth (300)
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PROP_SpawnState (S_TEMPLAR_STAND)
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PROP_SeeState (S_TEMPLAR_CHASE)
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PROP_PainState (S_TEMPLAR_PAIN)
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PROP_PainChance (100)
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PROP_MeleeState (S_TEMPLAR_MELEE)
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PROP_MissileState (S_TEMPLAR_MISSILE)
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PROP_DeathState (S_TEMPLAR_DIE)
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PROP_SpeedFixed (8)
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PROP_RadiusFixed (20)
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PROP_HeightFixed (60)
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PROP_Mass (500)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD|MF_COUNTKILL)
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PROP_Flags2 (MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_MCROSS)
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PROP_Flags4 (MF4_SEESDAGGERS|MF4_NOSPLASHALERT)
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PROP_MaxDropOffHeight (32)
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PROP_MinMissileChance (150)
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PROP_SeeSound ("templar/sight")
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PROP_PainSound ("templar/pain")
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PROP_DeathSound ("templar/death")
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PROP_ActiveSound ("templar/active")
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PROP_Tag ("TEMPLAR") // Known as "Enforcer" in earlier versions.
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END_DEFAULTS
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//============================================================================
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//
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// ATemplar :: NoBlockingSet
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//
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//============================================================================
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void ATemplar::NoBlockingSet ()
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{
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P_DropItem (this, "EnergyPod", 20, 256);
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}
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class AMaulerPuff : public AActor
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{
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DECLARE_ACTOR (AMaulerPuff, AActor)
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};
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void A_1fce8 (AActor *self)
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{
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int damage;
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angle_t angle;
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int pitch;
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int pitchdiff;
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if (self->target == NULL)
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return;
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S_Sound (self, CHAN_WEAPON, "templar/shoot", 1, ATTN_NORM);
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A_FaceTarget (self);
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pitch = P_AimLineAttack (self, self->angle, MISSILERANGE);
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for (int i = 0; i < 10; ++i)
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{
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damage = (pr_templar() & 4) * 2;
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angle = self->angle + (pr_templar.Random2() << 19);
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pitchdiff = pr_templar.Random2() * 332063;
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P_LineAttack (self, angle, MISSILERANGE+64*FRACUNIT, pitch+pitchdiff, damage, NAME_Disintegrate, RUNTIME_CLASS(AMaulerPuff));
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}
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}
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