gzdoom-gles/src/g_strife/a_acolyte.cpp
Randy Heit a3e8a0cefd - Removed the S_Sound() variant that allows for pointing the origin at an
arbitrary point. It has been replaced with a variant that takes a polyobject
  as a source, since that was the only use that couldn't be rewritten with the
  other variants. This also fixes the bug that polyobject sounds were not
  successfully saved and caused a crash when reloading the game. Note that
  this is a significant change to how equality of sound sources is determined,
  so some things may not behave quite the same as before. (Which would be a
  bug, but hopefully everything still sounds the same.)


SVN r1059 (trunk)
2008-07-01 04:06:56 +00:00

429 lines
13 KiB
C++

#include "actor.h"
#include "m_random.h"
#include "a_action.h"
#include "p_local.h"
#include "p_enemy.h"
#include "s_sound.h"
#include "a_strifeglobal.h"
#include "doomdata.h"
#include "r_translate.h"
void A_BeShadowyFoe (AActor *);
void A_AcolyteBits (AActor *);
void A_AcolyteDie (AActor *);
void A_HideDecepticon (AActor *);
void A_ShootGun (AActor *);
void A_TossGib (AActor *);
void A_ClearShadow (AActor *);
void A_SetShadow (AActor *);
// Base class for the acolytes ----------------------------------------------
class AAcolyte : public AStrifeHumanoid
{
DECLARE_ACTOR (AAcolyte, AStrifeHumanoid)
};
FState AAcolyte::States[] =
{
#define S_ACOLYTE_STND 0
S_NORMAL (AGRD, 'A', 5, A_Look2, &States[S_ACOLYTE_STND]),
S_NORMAL (AGRD, 'B', 8, A_ClearShadow, &States[S_ACOLYTE_STND]),
S_NORMAL (AGRD, 'D', 8, NULL, &States[S_ACOLYTE_STND]),
#define S_ACOLYTE_WANDER (S_ACOLYTE_STND+3)
S_NORMAL (AGRD, 'A', 5, A_Wander, &States[S_ACOLYTE_WANDER+1]),
S_NORMAL (AGRD, 'B', 5, A_Wander, &States[S_ACOLYTE_WANDER+2]),
S_NORMAL (AGRD, 'C', 5, A_Wander, &States[S_ACOLYTE_WANDER+3]),
S_NORMAL (AGRD, 'D', 5, A_Wander, &States[S_ACOLYTE_WANDER+4]),
S_NORMAL (AGRD, 'A', 5, A_Wander, &States[S_ACOLYTE_WANDER+5]),
S_NORMAL (AGRD, 'B', 5, A_Wander, &States[S_ACOLYTE_WANDER+6]),
S_NORMAL (AGRD, 'C', 5, A_Wander, &States[S_ACOLYTE_WANDER+7]),
S_NORMAL (AGRD, 'D', 5, A_Wander, &States[S_ACOLYTE_STND]),
#define S_ACOLYTE_ALTCHASE (S_ACOLYTE_WANDER+8)
S_NORMAL (AGRD, 'A', 6, A_BeShadowyFoe, &States[S_ACOLYTE_ALTCHASE+2]),
#define S_ACOLYTE_CHASE (S_ACOLYTE_ALTCHASE+1)
S_NORMAL (AGRD, 'A', 6, A_AcolyteBits, &States[S_ACOLYTE_CHASE+1]),
S_NORMAL (AGRD, 'B', 6, A_Chase, &States[S_ACOLYTE_CHASE+2]),
S_NORMAL (AGRD, 'C', 6, A_Chase, &States[S_ACOLYTE_CHASE+3]),
S_NORMAL (AGRD, 'D', 6, A_Chase, &States[S_ACOLYTE_CHASE]),
#define S_ACOLYTE_ATK (S_ACOLYTE_CHASE+4)
S_NORMAL (AGRD, 'E', 8, A_FaceTarget, &States[S_ACOLYTE_ATK+1]),
S_NORMAL (AGRD, 'F', 4, A_ShootGun, &States[S_ACOLYTE_ATK+2]),
S_NORMAL (AGRD, 'E', 4, A_ShootGun, &States[S_ACOLYTE_ATK+3]),
S_NORMAL (AGRD, 'F', 6, A_ShootGun, &States[S_ACOLYTE_CHASE]),
#define S_ACOLYTE_ALTPAIN (S_ACOLYTE_ATK+4)
S_NORMAL (AGRD, 'O', 0, A_SetShadow, &States[S_ACOLYTE_ALTPAIN+1]),
S_NORMAL (AGRD, 'O', 8, A_Pain, &States[S_ACOLYTE_ALTCHASE]),
#define S_ACOLYTE_PAIN (S_ACOLYTE_ALTPAIN+2)
S_NORMAL (AGRD, 'O', 8, A_Pain, &States[S_ACOLYTE_CHASE]),
#define S_ACOLYTE_DIE (S_ACOLYTE_PAIN+1)
S_NORMAL (AGRD, 'G', 4, NULL, &States[S_ACOLYTE_DIE+1]),
S_NORMAL (AGRD, 'H', 4, A_Scream, &States[S_ACOLYTE_DIE+2]),
S_NORMAL (AGRD, 'I', 4, NULL, &States[S_ACOLYTE_DIE+3]),
S_NORMAL (AGRD, 'J', 3, NULL, &States[S_ACOLYTE_DIE+4]),
S_NORMAL (AGRD, 'K', 3, A_NoBlocking, &States[S_ACOLYTE_DIE+5]),
S_NORMAL (AGRD, 'L', 3, NULL, &States[S_ACOLYTE_DIE+6]),
S_NORMAL (AGRD, 'M', 3, A_AcolyteDie, &States[S_ACOLYTE_DIE+7]),
S_NORMAL (AGRD, 'N', 1400, NULL, NULL),
#define S_ACOLYTE_XDIE (S_ACOLYTE_DIE+8)
S_NORMAL (GIBS, 'A', 5, A_NoBlocking, &States[S_ACOLYTE_XDIE+1]),
S_NORMAL (GIBS, 'B', 5, A_TossGib, &States[S_ACOLYTE_XDIE+2]),
S_NORMAL (GIBS, 'C', 5, A_TossGib, &States[S_ACOLYTE_XDIE+3]),
S_NORMAL (GIBS, 'D', 4, A_TossGib, &States[S_ACOLYTE_XDIE+4]),
S_NORMAL (GIBS, 'E', 4, A_XScream, &States[S_ACOLYTE_XDIE+5]),
S_NORMAL (GIBS, 'F', 4, A_TossGib, &States[S_ACOLYTE_XDIE+6]),
S_NORMAL (GIBS, 'G', 4, NULL, &States[S_ACOLYTE_XDIE+7]),
S_NORMAL (GIBS, 'H', 4, NULL, &States[S_ACOLYTE_XDIE+8]),
S_NORMAL (GIBS, 'I', 5, NULL, &States[S_ACOLYTE_XDIE+9]),
S_NORMAL (GIBS, 'J', 5, A_AcolyteDie, &States[S_ACOLYTE_XDIE+10]),
S_NORMAL (GIBS, 'K', 5, NULL, &States[S_ACOLYTE_XDIE+11]),
S_NORMAL (GIBS, 'L', 1400, NULL, NULL),
};
IMPLEMENT_ACTOR (AAcolyte, Strife, -1, 0)
PROP_SpawnState (S_ACOLYTE_STND)
PROP_SeeState (S_ACOLYTE_CHASE)
PROP_PainState (S_ACOLYTE_PAIN)
PROP_MissileState (S_ACOLYTE_ATK)
PROP_DeathState (S_ACOLYTE_DIE)
PROP_XDeathState (S_ACOLYTE_XDIE)
PROP_SpawnHealth (70)
PROP_PainChance (150)
PROP_SpeedFixed (7)
PROP_RadiusFixed (24)
PROP_HeightFixed (64)
PROP_Mass (400)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
PROP_Flags2 (MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_MCROSS)
PROP_Flags4 (MF4_SEESDAGGERS|MF4_NOSPLASHALERT)
PROP_MinMissileChance (150)
PROP_Tag ("ACOLYTE")
PROP_SeeSound ("acolyte/sight")
PROP_PainSound ("acolyte/pain")
PROP_AttackSound ("acolyte/rifle")
PROP_DeathSound ("acolyte/death")
PROP_ActiveSound ("acolyte/active")
PROP_Obituary ("$OB_ACOLYTE")
END_DEFAULTS
// Acolyte 1 ----------------------------------------------------------------
class AAcolyteTan : public AAcolyte
{
DECLARE_STATELESS_ACTOR (AAcolyteTan, AAcolyte)
public:
void NoBlockingSet ();
};
IMPLEMENT_STATELESS_ACTOR (AAcolyteTan, Strife, 3002, 0)
PROP_StrifeType (53)
PROP_StrifeTeaserType (52)
PROP_StrifeTeaserType2 (53)
PROP_Flags4 (MF4_MISSILEMORE|MF4_MISSILEEVENMORE|MF4_SEESDAGGERS|MF4_NOSPLASHALERT)
PROP_Tag ("ACOLYTE")
END_DEFAULTS
//============================================================================
//
// AAcolyteTan :: NoBlockingSet
//
// This and the shadow acolyte are the only ones that drop clips by default.
//
//============================================================================
void AAcolyteTan::NoBlockingSet ()
{
P_DropItem (this, "ClipOfBullets", -1, 256);
}
// Acolyte 2 ----------------------------------------------------------------
class AAcolyteRed : public AAcolyte
{
DECLARE_STATELESS_ACTOR (AAcolyteRed, AAcolyte)
};
IMPLEMENT_STATELESS_ACTOR (AAcolyteRed, Strife, 142, 0)
PROP_Translation (TRANSLATION_Standard, 0)
PROP_StrifeType (54)
PROP_StrifeTeaserType (53)
PROP_StrifeTeaserType2 (54)
PROP_Flags4 (MF4_MISSILEMORE|MF4_MISSILEEVENMORE|MF4_SEESDAGGERS|MF4_NOSPLASHALERT)
PROP_Tag ("ACOLYTE")
END_DEFAULTS
// Acolyte 3 ----------------------------------------------------------------
class AAcolyteRust : public AAcolyte
{
DECLARE_STATELESS_ACTOR (AAcolyteRust, AAcolyte)
};
IMPLEMENT_STATELESS_ACTOR (AAcolyteRust, Strife, 143, 0)
PROP_Translation (TRANSLATION_Standard, 1)
PROP_StrifeType (55)
PROP_StrifeTeaserType (54)
PROP_StrifeTeaserType2 (55)
PROP_Flags4 (MF4_MISSILEMORE|MF4_MISSILEEVENMORE|MF4_SEESDAGGERS|MF4_NOSPLASHALERT)
PROP_Tag ("ACOLYTE")
END_DEFAULTS
// Acolyte 4 ----------------------------------------------------------------
class AAcolyteGray : public AAcolyte
{
DECLARE_STATELESS_ACTOR (AAcolyteGray, AAcolyte)
};
IMPLEMENT_STATELESS_ACTOR (AAcolyteGray, Strife, 146, 0)
PROP_Translation (TRANSLATION_Standard, 2)
PROP_StrifeType (56)
PROP_StrifeTeaserType (55)
PROP_StrifeTeaserType2 (56)
PROP_Flags4 (MF4_MISSILEMORE|MF4_MISSILEEVENMORE|MF4_SEESDAGGERS|MF4_NOSPLASHALERT)
PROP_Tag ("ACOLYTE")
END_DEFAULTS
// Acolyte 5 ----------------------------------------------------------------
class AAcolyteDGreen : public AAcolyte
{
DECLARE_STATELESS_ACTOR (AAcolyteDGreen, AAcolyte)
};
IMPLEMENT_STATELESS_ACTOR (AAcolyteDGreen, Strife, 147, 0)
PROP_Translation (TRANSLATION_Standard, 3)
PROP_StrifeType (57)
PROP_StrifeTeaserType (56)
PROP_StrifeTeaserType2 (57)
PROP_Flags4 (MF4_MISSILEMORE|MF4_MISSILEEVENMORE|MF4_SEESDAGGERS|MF4_NOSPLASHALERT)
PROP_Tag ("ACOLYTE")
END_DEFAULTS
// Acolyte 6 ----------------------------------------------------------------
class AAcolyteGold : public AAcolyte
{
DECLARE_STATELESS_ACTOR (AAcolyteGold, AAcolyte)
};
IMPLEMENT_STATELESS_ACTOR (AAcolyteGold, Strife, 148, 0)
PROP_Translation (TRANSLATION_Standard, 4)
PROP_StrifeType (58)
PROP_StrifeTeaserType (57)
PROP_StrifeTeaserType2 (58)
PROP_Flags4 (MF4_MISSILEMORE|MF4_MISSILEEVENMORE|MF4_SEESDAGGERS|MF4_NOSPLASHALERT)
PROP_Tag ("ACOLYTE")
END_DEFAULTS
// Acolyte 7 ----------------------------------------------------------------
class AAcolyteLGreen : public AAcolyte
{
DECLARE_STATELESS_ACTOR (AAcolyteLGreen, AAcolyte)
};
IMPLEMENT_STATELESS_ACTOR (AAcolyteLGreen, Strife, 232, 0)
PROP_Translation (TRANSLATION_Standard, 5)
PROP_SpawnHealth (60)
PROP_StrifeType (59)
PROP_Tag ("ACOLYTE")
END_DEFAULTS
// Acolyte 8 ----------------------------------------------------------------
class AAcolyteBlue : public AAcolyte
{
DECLARE_STATELESS_ACTOR (AAcolyteBlue, AAcolyte)
};
IMPLEMENT_STATELESS_ACTOR (AAcolyteBlue, Strife, 231, 0)
PROP_Translation (TRANSLATION_Standard, 6)
PROP_SpawnHealth (60)
PROP_StrifeType (60)
PROP_Tag ("ACOLYTE")
END_DEFAULTS
// Shadow Acolyte -----------------------------------------------------------
class AAcolyteShadow : public AAcolyte
{
DECLARE_STATELESS_ACTOR (AAcolyteShadow, AAcolyte)
public:
void NoBlockingSet ();
};
IMPLEMENT_STATELESS_ACTOR (AAcolyteShadow, Strife, 58, 0)
PROP_SeeState (S_ACOLYTE_ALTCHASE)
PROP_PainState (S_ACOLYTE_ALTPAIN)
PROP_StrifeType (61)
PROP_StrifeTeaserType (58)
PROP_StrifeTeaserType2 (59)
PROP_Flags4 (MF4_MISSILEMORE|MF4_SEESDAGGERS|MF4_NOSPLASHALERT)
PROP_Tag ("ACOLYTE")
END_DEFAULTS
//============================================================================
//
// AAcolyteShadow :: NoBlockingSet
//
// This and the tan acolyte are the only ones that drop clips by default.
//
//============================================================================
void AAcolyteShadow::NoBlockingSet ()
{
P_DropItem (this, "ClipOfBullets", -1, 256);
}
// Some guy turning into an acolyte -----------------------------------------
class AAcolyteToBe : public AAcolyte
{
DECLARE_ACTOR (AAcolyteToBe, AAcolyte)
};
FState AAcolyteToBe::States[] =
{
#define S_BECOMING_STND 0
S_NORMAL (ARMR, 'A', -1, NULL, NULL),
#define S_BECOMING_PAIN (S_BECOMING_STND+1)
S_NORMAL (ARMR, 'A', -1, A_HideDecepticon, NULL),
#define S_BECOMING_DIEJUMP (S_BECOMING_PAIN+1)
S_NORMAL (GIBS, 'A', 0, NULL, &AAcolyte::States[S_ACOLYTE_XDIE]),
};
IMPLEMENT_ACTOR (AAcolyteToBe, Strife, 201, 0)
PROP_SpawnState (S_BECOMING_STND)
PROP_PainState (S_BECOMING_PAIN)
PROP_DeathState (S_BECOMING_DIEJUMP)
PROP_FlagsClear (MF_COUNTKILL)
PROP_SpawnHealth (61)
PROP_PainChance (255)
PROP_RadiusFixed (20)
PROP_HeightFixed (56)
PROP_StrifeType (29)
PROP_DeathSound ("becoming/death")
END_DEFAULTS
//============================================================================
//
// A_HideDecepticon
//
// Hide the Acolyte-to-be ->
// Hide the guy transforming into an Acolyte ->
// Hide the transformer ->
// Transformers are Autobots and Decepticons, and
// Decepticons are the bad guys, so... ->
//
// Hide the Decepticon!
//
//============================================================================
void A_HideDecepticon (AActor *self)
{
EV_DoDoor (DDoor::doorClose, NULL, self, 999, 8*FRACUNIT, 0, 0, 0);
if (self->target != NULL && self->target->player != NULL)
{
P_NoiseAlert (self->target, self);
}
}
//============================================================================
//
// A_AcolyteDie
//
//============================================================================
void A_AcolyteDie (AActor *self)
{
int i;
// [RH] Disable translucency here.
self->RenderStyle = STYLE_Normal;
// Only the Blue Acolyte does extra stuff on death.
if (!self->IsKindOf (RUNTIME_CLASS(AAcolyteBlue)))
return;
// Make sure somebody is still alive
for (i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i] && players[i].health > 0)
break;
}
if (i == MAXPLAYERS)
return;
// Make sure all the other blue acolytes are dead.
TThinkerIterator<AAcolyteBlue> iterator;
AActor *other;
while ( (other = iterator.Next ()) )
{
if (other != self && other->health > 0)
{ // Found a living one
return;
}
}
players[0].mo->GiveInventoryType (QuestItemClasses[6]);
players[0].SetLogNumber (14);
S_StopSound (CHAN_VOICE);
S_Sound (CHAN_VOICE, "svox/voc14", 1, ATTN_NORM);
}
//============================================================================
//
// A_BeShadowyFoe
//
//============================================================================
void A_BeShadowyFoe (AActor *self)
{
self->RenderStyle = STYLE_Translucent;
self->alpha = HR_SHADOW;
self->flags &= ~MF_FRIENDLY;
}
//============================================================================
//
// A_AcolyteBits
//
//============================================================================
void A_AcolyteBits (AActor *self)
{
if (self->SpawnFlags & MTF_SHADOW)
{
A_BeShadowyFoe (self);
}
if (self->SpawnFlags & MTF_ALTSHADOW)
{
//self->flags |= MF_STRIFEx8000000;
if (self->flags & MF_SHADOW)
{
// I dunno.
}
else
{
self->RenderStyle.BlendOp = STYLEOP_None;
}
}
}