gzdoom-gles/src/g_heretic/a_wizard.cpp
Christoph Oelckers 063c85b157 - Fixed: The global WeaponSection string was never freed. It has been replaced
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)
2006-10-31 14:53:21 +00:00

200 lines
6.3 KiB
C++

#include "actor.h"
#include "info.h"
#include "m_random.h"
#include "s_sound.h"
#include "p_local.h"
#include "p_enemy.h"
#include "a_hereticglobal.h"
#include "a_action.h"
#include "gstrings.h"
static FRandom pr_wizatk3 ("WizAtk3");
void A_WizAtk1 (AActor *);
void A_WizAtk2 (AActor *);
void A_WizAtk3 (AActor *);
void A_GhostOff (AActor *);
// Class definitions --------------------------------------------------------
FState AWizard::States[] =
{
#define S_WIZARD_LOOK 0
S_NORMAL (WZRD, 'A', 10, A_Look , &States[S_WIZARD_LOOK+1]),
S_NORMAL (WZRD, 'B', 10, A_Look , &States[S_WIZARD_LOOK+0]),
#define S_WIZARD_WALK (S_WIZARD_LOOK+2)
S_NORMAL (WZRD, 'A', 3, A_Chase , &States[S_WIZARD_WALK+1]),
S_NORMAL (WZRD, 'A', 4, A_Chase , &States[S_WIZARD_WALK+2]),
S_NORMAL (WZRD, 'A', 3, A_Chase , &States[S_WIZARD_WALK+3]),
S_NORMAL (WZRD, 'A', 4, A_Chase , &States[S_WIZARD_WALK+4]),
S_NORMAL (WZRD, 'B', 3, A_Chase , &States[S_WIZARD_WALK+5]),
S_NORMAL (WZRD, 'B', 4, A_Chase , &States[S_WIZARD_WALK+6]),
S_NORMAL (WZRD, 'B', 3, A_Chase , &States[S_WIZARD_WALK+7]),
S_NORMAL (WZRD, 'B', 4, A_Chase , &States[S_WIZARD_WALK+0]),
#define S_WIZARD_ATK (S_WIZARD_WALK+8)
S_NORMAL (WZRD, 'C', 4, A_WizAtk1 , &States[S_WIZARD_ATK+1]),
S_NORMAL (WZRD, 'C', 4, A_WizAtk2 , &States[S_WIZARD_ATK+2]),
S_NORMAL (WZRD, 'C', 4, A_WizAtk1 , &States[S_WIZARD_ATK+3]),
S_NORMAL (WZRD, 'C', 4, A_WizAtk2 , &States[S_WIZARD_ATK+4]),
S_NORMAL (WZRD, 'C', 4, A_WizAtk1 , &States[S_WIZARD_ATK+5]),
S_NORMAL (WZRD, 'C', 4, A_WizAtk2 , &States[S_WIZARD_ATK+6]),
S_NORMAL (WZRD, 'C', 4, A_WizAtk1 , &States[S_WIZARD_ATK+7]),
S_NORMAL (WZRD, 'C', 4, A_WizAtk2 , &States[S_WIZARD_ATK+8]),
S_NORMAL (WZRD, 'D', 12, A_WizAtk3 , &States[S_WIZARD_WALK+0]),
#define S_WIZARD_PAIN (S_WIZARD_ATK+9)
S_NORMAL (WZRD, 'E', 3, A_GhostOff , &States[S_WIZARD_PAIN+1]),
S_NORMAL (WZRD, 'E', 3, A_Pain , &States[S_WIZARD_WALK+0]),
#define S_WIZARD_DIE (S_WIZARD_PAIN+2)
S_NORMAL (WZRD, 'F', 6, A_GhostOff , &States[S_WIZARD_DIE+1]),
S_NORMAL (WZRD, 'G', 6, A_Scream , &States[S_WIZARD_DIE+2]),
S_NORMAL (WZRD, 'H', 6, NULL , &States[S_WIZARD_DIE+3]),
S_NORMAL (WZRD, 'I', 6, NULL , &States[S_WIZARD_DIE+4]),
S_NORMAL (WZRD, 'J', 6, A_NoBlocking , &States[S_WIZARD_DIE+5]),
S_NORMAL (WZRD, 'K', 6, NULL , &States[S_WIZARD_DIE+6]),
S_NORMAL (WZRD, 'L', 6, NULL , &States[S_WIZARD_DIE+7]),
S_NORMAL (WZRD, 'M', -1, NULL , NULL)
};
IMPLEMENT_ACTOR (AWizard, Heretic, 15, 19)
PROP_SpawnHealth (180)
PROP_RadiusFixed (16)
PROP_HeightFixed (68)
PROP_Mass (100)
PROP_SpeedFixed (12)
PROP_PainChance (64)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL|MF_FLOAT|MF_NOGRAVITY)
PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL)
PROP_Flags3 (MF3_DONTOVERLAP)
PROP_SpawnState (S_WIZARD_LOOK)
PROP_SeeState (S_WIZARD_WALK)
PROP_PainState (S_WIZARD_PAIN)
PROP_MissileState (S_WIZARD_ATK)
PROP_DeathState (S_WIZARD_DIE)
PROP_SeeSound ("wizard/sight")
PROP_AttackSound ("wizard/attack")
PROP_PainSound ("wizard/pain")
PROP_DeathSound ("wizard/death")
PROP_ActiveSound ("wizard/active")
PROP_Obituary("$OB_WIZARD")
PROP_HitObituary("$OB_WIZARDHIT")
END_DEFAULTS
void AWizard::NoBlockingSet ()
{
P_DropItem (this, "BlasterAmmo", 10, 84);
P_DropItem (this, "ArtiTomeOfPower", 0, 4);
}
class AWizardFX1 : public AActor
{
DECLARE_ACTOR (AWizardFX1, AActor)
};
FState AWizardFX1::States[] =
{
#define S_WIZFX1 0
S_BRIGHT (FX11, 'A', 6, NULL , &States[S_WIZFX1+1]),
S_BRIGHT (FX11, 'B', 6, NULL , &States[S_WIZFX1+0]),
#define S_WIZFXI1 (S_WIZFX1+2)
S_BRIGHT (FX11, 'C', 5, NULL , &States[S_WIZFXI1+1]),
S_BRIGHT (FX11, 'D', 5, NULL , &States[S_WIZFXI1+2]),
S_BRIGHT (FX11, 'E', 5, NULL , &States[S_WIZFXI1+3]),
S_BRIGHT (FX11, 'F', 5, NULL , &States[S_WIZFXI1+4]),
S_BRIGHT (FX11, 'G', 5, NULL , NULL)
};
IMPLEMENT_ACTOR (AWizardFX1, Heretic, -1, 140)
PROP_RadiusFixed (10)
PROP_HeightFixed (6)
PROP_SpeedFixed (18)
PROP_Damage (3)
PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
PROP_Flags2 (MF2_NOTELEPORT)
PROP_RenderStyle (STYLE_Add)
PROP_SpawnState (S_WIZFX1)
PROP_DeathState (S_WIZFXI1)
END_DEFAULTS
AT_SPEED_SET (WizardFX1, speed)
{
SimpleSpeedSetter (AWizardFX1, 18*FRACUNIT, 24*FRACUNIT, speed);
}
// --- Action functions -----------------------------------------------------
//----------------------------------------------------------------------------
//
// PROC A_GhostOff
//
//----------------------------------------------------------------------------
void A_GhostOff (AActor *actor)
{
actor->RenderStyle = STYLE_Normal;
actor->flags3 &= ~MF3_GHOST;
}
//----------------------------------------------------------------------------
//
// PROC A_WizAtk1
//
//----------------------------------------------------------------------------
void A_WizAtk1 (AActor *actor)
{
A_FaceTarget (actor);
A_GhostOff (actor);
}
//----------------------------------------------------------------------------
//
// PROC A_WizAtk2
//
//----------------------------------------------------------------------------
void A_WizAtk2 (AActor *actor)
{
A_FaceTarget (actor);
actor->alpha = HR_SHADOW;
actor->RenderStyle = STYLE_Translucent;
actor->flags3 |= MF3_GHOST;
}
//----------------------------------------------------------------------------
//
// PROC A_WizAtk3
//
//----------------------------------------------------------------------------
void A_WizAtk3 (AActor *actor)
{
AActor *mo;
A_GhostOff (actor);
if (!actor->target)
{
return;
}
S_SoundID (actor, CHAN_WEAPON, actor->AttackSound, 1, ATTN_NORM);
if (actor->CheckMeleeRange())
{
int damage = pr_wizatk3.HitDice (4);
P_DamageMobj (actor->target, actor, actor, damage, NAME_Melee);
P_TraceBleed (damage, actor->target, actor);
return;
}
mo = P_SpawnMissile (actor, actor->target, RUNTIME_CLASS(AWizardFX1));
if (mo != NULL)
{
P_SpawnMissileAngle(actor, RUNTIME_CLASS(AWizardFX1), mo->angle-(ANG45/8), mo->momz);
P_SpawnMissileAngle(actor, RUNTIME_CLASS(AWizardFX1), mo->angle+(ANG45/8), mo->momz);
}
}