gzdoom-gles/src/g_strife/a_thingstoblowup.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

284 lines
8.6 KiB
C++

#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<ABang4Cloud> (spawnx, spawny, self->z, ALLOW_REPLACE);
}
// 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<AInventory *>(Spawn (QuestItemClasses[questitem-1], 0,0,0, NO_REPLACE));
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, NAME_None, true);
if (self->target != NULL && self->target->player != NULL)
{
self->target->player->extralight = 5;
}
if (self->z <= self->floorz + (512<<FRACBITS))
{
P_HitFloor (self);
}
// Strife didn't do this next part, but it looks good
self->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, ALLOW_REPLACE);
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;
}
}
}