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