mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-19 10:51:26 +00:00
0535d15df3
- Moved the common code of ACS and DECORATE translation generation into the FRemapTable class. - Fixed: The DECORATE translation code was not changed for the new data structures. - Expanded range of ACS and DECORATE translations to 65535. - Fixed: R_CopyTranslation was not altered for the new functionality. I removed the function and replaced the one use with a simple assignment. SVN r644 (trunk)
429 lines
13 KiB
C++
429 lines
13 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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#include "doomdata.h"
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#include "r_translate.h"
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void A_BeShadowyFoe (AActor *);
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void A_AcolyteBits (AActor *);
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void A_AcolyteDie (AActor *);
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void A_HideDecepticon (AActor *);
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void A_ShootGun (AActor *);
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void A_TossGib (AActor *);
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void A_ClearShadow (AActor *);
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void A_SetShadow (AActor *);
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// Base class for the acolytes ----------------------------------------------
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class AAcolyte : public AStrifeHumanoid
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{
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DECLARE_ACTOR (AAcolyte, AStrifeHumanoid)
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};
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FState AAcolyte::States[] =
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{
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#define S_ACOLYTE_STND 0
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S_NORMAL (AGRD, 'A', 5, A_Look2, &States[S_ACOLYTE_STND]),
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S_NORMAL (AGRD, 'B', 8, A_ClearShadow, &States[S_ACOLYTE_STND]),
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S_NORMAL (AGRD, 'D', 8, NULL, &States[S_ACOLYTE_STND]),
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#define S_ACOLYTE_WANDER (S_ACOLYTE_STND+3)
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S_NORMAL (AGRD, 'A', 5, A_Wander, &States[S_ACOLYTE_WANDER+1]),
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S_NORMAL (AGRD, 'B', 5, A_Wander, &States[S_ACOLYTE_WANDER+2]),
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S_NORMAL (AGRD, 'C', 5, A_Wander, &States[S_ACOLYTE_WANDER+3]),
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S_NORMAL (AGRD, 'D', 5, A_Wander, &States[S_ACOLYTE_WANDER+4]),
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S_NORMAL (AGRD, 'A', 5, A_Wander, &States[S_ACOLYTE_WANDER+5]),
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S_NORMAL (AGRD, 'B', 5, A_Wander, &States[S_ACOLYTE_WANDER+6]),
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S_NORMAL (AGRD, 'C', 5, A_Wander, &States[S_ACOLYTE_WANDER+7]),
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S_NORMAL (AGRD, 'D', 5, A_Wander, &States[S_ACOLYTE_STND]),
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#define S_ACOLYTE_ALTCHASE (S_ACOLYTE_WANDER+8)
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S_NORMAL (AGRD, 'A', 6, A_BeShadowyFoe, &States[S_ACOLYTE_ALTCHASE+2]),
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#define S_ACOLYTE_CHASE (S_ACOLYTE_ALTCHASE+1)
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S_NORMAL (AGRD, 'A', 6, A_AcolyteBits, &States[S_ACOLYTE_CHASE+1]),
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S_NORMAL (AGRD, 'B', 6, A_Chase, &States[S_ACOLYTE_CHASE+2]),
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S_NORMAL (AGRD, 'C', 6, A_Chase, &States[S_ACOLYTE_CHASE+3]),
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S_NORMAL (AGRD, 'D', 6, A_Chase, &States[S_ACOLYTE_CHASE]),
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#define S_ACOLYTE_ATK (S_ACOLYTE_CHASE+4)
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S_NORMAL (AGRD, 'E', 8, A_FaceTarget, &States[S_ACOLYTE_ATK+1]),
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S_NORMAL (AGRD, 'F', 4, A_ShootGun, &States[S_ACOLYTE_ATK+2]),
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S_NORMAL (AGRD, 'E', 4, A_ShootGun, &States[S_ACOLYTE_ATK+3]),
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S_NORMAL (AGRD, 'F', 6, A_ShootGun, &States[S_ACOLYTE_CHASE]),
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#define S_ACOLYTE_ALTPAIN (S_ACOLYTE_ATK+4)
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S_NORMAL (AGRD, 'O', 0, A_SetShadow, &States[S_ACOLYTE_ALTPAIN+1]),
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S_NORMAL (AGRD, 'O', 8, A_Pain, &States[S_ACOLYTE_ALTCHASE]),
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#define S_ACOLYTE_PAIN (S_ACOLYTE_ALTPAIN+2)
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S_NORMAL (AGRD, 'O', 8, A_Pain, &States[S_ACOLYTE_CHASE]),
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#define S_ACOLYTE_DIE (S_ACOLYTE_PAIN+1)
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S_NORMAL (AGRD, 'G', 4, NULL, &States[S_ACOLYTE_DIE+1]),
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S_NORMAL (AGRD, 'H', 4, A_Scream, &States[S_ACOLYTE_DIE+2]),
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S_NORMAL (AGRD, 'I', 4, NULL, &States[S_ACOLYTE_DIE+3]),
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S_NORMAL (AGRD, 'J', 3, NULL, &States[S_ACOLYTE_DIE+4]),
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S_NORMAL (AGRD, 'K', 3, A_NoBlocking, &States[S_ACOLYTE_DIE+5]),
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S_NORMAL (AGRD, 'L', 3, NULL, &States[S_ACOLYTE_DIE+6]),
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S_NORMAL (AGRD, 'M', 3, A_AcolyteDie, &States[S_ACOLYTE_DIE+7]),
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S_NORMAL (AGRD, 'N', 1400, NULL, NULL),
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#define S_ACOLYTE_XDIE (S_ACOLYTE_DIE+8)
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S_NORMAL (GIBS, 'A', 5, A_NoBlocking, &States[S_ACOLYTE_XDIE+1]),
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S_NORMAL (GIBS, 'B', 5, A_TossGib, &States[S_ACOLYTE_XDIE+2]),
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S_NORMAL (GIBS, 'C', 5, A_TossGib, &States[S_ACOLYTE_XDIE+3]),
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S_NORMAL (GIBS, 'D', 4, A_TossGib, &States[S_ACOLYTE_XDIE+4]),
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S_NORMAL (GIBS, 'E', 4, A_XScream, &States[S_ACOLYTE_XDIE+5]),
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S_NORMAL (GIBS, 'F', 4, A_TossGib, &States[S_ACOLYTE_XDIE+6]),
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S_NORMAL (GIBS, 'G', 4, NULL, &States[S_ACOLYTE_XDIE+7]),
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S_NORMAL (GIBS, 'H', 4, NULL, &States[S_ACOLYTE_XDIE+8]),
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S_NORMAL (GIBS, 'I', 5, NULL, &States[S_ACOLYTE_XDIE+9]),
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S_NORMAL (GIBS, 'J', 5, A_AcolyteDie, &States[S_ACOLYTE_XDIE+10]),
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S_NORMAL (GIBS, 'K', 5, NULL, &States[S_ACOLYTE_XDIE+11]),
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S_NORMAL (GIBS, 'L', 1400, NULL, NULL),
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};
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IMPLEMENT_ACTOR (AAcolyte, Strife, -1, 0)
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PROP_SpawnState (S_ACOLYTE_STND)
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PROP_SeeState (S_ACOLYTE_CHASE)
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PROP_PainState (S_ACOLYTE_PAIN)
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PROP_MissileState (S_ACOLYTE_ATK)
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PROP_DeathState (S_ACOLYTE_DIE)
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PROP_XDeathState (S_ACOLYTE_XDIE)
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PROP_SpawnHealth (70)
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PROP_PainChance (150)
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PROP_SpeedFixed (7)
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PROP_RadiusFixed (24)
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PROP_HeightFixed (64)
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PROP_Mass (400)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|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_MinMissileChance (150)
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PROP_Tag ("ACOLYTE")
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PROP_SeeSound ("acolyte/sight")
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PROP_PainSound ("acolyte/pain")
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PROP_AttackSound ("acolyte/rifle")
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PROP_DeathSound ("acolyte/death")
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PROP_ActiveSound ("acolyte/active")
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PROP_Obituary ("$OB_ACOLYTE")
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END_DEFAULTS
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// Acolyte 1 ----------------------------------------------------------------
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class AAcolyteTan : public AAcolyte
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{
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DECLARE_STATELESS_ACTOR (AAcolyteTan, AAcolyte)
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public:
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void NoBlockingSet ();
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};
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IMPLEMENT_STATELESS_ACTOR (AAcolyteTan, Strife, 3002, 0)
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PROP_StrifeType (53)
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PROP_StrifeTeaserType (52)
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PROP_StrifeTeaserType2 (53)
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PROP_Flags4 (MF4_MISSILEMORE|MF4_MISSILEEVENMORE|MF4_SEESDAGGERS|MF4_NOSPLASHALERT)
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PROP_Tag ("ACOLYTE")
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END_DEFAULTS
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//============================================================================
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//
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// AAcolyteTan :: NoBlockingSet
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//
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// This and the shadow acolyte are the only ones that drop clips by default.
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//
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//============================================================================
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void AAcolyteTan::NoBlockingSet ()
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{
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P_DropItem (this, "ClipOfBullets", -1, 256);
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}
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// Acolyte 2 ----------------------------------------------------------------
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class AAcolyteRed : public AAcolyte
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{
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DECLARE_STATELESS_ACTOR (AAcolyteRed, AAcolyte)
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};
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IMPLEMENT_STATELESS_ACTOR (AAcolyteRed, Strife, 142, 0)
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PROP_Translation (TRANSLATION_Standard, 0)
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PROP_StrifeType (54)
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PROP_StrifeTeaserType (53)
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PROP_StrifeTeaserType2 (54)
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PROP_Flags4 (MF4_MISSILEMORE|MF4_MISSILEEVENMORE|MF4_SEESDAGGERS|MF4_NOSPLASHALERT)
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PROP_Tag ("ACOLYTE")
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END_DEFAULTS
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// Acolyte 3 ----------------------------------------------------------------
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class AAcolyteRust : public AAcolyte
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{
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DECLARE_STATELESS_ACTOR (AAcolyteRust, AAcolyte)
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};
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IMPLEMENT_STATELESS_ACTOR (AAcolyteRust, Strife, 143, 0)
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PROP_Translation (TRANSLATION_Standard, 1)
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PROP_StrifeType (55)
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PROP_StrifeTeaserType (54)
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PROP_StrifeTeaserType2 (55)
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PROP_Flags4 (MF4_MISSILEMORE|MF4_MISSILEEVENMORE|MF4_SEESDAGGERS|MF4_NOSPLASHALERT)
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PROP_Tag ("ACOLYTE")
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END_DEFAULTS
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// Acolyte 4 ----------------------------------------------------------------
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class AAcolyteGray : public AAcolyte
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{
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DECLARE_STATELESS_ACTOR (AAcolyteGray, AAcolyte)
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};
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IMPLEMENT_STATELESS_ACTOR (AAcolyteGray, Strife, 146, 0)
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PROP_Translation (TRANSLATION_Standard, 2)
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PROP_StrifeType (56)
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PROP_StrifeTeaserType (55)
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PROP_StrifeTeaserType2 (56)
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PROP_Flags4 (MF4_MISSILEMORE|MF4_MISSILEEVENMORE|MF4_SEESDAGGERS|MF4_NOSPLASHALERT)
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PROP_Tag ("ACOLYTE")
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END_DEFAULTS
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// Acolyte 5 ----------------------------------------------------------------
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class AAcolyteDGreen : public AAcolyte
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{
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DECLARE_STATELESS_ACTOR (AAcolyteDGreen, AAcolyte)
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};
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IMPLEMENT_STATELESS_ACTOR (AAcolyteDGreen, Strife, 147, 0)
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PROP_Translation (TRANSLATION_Standard, 3)
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PROP_StrifeType (57)
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PROP_StrifeTeaserType (56)
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PROP_StrifeTeaserType2 (57)
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PROP_Flags4 (MF4_MISSILEMORE|MF4_MISSILEEVENMORE|MF4_SEESDAGGERS|MF4_NOSPLASHALERT)
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PROP_Tag ("ACOLYTE")
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END_DEFAULTS
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// Acolyte 6 ----------------------------------------------------------------
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class AAcolyteGold : public AAcolyte
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{
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DECLARE_STATELESS_ACTOR (AAcolyteGold, AAcolyte)
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};
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IMPLEMENT_STATELESS_ACTOR (AAcolyteGold, Strife, 148, 0)
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PROP_Translation (TRANSLATION_Standard, 4)
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PROP_StrifeType (58)
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PROP_StrifeTeaserType (57)
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PROP_StrifeTeaserType2 (58)
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PROP_Flags4 (MF4_MISSILEMORE|MF4_MISSILEEVENMORE|MF4_SEESDAGGERS|MF4_NOSPLASHALERT)
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PROP_Tag ("ACOLYTE")
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END_DEFAULTS
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// Acolyte 7 ----------------------------------------------------------------
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class AAcolyteLGreen : public AAcolyte
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{
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DECLARE_STATELESS_ACTOR (AAcolyteLGreen, AAcolyte)
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};
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IMPLEMENT_STATELESS_ACTOR (AAcolyteLGreen, Strife, 232, 0)
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PROP_Translation (TRANSLATION_Standard, 5)
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PROP_SpawnHealth (60)
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PROP_StrifeType (59)
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PROP_Tag ("ACOLYTE")
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END_DEFAULTS
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// Acolyte 8 ----------------------------------------------------------------
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class AAcolyteBlue : public AAcolyte
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{
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DECLARE_STATELESS_ACTOR (AAcolyteBlue, AAcolyte)
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};
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IMPLEMENT_STATELESS_ACTOR (AAcolyteBlue, Strife, 231, 0)
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PROP_Translation (TRANSLATION_Standard, 6)
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PROP_SpawnHealth (60)
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PROP_StrifeType (60)
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PROP_Tag ("ACOLYTE")
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END_DEFAULTS
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// Shadow Acolyte -----------------------------------------------------------
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class AAcolyteShadow : public AAcolyte
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{
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DECLARE_STATELESS_ACTOR (AAcolyteShadow, AAcolyte)
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public:
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void NoBlockingSet ();
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};
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IMPLEMENT_STATELESS_ACTOR (AAcolyteShadow, Strife, 58, 0)
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PROP_SeeState (S_ACOLYTE_ALTCHASE)
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PROP_PainState (S_ACOLYTE_ALTPAIN)
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PROP_StrifeType (61)
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PROP_StrifeTeaserType (58)
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PROP_StrifeTeaserType2 (59)
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PROP_Flags4 (MF4_MISSILEMORE|MF4_SEESDAGGERS|MF4_NOSPLASHALERT)
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PROP_Tag ("ACOLYTE")
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END_DEFAULTS
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//============================================================================
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//
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// AAcolyteShadow :: NoBlockingSet
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//
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// This and the tan acolyte are the only ones that drop clips by default.
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//
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//============================================================================
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void AAcolyteShadow::NoBlockingSet ()
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{
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P_DropItem (this, "ClipOfBullets", -1, 256);
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}
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// Some guy turning into an acolyte -----------------------------------------
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class AAcolyteToBe : public AAcolyte
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{
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DECLARE_ACTOR (AAcolyteToBe, AAcolyte)
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};
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FState AAcolyteToBe::States[] =
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{
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#define S_BECOMING_STND 0
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S_NORMAL (ARMR, 'A', -1, NULL, NULL),
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#define S_BECOMING_PAIN (S_BECOMING_STND+1)
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S_NORMAL (ARMR, 'A', -1, A_HideDecepticon, NULL),
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#define S_BECOMING_DIEJUMP (S_BECOMING_PAIN+1)
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S_NORMAL (GIBS, 'A', 0, NULL, &AAcolyte::States[S_ACOLYTE_XDIE]),
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};
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IMPLEMENT_ACTOR (AAcolyteToBe, Strife, 201, 0)
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PROP_SpawnState (S_BECOMING_STND)
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PROP_PainState (S_BECOMING_PAIN)
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PROP_DeathState (S_BECOMING_DIEJUMP)
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PROP_FlagsClear (MF_COUNTKILL)
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PROP_SpawnHealth (61)
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PROP_PainChance (255)
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PROP_RadiusFixed (20)
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PROP_HeightFixed (56)
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PROP_StrifeType (29)
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PROP_DeathSound ("becoming/death")
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END_DEFAULTS
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//============================================================================
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//
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// A_HideDecepticon
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//
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// Hide the Acolyte-to-be ->
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// Hide the guy transforming into an Acolyte ->
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// Hide the transformer ->
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// Transformers are Autobots and Decepticons, and
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// Decepticons are the bad guys, so... ->
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//
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// Hide the Decepticon!
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//
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//============================================================================
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void A_HideDecepticon (AActor *self)
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{
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EV_DoDoor (DDoor::doorClose, NULL, self, 999, 8*FRACUNIT, 0, 0, 0);
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if (self->target != NULL && self->target->player != NULL)
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{
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P_NoiseAlert (self->target, self);
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}
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}
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//============================================================================
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//
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// A_AcolyteDie
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//
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//============================================================================
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void A_AcolyteDie (AActor *self)
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{
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int i;
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// [RH] Disable translucency here.
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self->RenderStyle = STYLE_Normal;
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// Only the Blue Acolyte does extra stuff on death.
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if (!self->IsKindOf (RUNTIME_CLASS(AAcolyteBlue)))
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return;
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// Make sure somebody is still alive
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for (i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i] && players[i].health > 0)
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break;
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}
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if (i == MAXPLAYERS)
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return;
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// Make sure all the other blue acolytes are dead.
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TThinkerIterator<AAcolyteBlue> iterator;
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AActor *other;
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while ( (other = iterator.Next ()) )
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{
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if (other != self && other->health > 0)
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{ // Found a living one
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return;
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}
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}
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players[0].mo->GiveInventoryType (QuestItemClasses[6]);
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players[0].SetLogNumber (14);
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S_StopSound ((fixed_t *)NULL, CHAN_VOICE);
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S_Sound (CHAN_VOICE, "svox/voc14", 1, ATTN_NORM);
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}
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//============================================================================
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//
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// A_BeShadowyFoe
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//
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//============================================================================
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void A_BeShadowyFoe (AActor *self)
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{
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self->RenderStyle = STYLE_Translucent;
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self->alpha = HR_SHADOW;
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self->flags &= ~MF_FRIENDLY;
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}
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//============================================================================
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//
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// A_AcolyteBits
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//
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//============================================================================
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void A_AcolyteBits (AActor *self)
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{
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if (self->SpawnFlags & MTF_SHADOW)
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{
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A_BeShadowyFoe (self);
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}
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if (self->SpawnFlags & MTF_ALTSHADOW)
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{
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//self->flags |= MF_STRIFEx8000000;
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if (self->flags & MF_SHADOW)
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{
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// I dunno.
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}
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else
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{
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self->RenderStyle = STYLE_None;
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}
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}
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}
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