gzdoom/src/g_strife/a_alienspectres.cpp

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#include "actor.h"
#include "m_random.h"
#include "a_action.h"
#include "p_local.h"
#include "p_enemy.h"
#include "s_sound.h"
#include "m_random.h"
#include "a_strifeglobal.h"
2006-04-13 16:52:24 +00:00
#include "c_console.h"
May 6, 2006 (Changes by Graf Zahl) - Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE. - Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the string table. - Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. There is no need to keep two flags around with virtually the same meaning. - Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency. It looks much better now than the cheap code pointer based blinking it used before. - Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages to the string table. - Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the string table. - Moved the messages for killing spectres to the string table. - Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get the messages it prints from the string table instead of the quest item's tag string. May 5, 2006 (Changes by Graf Zahl) - Removed the hopelessly outdated thingdef_doc.txt file from the repository. - Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE. - Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for valid double bindings. - Converted a_merchants.cpp to DECORATE. - Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which can be shot but take no damage from getting hurt. - Converted a_beggars.cpp to DECORATE. - Added an Inventory.GiveQuest property. This makes it possible to define all of Strife's original items that also give a quest item in DECORATE but it is also useful to define items like the ones in Day of the Acolyte without ugly workarounds. - Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is possible to define many of Strife's items. - Added a FastSpeed property to DECORATE so that projectiles can finally be assigned a higher speed for fast mode. - Added a ACS_LockedExecuteDoor special. It is basically the same as the existing ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This cannot be integrated into ACS_LockedExecute because all its arguments are already in use. - Added a fully customizable A_CustomMeleeAttack function for DECORATE. SVN r83 (trunk)
2006-05-07 00:27:22 +00:00
#include "gstrings.h"
static FRandom pr_spectrespawn ("AlienSpectreSpawn");
static FRandom pr_212e4 ("212e4");
void A_SentinelBob (AActor *);
void A_20538 (AActor *);
void A_SpotLightning (AActor *);
void A_212e4 (AActor *);
void A_2134c (AActor *);
void A_204d0 (AActor *);
void A_204a4 (AActor *);
void A_20314 (AActor *);
void A_20334 (AActor *);
void A_AlienSpectreDeath (AActor *);
void A_AlertMonsters (AActor *);
void A_Tracer2 (AActor *);
AActor *P_SpawnSubMissile (AActor *source, PClass *type, AActor *target);
// Alien Spectre 1 -----------------------------------------------------------
FState AAlienSpectre1::States[] =
{
#define S_ALIEN_STND 0 // 796
S_NORMAL (ALN1, 'A', 10, A_Look, &States[S_ALIEN_STND+1]),
S_NORMAL (ALN1, 'B', 10, A_SentinelBob, &States[S_ALIEN_STND]),
#define S_ALIEN_CHASE (S_ALIEN_STND+2) // 798
S_BRIGHT (ALN1, 'A', 4, A_Chase, &States[S_ALIEN_CHASE+1]),
S_BRIGHT (ALN1, 'B', 4, A_Chase, &States[S_ALIEN_CHASE+2]),
S_BRIGHT (ALN1, 'C', 4, A_SentinelBob, &States[S_ALIEN_CHASE+3]),
S_BRIGHT (ALN1, 'D', 4, A_Chase, &States[S_ALIEN_CHASE+4]),
S_BRIGHT (ALN1, 'E', 4, A_Chase, &States[S_ALIEN_CHASE+5]),
S_BRIGHT (ALN1, 'F', 4, A_Chase, &States[S_ALIEN_CHASE+6]),
S_BRIGHT (ALN1, 'G', 4, A_SentinelBob, &States[S_ALIEN_CHASE+7]),
S_BRIGHT (ALN1, 'H', 4, A_Chase, &States[S_ALIEN_CHASE+8]),
S_BRIGHT (ALN1, 'I', 4, A_Chase, &States[S_ALIEN_CHASE+9]),
S_BRIGHT (ALN1, 'J', 4, A_Chase, &States[S_ALIEN_CHASE+10]),
S_BRIGHT (ALN1, 'K', 4, A_SentinelBob, &States[S_ALIEN_CHASE]),
#define S_ALIEN_MELEE (S_ALIEN_CHASE+11) // 809
S_BRIGHT (ALN1, 'J', 4, A_FaceTarget, &States[S_ALIEN_MELEE+1]),
S_BRIGHT (ALN1, 'I', 4, A_20538, &States[S_ALIEN_MELEE+2]),
S_BRIGHT (ALN1, 'H', 4, NULL, &States[S_ALIEN_CHASE+2]),
#define S_ALIEN_MISSILE (S_ALIEN_MELEE+3) // 812
S_BRIGHT (ALN1, 'J', 4, A_FaceTarget, &States[S_ALIEN_MISSILE+1]),
S_BRIGHT (ALN1, 'I', 4, A_SpotLightning, &States[S_ALIEN_MISSILE+2]),
S_BRIGHT (ALN1, 'H', 4, NULL, &States[S_ALIEN_CHASE+10]),
#define S_ALIEN_PAIN (S_ALIEN_MISSILE+3) // 815
S_NORMAL (ALN1, 'J', 2, A_Pain, &States[S_ALIEN_CHASE+6]),
#define S_ALIEN_DIE (S_ALIEN_PAIN+1) // 816
S_BRIGHT (AL1P, 'A', 6, A_212e4, &States[S_ALIEN_DIE+1]),
S_BRIGHT (AL1P, 'B', 6, A_Scream, &States[S_ALIEN_DIE+2]),
S_BRIGHT (AL1P, 'C', 6, A_212e4, &States[S_ALIEN_DIE+3]),
S_BRIGHT (AL1P, 'D', 6, NULL, &States[S_ALIEN_DIE+4]),
S_BRIGHT (AL1P, 'E', 6, NULL, &States[S_ALIEN_DIE+5]),
S_BRIGHT (AL1P, 'F', 6, A_212e4, &States[S_ALIEN_DIE+6]),
S_BRIGHT (AL1P, 'G', 6, NULL, &States[S_ALIEN_DIE+7]),
S_BRIGHT (AL1P, 'H', 6, A_212e4, &States[S_ALIEN_DIE+8]),
S_BRIGHT (AL1P, 'I', 6, NULL, &States[S_ALIEN_DIE+9]),
S_BRIGHT (AL1P, 'J', 6, NULL, &States[S_ALIEN_DIE+10]),
S_BRIGHT (AL1P, 'K', 6, NULL, &States[S_ALIEN_DIE+11]),
S_BRIGHT (AL1P, 'L', 5, NULL, &States[S_ALIEN_DIE+12]),
S_BRIGHT (AL1P, 'M', 5, NULL, &States[S_ALIEN_DIE+13]),
S_BRIGHT (AL1P, 'N', 5, A_2134c, &States[S_ALIEN_DIE+14]),
S_BRIGHT (AL1P, 'O', 5, NULL, &States[S_ALIEN_DIE+15]),
S_BRIGHT (AL1P, 'P', 5, NULL, &States[S_ALIEN_DIE+16]),
S_BRIGHT (AL1P, 'Q', 5, NULL, &States[S_ALIEN_DIE+17]),
S_BRIGHT (AL1P, 'R', 5, A_AlienSpectreDeath, NULL),
#define S_ALIEN2_MISSILE (S_ALIEN_DIE+18) // 852
S_NORMAL (ALN1, 'F', 4, A_FaceTarget, &States[S_ALIEN2_MISSILE+1]),
S_NORMAL (ALN1, 'I', 4, A_204d0, &States[S_ALIEN2_MISSILE+2]),
S_NORMAL (ALN1, 'E', 4, NULL, &States[S_ALIEN_CHASE+10]),
#define S_ALIEN4_MISSILE (S_ALIEN2_MISSILE+3) // 884
S_NORMAL (ALN1, 'F', 4, A_FaceTarget, &States[S_ALIEN4_MISSILE+1]),
S_NORMAL (ALN1, 'I', 4, A_204a4, &States[S_ALIEN4_MISSILE+2]),
S_NORMAL (ALN1, 'E', 4, NULL, &States[S_ALIEN_CHASE+10]),
#define S_ALIEN5_MISSILE (S_ALIEN4_MISSILE+3) // 887
S_NORMAL (ALN1, 'F', 4, A_FaceTarget, &States[S_ALIEN5_MISSILE+1]),
S_NORMAL (ALN1, 'I', 4, A_20314, &States[S_ALIEN5_MISSILE+2]),
S_NORMAL (ALN1, 'E', 4, NULL, &States[S_ALIEN_CHASE])
};
IMPLEMENT_ACTOR (AAlienSpectre1, Strife, 129, 0)
PROP_StrifeType (67)
PROP_SpawnState (S_ALIEN_STND)
PROP_SpawnHealth (1000)
PROP_SeeState (S_ALIEN_CHASE)
PROP_PainState (S_ALIEN_PAIN)
PROP_PainChance (250)
PROP_MeleeState (S_ALIEN_MELEE)
PROP_MissileState (S_ALIEN_MISSILE)
PROP_DeathState (S_ALIEN_DIE)
PROP_SpeedFixed (12)
PROP_RadiusFixed (64)
PROP_HeightFixed (64)
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PROP_FloatSpeed (5)
PROP_Mass (1000)
PROP_Flags (MF_SPECIAL|MF_SOLID|MF_SHOOTABLE|MF_NOGRAVITY|
MF_FLOAT|MF_SHADOW|MF_COUNTKILL|MF_NOTDMATCH|MF_STRIFEx8000000)
PROP_Flags2 (MF2_PASSMOBJ|MF2_PUSHWALL|MF2_MCROSS)
PROP_Flags3 (MF3_DONTMORPH|MF3_NOBLOCKMONST)
PROP_Flags4 (MF4_INCOMBAT|MF4_LOOKALLAROUND|MF4_SPECTRAL|MF4_NOICEDEATH)
PROP_MinMissileChance (150)
PROP_RenderStyle (STYLE_Translucent)
PROP_Alpha (TRANSLUC66)
PROP_SeeSound ("alienspectre/sight")
PROP_AttackSound ("alienspectre/blade")
PROP_PainSound ("alienspectre/pain")
PROP_DeathSound ("alienspectre/death")
PROP_ActiveSound ("alienspectre/active")
PROP_Obituary ("$OB_ALIENSPECTE")
END_DEFAULTS
void AAlienSpectre1::Touch (AActor *toucher)
{
P_DamageMobj (toucher, this, this, 5, NAME_Melee);
}
// Alien Spectre 2 -----------------------------------------------------------
class AAlienSpectre2 : public AAlienSpectre1
{
DECLARE_STATELESS_ACTOR (AAlienSpectre2, AAlienSpectre1)
public:
void NoBlockingSet ();
};
IMPLEMENT_STATELESS_ACTOR (AAlienSpectre2, Strife, 75, 0)
PROP_StrifeType (70)
PROP_SpawnHealth (1200)
PROP_PainChance (50)
PROP_MissileState (S_ALIEN2_MISSILE)
PROP_RadiusFixed (24)
END_DEFAULTS
//============================================================================
//
// AAlienSpectre2 :: NoBlockingSet
//
//============================================================================
void AAlienSpectre2::NoBlockingSet ()
{
P_DropItem (this, "Sigil2", -1, 256);
}
// Alien Spectre 3 ----------------------------------------------------------
// This is the Oracle's personal spectre, so it's a little different.
FState AAlienSpectre3::States[] =
{
#define S_ALIEN3_STND 0 // 855
S_NORMAL (ALN1, 'A', 5, NULL, &States[S_ALIEN3_STND+1]),
S_NORMAL (ALN1, 'B', 5, NULL, &States[S_ALIEN3_STND+2]),
S_NORMAL (ALN1, 'C', 5, NULL, &States[S_ALIEN3_STND+3]),
S_NORMAL (ALN1, 'D', 5, NULL, &States[S_ALIEN3_STND+4]),
S_NORMAL (ALN1, 'E', 5, NULL, &States[S_ALIEN3_STND+5]),
S_NORMAL (ALN1, 'F', 5, NULL, &States[S_ALIEN3_STND+6]),
S_NORMAL (ALN1, 'G', 5, NULL, &States[S_ALIEN3_STND+7]),
S_NORMAL (ALN1, 'H', 5, NULL, &States[S_ALIEN3_STND+8]),
S_NORMAL (ALN1, 'I', 5, NULL, &States[S_ALIEN3_STND+9]),
S_NORMAL (ALN1, 'J', 5, NULL, &States[S_ALIEN3_STND+10]),
S_NORMAL (ALN1, 'K', 5, NULL, &States[S_ALIEN3_STND]),
#define S_ALIEN3_CHASE (S_ALIEN3_STND+11) // 866
S_NORMAL (ALN1, 'A', 5, A_Chase, &States[S_ALIEN3_CHASE+1]),
S_NORMAL (ALN1, 'B', 5, A_Chase, &States[S_ALIEN3_CHASE+2]),
S_NORMAL (ALN1, 'C', 5, A_SentinelBob, &States[S_ALIEN3_CHASE+3]),
S_NORMAL (ALN1, 'D', 5, A_Chase, &States[S_ALIEN3_CHASE+4]),
S_NORMAL (ALN1, 'E', 5, A_Chase, &States[S_ALIEN3_CHASE+5]),
S_NORMAL (ALN1, 'F', 5, A_Chase, &States[S_ALIEN3_CHASE+6]),
S_NORMAL (ALN1, 'G', 5, A_SentinelBob, &States[S_ALIEN3_CHASE+7]),
S_NORMAL (ALN1, 'H', 5, A_Chase, &States[S_ALIEN3_CHASE+8]),
S_NORMAL (ALN1, 'I', 5, A_Chase, &States[S_ALIEN3_CHASE+9]),
S_NORMAL (ALN1, 'J', 5, A_Chase, &States[S_ALIEN3_CHASE+10]),
S_NORMAL (ALN1, 'K', 5, A_SentinelBob, &States[S_ALIEN3_CHASE]),
#define S_ALIEN3_MELEE (S_ALIEN3_CHASE+11) // 877
S_NORMAL (ALN1, 'J', 4, A_FaceTarget, &States[S_ALIEN3_MELEE+1]),
S_NORMAL (ALN1, 'I', 4, A_20538, &States[S_ALIEN3_MELEE+2]),
S_NORMAL (ALN1, 'C', 4, NULL, &States[S_ALIEN3_CHASE+2]),
#define S_ALIEN3_MISSILE (S_ALIEN3_MELEE+3) // 880
S_NORMAL (ALN1, 'F', 4, A_FaceTarget, &States[S_ALIEN3_MISSILE+1]),
S_NORMAL (ALN1, 'I', 4, A_20334, &States[S_ALIEN3_MISSILE+2]),
S_NORMAL (ALN1, 'E', 4, NULL, &States[S_ALIEN3_CHASE+10]),
#define S_ALIEN3_PAIN (S_ALIEN3_MISSILE+3) // 883
S_NORMAL (ALN1, 'J', 2, A_Pain, &States[S_ALIEN3_CHASE+6])
};
IMPLEMENT_ACTOR (AAlienSpectre3, Strife, 76, 0)
PROP_StrifeType (71)
PROP_SpawnState (S_ALIEN3_STND)
PROP_SpawnHealth (1500)
PROP_SeeState (S_ALIEN3_CHASE)
PROP_PainState (S_ALIEN3_PAIN)
PROP_PainChance (50)
PROP_MeleeState (S_ALIEN3_MELEE)
PROP_MissileState (S_ALIEN3_MISSILE)
PROP_RadiusFixed (24)
PROP_FlagsSet (MF_SPAWNCEILING)
PROP_Flags3 (MF3_DONTMORPH|MF3_NOBLOCKMONST)
END_DEFAULTS
//============================================================================
//
// AAlienSpectre3 :: NoBlockingSet
//
//============================================================================
void AAlienSpectre3::NoBlockingSet ()
{
P_DropItem (this, "Sigil3", -1, 256);
}
// Alien Spectre 4 -----------------------------------------------------------
class AAlienSpectre4 : public AAlienSpectre1
{
DECLARE_STATELESS_ACTOR (AAlienSpectre4, AAlienSpectre1)
public:
void NoBlockingSet ();
};
IMPLEMENT_STATELESS_ACTOR (AAlienSpectre4, Strife, 167, 0)
PROP_StrifeType (72)
PROP_SpawnHealth (1700)
PROP_PainChance (50)
PROP_MissileState (S_ALIEN4_MISSILE)
PROP_RadiusFixed (24)
END_DEFAULTS
//============================================================================
//
// AAlienSpectre4 :: NoBlockingSet
//
//============================================================================
void AAlienSpectre4::NoBlockingSet ()
{
P_DropItem (this, "Sigil4", -1, 256);
}
// Alien Spectre 5 -----------------------------------------------------------
class AAlienSpectre5 : public AAlienSpectre1
{
DECLARE_STATELESS_ACTOR (AAlienSpectre5, AAlienSpectre1)
public:
void NoBlockingSet ();
};
IMPLEMENT_STATELESS_ACTOR (AAlienSpectre5, Strife, 168, 0)
PROP_StrifeType (73)
PROP_SpawnHealth (2000)
PROP_PainChance (50)
PROP_MissileState (S_ALIEN5_MISSILE)
PROP_RadiusFixed (24)
END_DEFAULTS
//============================================================================
//
// AAlienSpectre5 :: NoBlockingSet
//
//============================================================================
void AAlienSpectre5::NoBlockingSet ()
{
P_DropItem (this, "Sigil5", -1, 256);
}
// Small Alien Chunk --------------------------------------------------------
class AAlienChunkSmall : public AActor
{
DECLARE_ACTOR (AAlienChunkSmall, AActor)
};
FState AAlienChunkSmall::States[] =
{
S_BRIGHT (NODE, 'A', 6, NULL, &States[1]),
S_BRIGHT (NODE, 'B', 6, NULL, &States[2]),
S_BRIGHT (NODE, 'C', 6, NULL, &States[3]),
S_BRIGHT (NODE, 'D', 6, NULL, &States[4]),
S_BRIGHT (NODE, 'E', 6, NULL, &States[5]),
S_BRIGHT (NODE, 'F', 6, NULL, &States[6]),
S_BRIGHT (NODE, 'G', 6, NULL, NULL),
};
IMPLEMENT_ACTOR (AAlienChunkSmall, Strife, -1, 0)
PROP_StrifeType (68)
PROP_SpawnState (0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOCLIP|MF_NOTDMATCH)
END_DEFAULTS
// Large Alien Chunk --------------------------------------------------------
class AAlienChunkLarge : public AActor
{
DECLARE_ACTOR (AAlienChunkLarge, AActor)
};
FState AAlienChunkLarge::States[] =
{
S_BRIGHT (MTHD, 'A', 5, NULL, &States[1]),
S_BRIGHT (MTHD, 'B', 5, NULL, &States[2]),
S_BRIGHT (MTHD, 'C', 5, NULL, &States[3]),
S_BRIGHT (MTHD, 'D', 5, NULL, &States[4]),
S_BRIGHT (MTHD, 'E', 5, NULL, &States[5]),
S_BRIGHT (MTHD, 'F', 5, NULL, &States[6]),
S_BRIGHT (MTHD, 'G', 5, NULL, &States[7]),
S_BRIGHT (MTHD, 'H', 5, NULL, &States[8]),
S_BRIGHT (MTHD, 'I', 5, NULL, &States[9]),
S_BRIGHT (MTHD, 'J', 5, NULL, &States[10]),
S_BRIGHT (MTHD, 'K', 5, NULL, NULL),
};
IMPLEMENT_ACTOR (AAlienChunkLarge, Strife, -1, 0)
PROP_StrifeType (69)
PROP_SpawnState (0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOCLIP|MF_NOTDMATCH)
END_DEFAULTS
//============================================================================
static void GenericSpectreSpawn (AActor *actor, const PClass *type)
{
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AActor *spectre = Spawn (type, actor->x, actor->y, actor->z, ALLOW_REPLACE);
if (spectre != NULL)
{
spectre->momz = pr_spectrespawn() << 9;
}
}
void A_SpawnSpectre1 (AActor *actor)
{
GenericSpectreSpawn (actor, RUNTIME_CLASS(AAlienSpectre1));
}
void A_SpawnSpectre3 (AActor *actor)
{
GenericSpectreSpawn (actor, RUNTIME_CLASS(AAlienSpectre3));
}
void A_SpawnSpectre4 (AActor *actor)
{
GenericSpectreSpawn (actor, RUNTIME_CLASS(AAlienSpectre4));
}
void A_SpawnSpectre5 (AActor *actor)
{
GenericSpectreSpawn (actor, RUNTIME_CLASS(AAlienSpectre5));
}
void A_212e4 (AActor *self)
{
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AActor *foo = Spawn<AAlienChunkSmall> (self->x, self->y, self->z + 10*FRACUNIT, ALLOW_REPLACE);
if (foo != NULL)
{
int t;
t = pr_212e4() & 15;
foo->momx = (t - (pr_212e4() & 7)) << FRACBITS;
t = pr_212e4() & 15;
foo->momy = (t - (pr_212e4() & 7)) << FRACBITS;
foo->momz = (pr_212e4() & 15) << FRACBITS;
}
}
void A_2134c (AActor *self)
{
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AActor *foo = Spawn<AAlienChunkLarge> (self->x, self->y, self->z + 10*FRACUNIT, ALLOW_REPLACE);
if (foo != NULL)
{
int t;
t = pr_212e4() & 7;
foo->momx = (t - (pr_212e4() & 15)) << FRACBITS;
t = pr_212e4() & 7;
foo->momy = (t - (pr_212e4() & 15)) << FRACBITS;
foo->momz = (pr_212e4() & 7) << FRACBITS;
}
}
void A_204a4 (AActor *self)
{
if (self->target != NULL)
{
AActor *missile = P_SpawnMissile (self, self->target, RUNTIME_CLASS(ASpectralLightningBigV2));
if (missile != NULL)
{
missile->tracer = self->target;
missile->health = -2;
}
}
}
void A_204d0 (AActor *self)
{
if (self->target != NULL)
{
AActor *missile = P_SpawnMissile (self, self->target, RUNTIME_CLASS(ASpectralLightningH3));
if (missile != NULL)
{
missile->health = -2;
}
}
}
void A_20314 (AActor *self)
{
if (self->target != NULL)
{
AActor *missile = P_SpawnMissile (self, self->target, RUNTIME_CLASS(ASpectralLightningBigBall2));
if (missile != NULL)
{
missile->health = -2;
}
}
}
void A_20424 (AActor *self)
{
self->angle += ANGLE_90;
P_SpawnSubMissile (self, RUNTIME_CLASS(ASpectralLightningH3), self);
self->angle += ANGLE_180;
P_SpawnSubMissile (self, RUNTIME_CLASS(ASpectralLightningH3), self);
self->angle += ANGLE_90;
P_SpawnSubMissile (self, RUNTIME_CLASS(ASpectralLightningH3), self);
}
void A_20334 (AActor *self)
{
if (self->target == NULL)
return;
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AActor *foo = Spawn<ASpectralLightningV2> (self->x, self->y, self->z + 32*FRACUNIT, ALLOW_REPLACE);
foo->momz = -12*FRACUNIT;
foo->target = self;
foo->health = -2;
foo->tracer = self->target;
self->angle -= ANGLE_180 / 20 * 10;
for (int i = 0; i < 20; ++i)
{
self->angle += ANGLE_180 / 20;
P_SpawnSubMissile (self, RUNTIME_CLASS(ASpectralLightningBall2), self);
}
self->angle -= ANGLE_180 / 20 * 10;
}
void A_AlienSpectreDeath (AActor *self)
{
AActor *player;
char voc[32];
int log;
int i;
A_NoBlocking (self); // [RH] Need this for Sigil rewarding
if (!CheckBossDeath (self))
{
return;
}
for (i = 0, player = NULL; i < MAXPLAYERS; ++i)
{
if (playeringame[i] && players[i].health > 0)
{
player = players[i].mo;
break;
}
}
if (player == NULL)
{
return;
}
if (self->GetClass() == RUNTIME_CLASS(AAlienSpectre1))
{
EV_DoFloor (DFloor::floorLowerToLowest, NULL, 999, FRACUNIT, 0, 0, 0, false);
log = 95;
}
else if (self->GetClass() == RUNTIME_CLASS(AAlienSpectre2))
{
May 6, 2006 (Changes by Graf Zahl) - Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE. - Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the string table. - Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. There is no need to keep two flags around with virtually the same meaning. - Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency. It looks much better now than the cheap code pointer based blinking it used before. - Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages to the string table. - Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the string table. - Moved the messages for killing spectres to the string table. - Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get the messages it prints from the string table instead of the quest item's tag string. May 5, 2006 (Changes by Graf Zahl) - Removed the hopelessly outdated thingdef_doc.txt file from the repository. - Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE. - Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for valid double bindings. - Converted a_merchants.cpp to DECORATE. - Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which can be shot but take no damage from getting hurt. - Converted a_beggars.cpp to DECORATE. - Added an Inventory.GiveQuest property. This makes it possible to define all of Strife's original items that also give a quest item in DECORATE but it is also useful to define items like the ones in Day of the Acolyte without ugly workarounds. - Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is possible to define many of Strife's items. - Added a FastSpeed property to DECORATE so that projectiles can finally be assigned a higher speed for fast mode. - Added a ACS_LockedExecuteDoor special. It is basically the same as the existing ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This cannot be integrated into ACS_LockedExecute because all its arguments are already in use. - Added a fully customizable A_CustomMeleeAttack function for DECORATE. SVN r83 (trunk)
2006-05-07 00:27:22 +00:00
C_MidPrint(GStrings("TXT_KILLED_BISHOP"));
log = 74;
player->GiveInventoryType (QuestItemClasses[20]);
}
else if (self->GetClass() == RUNTIME_CLASS(AAlienSpectre3))
{
May 6, 2006 (Changes by Graf Zahl) - Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE. - Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the string table. - Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. There is no need to keep two flags around with virtually the same meaning. - Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency. It looks much better now than the cheap code pointer based blinking it used before. - Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages to the string table. - Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the string table. - Moved the messages for killing spectres to the string table. - Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get the messages it prints from the string table instead of the quest item's tag string. May 5, 2006 (Changes by Graf Zahl) - Removed the hopelessly outdated thingdef_doc.txt file from the repository. - Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE. - Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for valid double bindings. - Converted a_merchants.cpp to DECORATE. - Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which can be shot but take no damage from getting hurt. - Converted a_beggars.cpp to DECORATE. - Added an Inventory.GiveQuest property. This makes it possible to define all of Strife's original items that also give a quest item in DECORATE but it is also useful to define items like the ones in Day of the Acolyte without ugly workarounds. - Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is possible to define many of Strife's items. - Added a FastSpeed property to DECORATE so that projectiles can finally be assigned a higher speed for fast mode. - Added a ACS_LockedExecuteDoor special. It is basically the same as the existing ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This cannot be integrated into ACS_LockedExecute because all its arguments are already in use. - Added a fully customizable A_CustomMeleeAttack function for DECORATE. SVN r83 (trunk)
2006-05-07 00:27:22 +00:00
C_MidPrint(GStrings("TXT_KILLED_ORACLE"));
// If there are any Oracles still alive, kill them.
TThinkerIterator<AOracle> it;
AOracle *oracle;
while ( (oracle = it.Next()) != NULL)
{
if (oracle->health > 0)
{
oracle->health = 0;
oracle->Die (self, self);
}
}
player->GiveInventoryType (QuestItemClasses[22]);
if (player->FindInventory (QuestItemClasses[20]))
{ // If the Bishop is dead, set quest item 22
player->GiveInventoryType (QuestItemClasses[21]);
}
if (player->FindInventory (QuestItemClasses[23]) == NULL)
{ // Macil is calling us back...
log = 87;
}
else
{ // You weild the power of the complete Sigil.
log = 85;
}
EV_DoDoor (DDoor::doorOpen, NULL, NULL, 222, 8*FRACUNIT, 0, 0, 0);
}
else if (self->GetClass() == RUNTIME_CLASS(AAlienSpectre4))
{
May 6, 2006 (Changes by Graf Zahl) - Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE. - Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the string table. - Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. There is no need to keep two flags around with virtually the same meaning. - Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency. It looks much better now than the cheap code pointer based blinking it used before. - Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages to the string table. - Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the string table. - Moved the messages for killing spectres to the string table. - Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get the messages it prints from the string table instead of the quest item's tag string. May 5, 2006 (Changes by Graf Zahl) - Removed the hopelessly outdated thingdef_doc.txt file from the repository. - Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE. - Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for valid double bindings. - Converted a_merchants.cpp to DECORATE. - Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which can be shot but take no damage from getting hurt. - Converted a_beggars.cpp to DECORATE. - Added an Inventory.GiveQuest property. This makes it possible to define all of Strife's original items that also give a quest item in DECORATE but it is also useful to define items like the ones in Day of the Acolyte without ugly workarounds. - Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is possible to define many of Strife's items. - Added a FastSpeed property to DECORATE so that projectiles can finally be assigned a higher speed for fast mode. - Added a ACS_LockedExecuteDoor special. It is basically the same as the existing ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This cannot be integrated into ACS_LockedExecute because all its arguments are already in use. - Added a fully customizable A_CustomMeleeAttack function for DECORATE. SVN r83 (trunk)
2006-05-07 00:27:22 +00:00
C_MidPrint(GStrings("TXT_KILLED_MACIL"));
player->GiveInventoryType (QuestItemClasses[23]);
if (player->FindInventory (QuestItemClasses[24]) == NULL)
{ // Richter has taken over. Macil is a snake.
log = 79;
}
else
{ // Back to the factory for another Sigil!
log = 106;
}
}
else if (self->GetClass() == RUNTIME_CLASS(AAlienSpectre5))
{
May 6, 2006 (Changes by Graf Zahl) - Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE. - Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the string table. - Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. There is no need to keep two flags around with virtually the same meaning. - Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency. It looks much better now than the cheap code pointer based blinking it used before. - Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages to the string table. - Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the string table. - Moved the messages for killing spectres to the string table. - Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get the messages it prints from the string table instead of the quest item's tag string. May 5, 2006 (Changes by Graf Zahl) - Removed the hopelessly outdated thingdef_doc.txt file from the repository. - Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE. - Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for valid double bindings. - Converted a_merchants.cpp to DECORATE. - Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which can be shot but take no damage from getting hurt. - Converted a_beggars.cpp to DECORATE. - Added an Inventory.GiveQuest property. This makes it possible to define all of Strife's original items that also give a quest item in DECORATE but it is also useful to define items like the ones in Day of the Acolyte without ugly workarounds. - Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is possible to define many of Strife's items. - Added a FastSpeed property to DECORATE so that projectiles can finally be assigned a higher speed for fast mode. - Added a ACS_LockedExecuteDoor special. It is basically the same as the existing ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This cannot be integrated into ACS_LockedExecute because all its arguments are already in use. - Added a fully customizable A_CustomMeleeAttack function for DECORATE. SVN r83 (trunk)
2006-05-07 00:27:22 +00:00
C_MidPrint(GStrings("TXT_KILLED_LOREMASTER"));
ASigil *sigil;
player->GiveInventoryType (QuestItemClasses[25]);
if (!multiplayer)
{
player->GiveInventoryType (RUNTIME_CLASS(AUpgradeStamina));
player->GiveInventoryType (RUNTIME_CLASS(AUpgradeAccuracy));
}
sigil = player->FindInventory<ASigil>();
if (sigil != NULL && sigil->NumPieces == 5)
{ // You weild the power of the complete Sigil.
log = 85;
}
else
{ // Another Sigil piece. Woohoo!
log = 83;
}
EV_DoFloor (DFloor::floorLowerToLowest, NULL, 666, FRACUNIT, 0, 0, 0, false);
}
else
{
return;
}
sprintf (voc, "svox/voc%d", log);
S_Sound (CHAN_VOICE, voc, 1, ATTN_NORM);
player->player->SetLogNumber (log);
}