gzdoom/src/g_hexen/a_teleportother.cpp
Christoph Oelckers 1bd6ac028b - Converted a_doomhealth.cpp to DECORATE.
- Added a PickupMessage property to the internal actor parser, replaced
  most of the virtual PickupMessages with it and placed the code that
  reads the metadata into AInventory::PickupMessage. Now the
  PickupMessage method is truly virtual and I can do:
   Added a Health.LowMessage property to define double message items like
   Doom's medikit in DECORATE.
- Since defining Mana3 as an ammo type and then overriding the TryPickup
  method means that this item defeats all ammo checks in the game it might
  as well be defined as a CustomInventory item. At least this fixes the
  amount given in easy and very hard skills.
- Converted all ammo items to DECORATE.
- Changed internal property setting of ammo types and sister weapons
  to use fuglyname as for DECORATE definitions. This allows to export
  the ammo definitions into DECORATE definitions without doing it for
  the weapons themselves.
- Replaced obituary methods with actor properties.
- Fixed: The secret map check didn't work for maps inside Zips.



SVN r196 (trunk)
2006-06-17 20:29:41 +00:00

312 lines
9.5 KiB
C++

#include "info.h"
#include "a_pickups.h"
#include "a_artifacts.h"
#include "gstrings.h"
#include "p_local.h"
#include "p_enemy.h"
#include "s_sound.h"
#include "p_lnspec.h"
#include "m_random.h"
#define TELEPORT_LIFE 1
static FRandom pr_telestarts ("TeleStarts");
static FRandom pr_teledm ("TeleDM");
void A_TeloSpawnA (AActor *);
void A_TeloSpawnB (AActor *);
void A_TeloSpawnC (AActor *);
void A_TeloSpawnD (AActor *);
void A_CheckTeleRing (AActor *);
void P_TeleportToPlayerStarts (AActor *victim);
void P_TeleportToDeathmatchStarts (AActor *victim);
// Teleport Other Artifact --------------------------------------------------
class AArtiTeleportOther : public AInventory
{
DECLARE_ACTOR (AArtiTeleportOther, AInventory)
public:
bool Use (bool pickup);
};
FState AArtiTeleportOther::States[] =
{
#define S_ARTI_TELOTHER1 0
S_NORMAL (TELO, 'A', 5, NULL , &States[S_ARTI_TELOTHER1+1]),
S_NORMAL (TELO, 'B', 5, NULL , &States[S_ARTI_TELOTHER1+2]),
S_NORMAL (TELO, 'C', 5, NULL , &States[S_ARTI_TELOTHER1+3]),
S_NORMAL (TELO, 'D', 5, NULL , &States[S_ARTI_TELOTHER1]),
};
IMPLEMENT_ACTOR (AArtiTeleportOther, Hexen, 10040, 17)
PROP_Flags (MF_SPECIAL)
PROP_Flags2 (MF2_FLOATBOB)
PROP_SpawnState (S_ARTI_TELOTHER1)
PROP_Inventory_DefMaxAmount
PROP_Inventory_FlagsSet (IF_INVBAR|IF_PICKUPFLASH|IF_FANCYPICKUPSOUND)
PROP_Inventory_Icon ("ARTITELO")
PROP_Inventory_PickupSound ("misc/p_pkup")
PROP_Inventory_PickupMessage("$TXT_ARTITELEPORTOTHER")
END_DEFAULTS
// Teleport Other FX --------------------------------------------------------
class ATelOtherFX1 : public AActor
{
DECLARE_ACTOR (ATelOtherFX1, AActor)
public:
int DoSpecialDamage (AActor *target, int damage);
};
FState ATelOtherFX1::States[] =
{
#define S_TELO_FX1 0
S_BRIGHT (TRNG, 'E', 5, NULL , &States[S_TELO_FX1+1]),
S_BRIGHT (TRNG, 'D', 4, NULL , &States[S_TELO_FX1+2]),
S_BRIGHT (TRNG, 'C', 3, A_TeloSpawnC , &States[S_TELO_FX1+3]),
S_BRIGHT (TRNG, 'B', 3, A_TeloSpawnB , &States[S_TELO_FX1+4]),
S_BRIGHT (TRNG, 'A', 3, A_TeloSpawnA , &States[S_TELO_FX1+5]),
S_BRIGHT (TRNG, 'B', 3, A_TeloSpawnB , &States[S_TELO_FX1+6]),
S_BRIGHT (TRNG, 'C', 3, A_TeloSpawnC , &States[S_TELO_FX1+7]),
S_BRIGHT (TRNG, 'D', 3, A_TeloSpawnD , &States[S_TELO_FX1+2]),
#define S_TELO_FX_DONE (S_TELO_FX1+8)
S_BRIGHT (TRNG, 'E', 3, NULL , NULL),
#define S_TELO_FX2 (S_TELO_FX_DONE+1)
S_BRIGHT (TRNG, 'B', 4, NULL , &States[S_TELO_FX2+1]),
S_BRIGHT (TRNG, 'C', 4, NULL , &States[S_TELO_FX2+2]),
S_BRIGHT (TRNG, 'D', 4, NULL , &States[S_TELO_FX2+3]),
S_BRIGHT (TRNG, 'C', 4, NULL , &States[S_TELO_FX2+4]),
S_BRIGHT (TRNG, 'B', 4, NULL , &States[S_TELO_FX2+5]),
S_BRIGHT (TRNG, 'A', 4, A_CheckTeleRing , &States[S_TELO_FX2+0]),
#define S_TELO_FX3 (S_TELO_FX2+6)
S_BRIGHT (TRNG, 'C', 4, NULL , &States[S_TELO_FX3+1]),
S_BRIGHT (TRNG, 'D', 4, NULL , &States[S_TELO_FX3+2]),
S_BRIGHT (TRNG, 'C', 4, NULL , &States[S_TELO_FX3+3]),
S_BRIGHT (TRNG, 'B', 4, NULL , &States[S_TELO_FX3+4]),
S_BRIGHT (TRNG, 'A', 4, NULL , &States[S_TELO_FX3+5]),
S_BRIGHT (TRNG, 'B', 4, A_CheckTeleRing , &States[S_TELO_FX3+0]),
#define S_TELO_FX4 (S_TELO_FX3+6)
S_BRIGHT (TRNG, 'D', 4, NULL , &States[S_TELO_FX4+1]),
S_BRIGHT (TRNG, 'C', 4, NULL , &States[S_TELO_FX4+2]),
S_BRIGHT (TRNG, 'B', 4, NULL , &States[S_TELO_FX4+3]),
S_BRIGHT (TRNG, 'A', 4, NULL , &States[S_TELO_FX4+4]),
S_BRIGHT (TRNG, 'B', 4, NULL , &States[S_TELO_FX4+5]),
S_BRIGHT (TRNG, 'C', 4, A_CheckTeleRing , &States[S_TELO_FX4+0]),
#define S_TELO_FX5 (S_TELO_FX4+6)
S_BRIGHT (TRNG, 'C', 4, NULL , &States[S_TELO_FX5+1]),
S_BRIGHT (TRNG, 'B', 4, NULL , &States[S_TELO_FX5+2]),
S_BRIGHT (TRNG, 'A', 4, NULL , &States[S_TELO_FX5+3]),
S_BRIGHT (TRNG, 'B', 4, NULL , &States[S_TELO_FX5+4]),
S_BRIGHT (TRNG, 'C', 4, NULL , &States[S_TELO_FX5+5]),
S_BRIGHT (TRNG, 'D', 4, A_CheckTeleRing , &States[S_TELO_FX5+0])
};
IMPLEMENT_ACTOR (ATelOtherFX1, Any, -1, 0)
PROP_DamageLong (10001)
PROP_Flags (MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY|MF_NOBLOCKMAP)
PROP_Flags2 (MF2_NOTELEPORT)
PROP_Flags3 (MF3_BLOODLESSIMPACT)
PROP_RadiusFixed (16)
PROP_HeightFixed (16)
PROP_SpeedFixed (20)
PROP_SpawnState (S_TELO_FX1)
PROP_DeathState (S_TELO_FX_DONE)
END_DEFAULTS
class ATelOtherFX2 : public ATelOtherFX1
{
DECLARE_STATELESS_ACTOR (ATelOtherFX2, ATelOtherFX1)
};
IMPLEMENT_STATELESS_ACTOR (ATelOtherFX2, Any, -1, 0)
PROP_SpeedFixed (16)
PROP_SpawnState (S_TELO_FX2)
END_DEFAULTS
class ATelOtherFX3 : public ATelOtherFX1
{
DECLARE_STATELESS_ACTOR (ATelOtherFX3, ATelOtherFX1)
};
IMPLEMENT_STATELESS_ACTOR (ATelOtherFX3, Any, -1, 0)
PROP_SpeedFixed (16)
PROP_SpawnState (S_TELO_FX3)
END_DEFAULTS
class ATelOtherFX4 : public ATelOtherFX1
{
DECLARE_STATELESS_ACTOR (ATelOtherFX4, ATelOtherFX1)
};
IMPLEMENT_STATELESS_ACTOR (ATelOtherFX4, Any, -1, 0)
PROP_SpeedFixed (16)
PROP_SpawnState (S_TELO_FX4)
END_DEFAULTS
class ATelOtherFX5 : public ATelOtherFX1
{
DECLARE_STATELESS_ACTOR (ATelOtherFX5, ATelOtherFX1)
};
IMPLEMENT_STATELESS_ACTOR (ATelOtherFX5, Any, -1, 0)
PROP_SpeedFixed (16)
PROP_SpawnState (S_TELO_FX5)
END_DEFAULTS
static void TeloSpawn (AActor *source, const PClass *type)
{
AActor *fx;
fx = Spawn (type, source->x, source->y, source->z);
if (fx)
{
fx->special1 = TELEPORT_LIFE; // Lifetime countdown
fx->angle = source->angle;
fx->target = source->target;
fx->momx = source->momx >> 1;
fx->momy = source->momy >> 1;
fx->momz = source->momz >> 1;
}
}
void A_TeloSpawnA (AActor *actor)
{
TeloSpawn (actor, RUNTIME_CLASS(ATelOtherFX2));
}
void A_TeloSpawnB (AActor *actor)
{
TeloSpawn (actor, RUNTIME_CLASS(ATelOtherFX3));
}
void A_TeloSpawnC (AActor *actor)
{
TeloSpawn (actor, RUNTIME_CLASS(ATelOtherFX4));
}
void A_TeloSpawnD (AActor *actor)
{
TeloSpawn (actor, RUNTIME_CLASS(ATelOtherFX5));
}
void A_CheckTeleRing (AActor *actor)
{
if (actor->special1-- <= 0)
{
actor->SetState (actor->DeathState);
}
}
//===========================================================================
//
// Activate Teleport Other
//
//===========================================================================
bool AArtiTeleportOther::Use (bool pickup)
{
AActor *mo;
mo = P_SpawnPlayerMissile (Owner, RUNTIME_CLASS(ATelOtherFX1));
if (mo)
{
mo->target = Owner;
}
return true;
}
//===========================================================================
//
// Perform Teleport Other
//
//===========================================================================
int ATelOtherFX1::DoSpecialDamage (AActor *target, int damage)
{
if ((target->flags3 & MF3_ISMONSTER || target->player != NULL) &&
!(target->flags2 & MF2_BOSS) &&
!(target->flags3 & MF3_NOTELEOTHER))
{
if (target->player)
{
if (deathmatch)
P_TeleportToDeathmatchStarts (target);
else
P_TeleportToPlayerStarts (target);
}
else
{
// If death action, run it upon teleport
if (target->flags3 & MF3_ISMONSTER && target->special)
{
target->RemoveFromHash ();
LineSpecials[target->special] (NULL, level.flags & LEVEL_ACTOWNSPECIAL
? target : this->target, false, target->args[0], target->args[1],
target->args[2], target->args[3], target->args[4]);
target->special = 0;
}
// Send all monsters to deathmatch spots
P_TeleportToDeathmatchStarts (target);
}
}
return -1;
}
//===========================================================================
//
// P_TeleportToPlayerStarts
//
//===========================================================================
void P_TeleportToPlayerStarts (AActor *victim)
{
int i,selections=0;
fixed_t destX,destY;
angle_t destAngle;
for (i = 0; i < MAXPLAYERS;i++)
{
if (!playeringame[i]) continue;
selections++;
}
i = pr_telestarts() % selections;
destX = playerstarts[i].x << FRACBITS;
destY = playerstarts[i].y << FRACBITS;
destAngle = ANG45 * (playerstarts[i].angle/45);
P_Teleport (victim, destX, destY, ONFLOORZ, destAngle, true, true, false);
}
//===========================================================================
//
// P_TeleportToDeathmatchStarts
//
//===========================================================================
void P_TeleportToDeathmatchStarts (AActor *victim)
{
unsigned int i, selections;
fixed_t destX,destY;
angle_t destAngle;
selections = deathmatchstarts.Size ();
if (selections > 0)
{
i = pr_teledm() % selections;
destX = deathmatchstarts[i].x << FRACBITS;
destY = deathmatchstarts[i].y << FRACBITS;
destAngle = ANG45 * (deathmatchstarts[i].angle/45);
P_Teleport (victim, destX, destY, ONFLOORZ, destAngle, true, true, false);
}
else
{
P_TeleportToPlayerStarts (victim);
}
}