mirror of
https://github.com/ZDoom/gzdoom.git
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1bd6ac028b
- 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)
312 lines
9.5 KiB
C++
312 lines
9.5 KiB
C++
#include "info.h"
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#include "a_pickups.h"
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#include "a_artifacts.h"
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#include "gstrings.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 "p_lnspec.h"
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#include "m_random.h"
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#define TELEPORT_LIFE 1
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static FRandom pr_telestarts ("TeleStarts");
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static FRandom pr_teledm ("TeleDM");
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void A_TeloSpawnA (AActor *);
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void A_TeloSpawnB (AActor *);
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void A_TeloSpawnC (AActor *);
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void A_TeloSpawnD (AActor *);
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void A_CheckTeleRing (AActor *);
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void P_TeleportToPlayerStarts (AActor *victim);
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void P_TeleportToDeathmatchStarts (AActor *victim);
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// Teleport Other Artifact --------------------------------------------------
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class AArtiTeleportOther : public AInventory
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{
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DECLARE_ACTOR (AArtiTeleportOther, AInventory)
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public:
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bool Use (bool pickup);
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};
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FState AArtiTeleportOther::States[] =
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{
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#define S_ARTI_TELOTHER1 0
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S_NORMAL (TELO, 'A', 5, NULL , &States[S_ARTI_TELOTHER1+1]),
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S_NORMAL (TELO, 'B', 5, NULL , &States[S_ARTI_TELOTHER1+2]),
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S_NORMAL (TELO, 'C', 5, NULL , &States[S_ARTI_TELOTHER1+3]),
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S_NORMAL (TELO, 'D', 5, NULL , &States[S_ARTI_TELOTHER1]),
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};
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IMPLEMENT_ACTOR (AArtiTeleportOther, Hexen, 10040, 17)
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PROP_Flags (MF_SPECIAL)
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PROP_Flags2 (MF2_FLOATBOB)
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PROP_SpawnState (S_ARTI_TELOTHER1)
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PROP_Inventory_DefMaxAmount
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PROP_Inventory_FlagsSet (IF_INVBAR|IF_PICKUPFLASH|IF_FANCYPICKUPSOUND)
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PROP_Inventory_Icon ("ARTITELO")
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PROP_Inventory_PickupSound ("misc/p_pkup")
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PROP_Inventory_PickupMessage("$TXT_ARTITELEPORTOTHER")
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END_DEFAULTS
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// Teleport Other FX --------------------------------------------------------
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class ATelOtherFX1 : public AActor
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{
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DECLARE_ACTOR (ATelOtherFX1, AActor)
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public:
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int DoSpecialDamage (AActor *target, int damage);
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};
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FState ATelOtherFX1::States[] =
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{
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#define S_TELO_FX1 0
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S_BRIGHT (TRNG, 'E', 5, NULL , &States[S_TELO_FX1+1]),
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S_BRIGHT (TRNG, 'D', 4, NULL , &States[S_TELO_FX1+2]),
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S_BRIGHT (TRNG, 'C', 3, A_TeloSpawnC , &States[S_TELO_FX1+3]),
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S_BRIGHT (TRNG, 'B', 3, A_TeloSpawnB , &States[S_TELO_FX1+4]),
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S_BRIGHT (TRNG, 'A', 3, A_TeloSpawnA , &States[S_TELO_FX1+5]),
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S_BRIGHT (TRNG, 'B', 3, A_TeloSpawnB , &States[S_TELO_FX1+6]),
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S_BRIGHT (TRNG, 'C', 3, A_TeloSpawnC , &States[S_TELO_FX1+7]),
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S_BRIGHT (TRNG, 'D', 3, A_TeloSpawnD , &States[S_TELO_FX1+2]),
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#define S_TELO_FX_DONE (S_TELO_FX1+8)
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S_BRIGHT (TRNG, 'E', 3, NULL , NULL),
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#define S_TELO_FX2 (S_TELO_FX_DONE+1)
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S_BRIGHT (TRNG, 'B', 4, NULL , &States[S_TELO_FX2+1]),
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S_BRIGHT (TRNG, 'C', 4, NULL , &States[S_TELO_FX2+2]),
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S_BRIGHT (TRNG, 'D', 4, NULL , &States[S_TELO_FX2+3]),
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S_BRIGHT (TRNG, 'C', 4, NULL , &States[S_TELO_FX2+4]),
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S_BRIGHT (TRNG, 'B', 4, NULL , &States[S_TELO_FX2+5]),
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S_BRIGHT (TRNG, 'A', 4, A_CheckTeleRing , &States[S_TELO_FX2+0]),
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#define S_TELO_FX3 (S_TELO_FX2+6)
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S_BRIGHT (TRNG, 'C', 4, NULL , &States[S_TELO_FX3+1]),
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S_BRIGHT (TRNG, 'D', 4, NULL , &States[S_TELO_FX3+2]),
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S_BRIGHT (TRNG, 'C', 4, NULL , &States[S_TELO_FX3+3]),
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S_BRIGHT (TRNG, 'B', 4, NULL , &States[S_TELO_FX3+4]),
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S_BRIGHT (TRNG, 'A', 4, NULL , &States[S_TELO_FX3+5]),
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S_BRIGHT (TRNG, 'B', 4, A_CheckTeleRing , &States[S_TELO_FX3+0]),
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#define S_TELO_FX4 (S_TELO_FX3+6)
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S_BRIGHT (TRNG, 'D', 4, NULL , &States[S_TELO_FX4+1]),
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S_BRIGHT (TRNG, 'C', 4, NULL , &States[S_TELO_FX4+2]),
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S_BRIGHT (TRNG, 'B', 4, NULL , &States[S_TELO_FX4+3]),
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S_BRIGHT (TRNG, 'A', 4, NULL , &States[S_TELO_FX4+4]),
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S_BRIGHT (TRNG, 'B', 4, NULL , &States[S_TELO_FX4+5]),
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S_BRIGHT (TRNG, 'C', 4, A_CheckTeleRing , &States[S_TELO_FX4+0]),
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#define S_TELO_FX5 (S_TELO_FX4+6)
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S_BRIGHT (TRNG, 'C', 4, NULL , &States[S_TELO_FX5+1]),
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S_BRIGHT (TRNG, 'B', 4, NULL , &States[S_TELO_FX5+2]),
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S_BRIGHT (TRNG, 'A', 4, NULL , &States[S_TELO_FX5+3]),
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S_BRIGHT (TRNG, 'B', 4, NULL , &States[S_TELO_FX5+4]),
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S_BRIGHT (TRNG, 'C', 4, NULL , &States[S_TELO_FX5+5]),
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S_BRIGHT (TRNG, 'D', 4, A_CheckTeleRing , &States[S_TELO_FX5+0])
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};
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IMPLEMENT_ACTOR (ATelOtherFX1, Any, -1, 0)
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PROP_DamageLong (10001)
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PROP_Flags (MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY|MF_NOBLOCKMAP)
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PROP_Flags2 (MF2_NOTELEPORT)
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PROP_Flags3 (MF3_BLOODLESSIMPACT)
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PROP_RadiusFixed (16)
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PROP_HeightFixed (16)
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PROP_SpeedFixed (20)
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PROP_SpawnState (S_TELO_FX1)
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PROP_DeathState (S_TELO_FX_DONE)
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END_DEFAULTS
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class ATelOtherFX2 : public ATelOtherFX1
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{
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DECLARE_STATELESS_ACTOR (ATelOtherFX2, ATelOtherFX1)
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};
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IMPLEMENT_STATELESS_ACTOR (ATelOtherFX2, Any, -1, 0)
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PROP_SpeedFixed (16)
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PROP_SpawnState (S_TELO_FX2)
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END_DEFAULTS
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class ATelOtherFX3 : public ATelOtherFX1
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{
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DECLARE_STATELESS_ACTOR (ATelOtherFX3, ATelOtherFX1)
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};
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IMPLEMENT_STATELESS_ACTOR (ATelOtherFX3, Any, -1, 0)
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PROP_SpeedFixed (16)
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PROP_SpawnState (S_TELO_FX3)
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END_DEFAULTS
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class ATelOtherFX4 : public ATelOtherFX1
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{
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DECLARE_STATELESS_ACTOR (ATelOtherFX4, ATelOtherFX1)
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};
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IMPLEMENT_STATELESS_ACTOR (ATelOtherFX4, Any, -1, 0)
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PROP_SpeedFixed (16)
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PROP_SpawnState (S_TELO_FX4)
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END_DEFAULTS
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class ATelOtherFX5 : public ATelOtherFX1
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{
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DECLARE_STATELESS_ACTOR (ATelOtherFX5, ATelOtherFX1)
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};
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IMPLEMENT_STATELESS_ACTOR (ATelOtherFX5, Any, -1, 0)
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PROP_SpeedFixed (16)
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PROP_SpawnState (S_TELO_FX5)
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END_DEFAULTS
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static void TeloSpawn (AActor *source, const PClass *type)
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{
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AActor *fx;
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fx = Spawn (type, source->x, source->y, source->z);
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if (fx)
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{
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fx->special1 = TELEPORT_LIFE; // Lifetime countdown
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fx->angle = source->angle;
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fx->target = source->target;
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fx->momx = source->momx >> 1;
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fx->momy = source->momy >> 1;
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fx->momz = source->momz >> 1;
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}
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}
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void A_TeloSpawnA (AActor *actor)
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{
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TeloSpawn (actor, RUNTIME_CLASS(ATelOtherFX2));
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}
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void A_TeloSpawnB (AActor *actor)
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{
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TeloSpawn (actor, RUNTIME_CLASS(ATelOtherFX3));
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}
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void A_TeloSpawnC (AActor *actor)
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{
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TeloSpawn (actor, RUNTIME_CLASS(ATelOtherFX4));
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}
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void A_TeloSpawnD (AActor *actor)
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{
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TeloSpawn (actor, RUNTIME_CLASS(ATelOtherFX5));
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}
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void A_CheckTeleRing (AActor *actor)
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{
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if (actor->special1-- <= 0)
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{
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actor->SetState (actor->DeathState);
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}
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}
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//===========================================================================
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//
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// Activate Teleport Other
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//
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//===========================================================================
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bool AArtiTeleportOther::Use (bool pickup)
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{
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AActor *mo;
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mo = P_SpawnPlayerMissile (Owner, RUNTIME_CLASS(ATelOtherFX1));
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if (mo)
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{
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mo->target = Owner;
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}
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return true;
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}
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//===========================================================================
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//
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// Perform Teleport Other
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//
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//===========================================================================
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int ATelOtherFX1::DoSpecialDamage (AActor *target, int damage)
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{
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if ((target->flags3 & MF3_ISMONSTER || target->player != NULL) &&
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!(target->flags2 & MF2_BOSS) &&
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!(target->flags3 & MF3_NOTELEOTHER))
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{
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if (target->player)
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{
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if (deathmatch)
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P_TeleportToDeathmatchStarts (target);
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else
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P_TeleportToPlayerStarts (target);
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}
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else
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{
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// If death action, run it upon teleport
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if (target->flags3 & MF3_ISMONSTER && target->special)
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{
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target->RemoveFromHash ();
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LineSpecials[target->special] (NULL, level.flags & LEVEL_ACTOWNSPECIAL
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? target : this->target, false, target->args[0], target->args[1],
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target->args[2], target->args[3], target->args[4]);
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target->special = 0;
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}
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// Send all monsters to deathmatch spots
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P_TeleportToDeathmatchStarts (target);
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}
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}
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return -1;
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}
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//===========================================================================
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//
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// P_TeleportToPlayerStarts
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//
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//===========================================================================
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void P_TeleportToPlayerStarts (AActor *victim)
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{
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int i,selections=0;
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fixed_t destX,destY;
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angle_t destAngle;
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for (i = 0; i < MAXPLAYERS;i++)
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{
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if (!playeringame[i]) continue;
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selections++;
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}
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i = pr_telestarts() % selections;
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destX = playerstarts[i].x << FRACBITS;
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destY = playerstarts[i].y << FRACBITS;
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destAngle = ANG45 * (playerstarts[i].angle/45);
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P_Teleport (victim, destX, destY, ONFLOORZ, destAngle, true, true, false);
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}
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//===========================================================================
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//
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// P_TeleportToDeathmatchStarts
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//
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//===========================================================================
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void P_TeleportToDeathmatchStarts (AActor *victim)
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{
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unsigned int i, selections;
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fixed_t destX,destY;
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angle_t destAngle;
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selections = deathmatchstarts.Size ();
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if (selections > 0)
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{
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i = pr_teledm() % selections;
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destX = deathmatchstarts[i].x << FRACBITS;
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destY = deathmatchstarts[i].y << FRACBITS;
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destAngle = ANG45 * (deathmatchstarts[i].angle/45);
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P_Teleport (victim, destX, destY, ONFLOORZ, destAngle, true, true, false);
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}
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else
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{
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P_TeleportToPlayerStarts (victim);
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}
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}
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