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063c85b157
with an FString now. - Fixed: The music strings in the default level info were never freed and caused memory leaks when used repeatedly. - Fixed: The intermusic string in the level info was never freed. - Fixed: The default fire obituary should only be printed if the damage came from the environment. If it comes from a monster the monster specific obituary should be used instead. - Added custom damage types from the floating point test release. - Changed Pain Elemental's massacre check. Now A_PainDie checks for the damage type and doesn't spawn anything if it is NAME_Massacre. A_PainDie can also be used by other actors so a more generalized approach is needed than hard coding it into the Pain Elemental. - Converted a few of Doom's monsters to DECORATE because I couldn't test the first version of the custom state code with the corpses inheriting from them. - Added custom states from last year's floating point test release and fixed some bugs I found in that code. Unfortunately it wasn't all salvageable and it was easier to recreate some parts from scratch. SVN r368 (trunk)
94 lines
2.9 KiB
C++
94 lines
2.9 KiB
C++
/*
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** a_hatetarget.cpp
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** Something for monsters to hate and shoot at
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**
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**---------------------------------------------------------------------------
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** Copyright 2003-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "actor.h"
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#include "info.h"
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// Hate Target --------------------------------------------------------------
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class AHateTarget : public AActor
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{
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DECLARE_ACTOR (AHateTarget, AActor)
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public:
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void BeginPlay ();
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angle_t AngleIncrements (void);
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int TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, FName damagetype);
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};
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FState AHateTarget::States[] =
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{
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S_NORMAL (TNT1, 'A', -1, NULL , NULL)
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};
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IMPLEMENT_ACTOR (AHateTarget, Any, 9076, 0)
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PROP_RadiusFixed (20)
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PROP_HeightFixed (56)
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PROP_Flags (MF_SHOOTABLE|MF_NOGRAVITY|MF_NOBLOOD)
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PROP_Flags3 (MF3_DONTSPLASH)
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PROP_SpawnState (0)
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PROP_MassLong (INT_MAX)
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END_DEFAULTS
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void AHateTarget::BeginPlay ()
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{
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Super::BeginPlay ();
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if (angle != 0)
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{ // Each degree translates into 10 units of health
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health = Scale (angle >> 1, 1800, 0x40000000);
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// Round to the nearest 10 because of inaccuracy above
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health = (health + 5) / 10 * 10;
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}
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else
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{
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special2 = 1;
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health = 1000001;
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}
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}
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int AHateTarget::TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, FName damagetype)
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{
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if (special2 != 0)
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{
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return 0;
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}
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else
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{
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return damage;
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}
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}
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angle_t AHateTarget::AngleIncrements (void)
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{
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return ANGLE_1;
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}
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