gzdoom/src/g_strife/a_oracle.cpp
Christoph Oelckers 063c85b157 - Fixed: The global WeaponSection string was never freed. It has been replaced
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)
2006-10-31 14:53:21 +00:00

87 lines
2.7 KiB
C++

#include "actor.h"
#include "a_action.h"
#include "a_strifeglobal.h"
#include "p_enemy.h"
void A_WakeOracleSpectre (AActor *);
// Oracle -------------------------------------------------------------------
FState AOracle::States[] =
{
S_NORMAL (ORCL, 'A', -1, NULL, NULL),
S_NORMAL (ORCL, 'B', 5, NULL, &States[2]),
S_NORMAL (ORCL, 'C', 5, NULL, &States[3]),
S_NORMAL (ORCL, 'D', 5, NULL, &States[4]),
S_NORMAL (ORCL, 'E', 5, NULL, &States[5]),
S_NORMAL (ORCL, 'F', 5, NULL, &States[6]),
S_NORMAL (ORCL, 'G', 5, NULL, &States[7]),
S_NORMAL (ORCL, 'H', 5, NULL, &States[8]),
S_NORMAL (ORCL, 'I', 5, NULL, &States[9]),
S_NORMAL (ORCL, 'J', 5, NULL, &States[10]),
S_NORMAL (ORCL, 'K', 5, NULL, &States[11]),
S_NORMAL (ORCL, 'L', 5, A_NoBlocking, &States[12]),
S_NORMAL (ORCL, 'M', 5, NULL, &States[13]),
S_NORMAL (ORCL, 'N', 5, A_WakeOracleSpectre, &States[14]),
S_NORMAL (ORCL, 'O', 5, NULL, &States[15]),
S_NORMAL (ORCL, 'P', 5, NULL, &States[16]),
S_NORMAL (ORCL, 'Q', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (AOracle, Strife, 199, 0)
PROP_StrifeType (65)
PROP_StrifeTeaserType (62)
PROP_StrifeTeaserType2 (63)
PROP_SpawnHealth (1)
PROP_SpawnState (0)
PROP_DeathState (1)
PROP_RadiusFixed (15)
PROP_HeightFixed (56)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD|MF_COUNTKILL|MF_NOTDMATCH)
PROP_Flags2 (MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_MCROSS)
PROP_Flags4 (MF4_FIRERESIST)
PROP_MaxDropOffHeight (32)
PROP_MinMissileChance (150)
PROP_Tag ("ORACLE")
END_DEFAULTS
//============================================================================
//
// AOracle :: NoBlockingSet
//
//============================================================================
void AOracle::NoBlockingSet ()
{
P_DropItem (this, "Meat", -1, 256);
}
void A_WakeOracleSpectre (AActor *self)
{
TThinkerIterator<AAlienSpectre3> it;
AActor *spectre = it.Next();
if (spectre != NULL)
{
spectre->Sector->SoundTarget = spectre->LastHeard = self->LastHeard;
spectre->target = self->target;
spectre->SetState (spectre->SeeState);
}
}
//============================================================================
//
// AOracle :: TakeSpecialDamage
//
// The Oracle is invulnerable to the first stage Sigil.
//
//============================================================================
int AOracle::TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, FName damagetype)
{
if (inflictor != NULL && inflictor->IsKindOf (RUNTIME_CLASS(ASpectralLightningV1)))
return -1;
return Super::TakeSpecialDamage(inflictor, source, damage, damagetype);
}