gzdoom/src/g_hexen/a_teleportother.cpp

314 lines
9.6 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|MF_COUNTITEM)
PROP_Flags2 (MF2_FLOATBOB)
PROP_SpawnState (S_ARTI_TELOTHER1)
PROP_Inventory_DefMaxAmount
PROP_Inventory_PickupFlash (1)
PROP_Inventory_FlagsSet (IF_INVBAR|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, ALLOW_REPLACE);
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->FindState(NAME_Death));
}
}
//===========================================================================
//
// 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 : (AActor *)(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;
destY = playerstarts[i].y;
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;
destY = deathmatchstarts[i].y;
destAngle = ANG45 * (deathmatchstarts[i].angle/45);
P_Teleport (victim, destX, destY, ONFLOORZ, destAngle, true, true, false);
}
else
{
P_TeleportToPlayerStarts (victim);
}
}