gzdoom/src/g_strife/a_rebels.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

325 lines
9.6 KiB
C++

#include "actor.h"
#include "m_random.h"
#include "a_action.h"
#include "p_local.h"
#include "p_enemy.h"
#include "s_sound.h"
#include "gi.h"
#include "a_sharedglobal.h"
#include "a_strifeglobal.h"
static FRandom pr_shootgun ("ShootGun");
void A_ShootGun (AActor *);
void A_TossGib (AActor *);
void A_Beacon (AActor *);
// Base class for the rebels ------------------------------------------------
class ARebel : public AStrifeHumanoid
{
DECLARE_ACTOR (ARebel, AStrifeHumanoid)
};
FState ARebel::States[] =
{
#define S_REBEL_STND 0
S_NORMAL (HMN1, 'P', 5, A_Look2, &States[S_REBEL_STND]),
S_NORMAL (HMN1, 'Q', 8, NULL, &States[S_REBEL_STND]),
S_NORMAL (HMN1, 'R', 8, NULL, &States[S_REBEL_STND]),
#define S_REBEL_WAND (S_REBEL_STND+3)
S_NORMAL (HMN1, 'A', 6, A_Wander, &States[S_REBEL_WAND+1]),
S_NORMAL (HMN1, 'B', 6, A_Wander, &States[S_REBEL_WAND+2]),
S_NORMAL (HMN1, 'C', 6, A_Wander, &States[S_REBEL_WAND+3]),
S_NORMAL (HMN1, 'D', 6, A_Wander, &States[S_REBEL_WAND+4]),
S_NORMAL (HMN1, 'A', 6, A_Wander, &States[S_REBEL_WAND+5]),
S_NORMAL (HMN1, 'B', 6, A_Wander, &States[S_REBEL_WAND+6]),
S_NORMAL (HMN1, 'C', 6, A_Wander, &States[S_REBEL_WAND+7]),
S_NORMAL (HMN1, 'D', 6, A_Wander, &States[S_REBEL_STND]),
#define S_REBEL_CHASE (S_REBEL_WAND+8)
S_NORMAL (HMN1, 'A', 3, A_Chase, &States[S_REBEL_CHASE+1]),
S_NORMAL (HMN1, 'A', 3, A_Chase, &States[S_REBEL_CHASE+2]),
S_NORMAL (HMN1, 'B', 3, A_Chase, &States[S_REBEL_CHASE+3]),
S_NORMAL (HMN1, 'B', 3, A_Chase, &States[S_REBEL_CHASE+4]),
S_NORMAL (HMN1, 'C', 3, A_Chase, &States[S_REBEL_CHASE+5]),
S_NORMAL (HMN1, 'C', 3, A_Chase, &States[S_REBEL_CHASE+6]),
S_NORMAL (HMN1, 'D', 3, A_Chase, &States[S_REBEL_CHASE+7]),
S_NORMAL (HMN1, 'D', 3, A_Chase, &States[S_REBEL_CHASE]),
#define S_REBEL_ATK (S_REBEL_CHASE+8)
S_NORMAL (HMN1, 'E', 10, A_FaceTarget, &States[S_REBEL_ATK+1]),
S_BRIGHT (HMN1, 'F', 10, A_ShootGun, &States[S_REBEL_ATK+2]),
S_NORMAL (HMN1, 'E', 10, A_ShootGun, &States[S_REBEL_CHASE]),
#define S_REBEL_PAIN (S_REBEL_ATK+3)
S_NORMAL (HMN1, 'O', 3, NULL, &States[S_REBEL_PAIN+1]),
S_NORMAL (HMN1, 'O', 3, A_Pain, &States[S_REBEL_CHASE]),
#define S_REBEL_DIE (S_REBEL_PAIN+2)
S_NORMAL (HMN1, 'G', 5, NULL, &States[S_REBEL_DIE+1]),
S_NORMAL (HMN1, 'H', 5, A_Scream, &States[S_REBEL_DIE+2]),
S_NORMAL (HMN1, 'I', 3, A_NoBlocking, &States[S_REBEL_DIE+3]),
S_NORMAL (HMN1, 'J', 4, NULL, &States[S_REBEL_DIE+4]),
S_NORMAL (HMN1, 'K', 3, NULL, &States[S_REBEL_DIE+5]),
S_NORMAL (HMN1, 'L', 3, NULL, &States[S_REBEL_DIE+6]),
S_NORMAL (HMN1, 'M', 3, NULL, &States[S_REBEL_DIE+7]),
S_NORMAL (HMN1, 'N', -1, NULL, NULL),
#define S_REBEL_XDIE (S_REBEL_DIE+8)
S_NORMAL (RGIB, 'A', 4, A_TossGib, &States[S_REBEL_XDIE+1]),
S_NORMAL (RGIB, 'B', 4, A_XScream, &States[S_REBEL_XDIE+2]),
S_NORMAL (RGIB, 'C', 3, A_NoBlocking, &States[S_REBEL_XDIE+3]),
S_NORMAL (RGIB, 'D', 3, A_TossGib, &States[S_REBEL_XDIE+4]),
S_NORMAL (RGIB, 'E', 3, A_TossGib, &States[S_REBEL_XDIE+5]),
S_NORMAL (RGIB, 'F', 3, A_TossGib, &States[S_REBEL_XDIE+6]),
S_NORMAL (RGIB, 'G', 3, NULL, &States[S_REBEL_XDIE+7]),
S_NORMAL (RGIB, 'H', 1400, NULL, NULL)
};
IMPLEMENT_ACTOR (ARebel, Strife, -1, 0)
PROP_SpawnState (S_REBEL_STND)
PROP_SeeState (S_REBEL_CHASE)
PROP_PainState (S_REBEL_PAIN)
PROP_MissileState (S_REBEL_ATK)
PROP_DeathState (S_REBEL_DIE)
PROP_XDeathState (S_REBEL_XDIE)
PROP_SpawnHealth (60)
PROP_PainChance (250)
PROP_SpeedFixed (8)
PROP_RadiusFixed (20)
PROP_HeightFixed (56)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_FRIENDLY)
PROP_Flags2 (MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_MCROSS)
PROP_Flags3 (MF3_ISMONSTER)
PROP_Flags4 (MF4_NOSPLASHALERT)
PROP_MinMissileChance (150)
PROP_Tag ("Rebel")
PROP_SeeSound ("rebel/sight")
PROP_PainSound ("rebel/pain")
PROP_DeathSound ("rebel/death")
PROP_ActiveSound ("rebel/active")
END_DEFAULTS
//============================================================================
//
// A_ShootGun
//
//============================================================================
void A_ShootGun (AActor *self)
{
int pitch;
if (self->target == NULL)
return;
S_Sound (self, CHAN_WEAPON, "monsters/rifle", 1, ATTN_NORM);
A_FaceTarget (self);
pitch = P_AimLineAttack (self, self->angle, MISSILERANGE);
P_LineAttack (self, self->angle + (pr_shootgun.Random2() << 19),
MISSILERANGE, pitch,
3*(pr_shootgun() % 5 + 1), MOD_UNKNOWN, RUNTIME_CLASS(AStrifePuff));
}
// Rebel 1 ------------------------------------------------------------------
class ARebel1 : public ARebel
{
DECLARE_STATELESS_ACTOR (ARebel1, ARebel)
public:
void NoBlockingSet ();
};
IMPLEMENT_STATELESS_ACTOR (ARebel1, Strife, 9, 0)
PROP_StrifeType (43)
PROP_StrifeTeaserType (42)
PROP_StrifeTeaserType2 (43)
END_DEFAULTS
//============================================================================
//
// ARebel1 :: NoBlockingSet
//
// Only this type of rebel drops bullet clips by default.
//
//============================================================================
void ARebel1::NoBlockingSet ()
{
P_DropItem (this, "ClipOfBullets", -1, 256);
}
// Rebel 2 ------------------------------------------------------------------
class ARebel2 : public ARebel
{
DECLARE_STATELESS_ACTOR (ARebel2, ARebel)
};
IMPLEMENT_STATELESS_ACTOR (ARebel2, Strife, 144, 0)
PROP_StrifeType (44)
PROP_StrifeTeaserType (43)
PROP_StrifeTeaserType2 (44)
END_DEFAULTS
// Rebel 3 ------------------------------------------------------------------
class ARebel3 : public ARebel
{
DECLARE_STATELESS_ACTOR (ARebel3, ARebel)
};
IMPLEMENT_STATELESS_ACTOR (ARebel3, Strife, 145, 0)
PROP_StrifeType (45)
PROP_StrifeTeaserType (44)
PROP_StrifeTeaserType2 (45)
END_DEFAULTS
// Rebel 4 ------------------------------------------------------------------
class ARebel4 : public ARebel
{
DECLARE_STATELESS_ACTOR (ARebel4, ARebel)
};
IMPLEMENT_STATELESS_ACTOR (ARebel4, Strife, 149, 0)
PROP_StrifeType (46)
PROP_StrifeTeaserType (45)
PROP_StrifeTeaserType2 (46)
END_DEFAULTS
// Rebel 5 ------------------------------------------------------------------
class ARebel5 : public ARebel
{
DECLARE_STATELESS_ACTOR (ARebel5, ARebel)
};
IMPLEMENT_STATELESS_ACTOR (ARebel5, Strife, 150, 0)
PROP_StrifeType (47)
PROP_StrifeTeaserType (46)
PROP_StrifeTeaserType2 (47)
END_DEFAULTS
// Rebel 6 ------------------------------------------------------------------
class ARebel6 : public ARebel
{
DECLARE_STATELESS_ACTOR (ARebel6, ARebel)
};
IMPLEMENT_STATELESS_ACTOR (ARebel6, Strife, 151, 0)
PROP_StrifeType (48)
PROP_StrifeTeaserType (47)
PROP_StrifeTeaserType2 (48)
END_DEFAULTS
// Teleporter Beacon --------------------------------------------------------
class ATeleporterBeacon : public AInventory
{
DECLARE_ACTOR (ATeleporterBeacon, AInventory)
public:
bool Use (bool pickup);
};
FState ATeleporterBeacon::States[] =
{
S_NORMAL (BEAC, 'A', -1, NULL, NULL),
S_NORMAL (BEAC, 'A', 30, NULL, &States[2]),
S_NORMAL (BEAC, 'A', 160, A_Beacon, &States[1])
};
IMPLEMENT_ACTOR (ATeleporterBeacon, Strife, 10, 0)
PROP_StrifeType (166)
PROP_SpawnHealth (5)
PROP_SpawnState (0)
PROP_SeeState (1)
PROP_RadiusFixed (16)
PROP_HeightFixed (16)
PROP_Inventory_MaxAmount (3)
PROP_Flags (MF_SPECIAL|MF_DROPPED)
PROP_Inventory_FlagsSet (IF_INVBAR)
PROP_Inventory_Icon ("I_BEAC")
PROP_Tag ("Teleporter_Beacon")
PROP_Inventory_PickupMessage("$TXT_BEACON")
END_DEFAULTS
bool ATeleporterBeacon::Use (bool pickup)
{
AInventory *drop;
// Increase the amount by one so that when DropInventory decrements it,
// the actor will have the same number of beacons that he started with.
// When we return to UseInventory, it will take care of decrementing
// Amount again and disposing of this item if there are no more.
Amount++;
drop = Owner->DropInventory (this);
if (drop == NULL)
{
Amount--;
return false;
}
else
{
drop->SetState (drop->SeeState);
drop->target = Owner;
return true;
}
}
void A_Beacon (AActor *self)
{
AActor *owner = self->target;
ARebel *rebel;
int friendNum;
angle_t an;
rebel = Spawn<ARebel1> (self->x, self->y, ONFLOORZ);
if (!P_TryMove (rebel, rebel->x, rebel->y, true))
{
rebel->Destroy ();
return;
}
// Once the rebels start teleporting in, you can't pick up the beacon anymore.
self->flags &= ~MF_SPECIAL;
static_cast<AInventory *>(self)->DropTime = 0;
// Set up the new rebel.
friendNum = owner->player != NULL ? int(owner->player - players + 1) : 0;
rebel->FriendPlayer = friendNum;
rebel->threshold = 100;
rebel->target = NULL;
rebel->flags4 |= MF4_INCOMBAT;
rebel->LastHeard = owner; // Make sure the rebels look for targets
if (deathmatch)
{
rebel->health *= 2;
}
if (owner != NULL)
{
// Rebels are the same color as their owner
rebel->Translation = owner->Translation;
// Set the rebel's target to whatever last hurt the player, so long as it's not
// one of the player's other rebels.
if (owner->target != NULL &&
(!(owner->target->flags & MF_FRIENDLY) ||
owner->target->FriendPlayer == 0 ||
owner->target->FriendPlayer != friendNum))
{
rebel->target = owner->target;
}
}
rebel->SetState (rebel->SeeState);
rebel->angle = self->angle;
an = self->angle >> ANGLETOFINESHIFT;
Spawn<ATeleportFog> (rebel->x + 20*finecosine[an], rebel->y + 20*finesine[an], rebel->z + TELEFOGHEIGHT);
if (--self->health < 0)
{
self->Destroy ();
}
}