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