mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-17 09:41:21 +00:00
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)
285 lines
8.1 KiB
C++
285 lines
8.1 KiB
C++
#include "templates.h"
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#include "actor.h"
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#include "info.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "gstrings.h"
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#include "a_action.h"
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#include "a_doomglobal.h"
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static FRandom pr_tracer ("Tracer");
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static FRandom pr_skelfist ("SkelFist");
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void A_SkelMissile (AActor *);
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void A_Tracer (AActor *);
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void A_SkelWhoosh (AActor *);
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void A_SkelFist (AActor *);
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class ARevenant : public AActor
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{
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DECLARE_ACTOR (ARevenant, AActor)
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};
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FState ARevenant::States[] =
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{
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#define S_SKEL_STND 0
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S_NORMAL (SKEL, 'A', 10, A_Look , &States[S_SKEL_STND+1]),
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S_NORMAL (SKEL, 'B', 10, A_Look , &States[S_SKEL_STND]),
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#define S_SKEL_RUN (S_SKEL_STND+2)
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S_NORMAL (SKEL, 'A', 2, A_Chase , &States[S_SKEL_RUN+1]),
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S_NORMAL (SKEL, 'A', 2, A_Chase , &States[S_SKEL_RUN+2]),
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S_NORMAL (SKEL, 'B', 2, A_Chase , &States[S_SKEL_RUN+3]),
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S_NORMAL (SKEL, 'B', 2, A_Chase , &States[S_SKEL_RUN+4]),
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S_NORMAL (SKEL, 'C', 2, A_Chase , &States[S_SKEL_RUN+5]),
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S_NORMAL (SKEL, 'C', 2, A_Chase , &States[S_SKEL_RUN+6]),
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S_NORMAL (SKEL, 'D', 2, A_Chase , &States[S_SKEL_RUN+7]),
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S_NORMAL (SKEL, 'D', 2, A_Chase , &States[S_SKEL_RUN+8]),
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S_NORMAL (SKEL, 'E', 2, A_Chase , &States[S_SKEL_RUN+9]),
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S_NORMAL (SKEL, 'E', 2, A_Chase , &States[S_SKEL_RUN+10]),
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S_NORMAL (SKEL, 'F', 2, A_Chase , &States[S_SKEL_RUN+11]),
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S_NORMAL (SKEL, 'F', 2, A_Chase , &States[S_SKEL_RUN+0]),
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#define S_SKEL_FIST (S_SKEL_RUN+12)
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S_NORMAL (SKEL, 'G', 0, A_FaceTarget , &States[S_SKEL_FIST+1]),
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S_NORMAL (SKEL, 'G', 6, A_SkelWhoosh , &States[S_SKEL_FIST+2]),
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S_NORMAL (SKEL, 'H', 6, A_FaceTarget , &States[S_SKEL_FIST+3]),
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S_NORMAL (SKEL, 'I', 6, A_SkelFist , &States[S_SKEL_RUN+0]),
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#define S_SKEL_MISS (S_SKEL_FIST+4)
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S_BRIGHT (SKEL, 'J', 0, A_FaceTarget , &States[S_SKEL_MISS+1]),
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S_BRIGHT (SKEL, 'J', 10, A_FaceTarget , &States[S_SKEL_MISS+2]),
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S_NORMAL (SKEL, 'K', 10, A_SkelMissile , &States[S_SKEL_MISS+3]),
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S_NORMAL (SKEL, 'K', 10, A_FaceTarget , &States[S_SKEL_RUN+0]),
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#define S_SKEL_PAIN (S_SKEL_MISS+4)
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S_NORMAL (SKEL, 'L', 5, NULL , &States[S_SKEL_PAIN+1]),
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S_NORMAL (SKEL, 'L', 5, A_Pain , &States[S_SKEL_RUN+0]),
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#define S_SKEL_DIE (S_SKEL_PAIN+2)
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S_NORMAL (SKEL, 'L', 7, NULL , &States[S_SKEL_DIE+1]),
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S_NORMAL (SKEL, 'M', 7, NULL , &States[S_SKEL_DIE+2]),
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S_NORMAL (SKEL, 'N', 7, A_Scream , &States[S_SKEL_DIE+3]),
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S_NORMAL (SKEL, 'O', 7, A_NoBlocking , &States[S_SKEL_DIE+4]),
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S_NORMAL (SKEL, 'P', 7, NULL , &States[S_SKEL_DIE+5]),
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S_NORMAL (SKEL, 'Q', -1, NULL , NULL),
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#define S_SKEL_RAISE (S_SKEL_DIE+6)
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S_NORMAL (SKEL, 'Q', 5, NULL , &States[S_SKEL_RAISE+1]),
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S_NORMAL (SKEL, 'P', 5, NULL , &States[S_SKEL_RAISE+2]),
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S_NORMAL (SKEL, 'O', 5, NULL , &States[S_SKEL_RAISE+3]),
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S_NORMAL (SKEL, 'N', 5, NULL , &States[S_SKEL_RAISE+4]),
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S_NORMAL (SKEL, 'M', 5, NULL , &States[S_SKEL_RAISE+5]),
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S_NORMAL (SKEL, 'L', 5, NULL , &States[S_SKEL_RUN+0])
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};
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IMPLEMENT_ACTOR (ARevenant, Doom, 66, 20)
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PROP_SpawnHealth (300)
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PROP_RadiusFixed (20)
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PROP_HeightFixed (56)
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PROP_Mass (500)
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PROP_SpeedFixed (10)
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PROP_PainChance (100)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
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PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP)
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PROP_Flags4 (MF4_LONGMELEERANGE|MF4_MISSILEMORE)
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PROP_SpawnState (S_SKEL_STND)
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PROP_SeeState (S_SKEL_RUN)
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PROP_PainState (S_SKEL_PAIN)
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PROP_MeleeState (S_SKEL_FIST)
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PROP_MissileState (S_SKEL_MISS)
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PROP_DeathState (S_SKEL_DIE)
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PROP_RaiseState (S_SKEL_RAISE)
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PROP_SeeSound ("skeleton/sight")
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PROP_PainSound ("skeleton/pain")
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PROP_DeathSound ("skeleton/death")
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PROP_ActiveSound ("skeleton/active")
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PROP_Obituary("$OB_UNDEAD")
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PROP_HitObituary("$OB_UNDEADHIT")
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END_DEFAULTS
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class ARevenantTracer : public AActor
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{
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DECLARE_ACTOR (ARevenantTracer, AActor)
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};
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FState ARevenantTracer::States[] =
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{
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#define S_TRACER 0
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S_BRIGHT (FATB, 'A', 2, A_Tracer , &States[S_TRACER+1]),
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S_BRIGHT (FATB, 'B', 2, A_Tracer , &States[S_TRACER]),
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#define S_TRACEEXP (S_TRACER+2)
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S_BRIGHT (FBXP, 'A', 8, NULL , &States[S_TRACEEXP+1]),
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S_BRIGHT (FBXP, 'B', 6, NULL , &States[S_TRACEEXP+2]),
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S_BRIGHT (FBXP, 'C', 4, NULL , NULL)
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};
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IMPLEMENT_ACTOR (ARevenantTracer, Doom, -1, 53)
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PROP_RadiusFixed (11)
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PROP_HeightFixed (8)
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PROP_SpeedFixed (10)
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PROP_Damage (10)
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PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
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PROP_Flags2 (MF2_PCROSS|MF2_IMPACT|MF2_NOTELEPORT|MF2_SEEKERMISSILE)
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PROP_Flags4 (MF4_RANDOMIZE)
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PROP_RenderStyle (STYLE_Add)
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PROP_SpawnState (S_TRACER)
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PROP_DeathState (S_TRACEEXP)
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PROP_SeeSound ("skeleton/attack")
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PROP_DeathSound ("skeleton/tracex")
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END_DEFAULTS
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class ARevenantTracerSmoke : public AActor
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{
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DECLARE_ACTOR (ARevenantTracerSmoke, AActor)
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};
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FState ARevenantTracerSmoke::States[] =
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{
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S_NORMAL (PUFF, 'B', 4, NULL , &States[1]),
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S_NORMAL (PUFF, 'C', 4, NULL , &States[2]),
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S_NORMAL (PUFF, 'B', 4, NULL , &States[3]),
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S_NORMAL (PUFF, 'C', 4, NULL , &States[4]),
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S_NORMAL (PUFF, 'D', 4, NULL , NULL)
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};
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IMPLEMENT_ACTOR (ARevenantTracerSmoke, Doom, -1, 0)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
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PROP_RenderStyle (STYLE_Translucent)
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PROP_Alpha (TRANSLUC50)
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PROP_SpawnState (0)
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END_DEFAULTS
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//
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// A_SkelMissile
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//
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void A_SkelMissile (AActor *self)
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{
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AActor *missile;
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if (!self->target)
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return;
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A_FaceTarget (self);
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missile = P_SpawnMissileZ (self, self->z + 48*FRACUNIT,
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self->target, RUNTIME_CLASS(ARevenantTracer));
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if (missile != NULL)
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{
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missile->x += missile->momx;
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missile->y += missile->momy;
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missile->tracer = self->target;
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}
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}
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#define TRACEANGLE (0xc000000)
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void A_Tracer (AActor *self)
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{
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angle_t exact;
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fixed_t dist;
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fixed_t slope;
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AActor *dest;
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AActor *smoke;
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// killough 1/18/98: this is why some missiles do not have smoke
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// and some do. Also, internal demos start at random gametics, thus
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// the bug in which revenants cause internal demos to go out of sync.
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//
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// killough 3/6/98: fix revenant internal demo bug by subtracting
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// levelstarttic from gametic:
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//
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// [RH] level.time is always 0-based, so nothing special to do here.
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if (level.time & 3)
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return;
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// spawn a puff of smoke behind the rocket
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P_SpawnPuff (RUNTIME_CLASS(ABulletPuff), self->x, self->y, self->z, 0, 3);
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smoke = Spawn<ARevenantTracerSmoke> (self->x - self->momx,
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self->y - self->momy, self->z);
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smoke->momz = FRACUNIT;
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smoke->tics -= pr_tracer()&3;
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if (smoke->tics < 1)
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smoke->tics = 1;
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// adjust direction
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dest = self->tracer;
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if (!dest || dest->health <= 0)
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return;
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// change angle
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exact = R_PointToAngle2 (self->x, self->y, dest->x, dest->y);
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if (exact != self->angle)
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{
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if (exact - self->angle > 0x80000000)
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{
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self->angle -= TRACEANGLE;
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if (exact - self->angle < 0x80000000)
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self->angle = exact;
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}
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else
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{
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self->angle += TRACEANGLE;
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if (exact - self->angle > 0x80000000)
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self->angle = exact;
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}
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}
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exact = self->angle>>ANGLETOFINESHIFT;
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self->momx = FixedMul (self->Speed, finecosine[exact]);
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self->momy = FixedMul (self->Speed, finesine[exact]);
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// change slope
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dist = P_AproxDistance (dest->x - self->x,
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dest->y - self->y);
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dist = dist / self->Speed;
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if (dist < 1)
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dist = 1;
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slope = (dest->z+40*FRACUNIT - self->z) / dist;
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if (slope < self->momz)
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self->momz -= FRACUNIT/8;
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else
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self->momz += FRACUNIT/8;
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}
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void A_SkelWhoosh (AActor *self)
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{
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if (!self->target)
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return;
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A_FaceTarget (self);
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S_Sound (self, CHAN_WEAPON, "skeleton/swing", 1, ATTN_NORM);
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}
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void A_SkelFist (AActor *self)
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{
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if (!self->target)
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return;
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A_FaceTarget (self);
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if (self->CheckMeleeRange ())
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{
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int damage = ((pr_skelfist()%10)+1)*6;
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S_Sound (self, CHAN_WEAPON, "skeleton/melee", 1, ATTN_NORM);
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P_DamageMobj (self->target, self, self, damage, MOD_HIT);
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P_TraceBleed (damage, self->target, self);
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}
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}
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