mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-08 05:51:26 +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)
283 lines
8.8 KiB
C++
283 lines
8.8 KiB
C++
#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 "thingdef.h"
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void A_FatRaise (AActor *);
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void A_FatAttack1 (AActor *);
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void A_FatAttack2 (AActor *);
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void A_FatAttack3 (AActor *);
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class AFatso : public AActor
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{
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DECLARE_ACTOR (AFatso, AActor)
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};
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FState AFatso::States[] =
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{
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#define S_FATT_STND 0
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S_NORMAL (FATT, 'A', 15, A_Look , &States[S_FATT_STND+1]),
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S_NORMAL (FATT, 'B', 15, A_Look , &States[S_FATT_STND]),
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#define S_FATT_RUN (S_FATT_STND+2)
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S_NORMAL (FATT, 'A', 4, A_Chase , &States[S_FATT_RUN+1]),
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S_NORMAL (FATT, 'A', 4, A_Chase , &States[S_FATT_RUN+2]),
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S_NORMAL (FATT, 'B', 4, A_Chase , &States[S_FATT_RUN+3]),
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S_NORMAL (FATT, 'B', 4, A_Chase , &States[S_FATT_RUN+4]),
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S_NORMAL (FATT, 'C', 4, A_Chase , &States[S_FATT_RUN+5]),
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S_NORMAL (FATT, 'C', 4, A_Chase , &States[S_FATT_RUN+6]),
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S_NORMAL (FATT, 'D', 4, A_Chase , &States[S_FATT_RUN+7]),
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S_NORMAL (FATT, 'D', 4, A_Chase , &States[S_FATT_RUN+8]),
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S_NORMAL (FATT, 'E', 4, A_Chase , &States[S_FATT_RUN+9]),
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S_NORMAL (FATT, 'E', 4, A_Chase , &States[S_FATT_RUN+10]),
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S_NORMAL (FATT, 'F', 4, A_Chase , &States[S_FATT_RUN+11]),
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S_NORMAL (FATT, 'F', 4, A_Chase , &States[S_FATT_RUN+0]),
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#define S_FATT_ATK (S_FATT_RUN+12)
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S_NORMAL (FATT, 'G', 20, A_FatRaise , &States[S_FATT_ATK+1]),
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S_BRIGHT (FATT, 'H', 10, A_FatAttack1 , &States[S_FATT_ATK+2]),
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S_NORMAL (FATT, 'I', 5, A_FaceTarget , &States[S_FATT_ATK+3]),
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S_NORMAL (FATT, 'G', 5, A_FaceTarget , &States[S_FATT_ATK+4]),
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S_BRIGHT (FATT, 'H', 10, A_FatAttack2 , &States[S_FATT_ATK+5]),
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S_NORMAL (FATT, 'I', 5, A_FaceTarget , &States[S_FATT_ATK+6]),
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S_NORMAL (FATT, 'G', 5, A_FaceTarget , &States[S_FATT_ATK+7]),
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S_BRIGHT (FATT, 'H', 10, A_FatAttack3 , &States[S_FATT_ATK+8]),
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S_NORMAL (FATT, 'I', 5, A_FaceTarget , &States[S_FATT_ATK+9]),
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S_NORMAL (FATT, 'G', 5, A_FaceTarget , &States[S_FATT_RUN+0]),
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#define S_FATT_PAIN (S_FATT_ATK+10)
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S_NORMAL (FATT, 'J', 3, NULL , &States[S_FATT_PAIN+1]),
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S_NORMAL (FATT, 'J', 3, A_Pain , &States[S_FATT_RUN+0]),
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#define S_FATT_DIE (S_FATT_PAIN+2)
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S_NORMAL (FATT, 'K', 6, NULL , &States[S_FATT_DIE+1]),
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S_NORMAL (FATT, 'L', 6, A_Scream , &States[S_FATT_DIE+2]),
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S_NORMAL (FATT, 'M', 6, A_NoBlocking , &States[S_FATT_DIE+3]),
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S_NORMAL (FATT, 'N', 6, NULL , &States[S_FATT_DIE+4]),
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S_NORMAL (FATT, 'O', 6, NULL , &States[S_FATT_DIE+5]),
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S_NORMAL (FATT, 'P', 6, NULL , &States[S_FATT_DIE+6]),
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S_NORMAL (FATT, 'Q', 6, NULL , &States[S_FATT_DIE+7]),
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S_NORMAL (FATT, 'R', 6, NULL , &States[S_FATT_DIE+8]),
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S_NORMAL (FATT, 'S', 6, NULL , &States[S_FATT_DIE+9]),
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S_NORMAL (FATT, 'T', -1, A_BossDeath , NULL),
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#define S_FATT_RAISE (S_FATT_DIE+10)
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S_NORMAL (FATT, 'R', 5, NULL , &States[S_FATT_RAISE+1]),
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S_NORMAL (FATT, 'Q', 5, NULL , &States[S_FATT_RAISE+2]),
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S_NORMAL (FATT, 'P', 5, NULL , &States[S_FATT_RAISE+3]),
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S_NORMAL (FATT, 'O', 5, NULL , &States[S_FATT_RAISE+4]),
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S_NORMAL (FATT, 'N', 5, NULL , &States[S_FATT_RAISE+5]),
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S_NORMAL (FATT, 'M', 5, NULL , &States[S_FATT_RAISE+6]),
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S_NORMAL (FATT, 'L', 5, NULL , &States[S_FATT_RAISE+7]),
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S_NORMAL (FATT, 'K', 5, NULL , &States[S_FATT_RUN+0])
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};
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IMPLEMENT_ACTOR (AFatso, Doom, 67, 112)
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PROP_SpawnHealth (600)
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PROP_RadiusFixed (48)
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PROP_HeightFixed (64)
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PROP_Mass (1000)
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PROP_SpeedFixed (8)
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PROP_PainChance (80)
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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_BOSSDEATH)
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PROP_SpawnState (S_FATT_STND)
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PROP_SeeState (S_FATT_RUN)
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PROP_PainState (S_FATT_PAIN)
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PROP_MissileState (S_FATT_ATK)
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PROP_DeathState (S_FATT_DIE)
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PROP_RaiseState (S_FATT_RAISE)
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PROP_SeeSound ("fatso/sight")
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PROP_PainSound ("fatso/pain")
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PROP_DeathSound ("fatso/death")
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PROP_ActiveSound ("fatso/active")
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PROP_Obituary("$OB_FATSO")
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END_DEFAULTS
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class AFatShot : public AActor
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{
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DECLARE_ACTOR (AFatShot, AActor)
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};
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FState AFatShot::States[] =
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{
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#define S_FATSHOT 0
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S_BRIGHT (MANF, 'A', 4, NULL , &States[S_FATSHOT+1]),
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S_BRIGHT (MANF, 'B', 4, NULL , &States[S_FATSHOT+0]),
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#define S_FATSHOTX (S_FATSHOT+2)
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S_BRIGHT (MISL, 'B', 8, NULL , &States[S_FATSHOTX+1]),
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S_BRIGHT (MISL, 'C', 6, NULL , &States[S_FATSHOTX+2]),
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S_BRIGHT (MISL, 'D', 4, NULL , NULL)
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};
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IMPLEMENT_ACTOR (AFatShot, Doom, -1, 153)
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PROP_RadiusFixed (6)
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PROP_HeightFixed (8)
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PROP_SpeedFixed (20)
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PROP_Damage (8)
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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)
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PROP_Flags4 (MF4_RANDOMIZE)
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PROP_RenderStyle (STYLE_Add)
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PROP_SpawnState (S_FATSHOT)
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PROP_DeathState (S_FATSHOTX)
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PROP_SeeSound ("fatso/attack")
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PROP_DeathSound ("fatso/shotx")
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END_DEFAULTS
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//
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// Mancubus attack,
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// firing three missiles in three different directions?
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// Doesn't look like it.
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//
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#define FATSPREAD (ANG90/8)
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void A_FatRaise (AActor *self)
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{
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A_FaceTarget (self);
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S_Sound (self, CHAN_WEAPON, "fatso/raiseguns", 1, ATTN_NORM);
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}
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void A_FatAttack1 (AActor *self)
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{
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AActor *missile;
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angle_t an;
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if (!self->target)
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return;
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const PClass *spawntype = NULL;
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int index = CheckIndex (1, NULL);
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if (index >= 0) spawntype = PClass::FindClass ((ENamedName)StateParameters[index]);
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if (spawntype == NULL) spawntype = RUNTIME_CLASS(AFatShot);
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A_FaceTarget (self);
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// Change direction to ...
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self->angle += FATSPREAD;
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P_SpawnMissile (self, self->target, spawntype);
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missile = P_SpawnMissile (self, self->target, spawntype);
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if (missile != NULL)
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{
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missile->angle += FATSPREAD;
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an = missile->angle >> ANGLETOFINESHIFT;
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missile->momx = FixedMul (missile->Speed, finecosine[an]);
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missile->momy = FixedMul (missile->Speed, finesine[an]);
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}
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}
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void A_FatAttack2 (AActor *self)
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{
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AActor *missile;
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angle_t an;
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if (!self->target)
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return;
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const PClass *spawntype = NULL;
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int index = CheckIndex (1, NULL);
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if (index >= 0) spawntype = PClass::FindClass ((ENamedName)StateParameters[index]);
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if (spawntype == NULL) spawntype = RUNTIME_CLASS(AFatShot);
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A_FaceTarget (self);
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// Now here choose opposite deviation.
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self->angle -= FATSPREAD;
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P_SpawnMissile (self, self->target, spawntype);
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missile = P_SpawnMissile (self, self->target, spawntype);
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if (missile != NULL)
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{
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missile->angle -= FATSPREAD*2;
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an = missile->angle >> ANGLETOFINESHIFT;
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missile->momx = FixedMul (missile->Speed, finecosine[an]);
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missile->momy = FixedMul (missile->Speed, finesine[an]);
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}
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}
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void A_FatAttack3 (AActor *self)
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{
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AActor *missile;
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angle_t an;
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if (!self->target)
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return;
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const PClass *spawntype = NULL;
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int index = CheckIndex (1, NULL);
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if (index >= 0) spawntype = PClass::FindClass ((ENamedName)StateParameters[index]);
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if (spawntype == NULL) spawntype = RUNTIME_CLASS(AFatShot);
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A_FaceTarget (self);
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missile = P_SpawnMissile (self, self->target, spawntype);
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if (missile != NULL)
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{
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missile->angle -= FATSPREAD/2;
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an = missile->angle >> ANGLETOFINESHIFT;
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missile->momx = FixedMul (missile->Speed, finecosine[an]);
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missile->momy = FixedMul (missile->Speed, finesine[an]);
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}
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missile = P_SpawnMissile (self, self->target, spawntype);
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if (missile != NULL)
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{
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missile->angle += FATSPREAD/2;
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an = missile->angle >> ANGLETOFINESHIFT;
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missile->momx = FixedMul (missile->Speed, finecosine[an]);
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missile->momy = FixedMul (missile->Speed, finesine[an]);
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}
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}
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//
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// killough 9/98: a mushroom explosion effect, sorta :)
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// Original idea: Linguica
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//
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void A_Mushroom (AActor *actor)
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{
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int i, j, n = actor->damage;
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const PClass *spawntype = NULL;
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int index = CheckIndex (1, NULL);
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if (index >= 0)
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{
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spawntype = PClass::FindClass((ENamedName)StateParameters[index]);
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n = EvalExpressionI (StateParameters[index+1], actor);
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if (n == 0)
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n = actor->damage;
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}
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if (spawntype == NULL) spawntype = RUNTIME_CLASS(AFatShot);
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A_Explode (actor); // First make normal explosion
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// Now launch mushroom cloud
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for (i = -n; i <= n; i += 8)
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{
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for (j = -n; j <= n; j += 8)
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{
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AActor target = *actor, *mo;
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target.x += i << FRACBITS; // Aim in many directions from source
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target.y += j << FRACBITS;
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target.z += P_AproxDistance(i,j) << (FRACBITS+2); // Aim up fairly high
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mo = P_SpawnMissile (actor, &target, spawntype); // Launch fireball
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if (mo != NULL)
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{
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mo->momx >>= 1;
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mo->momy >>= 1; // Slow it down a bit
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mo->momz >>= 1;
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mo->flags &= ~MF_NOGRAVITY; // Make debris fall under gravity
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}
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}
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}
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}
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