mirror of
https://github.com/ZDoom/qzdoom.git
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e1bd63e876
warnings. At first, I was going to try and clean them all up. Then I decided that was a worthless cause and went about just acting on the ones that might actually be helpful: C4189 (local variable is initialized but not referenced) C4702 (unreachable code) C4512 (assignment operator could not be generated) SVN r420 (trunk)
301 lines
9.1 KiB
C++
301 lines
9.1 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 "a_strifeglobal.h"
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#include "f_finale.h"
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static FRandom pr_prog ("Programmer");
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void A_SentinelBob (AActor *);
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void A_TossGib (AActor *);
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void A_Countdown (AActor *);
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void A_ProgrammerMelee (AActor *);
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void A_SpotLightning (AActor *);
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void A_SpawnProgrammerBase (AActor *);
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void A_ProgrammerDeath (AActor *);
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// Programmer ---------------------------------------------------------------
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class AProgrammer : public AActor
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{
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DECLARE_ACTOR (AProgrammer, AActor)
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public:
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void NoBlockingSet ();
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};
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FState AProgrammer::States[] =
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{
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#define S_PROG_STND 0
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S_NORMAL (PRGR, 'A', 5, A_Look, &States[S_PROG_STND+1]),
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S_NORMAL (PRGR, 'A', 1, A_SentinelBob, &States[S_PROG_STND]),
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#define S_PROG_CHASE (S_PROG_STND+2)
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S_NORMAL (PRGR, 'A', 160, A_SentinelBob, &States[S_PROG_CHASE+1]),
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S_NORMAL (PRGR, 'B', 5, A_SentinelBob, &States[S_PROG_CHASE+2]),
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S_NORMAL (PRGR, 'C', 5, A_SentinelBob, &States[S_PROG_CHASE+3]),
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S_NORMAL (PRGR, 'D', 5, A_SentinelBob, &States[S_PROG_CHASE+4]),
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S_NORMAL (PRGR, 'E', 2, A_SentinelBob, &States[S_PROG_CHASE+5]),
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S_NORMAL (PRGR, 'F', 2, A_SentinelBob, &States[S_PROG_CHASE+6]),
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S_NORMAL (PRGR, 'E', 3, A_Chase, &States[S_PROG_CHASE+7]),
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S_NORMAL (PRGR, 'F', 3, A_Chase, &States[S_PROG_CHASE+4]),
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#define S_PROG_MELEE (S_PROG_CHASE+8)
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S_NORMAL (PRGR, 'E', 2, A_SentinelBob, &States[S_PROG_MELEE+1]),
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S_NORMAL (PRGR, 'F', 3, A_SentinelBob, &States[S_PROG_MELEE+2]),
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S_NORMAL (PRGR, 'E', 3, A_FaceTarget, &States[S_PROG_MELEE+4]),
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S_NORMAL (PRGR, 'F', 4, A_ProgrammerMelee, &States[S_PROG_CHASE+4]),
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#define S_PROG_MISSILE (S_PROG_MELEE+4)
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S_NORMAL (PRGR, 'G', 5, A_FaceTarget, &States[S_PROG_MISSILE+1]),
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S_NORMAL (PRGR, 'H', 5, A_SentinelBob, &States[S_PROG_MISSILE+2]),
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S_BRIGHT (PRGR, 'I', 5, A_FaceTarget, &States[S_PROG_MISSILE+3]),
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S_BRIGHT (PRGR, 'J', 5, A_SpotLightning, &States[S_PROG_CHASE+4]),
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#define S_PROG_PAIN (S_PROG_MISSILE+4)
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S_NORMAL (PRGR, 'K', 5, A_Pain, &States[S_PROG_PAIN+1]),
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S_NORMAL (PRGR, 'L', 5, A_SentinelBob, &States[S_PROG_CHASE+4]),
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#define S_PROG_DIE (S_PROG_PAIN+2)
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S_BRIGHT (PRGR, 'L', 7, A_TossGib, &States[S_PROG_DIE+1]),
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S_BRIGHT (PRGR, 'M', 7, A_Scream, &States[S_PROG_DIE+2]),
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S_BRIGHT (PRGR, 'N', 7, A_TossGib, &States[S_PROG_DIE+3]),
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S_BRIGHT (PRGR, 'O', 7, A_NoBlocking, &States[S_PROG_DIE+4]),
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S_BRIGHT (PRGR, 'P', 7, A_TossGib, &States[S_PROG_DIE+5]),
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S_BRIGHT (PRGR, 'Q', 7, A_SpawnProgrammerBase,&States[S_PROG_DIE+6]),
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S_BRIGHT (PRGR, 'R', 7, NULL, &States[S_PROG_DIE+7]),
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S_BRIGHT (PRGR, 'S', 6, NULL, &States[S_PROG_DIE+8]),
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S_BRIGHT (PRGR, 'T', 5, NULL, &States[S_PROG_DIE+9]),
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S_BRIGHT (PRGR, 'U', 5, NULL, &States[S_PROG_DIE+10]),
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S_BRIGHT (PRGR, 'V', 5, NULL, &States[S_PROG_DIE+11]),
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S_BRIGHT (PRGR, 'W', 5, NULL, &States[S_PROG_DIE+12]),
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S_BRIGHT (PRGR, 'X', 32, NULL, &States[S_PROG_DIE+13]),
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S_BRIGHT (PRGR, 'X', -1, A_ProgrammerDeath, NULL)
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};
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IMPLEMENT_ACTOR (AProgrammer, Strife, 71, 0)
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PROP_StrifeType (95)
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PROP_SpawnHealth (1100)
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PROP_SpawnState (S_PROG_STND)
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PROP_SeeState (S_PROG_CHASE)
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PROP_PainState (S_PROG_PAIN)
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PROP_PainChance (50)
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PROP_MeleeState (S_PROG_MELEE)
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PROP_MissileState (S_PROG_MISSILE)
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PROP_DeathState (S_PROG_DIE)
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PROP_SpeedFixed (26)
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PROP_FloatSpeed (5)
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PROP_RadiusFixed (45)
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PROP_HeightFixed (60)
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PROP_Mass (800)
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PROP_Damage (4)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_NOGRAVITY|MF_FLOAT|
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MF_NOBLOOD|MF_COUNTKILL|MF_NOTDMATCH)
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PROP_Flags2 (MF2_PASSMOBJ|MF2_PUSHWALL|MF2_MCROSS)
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PROP_Flags3 (MF3_DONTMORPH|MF3_NOBLOCKMONST)
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PROP_Flags4 (MF4_LOOKALLAROUND|MF4_FIRERESIST|MF4_NOICEDEATH|MF4_NOTARGETSWITCH)
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PROP_MinMissileChance (150)
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PROP_AttackSound ("programmer/attack")
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PROP_PainSound ("programmer/pain")
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PROP_DeathSound ("programmer/death")
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PROP_ActiveSound ("programmer/active")
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PROP_Obituary ("$OB_PROGRAMMER")
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END_DEFAULTS
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//============================================================================
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//
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// AProgrammer :: NoBlockingSet
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//
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//============================================================================
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void AProgrammer::NoBlockingSet ()
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{
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P_DropItem (this, "Sigil1", -1, 256);
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}
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// The Programmer's base for when he dies -----------------------------------
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class AProgrammerBase : public AActor
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{
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DECLARE_ACTOR (AProgrammerBase, AActor)
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public:
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void GetExplodeParms (int &damage, int &dist, bool &hurtSource);
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};
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FState AProgrammerBase::States[] =
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{
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S_BRIGHT (BASE, 'A', 5, A_ExplodeAndAlert, &States[1]),
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S_BRIGHT (BASE, 'B', 5, NULL, &States[2]),
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S_BRIGHT (BASE, 'C', 5, NULL, &States[3]),
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S_BRIGHT (BASE, 'D', 5, NULL, &States[4]),
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S_NORMAL (BASE, 'E', 5, NULL, &States[5]),
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S_NORMAL (BASE, 'F', 5, NULL, &States[6]),
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S_NORMAL (BASE, 'G', 5, NULL, &States[7]),
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S_NORMAL (BASE, 'H', -1, NULL, NULL)
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};
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IMPLEMENT_ACTOR (AProgrammerBase, Strife, -1, 0)
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PROP_StrifeType (96)
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PROP_SpawnState (0)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOCLIP|MF_NOBLOOD)
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END_DEFAULTS
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//============================================================================
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//
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// AProgrammerBase :: GetExplodeParms
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//
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//============================================================================
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void AProgrammerBase::GetExplodeParms (int &damage, int &dist, bool &hurtSource)
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{
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damage = dist = 32;
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}
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// The Programmer level ending thing ----------------------------------------
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// [RH] I took some liberties to make this "cooler" than it was in Strife.
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class AProgLevelEnder : public AInventory
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{
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DECLARE_STATELESS_ACTOR (AProgLevelEnder, AInventory)
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public:
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void Tick ();
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PalEntry GetBlend ();
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};
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IMPLEMENT_STATELESS_ACTOR (AProgLevelEnder, Strife, -1, 0)
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PROP_Inventory_FlagsSet (IF_UNDROPPABLE)
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END_DEFAULTS
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//============================================================================
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//
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// AProgLevelEnder :: Tick
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//
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// Fade to black, end the level, then unfade.
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//
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//============================================================================
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void AProgLevelEnder::Tick ()
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{
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if (special2 == 0)
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{ // fade out over .66 second
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special1 += 255 / (TICRATE*2/3);
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if (++special1 >= 255)
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{
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special1 = 255;
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special2 = 1;
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G_ExitLevel (0, false);
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}
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}
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else
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{ // fade in over two seconds
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special1 -= 255 / (TICRATE*2);
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if (special1 <= 0)
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{
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Destroy ();
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}
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}
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}
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//============================================================================
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//
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// AProgLevelEnder :: GetBlend
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//
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//============================================================================
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PalEntry AProgLevelEnder::GetBlend ()
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{
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return PalEntry ((BYTE)special1, 0, 0, 0);
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}
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//============================================================================
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//
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// A_ProgrammerMelee
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//
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//============================================================================
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void A_ProgrammerMelee (AActor *self)
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{
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int damage;
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if (self->target == NULL)
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return;
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A_FaceTarget (self);
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if (!self->CheckMeleeRange ())
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return;
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S_Sound (self, CHAN_WEAPON, "programmer/clank", 1, ATTN_NORM);
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damage = ((pr_prog() % 10) + 1) * 6;
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P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (damage, self->target, self);
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}
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//============================================================================
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//
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// A_SpotLightning
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//
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//============================================================================
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void A_SpotLightning (AActor *self)
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{
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AActor *spot;
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if (self->target == NULL)
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return;
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spot = Spawn<ASpectralLightningSpot> (self->target->x, self->target->y, ONFLOORZ, ALLOW_REPLACE);
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if (spot != NULL)
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{
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spot->threshold = 25;
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spot->target = self;
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spot->health = -2;
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spot->tracer = self->target;
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}
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}
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//============================================================================
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//
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// A_SpawnProgrammerBase
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//
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//============================================================================
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void A_SpawnProgrammerBase (AActor *self)
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{
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AActor *foo = Spawn<AProgrammerBase> (self->x, self->y, self->z + 24*FRACUNIT, ALLOW_REPLACE);
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if (foo != NULL)
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{
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foo->angle = self->angle + ANGLE_180 + (pr_prog.Random2() << 22);
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foo->momx = FixedMul (foo->Speed, finecosine[foo->angle >> ANGLETOFINESHIFT]);
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foo->momy = FixedMul (foo->Speed, finesine[foo->angle >> ANGLETOFINESHIFT]);
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foo->momz = pr_prog() << 9;
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}
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}
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//============================================================================
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//
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// A_ProgrammerDeath
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//
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//============================================================================
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void A_ProgrammerDeath (AActor *self)
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{
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if (!CheckBossDeath (self))
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return;
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for (int i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i] && players[i].health > 0)
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{
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players[i].mo->GiveInventoryType (RUNTIME_CLASS(AProgLevelEnder));
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break;
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}
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}
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// the sky change scripts are now done as special actions in MAPINFO
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A_BossDeath(self);
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//P_StartScript (self, NULL, 250, NULL, 0, 0, 0, 0, false, false);
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}
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