- Fixed: The global WeaponSection string was never freed. It has been replaced

with an FString now.
- Fixed: The music strings in the default level info were never freed and
  caused memory leaks when used repeatedly.
- Fixed: The intermusic string in the level info was never freed.
- Fixed: The default fire obituary should only be printed if the damage
  came from the environment. If it comes from a monster the monster specific
  obituary should be used instead.
- Added custom damage types from the floating point test release.
- Changed Pain Elemental's massacre check. Now A_PainDie checks for the damage 
  type and doesn't spawn anything if it is NAME_Massacre. A_PainDie can also 
  be used by other actors so a more generalized approach is needed than hard
  coding it into the Pain Elemental.
- Converted a few of Doom's monsters to DECORATE because I couldn't test the
  first version of the custom state code with the corpses inheriting from them.
- Added custom states from last year's floating point test release and fixed
  some bugs I found in that code. Unfortunately it wasn't all salvageable
  and it was easier to recreate some parts from scratch.



SVN r368 (trunk)
This commit is contained in:
Christoph Oelckers 2006-10-31 14:53:21 +00:00
commit 063c85b157
118 changed files with 2103 additions and 1818 deletions

View file

@ -10,199 +10,6 @@
static FRandom pr_bruisattack ("BruisAttack");
void A_BruisAttack (AActor *);
class ABaronOfHell : public AActor
{
DECLARE_ACTOR (ABaronOfHell, AActor)
};
FState ABaronOfHell::States[] =
{
#define S_BOSS_STND 0
S_NORMAL (BOSS, 'A', 10, A_Look , &States[S_BOSS_STND+1]),
S_NORMAL (BOSS, 'B', 10, A_Look , &States[S_BOSS_STND]),
#define S_BOSS_RUN (S_BOSS_STND+2)
S_NORMAL (BOSS, 'A', 3, A_Chase , &States[S_BOSS_RUN+1]),
S_NORMAL (BOSS, 'A', 3, A_Chase , &States[S_BOSS_RUN+2]),
S_NORMAL (BOSS, 'B', 3, A_Chase , &States[S_BOSS_RUN+3]),
S_NORMAL (BOSS, 'B', 3, A_Chase , &States[S_BOSS_RUN+4]),
S_NORMAL (BOSS, 'C', 3, A_Chase , &States[S_BOSS_RUN+5]),
S_NORMAL (BOSS, 'C', 3, A_Chase , &States[S_BOSS_RUN+6]),
S_NORMAL (BOSS, 'D', 3, A_Chase , &States[S_BOSS_RUN+7]),
S_NORMAL (BOSS, 'D', 3, A_Chase , &States[S_BOSS_RUN+0]),
#define S_BOSS_ATK (S_BOSS_RUN+8)
S_NORMAL (BOSS, 'E', 8, A_FaceTarget , &States[S_BOSS_ATK+1]),
S_NORMAL (BOSS, 'F', 8, A_FaceTarget , &States[S_BOSS_ATK+2]),
S_NORMAL (BOSS, 'G', 8, A_BruisAttack , &States[S_BOSS_RUN+0]),
#define S_BOSS_PAIN (S_BOSS_ATK+3)
S_NORMAL (BOSS, 'H', 2, NULL , &States[S_BOSS_PAIN+1]),
S_NORMAL (BOSS, 'H', 2, A_Pain , &States[S_BOSS_RUN+0]),
#define S_BOSS_DIE (S_BOSS_PAIN+2)
S_NORMAL (BOSS, 'I', 8, NULL , &States[S_BOSS_DIE+1]),
S_NORMAL (BOSS, 'J', 8, A_Scream , &States[S_BOSS_DIE+2]),
S_NORMAL (BOSS, 'K', 8, NULL , &States[S_BOSS_DIE+3]),
S_NORMAL (BOSS, 'L', 8, A_NoBlocking , &States[S_BOSS_DIE+4]),
S_NORMAL (BOSS, 'M', 8, NULL , &States[S_BOSS_DIE+5]),
S_NORMAL (BOSS, 'N', 8, NULL , &States[S_BOSS_DIE+6]),
S_NORMAL (BOSS, 'O', -1, A_BossDeath , NULL),
#define S_BOSS_RAISE (S_BOSS_DIE+7)
S_NORMAL (BOSS, 'O', 8, NULL , &States[S_BOSS_RAISE+1]),
S_NORMAL (BOSS, 'N', 8, NULL , &States[S_BOSS_RAISE+2]),
S_NORMAL (BOSS, 'M', 8, NULL , &States[S_BOSS_RAISE+3]),
S_NORMAL (BOSS, 'L', 8, NULL , &States[S_BOSS_RAISE+4]),
S_NORMAL (BOSS, 'K', 8, NULL , &States[S_BOSS_RAISE+5]),
S_NORMAL (BOSS, 'J', 8, NULL , &States[S_BOSS_RAISE+6]),
S_NORMAL (BOSS, 'I', 8, NULL , &States[S_BOSS_RUN+0])
};
IMPLEMENT_ACTOR (ABaronOfHell, Doom, 3003, 3)
PROP_SpawnHealth (1000)
PROP_RadiusFixed (24)
PROP_HeightFixed (64)
PROP_Mass (1000)
PROP_SpeedFixed (8)
PROP_PainChance (50)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP)
PROP_Flags4 (MF4_BOSSDEATH)
PROP_SpawnState (S_BOSS_STND)
PROP_SeeState (S_BOSS_RUN)
PROP_PainState (S_BOSS_PAIN)
PROP_MeleeState (S_BOSS_ATK)
PROP_MissileState (S_BOSS_ATK)
PROP_DeathState (S_BOSS_DIE)
PROP_RaiseState (S_BOSS_RAISE)
PROP_SeeSound ("baron/sight")
PROP_PainSound ("baron/pain")
PROP_DeathSound ("baron/death")
PROP_ActiveSound ("baron/active")
PROP_Obituary("$OB_BARON")
PROP_HitObituary("$OB_BARONHIT")
END_DEFAULTS
class ABaronBall : public AActor
{
DECLARE_ACTOR (ABaronBall, AActor)
};
FState ABaronBall::States[] =
{
#define S_BRBALL 0
S_BRIGHT (BAL7, 'A', 4, NULL , &States[S_BRBALL+1]),
S_BRIGHT (BAL7, 'B', 4, NULL , &States[S_BRBALL+0]),
#define S_BRBALLX (S_BRBALL+2)
S_BRIGHT (BAL7, 'C', 6, NULL , &States[S_BRBALLX+1]),
S_BRIGHT (BAL7, 'D', 6, NULL , &States[S_BRBALLX+2]),
S_BRIGHT (BAL7, 'E', 6, NULL , NULL)
};
IMPLEMENT_ACTOR (ABaronBall, Doom, -1, 154)
PROP_RadiusFixed (6)
PROP_HeightFixed (16)
PROP_SpeedFixed (15)
PROP_Damage (8)
PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
PROP_Flags2 (MF2_PCROSS|MF2_IMPACT|MF2_NOTELEPORT)
PROP_Flags4 (MF4_RANDOMIZE)
PROP_RenderStyle (STYLE_Add)
PROP_SpawnState (S_BRBALL)
PROP_DeathState (S_BRBALLX)
PROP_SeeSound ("baron/attack")
PROP_DeathSound ("baron/shotx")
END_DEFAULTS
AT_SPEED_SET (BaronBall, speed)
{
SimpleSpeedSetter (ABaronBall, 15*FRACUNIT, 20*FRACUNIT, speed);
}
class AHellKnight : public ABaronOfHell
{
DECLARE_ACTOR (AHellKnight, ABaronOfHell)
};
FState AHellKnight::States[] =
{
#define S_BOS2_STND 0
S_NORMAL (BOS2, 'A', 10, A_Look , &States[S_BOS2_STND+1]),
S_NORMAL (BOS2, 'B', 10, A_Look , &States[S_BOS2_STND]),
#define S_BOS2_RUN (S_BOS2_STND+2)
S_NORMAL (BOS2, 'A', 3, A_Chase , &States[S_BOS2_RUN+1]),
S_NORMAL (BOS2, 'A', 3, A_Chase , &States[S_BOS2_RUN+2]),
S_NORMAL (BOS2, 'B', 3, A_Chase , &States[S_BOS2_RUN+3]),
S_NORMAL (BOS2, 'B', 3, A_Chase , &States[S_BOS2_RUN+4]),
S_NORMAL (BOS2, 'C', 3, A_Chase , &States[S_BOS2_RUN+5]),
S_NORMAL (BOS2, 'C', 3, A_Chase , &States[S_BOS2_RUN+6]),
S_NORMAL (BOS2, 'D', 3, A_Chase , &States[S_BOS2_RUN+7]),
S_NORMAL (BOS2, 'D', 3, A_Chase , &States[S_BOS2_RUN+0]),
#define S_BOS2_ATK (S_BOS2_RUN+8)
S_NORMAL (BOS2, 'E', 8, A_FaceTarget , &States[S_BOS2_ATK+1]),
S_NORMAL (BOS2, 'F', 8, A_FaceTarget , &States[S_BOS2_ATK+2]),
S_NORMAL (BOS2, 'G', 8, A_BruisAttack , &States[S_BOS2_RUN+0]),
#define S_BOS2_PAIN (S_BOS2_ATK+3)
S_NORMAL (BOS2, 'H', 2, NULL , &States[S_BOS2_PAIN+1]),
S_NORMAL (BOS2, 'H', 2, A_Pain , &States[S_BOS2_RUN+0]),
#define S_BOS2_DIE (S_BOS2_PAIN+2)
S_NORMAL (BOS2, 'I', 8, NULL , &States[S_BOS2_DIE+1]),
S_NORMAL (BOS2, 'J', 8, A_Scream , &States[S_BOS2_DIE+2]),
S_NORMAL (BOS2, 'K', 8, NULL , &States[S_BOS2_DIE+3]),
S_NORMAL (BOS2, 'L', 8, A_NoBlocking , &States[S_BOS2_DIE+4]),
S_NORMAL (BOS2, 'M', 8, NULL , &States[S_BOS2_DIE+5]),
S_NORMAL (BOS2, 'N', 8, NULL , &States[S_BOS2_DIE+6]),
S_NORMAL (BOS2, 'O', -1, NULL , NULL),
#define S_BOS2_RAISE (S_BOS2_DIE+7)
S_NORMAL (BOS2, 'O', 8, NULL , &States[S_BOS2_RAISE+1]),
S_NORMAL (BOS2, 'N', 8, NULL , &States[S_BOS2_RAISE+2]),
S_NORMAL (BOS2, 'M', 8, NULL , &States[S_BOS2_RAISE+3]),
S_NORMAL (BOS2, 'L', 8, NULL , &States[S_BOS2_RAISE+4]),
S_NORMAL (BOS2, 'K', 8, NULL , &States[S_BOS2_RAISE+5]),
S_NORMAL (BOS2, 'J', 8, NULL , &States[S_BOS2_RAISE+6]),
S_NORMAL (BOS2, 'I', 8, NULL , &States[S_BOS2_RUN+0])
};
IMPLEMENT_ACTOR (AHellKnight, Doom, 69, 113)
PROP_SpawnHealth (500)
PROP_RadiusFixed (24)
PROP_HeightFixed (64)
PROP_Mass (1000)
PROP_SpeedFixed (8)
PROP_PainChance (50)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP)
PROP_Flags4Clear (MF4_BOSSDEATH)
PROP_SpawnState (S_BOS2_STND)
PROP_SeeState (S_BOS2_RUN)
PROP_PainState (S_BOS2_PAIN)
PROP_MeleeState (S_BOS2_ATK)
PROP_MissileState (S_BOS2_ATK)
PROP_DeathState (S_BOS2_DIE)
PROP_RaiseState (S_BOS2_RAISE)
PROP_SeeSound ("knight/sight")
PROP_PainSound ("knight/pain")
PROP_DeathSound ("knight/death")
PROP_ActiveSound ("knight/active")
PROP_Obituary("$OB_KNIGHT")
PROP_HitObituary("$OB_KNIGHTHIT")
END_DEFAULTS
void A_BruisAttack (AActor *self)
{
@ -213,11 +20,11 @@ void A_BruisAttack (AActor *self)
{
int damage = (pr_bruisattack()%8+1)*10;
S_Sound (self, CHAN_WEAPON, "baron/melee", 1, ATTN_NORM);
P_DamageMobj (self->target, self, self, damage, MOD_HIT);
P_DamageMobj (self->target, self, self, damage, NAME_Melee);
P_TraceBleed (damage, self->target, self);
return;
}
// launch a missile
P_SpawnMissile (self, self->target, RUNTIME_CLASS(ABaronBall));
P_SpawnMissile (self, self->target, PClass::FindClass("BaronBall"));
}