- 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:
parent
3b2c2efcb1
commit
063c85b157
118 changed files with 2103 additions and 1818 deletions
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@ -10,199 +10,6 @@
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static FRandom pr_bruisattack ("BruisAttack");
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void A_BruisAttack (AActor *);
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class ABaronOfHell : public AActor
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{
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DECLARE_ACTOR (ABaronOfHell, AActor)
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};
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FState ABaronOfHell::States[] =
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{
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#define S_BOSS_STND 0
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S_NORMAL (BOSS, 'A', 10, A_Look , &States[S_BOSS_STND+1]),
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S_NORMAL (BOSS, 'B', 10, A_Look , &States[S_BOSS_STND]),
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#define S_BOSS_RUN (S_BOSS_STND+2)
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S_NORMAL (BOSS, 'A', 3, A_Chase , &States[S_BOSS_RUN+1]),
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S_NORMAL (BOSS, 'A', 3, A_Chase , &States[S_BOSS_RUN+2]),
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S_NORMAL (BOSS, 'B', 3, A_Chase , &States[S_BOSS_RUN+3]),
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S_NORMAL (BOSS, 'B', 3, A_Chase , &States[S_BOSS_RUN+4]),
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S_NORMAL (BOSS, 'C', 3, A_Chase , &States[S_BOSS_RUN+5]),
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S_NORMAL (BOSS, 'C', 3, A_Chase , &States[S_BOSS_RUN+6]),
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S_NORMAL (BOSS, 'D', 3, A_Chase , &States[S_BOSS_RUN+7]),
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S_NORMAL (BOSS, 'D', 3, A_Chase , &States[S_BOSS_RUN+0]),
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#define S_BOSS_ATK (S_BOSS_RUN+8)
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S_NORMAL (BOSS, 'E', 8, A_FaceTarget , &States[S_BOSS_ATK+1]),
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S_NORMAL (BOSS, 'F', 8, A_FaceTarget , &States[S_BOSS_ATK+2]),
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S_NORMAL (BOSS, 'G', 8, A_BruisAttack , &States[S_BOSS_RUN+0]),
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#define S_BOSS_PAIN (S_BOSS_ATK+3)
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S_NORMAL (BOSS, 'H', 2, NULL , &States[S_BOSS_PAIN+1]),
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S_NORMAL (BOSS, 'H', 2, A_Pain , &States[S_BOSS_RUN+0]),
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#define S_BOSS_DIE (S_BOSS_PAIN+2)
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S_NORMAL (BOSS, 'I', 8, NULL , &States[S_BOSS_DIE+1]),
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S_NORMAL (BOSS, 'J', 8, A_Scream , &States[S_BOSS_DIE+2]),
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S_NORMAL (BOSS, 'K', 8, NULL , &States[S_BOSS_DIE+3]),
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S_NORMAL (BOSS, 'L', 8, A_NoBlocking , &States[S_BOSS_DIE+4]),
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S_NORMAL (BOSS, 'M', 8, NULL , &States[S_BOSS_DIE+5]),
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S_NORMAL (BOSS, 'N', 8, NULL , &States[S_BOSS_DIE+6]),
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S_NORMAL (BOSS, 'O', -1, A_BossDeath , NULL),
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#define S_BOSS_RAISE (S_BOSS_DIE+7)
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S_NORMAL (BOSS, 'O', 8, NULL , &States[S_BOSS_RAISE+1]),
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S_NORMAL (BOSS, 'N', 8, NULL , &States[S_BOSS_RAISE+2]),
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S_NORMAL (BOSS, 'M', 8, NULL , &States[S_BOSS_RAISE+3]),
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S_NORMAL (BOSS, 'L', 8, NULL , &States[S_BOSS_RAISE+4]),
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S_NORMAL (BOSS, 'K', 8, NULL , &States[S_BOSS_RAISE+5]),
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S_NORMAL (BOSS, 'J', 8, NULL , &States[S_BOSS_RAISE+6]),
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S_NORMAL (BOSS, 'I', 8, NULL , &States[S_BOSS_RUN+0])
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};
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IMPLEMENT_ACTOR (ABaronOfHell, Doom, 3003, 3)
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PROP_SpawnHealth (1000)
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PROP_RadiusFixed (24)
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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 (50)
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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_BOSS_STND)
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PROP_SeeState (S_BOSS_RUN)
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PROP_PainState (S_BOSS_PAIN)
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PROP_MeleeState (S_BOSS_ATK)
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PROP_MissileState (S_BOSS_ATK)
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PROP_DeathState (S_BOSS_DIE)
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PROP_RaiseState (S_BOSS_RAISE)
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PROP_SeeSound ("baron/sight")
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PROP_PainSound ("baron/pain")
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PROP_DeathSound ("baron/death")
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PROP_ActiveSound ("baron/active")
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PROP_Obituary("$OB_BARON")
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PROP_HitObituary("$OB_BARONHIT")
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END_DEFAULTS
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class ABaronBall : public AActor
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{
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DECLARE_ACTOR (ABaronBall, AActor)
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};
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FState ABaronBall::States[] =
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{
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#define S_BRBALL 0
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S_BRIGHT (BAL7, 'A', 4, NULL , &States[S_BRBALL+1]),
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S_BRIGHT (BAL7, 'B', 4, NULL , &States[S_BRBALL+0]),
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#define S_BRBALLX (S_BRBALL+2)
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S_BRIGHT (BAL7, 'C', 6, NULL , &States[S_BRBALLX+1]),
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S_BRIGHT (BAL7, 'D', 6, NULL , &States[S_BRBALLX+2]),
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S_BRIGHT (BAL7, 'E', 6, NULL , NULL)
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};
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IMPLEMENT_ACTOR (ABaronBall, Doom, -1, 154)
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PROP_RadiusFixed (6)
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PROP_HeightFixed (16)
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PROP_SpeedFixed (15)
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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_BRBALL)
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PROP_DeathState (S_BRBALLX)
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PROP_SeeSound ("baron/attack")
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PROP_DeathSound ("baron/shotx")
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END_DEFAULTS
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AT_SPEED_SET (BaronBall, speed)
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{
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SimpleSpeedSetter (ABaronBall, 15*FRACUNIT, 20*FRACUNIT, speed);
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}
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class AHellKnight : public ABaronOfHell
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{
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DECLARE_ACTOR (AHellKnight, ABaronOfHell)
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};
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FState AHellKnight::States[] =
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{
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#define S_BOS2_STND 0
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S_NORMAL (BOS2, 'A', 10, A_Look , &States[S_BOS2_STND+1]),
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S_NORMAL (BOS2, 'B', 10, A_Look , &States[S_BOS2_STND]),
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#define S_BOS2_RUN (S_BOS2_STND+2)
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S_NORMAL (BOS2, 'A', 3, A_Chase , &States[S_BOS2_RUN+1]),
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S_NORMAL (BOS2, 'A', 3, A_Chase , &States[S_BOS2_RUN+2]),
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S_NORMAL (BOS2, 'B', 3, A_Chase , &States[S_BOS2_RUN+3]),
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S_NORMAL (BOS2, 'B', 3, A_Chase , &States[S_BOS2_RUN+4]),
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S_NORMAL (BOS2, 'C', 3, A_Chase , &States[S_BOS2_RUN+5]),
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S_NORMAL (BOS2, 'C', 3, A_Chase , &States[S_BOS2_RUN+6]),
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S_NORMAL (BOS2, 'D', 3, A_Chase , &States[S_BOS2_RUN+7]),
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S_NORMAL (BOS2, 'D', 3, A_Chase , &States[S_BOS2_RUN+0]),
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#define S_BOS2_ATK (S_BOS2_RUN+8)
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S_NORMAL (BOS2, 'E', 8, A_FaceTarget , &States[S_BOS2_ATK+1]),
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S_NORMAL (BOS2, 'F', 8, A_FaceTarget , &States[S_BOS2_ATK+2]),
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S_NORMAL (BOS2, 'G', 8, A_BruisAttack , &States[S_BOS2_RUN+0]),
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#define S_BOS2_PAIN (S_BOS2_ATK+3)
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S_NORMAL (BOS2, 'H', 2, NULL , &States[S_BOS2_PAIN+1]),
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S_NORMAL (BOS2, 'H', 2, A_Pain , &States[S_BOS2_RUN+0]),
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#define S_BOS2_DIE (S_BOS2_PAIN+2)
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S_NORMAL (BOS2, 'I', 8, NULL , &States[S_BOS2_DIE+1]),
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S_NORMAL (BOS2, 'J', 8, A_Scream , &States[S_BOS2_DIE+2]),
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S_NORMAL (BOS2, 'K', 8, NULL , &States[S_BOS2_DIE+3]),
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S_NORMAL (BOS2, 'L', 8, A_NoBlocking , &States[S_BOS2_DIE+4]),
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S_NORMAL (BOS2, 'M', 8, NULL , &States[S_BOS2_DIE+5]),
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S_NORMAL (BOS2, 'N', 8, NULL , &States[S_BOS2_DIE+6]),
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S_NORMAL (BOS2, 'O', -1, NULL , NULL),
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#define S_BOS2_RAISE (S_BOS2_DIE+7)
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S_NORMAL (BOS2, 'O', 8, NULL , &States[S_BOS2_RAISE+1]),
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S_NORMAL (BOS2, 'N', 8, NULL , &States[S_BOS2_RAISE+2]),
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S_NORMAL (BOS2, 'M', 8, NULL , &States[S_BOS2_RAISE+3]),
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S_NORMAL (BOS2, 'L', 8, NULL , &States[S_BOS2_RAISE+4]),
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S_NORMAL (BOS2, 'K', 8, NULL , &States[S_BOS2_RAISE+5]),
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S_NORMAL (BOS2, 'J', 8, NULL , &States[S_BOS2_RAISE+6]),
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S_NORMAL (BOS2, 'I', 8, NULL , &States[S_BOS2_RUN+0])
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};
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IMPLEMENT_ACTOR (AHellKnight, Doom, 69, 113)
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PROP_SpawnHealth (500)
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PROP_RadiusFixed (24)
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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 (50)
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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_Flags4Clear (MF4_BOSSDEATH)
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PROP_SpawnState (S_BOS2_STND)
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PROP_SeeState (S_BOS2_RUN)
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PROP_PainState (S_BOS2_PAIN)
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PROP_MeleeState (S_BOS2_ATK)
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PROP_MissileState (S_BOS2_ATK)
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PROP_DeathState (S_BOS2_DIE)
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PROP_RaiseState (S_BOS2_RAISE)
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PROP_SeeSound ("knight/sight")
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PROP_PainSound ("knight/pain")
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PROP_DeathSound ("knight/death")
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PROP_ActiveSound ("knight/active")
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PROP_Obituary("$OB_KNIGHT")
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PROP_HitObituary("$OB_KNIGHTHIT")
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END_DEFAULTS
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void A_BruisAttack (AActor *self)
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{
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@ -213,11 +20,11 @@ void A_BruisAttack (AActor *self)
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{
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int damage = (pr_bruisattack()%8+1)*10;
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S_Sound (self, CHAN_WEAPON, "baron/melee", 1, ATTN_NORM);
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P_DamageMobj (self->target, self, self, damage, MOD_HIT);
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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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return;
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}
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// launch a missile
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P_SpawnMissile (self, self->target, RUNTIME_CLASS(ABaronBall));
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P_SpawnMissile (self, self->target, PClass::FindClass("BaronBall"));
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}
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