gzdoom-gles/src/g_heretic/a_hereticplayer.cpp
Christoph Oelckers 31c749058b - Generalized Hexen's class-based spawning to be a property of the player class
so now it is available in all games.
- Replaced the call to A_FlameSnd in the HereticPlayer's burn death sequence
  with A_FireScream and defined *burndeath for Heretic.
- Added Grubber's custom player class support.


SVN r250 (trunk)
2006-07-13 10:17:56 +00:00

289 lines
9.8 KiB
C++

#include "actor.h"
#include "gi.h"
#include "m_random.h"
#include "s_sound.h"
#include "d_player.h"
#include "a_action.h"
#include "p_local.h"
#include "thingdef.h"
static FRandom pr_skullpop ("SkullPop");
void A_Pain (AActor *);
void A_PlayerScream (AActor *);
void A_CheckSkullFloor (AActor *);
void A_CheckSkullDone (AActor *);
void A_FireScream (AActor *);
void A_HereticSkinCheck1 (AActor *);
void A_HereticSkinCheck2 (AActor *);
void A_XScream (AActor *);
// The player ---------------------------------------------------------------
class AHereticPlayer : public APlayerPawn
{
DECLARE_ACTOR (AHereticPlayer, APlayerPawn)
public:
void GiveDefaultInventory ();
};
FState AHereticPlayer::States[] =
{
#define S_PLAY 0
S_NORMAL (PLAY, 'A', -1, NULL , NULL),
#define S_PLAY_RUN (S_PLAY+1)
S_NORMAL (PLAY, 'A', 4, NULL , &States[S_PLAY_RUN+1]),
S_NORMAL (PLAY, 'B', 4, NULL , &States[S_PLAY_RUN+2]),
S_NORMAL (PLAY, 'C', 4, NULL , &States[S_PLAY_RUN+3]),
S_NORMAL (PLAY, 'D', 4, NULL , &States[S_PLAY_RUN+0]),
#define S_PLAY_ATK (S_PLAY_RUN+4)
S_NORMAL (PLAY, 'E', 12, NULL , &States[S_PLAY]),
S_BRIGHT (PLAY, 'F', 6, NULL , &States[S_PLAY_ATK+0]),
#define S_PLAY_PAIN (S_PLAY_ATK+2)
S_NORMAL (PLAY, 'G', 4, NULL , &States[S_PLAY_PAIN+1]),
S_NORMAL (PLAY, 'G', 4, A_Pain , &States[S_PLAY]),
#define S_PLAY_DIE (S_PLAY_PAIN+2)
S_NORMAL (PLAY, 'H', 6, A_HereticSkinCheck1 , &States[S_PLAY_DIE+1]),
S_NORMAL (PLAY, 'I', 6, A_PlayerScream , &States[S_PLAY_DIE+2]),
S_NORMAL (PLAY, 'J', 6, NULL , &States[S_PLAY_DIE+3]),
S_NORMAL (PLAY, 'K', 6, NULL , &States[S_PLAY_DIE+4]),
S_NORMAL (PLAY, 'L', 6, A_NoBlocking , &States[S_PLAY_DIE+5]),
S_NORMAL (PLAY, 'M', 6, NULL , &States[S_PLAY_DIE+6]),
S_NORMAL (PLAY, 'N', 6, NULL , &States[S_PLAY_DIE+7]),
S_NORMAL (PLAY, 'O', 6, NULL , &States[S_PLAY_DIE+8]),
S_NORMAL (PLAY, 'P', -1, NULL , NULL),
#define S_PLAY_XDIE (S_PLAY_DIE+9)
S_NORMAL (PLAY, 'Q', 5, A_HereticSkinCheck2 , &States[S_PLAY_XDIE+1]),
S_NORMAL (PLAY, 'R', 0, A_NoBlocking , &States[S_PLAY_XDIE+2]),
S_NORMAL (PLAY, 'R', 5, A_SkullPop , &States[S_PLAY_XDIE+3]),
S_NORMAL (PLAY, 'S', 5, NULL , &States[S_PLAY_XDIE+4]),
S_NORMAL (PLAY, 'T', 5, NULL , &States[S_PLAY_XDIE+5]),
S_NORMAL (PLAY, 'U', 5, NULL , &States[S_PLAY_XDIE+6]),
S_NORMAL (PLAY, 'V', 5, NULL , &States[S_PLAY_XDIE+7]),
S_NORMAL (PLAY, 'W', 5, NULL , &States[S_PLAY_XDIE+8]),
S_NORMAL (PLAY, 'X', 5, NULL , &States[S_PLAY_XDIE+9]),
S_NORMAL (PLAY, 'Y', -1, NULL , NULL),
#define S_PLAY_FDTH (S_PLAY_XDIE+10)
S_BRIGHT (FDTH, 'A', 5, A_FireScream , &States[S_PLAY_FDTH+1]),
S_BRIGHT (FDTH, 'B', 4, NULL , &States[S_PLAY_FDTH+2]),
S_BRIGHT (FDTH, 'C', 5, NULL , &States[S_PLAY_FDTH+3]),
S_BRIGHT (FDTH, 'D', 4, A_PlayerScream , &States[S_PLAY_FDTH+4]),
S_BRIGHT (FDTH, 'E', 5, NULL , &States[S_PLAY_FDTH+5]),
S_BRIGHT (FDTH, 'F', 4, NULL , &States[S_PLAY_FDTH+6]),
S_BRIGHT (FDTH, 'G', 5, A_FireScream , &States[S_PLAY_FDTH+7]),
S_BRIGHT (FDTH, 'H', 4, NULL , &States[S_PLAY_FDTH+8]),
S_BRIGHT (FDTH, 'I', 5, NULL , &States[S_PLAY_FDTH+9]),
S_BRIGHT (FDTH, 'J', 4, NULL , &States[S_PLAY_FDTH+10]),
S_BRIGHT (FDTH, 'K', 5, NULL , &States[S_PLAY_FDTH+11]),
S_BRIGHT (FDTH, 'L', 4, NULL , &States[S_PLAY_FDTH+12]),
S_BRIGHT (FDTH, 'M', 5, NULL , &States[S_PLAY_FDTH+13]),
S_BRIGHT (FDTH, 'N', 4, NULL , &States[S_PLAY_FDTH+14]),
S_BRIGHT (FDTH, 'O', 5, A_NoBlocking , &States[S_PLAY_FDTH+15]),
S_BRIGHT (FDTH, 'P', 4, NULL , &States[S_PLAY_FDTH+16]),
S_BRIGHT (FDTH, 'Q', 5, NULL , &States[S_PLAY_FDTH+17]),
S_BRIGHT (FDTH, 'R', 4, NULL , &States[S_PLAY_FDTH+18]),
S_NORMAL (ACLO, 'E', 35, A_CheckBurnGone , &States[S_PLAY_FDTH+18]),
#define S_DOOM_DIE (S_PLAY_FDTH+19)
S_NORMAL (PLAY, 'H', 10, NULL , &States[S_DOOM_DIE+1]),
S_NORMAL (PLAY, 'I', 10, A_PlayerScream , &States[S_DOOM_DIE+2]),
S_NORMAL (PLAY, 'J', 10, A_NoBlocking , &States[S_DOOM_DIE+3]),
S_NORMAL (PLAY, 'K', 10, NULL , &States[S_DOOM_DIE+4]),
S_NORMAL (PLAY, 'L', 10, NULL , &States[S_DOOM_DIE+5]),
S_NORMAL (PLAY, 'M', 10, NULL , &States[S_DOOM_DIE+6]),
S_NORMAL (PLAY, 'N', -1, NULL , NULL),
#define S_DOOM_XDIE (S_DOOM_DIE+7)
S_NORMAL (PLAY, 'O', 5, NULL , &States[S_DOOM_XDIE+1]),
S_NORMAL (PLAY, 'P', 5, A_XScream , &States[S_DOOM_XDIE+2]),
S_NORMAL (PLAY, 'Q', 5, A_NoBlocking , &States[S_DOOM_XDIE+3]),
S_NORMAL (PLAY, 'R', 5, NULL , &States[S_DOOM_XDIE+4]),
S_NORMAL (PLAY, 'S', 5, NULL , &States[S_DOOM_XDIE+5]),
S_NORMAL (PLAY, 'T', 5, NULL , &States[S_DOOM_XDIE+6]),
S_NORMAL (PLAY, 'U', 5, NULL , &States[S_DOOM_XDIE+7]),
S_NORMAL (PLAY, 'V', 5, NULL , &States[S_DOOM_XDIE+8]),
S_NORMAL (PLAY, 'W', -1, NULL , NULL)
};
IMPLEMENT_ACTOR (AHereticPlayer, Heretic, -1, 0)
PROP_SpawnHealth (100)
PROP_RadiusFixed (16)
PROP_HeightFixed (56)
PROP_Mass (100)
PROP_PainChance (255)
PROP_SpeedFixed (1)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_DROPOFF|MF_PICKUP|MF_NOTDMATCH|MF_FRIENDLY)
PROP_Flags2 (MF2_WINDTHRUST|MF2_FLOORCLIP|MF2_SLIDE|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_TELESTOMP)
PROP_Flags3 (MF3_NOBLOCKMONST)
PROP_SpawnState (S_PLAY)
PROP_SeeState (S_PLAY_RUN)
PROP_PainState (S_PLAY_PAIN)
PROP_MissileState (S_PLAY_ATK)
PROP_DeathState (S_PLAY_DIE)
PROP_XDeathState (S_PLAY_XDIE)
PROP_BDeathState (S_PLAY_FDTH)
// [GRB]
PROP_PlayerPawn_ColorRange (225, 240)
PROP_PlayerPawn_DisplayName ("Corvus")
END_DEFAULTS
void AHereticPlayer::GiveDefaultInventory ()
{
Super::GiveDefaultInventory ();
if (!Inventory)
{
AInventory *wand, *ammo;
player->mo->GiveInventoryType (PClass::FindClass ("Staff"));
wand = player->mo->GiveInventoryType (PClass::FindClass ("GoldWand"));
// Adding the gold wand automatically adds its ammo
ammo = player->mo->FindInventory (PClass::FindClass ("GoldWandAmmo"));
ammo->Amount = 50;
player->ReadyWeapon = player->PendingWeapon = static_cast<AWeapon *> (wand);
}
}
// The player's skull -------------------------------------------------------
class ABloodySkull : public APlayerChunk
{
DECLARE_ACTOR (ABloodySkull, APlayerChunk)
};
FState ABloodySkull::States[] =
{
S_NORMAL (PLAY, 'A', 0, NULL , &States[1]),
#define S_BLOODYSKULL 1
S_NORMAL (BSKL, 'A', 5, A_CheckSkullFloor , &States[S_BLOODYSKULL+1]),
S_NORMAL (BSKL, 'B', 5, A_CheckSkullFloor , &States[S_BLOODYSKULL+2]),
S_NORMAL (BSKL, 'C', 5, A_CheckSkullFloor , &States[S_BLOODYSKULL+3]),
S_NORMAL (BSKL, 'D', 5, A_CheckSkullFloor , &States[S_BLOODYSKULL+4]),
S_NORMAL (BSKL, 'E', 5, A_CheckSkullFloor , &States[S_BLOODYSKULL+0]),
#define S_BLOODYSKULLX1 (S_BLOODYSKULL+5)
S_NORMAL (BSKL, 'F', 16, A_CheckSkullDone , &States[S_BLOODYSKULLX1]),
};
IMPLEMENT_ACTOR (ABloodySkull, Heretic, -1, 0)
PROP_RadiusFixed (4)
PROP_HeightFixed (4)
PROP_Flags (MF_NOBLOCKMAP|MF_DROPOFF)
PROP_Flags2 (MF2_LOGRAV|MF2_CANNOTPUSH)
PROP_Flags3 (MF3_SKYEXPLODE|MF3_NOBLOCKMONST)
PROP_SpawnState (0)
END_DEFAULTS
//----------------------------------------------------------------------------
//
// PROC A_SkullPop
//
//----------------------------------------------------------------------------
void A_SkullPop (AActor *actor)
{
APlayerPawn *mo;
player_t *player;
// [GRB] Parameterized version
const PClass *spawntype = NULL;
int index = CheckIndex (1, NULL);
if (index >= 0)
spawntype = PClass::FindClass((ENamedName)StateParameters[index]);
if (!spawntype || !spawntype->IsDescendantOf (RUNTIME_CLASS (APlayerChunk)))
spawntype = RUNTIME_CLASS (ABloodySkull);
actor->flags &= ~MF_SOLID;
mo = (APlayerPawn *)Spawn (spawntype, actor->x, actor->y, actor->z + 48*FRACUNIT);
//mo->target = actor;
mo->momx = pr_skullpop.Random2() << 9;
mo->momy = pr_skullpop.Random2() << 9;
mo->momz = 2*FRACUNIT + (pr_skullpop() << 6);
// Attach player mobj to bloody skull
player = actor->player;
actor->player = NULL;
mo->player = player;
mo->health = actor->health;
mo->angle = actor->angle;
if (player != NULL)
{
player->mo = mo;
if (player->camera == actor)
{
player->camera = mo;
}
player->damagecount = 32;
}
}
//----------------------------------------------------------------------------
//
// PROC A_CheckSkullFloor
//
//----------------------------------------------------------------------------
void A_CheckSkullFloor (AActor *actor)
{
if (actor->z <= actor->floorz)
{
actor->SetState (&ABloodySkull::States[S_BLOODYSKULLX1]);
}
}
//----------------------------------------------------------------------------
//
// PROC A_CheckSkullDone
//
//----------------------------------------------------------------------------
void A_CheckSkullDone (AActor *actor)
{
if (actor->player == NULL)
{
actor->Destroy ();
}
}
//==========================================================================
//
// A_HereticSkinCheck1
//
//==========================================================================
void A_HereticSkinCheck1 (AActor *actor)
{
if (actor->player != NULL &&
skins[actor->player->userinfo.skin].othergame)
{
actor->SetState (&AHereticPlayer::States[S_DOOM_DIE]);
}
}
//==========================================================================
//
// A_HereticSkinCheck2
//
//==========================================================================
void A_HereticSkinCheck2 (AActor *actor)
{
if (actor->player != NULL &&
skins[actor->player->userinfo.skin].othergame)
{
actor->SetState (&AHereticPlayer::States[S_DOOM_XDIE]);
}
else
{
A_PlayerScream (actor);
}
}