mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-19 10:51:26 +00:00
b15767c26f
- Fixed: Right after teleporting P_SlideMove could cause player movement. Added a check for reactiontime to prevent that. - Fixed: PainChances and Damagefactors were never freed. - Added option to A_Chase that prevents the monster from moving. - Fixed: The stained glass shards were missing the HEXENBOUNCE flag. - Added some NULL pointer checks to AActor::GiveAmmo. - Fixed: The FSwordMissile was missing the special damage handling that reduces damage when hitting a player. SVN r555 (trunk)
399 lines
13 KiB
C++
399 lines
13 KiB
C++
#include "actor.h"
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#include "gi.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "d_player.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 "p_pspr.h"
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#include "gstrings.h"
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#include "a_hexenglobal.h"
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static FRandom pr_quietusdrop ("QuietusDrop");
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static FRandom pr_fswordflame ("FSwordFlame");
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void A_FSwordAttack (AActor *actor);
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void A_DropQuietusPieces (AActor *);
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void A_FSwordFlames (AActor *);
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//==========================================================================
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class AFighterWeaponPiece : public AFourthWeaponPiece
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{
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DECLARE_STATELESS_ACTOR (AFighterWeaponPiece, AFourthWeaponPiece)
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public:
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void BeginPlay ();
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protected:
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bool MatchPlayerClass (AActor *toucher);
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};
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IMPLEMENT_STATELESS_ACTOR (AFighterWeaponPiece, Hexen, -1, 0)
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PROP_Inventory_PickupMessage("$TXT_QUIETUS_PIECE")
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END_DEFAULTS
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bool AFighterWeaponPiece::MatchPlayerClass (AActor *toucher)
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{
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return !toucher->IsKindOf (PClass::FindClass(NAME_ClericPlayer)) &&
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!toucher->IsKindOf (PClass::FindClass(NAME_MagePlayer));
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}
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//==========================================================================
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class AFWeaponPiece1 : public AFighterWeaponPiece
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{
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DECLARE_ACTOR (AFWeaponPiece1, AFighterWeaponPiece)
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public:
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void BeginPlay ();
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};
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FState AFWeaponPiece1::States[] =
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{
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S_BRIGHT (WFR1, 'A', -1, NULL , NULL)
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};
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IMPLEMENT_ACTOR (AFWeaponPiece1, Hexen, 12, 29)
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PROP_Flags (MF_SPECIAL)
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PROP_Flags2 (MF2_FLOATBOB)
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PROP_SpawnState (0)
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END_DEFAULTS
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void AFWeaponPiece1::BeginPlay ()
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{
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Super::BeginPlay ();
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PieceValue = WPIECE1;
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}
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//==========================================================================
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class AFWeaponPiece2 : public AFighterWeaponPiece
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{
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DECLARE_ACTOR (AFWeaponPiece2, AFighterWeaponPiece)
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public:
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void BeginPlay ();
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};
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FState AFWeaponPiece2::States[] =
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{
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S_BRIGHT (WFR2, 'A', -1, NULL , NULL)
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};
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IMPLEMENT_ACTOR (AFWeaponPiece2, Hexen, 13, 30)
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PROP_Flags (MF_SPECIAL)
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PROP_Flags2 (MF2_FLOATBOB)
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PROP_SpawnState (0)
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END_DEFAULTS
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void AFWeaponPiece2::BeginPlay ()
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{
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Super::BeginPlay ();
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PieceValue = WPIECE2;
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}
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//==========================================================================
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class AFWeaponPiece3 : public AFighterWeaponPiece
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{
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DECLARE_ACTOR (AFWeaponPiece3, AFighterWeaponPiece)
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public:
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void BeginPlay ();
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};
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FState AFWeaponPiece3::States[] =
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{
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S_BRIGHT (WFR3, 'A', -1, NULL , NULL)
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};
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IMPLEMENT_ACTOR (AFWeaponPiece3, Hexen, 16, 31)
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PROP_Flags (MF_SPECIAL)
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PROP_Flags2 (MF2_FLOATBOB)
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PROP_SpawnState (0)
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END_DEFAULTS
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void AFWeaponPiece3::BeginPlay ()
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{
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Super::BeginPlay ();
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PieceValue = WPIECE3;
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}
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// An actor that spawns the three pieces of the fighter's fourth weapon -----
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// This gets spawned if weapon drop is on so that other players can pick up
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// this player's weapon.
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class AQuietusDrop : public AActor
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{
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DECLARE_ACTOR (AQuietusDrop, AActor)
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};
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FState AQuietusDrop::States[] =
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{
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S_NORMAL (TNT1, 'A', 1, NULL, &States[1]),
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S_NORMAL (TNT1, 'A', 1, A_DropQuietusPieces, NULL)
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};
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IMPLEMENT_ACTOR (AQuietusDrop, Hexen, -1, 0)
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PROP_SpawnState (0)
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END_DEFAULTS
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// The Fighter's Sword (Quietus) --------------------------------------------
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class AFWeapQuietus : public AFighterWeapon
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{
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DECLARE_ACTOR (AFWeapQuietus, AFighterWeapon)
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};
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FState AFWeapQuietus::States[] =
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{
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// Dummy state, because the fourth weapon does not appear in a level directly.
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S_NORMAL (TNT1, 'A', -1, NULL , NULL),
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#define S_FSWORDREADY (1)
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S_BRIGHT (FSRD, 'A', 1, A_WeaponReady , &States[S_FSWORDREADY+1]), // S_FSWORDREADY
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S_BRIGHT (FSRD, 'A', 1, A_WeaponReady , &States[S_FSWORDREADY+2]), // S_FSWORDREADY1
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S_BRIGHT (FSRD, 'A', 1, A_WeaponReady , &States[S_FSWORDREADY+3]), // S_FSWORDREADY2
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S_BRIGHT (FSRD, 'A', 1, A_WeaponReady , &States[S_FSWORDREADY+4]), // S_FSWORDREADY3
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S_BRIGHT (FSRD, 'B', 1, A_WeaponReady , &States[S_FSWORDREADY+5]), // S_FSWORDREADY4
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S_BRIGHT (FSRD, 'B', 1, A_WeaponReady , &States[S_FSWORDREADY+6]), // S_FSWORDREADY5
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S_BRIGHT (FSRD, 'B', 1, A_WeaponReady , &States[S_FSWORDREADY+7]), // S_FSWORDREADY6
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S_BRIGHT (FSRD, 'B', 1, A_WeaponReady , &States[S_FSWORDREADY+8]), // S_FSWORDREADY7
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S_BRIGHT (FSRD, 'C', 1, A_WeaponReady , &States[S_FSWORDREADY+9]), // S_FSWORDREADY8
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S_BRIGHT (FSRD, 'C', 1, A_WeaponReady , &States[S_FSWORDREADY+10]), // S_FSWORDREADY9
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S_BRIGHT (FSRD, 'C', 1, A_WeaponReady , &States[S_FSWORDREADY+11]), // S_FSWORDREADY10
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S_BRIGHT (FSRD, 'C', 1, A_WeaponReady , &States[S_FSWORDREADY]), // S_FSWORDREADY11
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#define S_FSWORDDOWN (S_FSWORDREADY+12)
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S_BRIGHT (FSRD, 'A', 1, A_Lower , &States[S_FSWORDDOWN]), // S_FSWORDDOWN
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#define S_FSWORDUP (S_FSWORDDOWN+1)
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S_BRIGHT (FSRD, 'A', 1, A_Raise , &States[S_FSWORDUP]), // S_FSWORDUP
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#define S_FSWORDATK (S_FSWORDUP+1)
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S_BRIGHT2 (FSRD, 'D', 3, NULL , &States[S_FSWORDATK+1], 5, 36), // S_FSWORDATK_1
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S_BRIGHT2 (FSRD, 'E', 3, NULL , &States[S_FSWORDATK+2], 5, 36), // S_FSWORDATK_2
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S_BRIGHT2 (FSRD, 'F', 2, NULL , &States[S_FSWORDATK+3], 5, 36), // S_FSWORDATK_3
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S_BRIGHT2 (FSRD, 'G', 3, A_FSwordAttack , &States[S_FSWORDATK+4], 5, 36), // S_FSWORDATK_4
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S_BRIGHT2 (FSRD, 'H', 2, NULL , &States[S_FSWORDATK+5], 5, 36), // S_FSWORDATK_5
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S_BRIGHT2 (FSRD, 'I', 2, NULL , &States[S_FSWORDATK+6], 5, 36), // S_FSWORDATK_6
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S_BRIGHT2 (FSRD, 'I', 10, NULL , &States[S_FSWORDATK+7], 5, 150), // S_FSWORDATK_7
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S_BRIGHT2 (FSRD, 'A', 1, NULL , &States[S_FSWORDATK+8], 5, 60), // S_FSWORDATK_8
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S_BRIGHT2 (FSRD, 'B', 1, NULL , &States[S_FSWORDATK+9], 5, 55), // S_FSWORDATK_9
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S_BRIGHT2 (FSRD, 'C', 1, NULL , &States[S_FSWORDATK+10], 5, 50), // S_FSWORDATK_10
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S_BRIGHT2 (FSRD, 'A', 1, NULL , &States[S_FSWORDATK+11], 5, 45), // S_FSWORDATK_11
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S_BRIGHT2 (FSRD, 'B', 1, NULL , &States[S_FSWORDREADY], 5, 40), // S_FSWORDATK_12
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};
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IMPLEMENT_ACTOR (AFWeapQuietus, Hexen, -1, 0)
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PROP_Flags (MF_SPECIAL)
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PROP_SpawnState (0)
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PROP_Weapon_SelectionOrder (2900)
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PROP_Weapon_Flags (WIF_PRIMARY_USES_BOTH)
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PROP_Weapon_AmmoUse1 (14)
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PROP_Weapon_AmmoUse2 (14)
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PROP_Weapon_AmmoGive1 (0)
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PROP_Weapon_AmmoGive2 (0)
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PROP_Weapon_UpState (S_FSWORDUP)
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PROP_Weapon_DownState (S_FSWORDDOWN)
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PROP_Weapon_ReadyState (S_FSWORDREADY)
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PROP_Weapon_AtkState (S_FSWORDATK)
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PROP_Weapon_Kickback (150)
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PROP_Weapon_YAdjust (10)
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PROP_Weapon_MoveCombatDist (20000000)
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PROP_Weapon_AmmoType1 ("Mana1")
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PROP_Weapon_AmmoType2 ("Mana2")
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PROP_Weapon_ProjectileType ("FSwordMissile")
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PROP_Inventory_PickupMessage("$TXT_WEAPON_F4")
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END_DEFAULTS
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// Fighter Sword Missile ----------------------------------------------------
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class AFSwordMissile : public AActor
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{
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DECLARE_ACTOR (AFSwordMissile, AActor)
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public:
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void GetExplodeParms (int &damage, int &dist, bool &hurtSource);
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int DoSpecialDamage(AActor *victim, AActor *source, int damage);
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};
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FState AFSwordMissile::States[] =
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{
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#define S_FSWORD_MISSILE1 0
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S_BRIGHT (FSFX, 'A', 3, NULL , &States[S_FSWORD_MISSILE1+1]),
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S_BRIGHT (FSFX, 'B', 3, NULL , &States[S_FSWORD_MISSILE1+2]),
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S_BRIGHT (FSFX, 'C', 3, NULL , &States[S_FSWORD_MISSILE1]),
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#define S_FSWORD_MISSILE_X1 (S_FSWORD_MISSILE1+3)
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S_BRIGHT (FSFX, 'D', 4, NULL , &States[S_FSWORD_MISSILE_X1+1]),
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S_BRIGHT (FSFX, 'E', 3, A_FSwordFlames , &States[S_FSWORD_MISSILE_X1+2]),
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S_BRIGHT (FSFX, 'F', 4, A_Explode , &States[S_FSWORD_MISSILE_X1+3]),
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S_BRIGHT (FSFX, 'G', 3, NULL , &States[S_FSWORD_MISSILE_X1+4]),
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S_BRIGHT (FSFX, 'H', 4, NULL , &States[S_FSWORD_MISSILE_X1+5]),
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S_BRIGHT (FSFX, 'I', 3, NULL , &States[S_FSWORD_MISSILE_X1+6]),
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S_BRIGHT (FSFX, 'J', 4, NULL , &States[S_FSWORD_MISSILE_X1+7]),
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S_BRIGHT (FSFX, 'K', 3, NULL , &States[S_FSWORD_MISSILE_X1+8]),
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S_BRIGHT (FSFX, 'L', 3, NULL , &States[S_FSWORD_MISSILE_X1+9]),
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S_BRIGHT (FSFX, 'M', 3, NULL , NULL),
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};
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IMPLEMENT_ACTOR (AFSwordMissile, Hexen, -1, 0)
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PROP_SpeedFixed (30)
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PROP_RadiusFixed (16)
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PROP_HeightFixed (8)
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PROP_Damage (8)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
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PROP_Flags2 (MF2_NOTELEPORT|MF2_IMPACT|MF2_PCROSS)
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PROP_Flags4 (MF4_EXTREMEDEATH)
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PROP_RenderStyle (STYLE_Add)
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PROP_SpawnState (S_FSWORD_MISSILE1)
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PROP_DeathState (S_FSWORD_MISSILE_X1)
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PROP_DeathSound ("FighterSwordExplode")
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END_DEFAULTS
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void AFSwordMissile::GetExplodeParms (int &damage, int &dist, bool &hurtSource)
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{
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damage = 64;
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hurtSource = false;
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}
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int AFSwordMissile::DoSpecialDamage(AActor *victim, AActor *source, int damage)
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{
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if (victim->player)
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{
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damage -= damage >> 2;
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}
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return damage;
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}
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// Fighter Sword Flame ------------------------------------------------------
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class AFSwordFlame : public AActor
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{
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DECLARE_ACTOR (AFSwordFlame, AActor)
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};
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FState AFSwordFlame::States[] =
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{
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S_BRIGHT (FSFX, 'N', 3, NULL , &States[1]),
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S_BRIGHT (FSFX, 'O', 3, NULL , &States[2]),
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S_BRIGHT (FSFX, 'P', 3, NULL , &States[3]),
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S_BRIGHT (FSFX, 'Q', 3, NULL , &States[4]),
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S_BRIGHT (FSFX, 'R', 3, NULL , &States[5]),
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S_BRIGHT (FSFX, 'S', 3, NULL , &States[6]),
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S_BRIGHT (FSFX, 'T', 3, NULL , &States[7]),
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S_BRIGHT (FSFX, 'U', 3, NULL , &States[8]),
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S_BRIGHT (FSFX, 'V', 3, NULL , &States[9]),
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S_BRIGHT (FSFX, 'W', 3, NULL , NULL),
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};
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IMPLEMENT_ACTOR (AFSwordFlame, Hexen, -1, 0)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
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PROP_RenderStyle (STYLE_Translucent)
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PROP_Alpha (HX_SHADOW)
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PROP_SpawnState (0)
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END_DEFAULTS
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//============================================================================
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//
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// A_FSwordAttack
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//
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//============================================================================
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void A_FSwordAttack (AActor *actor)
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{
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player_t *player;
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if (NULL == (player = actor->player))
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{
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return;
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}
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AWeapon *weapon = actor->player->ReadyWeapon;
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if (weapon != NULL)
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return;
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}
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P_SpawnPlayerMissile (actor, 0, 0, -10*FRACUNIT, RUNTIME_CLASS(AFSwordMissile), actor->angle+ANGLE_45/4);
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P_SpawnPlayerMissile (actor, 0, 0, -5*FRACUNIT, RUNTIME_CLASS(AFSwordMissile), actor->angle+ANGLE_45/8);
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P_SpawnPlayerMissile (actor, 0, 0, 0, RUNTIME_CLASS(AFSwordMissile), actor->angle);
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P_SpawnPlayerMissile (actor, 0, 0, 5*FRACUNIT, RUNTIME_CLASS(AFSwordMissile), actor->angle-ANGLE_45/8);
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P_SpawnPlayerMissile (actor, 0, 0, 10*FRACUNIT, RUNTIME_CLASS(AFSwordMissile), actor->angle-ANGLE_45/4);
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S_Sound (actor, CHAN_WEAPON, "FighterSwordFire", 1, ATTN_NORM);
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}
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//============================================================================
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//
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// A_FSwordAttack2
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//
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//============================================================================
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void A_FSwordAttack2 (AActor *actor)
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{
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angle_t angle = actor->angle;
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P_SpawnMissileAngle (actor, RUNTIME_CLASS(AFSwordMissile), angle+ANG45/4, 0);
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P_SpawnMissileAngle (actor, RUNTIME_CLASS(AFSwordMissile), angle+ANG45/8, 0);
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P_SpawnMissileAngle (actor, RUNTIME_CLASS(AFSwordMissile), angle, 0);
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P_SpawnMissileAngle (actor, RUNTIME_CLASS(AFSwordMissile), angle-ANG45/8, 0);
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P_SpawnMissileAngle (actor, RUNTIME_CLASS(AFSwordMissile), angle-ANG45/4, 0);
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S_Sound (actor, CHAN_WEAPON, "FighterSwordFire", 1, ATTN_NORM);
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}
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//============================================================================
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//
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// A_FSwordFlames
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//
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//============================================================================
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void A_FSwordFlames (AActor *actor)
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{
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int i;
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for (i = 1+(pr_fswordflame()&3); i; i--)
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{
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fixed_t x = actor->x+((pr_fswordflame()-128)<<12);
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fixed_t y = actor->y+((pr_fswordflame()-128)<<12);
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fixed_t z = actor->z+((pr_fswordflame()-128)<<11);
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Spawn<AFSwordFlame> (x, y, z, ALLOW_REPLACE);
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}
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}
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//============================================================================
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//
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// A_DropQuietusPieces
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//
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//============================================================================
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void A_DropQuietusPieces (AActor *actor)
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{
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static const PClass *pieces[3] =
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{
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RUNTIME_CLASS(AFWeaponPiece1),
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RUNTIME_CLASS(AFWeaponPiece2),
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RUNTIME_CLASS(AFWeaponPiece3)
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};
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for (int i = 0, j = 0, fineang = 0; i < 3; ++i)
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{
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AActor *piece = Spawn (pieces[j], actor->x, actor->y, actor->z, ALLOW_REPLACE);
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if (piece != NULL)
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{
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piece->momx = actor->momx + finecosine[fineang];
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piece->momy = actor->momy + finesine[fineang];
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piece->momz = actor->momz;
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piece->flags |= MF_DROPPED;
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fineang += FINEANGLES/3;
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j = (j == 0) ? (pr_quietusdrop() & 1) + 1 : 3-j;
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}
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}
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}
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void AFighterWeaponPiece::BeginPlay ()
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{
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Super::BeginPlay ();
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FourthWeaponClass = RUNTIME_CLASS(AFWeapQuietus);
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}
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