gzdoom-gles/src/g_doom/a_doomplayer.cpp

251 lines
7.7 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 "a_doomglobal.h"
void A_Pain (AActor *);
void A_PlayerScream (AActor *);
void A_XScream (AActor *);
void A_DoomSkinCheck1 (AActor *);
void A_DoomSkinCheck2 (AActor *);
FState ADoomPlayer::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', 10, A_DoomSkinCheck1 , &States[S_PLAY_DIE+1]),
S_NORMAL (PLAY, 'I', 10, A_PlayerScream , &States[S_PLAY_DIE+2]),
S_NORMAL (PLAY, 'J', 10, A_NoBlocking , &States[S_PLAY_DIE+3]),
S_NORMAL (PLAY, 'K', 10, NULL , &States[S_PLAY_DIE+4]),
S_NORMAL (PLAY, 'L', 10, NULL , &States[S_PLAY_DIE+5]),
S_NORMAL (PLAY, 'M', 10, NULL , &States[S_PLAY_DIE+6]),
S_NORMAL (PLAY, 'N', -1, NULL , NULL),
#define S_PLAY_XDIE (S_PLAY_DIE+7)
S_NORMAL (PLAY, 'O', 5, A_DoomSkinCheck2 , &States[S_PLAY_XDIE+1]),
S_NORMAL (PLAY, 'P', 5, A_XScream , &States[S_PLAY_XDIE+2]),
S_NORMAL (PLAY, 'Q', 5, A_NoBlocking , &States[S_PLAY_XDIE+3]),
S_NORMAL (PLAY, 'R', 5, NULL , &States[S_PLAY_XDIE+4]),
S_NORMAL (PLAY, 'S', 5, NULL , &States[S_PLAY_XDIE+5]),
S_NORMAL (PLAY, 'T', 5, NULL , &States[S_PLAY_XDIE+6]),
S_NORMAL (PLAY, 'U', 5, NULL , &States[S_PLAY_XDIE+7]),
S_NORMAL (PLAY, 'V', 5, NULL , &States[S_PLAY_XDIE+8]),
S_NORMAL (PLAY, 'W', -1, NULL , NULL),
#define S_HTIC_DIE (S_PLAY_XDIE+9)
S_NORMAL (PLAY, 'H', 6, NULL , &States[S_HTIC_DIE+1]),
S_NORMAL (PLAY, 'I', 6, A_PlayerScream , &States[S_HTIC_DIE+2]),
S_NORMAL (PLAY, 'J', 6, NULL , &States[S_HTIC_DIE+3]),
S_NORMAL (PLAY, 'K', 6, NULL , &States[S_HTIC_DIE+4]),
S_NORMAL (PLAY, 'L', 6, A_NoBlocking , &States[S_HTIC_DIE+5]),
S_NORMAL (PLAY, 'M', 6, NULL , &States[S_HTIC_DIE+6]),
S_NORMAL (PLAY, 'N', 6, NULL , &States[S_HTIC_DIE+7]),
S_NORMAL (PLAY, 'O', 6, NULL , &States[S_HTIC_DIE+8]),
S_NORMAL (PLAY, 'P', -1, NULL , NULL),
#define S_HTIC_XDIE (S_HTIC_DIE+9)
S_NORMAL (PLAY, 'Q', 5, A_PlayerScream , &States[S_HTIC_XDIE+1]),
S_NORMAL (PLAY, 'R', 0, A_NoBlocking , &States[S_HTIC_XDIE+2]),
S_NORMAL (PLAY, 'R', 5, A_SkullPop , &States[S_HTIC_XDIE+3]),
S_NORMAL (PLAY, 'S', 5, NULL , &States[S_HTIC_XDIE+4]),
S_NORMAL (PLAY, 'T', 5, NULL , &States[S_HTIC_XDIE+5]),
S_NORMAL (PLAY, 'U', 5, NULL , &States[S_HTIC_XDIE+6]),
S_NORMAL (PLAY, 'V', 5, NULL , &States[S_HTIC_XDIE+7]),
S_NORMAL (PLAY, 'W', 5, NULL , &States[S_HTIC_XDIE+8]),
S_NORMAL (PLAY, 'X', 5, NULL , &States[S_HTIC_XDIE+9]),
S_NORMAL (PLAY, 'Y', -1, NULL , NULL),
};
IMPLEMENT_ACTOR (ADoomPlayer, Doom, -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_SLIDE|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP|MF2_WINDTHRUST)
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)
END_DEFAULTS
void ADoomPlayer::GiveDefaultInventory ()
{
AInventory *fist, *pistol, *bullets;
player->health = deh.StartHealth; // [RH] Used to be MAXHEALTH
health = deh.StartHealth;
fist = player->mo->GiveInventoryType (TypeInfo::FindType ("Fist"));
pistol = player->mo->GiveInventoryType (TypeInfo::FindType ("Pistol"));
// Adding the pistol automatically adds bullets
bullets = player->mo->FindInventory (TypeInfo::FindType ("Clip"));
if (bullets != NULL)
{
bullets->Amount = deh.StartBullets; // [RH] Used to be 50
}
player->ReadyWeapon = player->PendingWeapon =
static_cast<AWeapon *> (deh.StartBullets > 0 ? pistol : fist);
}
void A_FireScream (AActor *self)
{
S_Sound (self, CHAN_BODY, "*burndeath", 1, ATTN_NORM);
}
void A_PlayerScream (AActor *self)
{
int sound = 0;
int chan = CHAN_VOICE;
if (self->player == NULL || self->DeathSound != 0)
{
S_SoundID (self, CHAN_VOICE, self->DeathSound, 1, ATTN_NORM);
return;
}
// Handle the different player death screams
if ((((level.flags >> 15) | (dmflags)) &
(DF_FORCE_FALLINGZD | DF_FORCE_FALLINGHX)) &&
self->momz <= -39*FRACUNIT)
{
sound = S_FindSkinnedSound (self, "*splat");
chan = CHAN_BODY;
}
// try to find the appropriate death sound and use suitable replacements if necessary
if (!sound && self->special1<10)
{ // Wimpy death sound
sound = S_FindSkinnedSound (self, "*wimpydeath");
}
if (!sound && self->health <= -50)
{
if (self->health > -100)
{ // Crazy death sound
sound = S_FindSkinnedSound (self, "*crazydeath");
}
if (!sound)
{ // Extreme death sound
sound = S_FindSkinnedSound (self, "*xdeath");
if (!sound)
{
sound = S_FindSkinnedSound (self, "*gibbed");
chan = CHAN_BODY;
}
}
}
if (!sound)
{ // Normal death sound
sound=S_FindSkinnedSound (self, "*death");
}
if (chan != CHAN_VOICE)
{
for (int i = 0; i < 8; ++i)
{ // Stop most playing sounds from this player.
// This is mainly to stop *land from messing up *splat.
if (i != CHAN_WEAPON && i != CHAN_VOICE)
{
S_StopSound (self, i);
}
}
}
S_SoundID (self, chan, sound, 1, ATTN_NORM);
}
//==========================================================================
//
// A_DoomSkinCheck1
//
//==========================================================================
void A_DoomSkinCheck1 (AActor *actor)
{
if (actor->player != NULL &&
skins[actor->player->userinfo.skin].game != GAME_Doom)
{
actor->SetState (&ADoomPlayer::States[S_HTIC_DIE]);
}
}
//==========================================================================
//
// A_DoomSkinCheck2
//
//==========================================================================
void A_DoomSkinCheck2 (AActor *actor)
{
if (actor->player != NULL &&
skins[actor->player->userinfo.skin].game != GAME_Doom)
{
actor->SetState (&ADoomPlayer::States[S_HTIC_XDIE]);
}
}
// Dead marine -------------------------------------------------------------
class ADeadMarine : public AActor
{
DECLARE_ACTOR (ADeadMarine, AActor)
};
FState ADeadMarine::States[] =
{
S_NORMAL (PLAY, 'N', -1, NULL , NULL)
};
IMPLEMENT_ACTOR (ADeadMarine, Doom, 15, 0)
PROP_SpawnState (0)
END_DEFAULTS
// Gibbed marine -----------------------------------------------------------
class AGibbedMarine : public AActor
{
DECLARE_ACTOR (AGibbedMarine, AActor)
};
FState AGibbedMarine::States[] =
{
S_NORMAL (PLAY, 'W', -1, NULL , NULL)
};
IMPLEMENT_ACTOR (AGibbedMarine, Doom, 10, 145)
PROP_SpawnState (0)
END_DEFAULTS
// Gibbed marine (extra copy) ----------------------------------------------
class AGibbedMarineExtra : public AGibbedMarine
{
DECLARE_STATELESS_ACTOR (AGibbedMarineExtra, AGibbedMarine)
};
IMPLEMENT_STATELESS_ACTOR (AGibbedMarineExtra, Doom, 12, 0)
END_DEFAULTS