mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2025-02-27 05:30:56 +00:00
251 lines
7.7 KiB
C++
251 lines
7.7 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 "a_doomglobal.h"
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void A_Pain (AActor *);
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void A_PlayerScream (AActor *);
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void A_XScream (AActor *);
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void A_DoomSkinCheck1 (AActor *);
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void A_DoomSkinCheck2 (AActor *);
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FState ADoomPlayer::States[] =
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{
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#define S_PLAY 0
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S_NORMAL (PLAY, 'A', -1, NULL , NULL),
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#define S_PLAY_RUN (S_PLAY+1)
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S_NORMAL (PLAY, 'A', 4, NULL , &States[S_PLAY_RUN+1]),
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S_NORMAL (PLAY, 'B', 4, NULL , &States[S_PLAY_RUN+2]),
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S_NORMAL (PLAY, 'C', 4, NULL , &States[S_PLAY_RUN+3]),
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S_NORMAL (PLAY, 'D', 4, NULL , &States[S_PLAY_RUN+0]),
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#define S_PLAY_ATK (S_PLAY_RUN+4)
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S_NORMAL (PLAY, 'E', 12, NULL , &States[S_PLAY]),
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S_BRIGHT (PLAY, 'F', 6, NULL , &States[S_PLAY_ATK+0]),
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#define S_PLAY_PAIN (S_PLAY_ATK+2)
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S_NORMAL (PLAY, 'G', 4, NULL , &States[S_PLAY_PAIN+1]),
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S_NORMAL (PLAY, 'G', 4, A_Pain , &States[S_PLAY]),
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#define S_PLAY_DIE (S_PLAY_PAIN+2)
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S_NORMAL (PLAY, 'H', 10, A_DoomSkinCheck1 , &States[S_PLAY_DIE+1]),
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S_NORMAL (PLAY, 'I', 10, A_PlayerScream , &States[S_PLAY_DIE+2]),
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S_NORMAL (PLAY, 'J', 10, A_NoBlocking , &States[S_PLAY_DIE+3]),
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S_NORMAL (PLAY, 'K', 10, NULL , &States[S_PLAY_DIE+4]),
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S_NORMAL (PLAY, 'L', 10, NULL , &States[S_PLAY_DIE+5]),
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S_NORMAL (PLAY, 'M', 10, NULL , &States[S_PLAY_DIE+6]),
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S_NORMAL (PLAY, 'N', -1, NULL , NULL),
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#define S_PLAY_XDIE (S_PLAY_DIE+7)
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S_NORMAL (PLAY, 'O', 5, A_DoomSkinCheck2 , &States[S_PLAY_XDIE+1]),
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S_NORMAL (PLAY, 'P', 5, A_XScream , &States[S_PLAY_XDIE+2]),
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S_NORMAL (PLAY, 'Q', 5, A_NoBlocking , &States[S_PLAY_XDIE+3]),
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S_NORMAL (PLAY, 'R', 5, NULL , &States[S_PLAY_XDIE+4]),
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S_NORMAL (PLAY, 'S', 5, NULL , &States[S_PLAY_XDIE+5]),
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S_NORMAL (PLAY, 'T', 5, NULL , &States[S_PLAY_XDIE+6]),
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S_NORMAL (PLAY, 'U', 5, NULL , &States[S_PLAY_XDIE+7]),
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S_NORMAL (PLAY, 'V', 5, NULL , &States[S_PLAY_XDIE+8]),
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S_NORMAL (PLAY, 'W', -1, NULL , NULL),
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#define S_HTIC_DIE (S_PLAY_XDIE+9)
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S_NORMAL (PLAY, 'H', 6, NULL , &States[S_HTIC_DIE+1]),
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S_NORMAL (PLAY, 'I', 6, A_PlayerScream , &States[S_HTIC_DIE+2]),
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S_NORMAL (PLAY, 'J', 6, NULL , &States[S_HTIC_DIE+3]),
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S_NORMAL (PLAY, 'K', 6, NULL , &States[S_HTIC_DIE+4]),
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S_NORMAL (PLAY, 'L', 6, A_NoBlocking , &States[S_HTIC_DIE+5]),
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S_NORMAL (PLAY, 'M', 6, NULL , &States[S_HTIC_DIE+6]),
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S_NORMAL (PLAY, 'N', 6, NULL , &States[S_HTIC_DIE+7]),
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S_NORMAL (PLAY, 'O', 6, NULL , &States[S_HTIC_DIE+8]),
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S_NORMAL (PLAY, 'P', -1, NULL , NULL),
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#define S_HTIC_XDIE (S_HTIC_DIE+9)
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S_NORMAL (PLAY, 'Q', 5, A_PlayerScream , &States[S_HTIC_XDIE+1]),
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S_NORMAL (PLAY, 'R', 0, A_NoBlocking , &States[S_HTIC_XDIE+2]),
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S_NORMAL (PLAY, 'R', 5, A_SkullPop , &States[S_HTIC_XDIE+3]),
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S_NORMAL (PLAY, 'S', 5, NULL , &States[S_HTIC_XDIE+4]),
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S_NORMAL (PLAY, 'T', 5, NULL , &States[S_HTIC_XDIE+5]),
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S_NORMAL (PLAY, 'U', 5, NULL , &States[S_HTIC_XDIE+6]),
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S_NORMAL (PLAY, 'V', 5, NULL , &States[S_HTIC_XDIE+7]),
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S_NORMAL (PLAY, 'W', 5, NULL , &States[S_HTIC_XDIE+8]),
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S_NORMAL (PLAY, 'X', 5, NULL , &States[S_HTIC_XDIE+9]),
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S_NORMAL (PLAY, 'Y', -1, NULL , NULL),
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};
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IMPLEMENT_ACTOR (ADoomPlayer, Doom, -1, 0)
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PROP_SpawnHealth (100)
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PROP_RadiusFixed (16)
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PROP_HeightFixed (56)
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PROP_Mass (100)
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PROP_PainChance (255)
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PROP_SpeedFixed (1)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_DROPOFF|MF_PICKUP|MF_NOTDMATCH|MF_FRIENDLY)
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PROP_Flags2 (MF2_SLIDE|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP|MF2_WINDTHRUST)
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PROP_Flags3 (MF3_NOBLOCKMONST)
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PROP_SpawnState (S_PLAY)
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PROP_SeeState (S_PLAY_RUN)
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PROP_PainState (S_PLAY_PAIN)
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PROP_MissileState (S_PLAY_ATK)
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PROP_DeathState (S_PLAY_DIE)
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PROP_XDeathState (S_PLAY_XDIE)
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END_DEFAULTS
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void ADoomPlayer::GiveDefaultInventory ()
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{
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AInventory *fist, *pistol, *bullets;
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player->health = deh.StartHealth; // [RH] Used to be MAXHEALTH
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health = deh.StartHealth;
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fist = player->mo->GiveInventoryType (TypeInfo::FindType ("Fist"));
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pistol = player->mo->GiveInventoryType (TypeInfo::FindType ("Pistol"));
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// Adding the pistol automatically adds bullets
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bullets = player->mo->FindInventory (TypeInfo::FindType ("Clip"));
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if (bullets != NULL)
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{
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bullets->Amount = deh.StartBullets; // [RH] Used to be 50
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}
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player->ReadyWeapon = player->PendingWeapon =
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static_cast<AWeapon *> (deh.StartBullets > 0 ? pistol : fist);
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}
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void A_FireScream (AActor *self)
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{
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S_Sound (self, CHAN_BODY, "*burndeath", 1, ATTN_NORM);
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}
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void A_PlayerScream (AActor *self)
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{
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int sound = 0;
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int chan = CHAN_VOICE;
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if (self->player == NULL || self->DeathSound != 0)
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{
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S_SoundID (self, CHAN_VOICE, self->DeathSound, 1, ATTN_NORM);
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return;
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}
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// Handle the different player death screams
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if ((((level.flags >> 15) | (dmflags)) &
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(DF_FORCE_FALLINGZD | DF_FORCE_FALLINGHX)) &&
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self->momz <= -39*FRACUNIT)
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{
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sound = S_FindSkinnedSound (self, "*splat");
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chan = CHAN_BODY;
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}
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// try to find the appropriate death sound and use suitable replacements if necessary
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if (!sound && self->special1<10)
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{ // Wimpy death sound
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sound = S_FindSkinnedSound (self, "*wimpydeath");
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}
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if (!sound && self->health <= -50)
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{
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if (self->health > -100)
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{ // Crazy death sound
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sound = S_FindSkinnedSound (self, "*crazydeath");
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}
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if (!sound)
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{ // Extreme death sound
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sound = S_FindSkinnedSound (self, "*xdeath");
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if (!sound)
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{
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sound = S_FindSkinnedSound (self, "*gibbed");
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chan = CHAN_BODY;
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}
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}
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}
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if (!sound)
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{ // Normal death sound
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sound=S_FindSkinnedSound (self, "*death");
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}
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if (chan != CHAN_VOICE)
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{
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for (int i = 0; i < 8; ++i)
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{ // Stop most playing sounds from this player.
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// This is mainly to stop *land from messing up *splat.
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if (i != CHAN_WEAPON && i != CHAN_VOICE)
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{
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S_StopSound (self, i);
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}
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}
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}
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S_SoundID (self, chan, sound, 1, ATTN_NORM);
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}
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//==========================================================================
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//
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// A_DoomSkinCheck1
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//
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//==========================================================================
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void A_DoomSkinCheck1 (AActor *actor)
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{
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if (actor->player != NULL &&
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skins[actor->player->userinfo.skin].game != GAME_Doom)
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{
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actor->SetState (&ADoomPlayer::States[S_HTIC_DIE]);
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}
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}
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//==========================================================================
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//
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// A_DoomSkinCheck2
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//
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//==========================================================================
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void A_DoomSkinCheck2 (AActor *actor)
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{
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if (actor->player != NULL &&
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skins[actor->player->userinfo.skin].game != GAME_Doom)
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{
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actor->SetState (&ADoomPlayer::States[S_HTIC_XDIE]);
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}
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}
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// Dead marine -------------------------------------------------------------
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class ADeadMarine : public AActor
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{
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DECLARE_ACTOR (ADeadMarine, AActor)
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};
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FState ADeadMarine::States[] =
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{
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S_NORMAL (PLAY, 'N', -1, NULL , NULL)
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};
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IMPLEMENT_ACTOR (ADeadMarine, Doom, 15, 0)
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PROP_SpawnState (0)
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END_DEFAULTS
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// Gibbed marine -----------------------------------------------------------
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class AGibbedMarine : public AActor
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{
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DECLARE_ACTOR (AGibbedMarine, AActor)
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};
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FState AGibbedMarine::States[] =
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{
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S_NORMAL (PLAY, 'W', -1, NULL , NULL)
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};
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IMPLEMENT_ACTOR (AGibbedMarine, Doom, 10, 145)
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PROP_SpawnState (0)
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END_DEFAULTS
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// Gibbed marine (extra copy) ----------------------------------------------
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class AGibbedMarineExtra : public AGibbedMarine
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{
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DECLARE_STATELESS_ACTOR (AGibbedMarineExtra, AGibbedMarine)
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};
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IMPLEMENT_STATELESS_ACTOR (AGibbedMarineExtra, Doom, 12, 0)
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END_DEFAULTS
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