gzdoom/src/g_hexen/a_mageplayer.cpp

204 lines
7.1 KiB
C++
Raw Normal View History

#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 "p_enemy.h"
#include "a_action.h"
#include "a_hexenglobal.h"
static FRandom pr_manaradius ("ManaRadius");
// The mage -----------------------------------------------------------------
FState AMagePlayer::States[] =
{
#define S_MPLAY 0
S_NORMAL (MAGE, 'A', -1, NULL , NULL),
#define S_MPLAY_RUN1 (S_MPLAY+1)
S_NORMAL (MAGE, 'A', 4, NULL , &States[S_MPLAY_RUN1+1]),
S_NORMAL (MAGE, 'B', 4, NULL , &States[S_MPLAY_RUN1+2]),
S_NORMAL (MAGE, 'C', 4, NULL , &States[S_MPLAY_RUN1+3]),
S_NORMAL (MAGE, 'D', 4, NULL , &States[S_MPLAY_RUN1]),
#define S_MPLAY_PAIN (S_MPLAY_RUN1+4)
S_NORMAL (MAGE, 'G', 4, NULL , &States[S_MPLAY_PAIN+1]),
S_NORMAL (MAGE, 'G', 4, A_Pain , &States[S_MPLAY]),
#define S_MPLAY_ATK1 (S_MPLAY_PAIN+2)
S_NORMAL (MAGE, 'E', 8, NULL , &States[S_MPLAY_ATK1+1]),
S_BRIGHT (MAGE, 'F', 8, NULL , &States[S_MPLAY]),
#define S_MPLAY_DIE1 (S_MPLAY_ATK1+2)
S_NORMAL (MAGE, 'H', 6, NULL , &States[S_MPLAY_DIE1+1]),
S_NORMAL (MAGE, 'I', 6, A_PlayerScream , &States[S_MPLAY_DIE1+2]),
S_NORMAL (MAGE, 'J', 6, NULL , &States[S_MPLAY_DIE1+3]),
S_NORMAL (MAGE, 'K', 6, NULL , &States[S_MPLAY_DIE1+4]),
S_NORMAL (MAGE, 'L', 6, A_NoBlocking , &States[S_MPLAY_DIE1+5]),
S_NORMAL (MAGE, 'M', 6, NULL , &States[S_MPLAY_DIE1+6]),
S_NORMAL (MAGE, 'N', -1, NULL/*A_AddPlayerCorpse*/, NULL),
#define S_MPLAY_XDIE1 (S_MPLAY_DIE1+7)
S_NORMAL (MAGE, 'O', 5, A_PlayerScream , &States[S_MPLAY_XDIE1+1]),
S_NORMAL (MAGE, 'P', 5, NULL , &States[S_MPLAY_XDIE1+2]),
S_NORMAL (MAGE, 'R', 5, A_NoBlocking , &States[S_MPLAY_XDIE1+3]),
S_NORMAL (MAGE, 'S', 5, NULL , &States[S_MPLAY_XDIE1+4]),
S_NORMAL (MAGE, 'T', 5, NULL , &States[S_MPLAY_XDIE1+5]),
S_NORMAL (MAGE, 'U', 5, NULL , &States[S_MPLAY_XDIE1+6]),
S_NORMAL (MAGE, 'V', 5, NULL , &States[S_MPLAY_XDIE1+7]),
S_NORMAL (MAGE, 'W', 5, NULL , &States[S_MPLAY_XDIE1+8]),
S_NORMAL (MAGE, 'X', -1, NULL/*A_AddPlayerCorpse*/, NULL),
#define S_MPLAY_ICE (S_MPLAY_XDIE1+9)
S_NORMAL (MAGE, 'Y', 5, A_FreezeDeath , &States[S_MPLAY_ICE+1]),
S_NORMAL (MAGE, 'Y', 1, A_FreezeDeathChunks , &States[S_MPLAY_ICE+1]),
#define S_PLAY_M_FDTH (S_MPLAY_ICE+2)
S_BRIGHT (FDTH, 'E', 5, A_FireScream , &States[S_PLAY_M_FDTH+1]),
S_BRIGHT (FDTH, 'F', 4, NULL , &States[S_PLAY_M_FDTH+2]),
#define S_PLAY_FDTH (S_PLAY_M_FDTH+2)
S_BRIGHT (FDTH, 'G', 5, NULL , &States[S_PLAY_FDTH+1]),
S_BRIGHT (FDTH, 'H', 4, A_PlayerScream , &States[S_PLAY_FDTH+2]),
S_BRIGHT (FDTH, 'I', 5, NULL , &States[S_PLAY_FDTH+3]),
S_BRIGHT (FDTH, 'J', 4, NULL , &States[S_PLAY_FDTH+4]),
S_BRIGHT (FDTH, 'K', 5, NULL , &States[S_PLAY_FDTH+5]),
S_BRIGHT (FDTH, 'L', 4, NULL , &States[S_PLAY_FDTH+6]),
S_BRIGHT (FDTH, 'M', 5, NULL , &States[S_PLAY_FDTH+7]),
S_BRIGHT (FDTH, 'N', 4, NULL , &States[S_PLAY_FDTH+8]),
S_BRIGHT (FDTH, 'O', 5, NULL , &States[S_PLAY_FDTH+9]),
S_BRIGHT (FDTH, 'P', 4, NULL , &States[S_PLAY_FDTH+10]),
S_BRIGHT (FDTH, 'Q', 5, NULL , &States[S_PLAY_FDTH+11]),
S_BRIGHT (FDTH, 'R', 4, NULL , &States[S_PLAY_FDTH+12]),
S_BRIGHT (FDTH, 'S', 5, A_NoBlocking , &States[S_PLAY_FDTH+13]),
S_BRIGHT (FDTH, 'T', 4, NULL , &States[S_PLAY_FDTH+14]),
S_BRIGHT (FDTH, 'U', 5, NULL , &States[S_PLAY_FDTH+15]),
S_BRIGHT (FDTH, 'V', 4, NULL , &States[S_PLAY_FDTH+16]),
S_NORMAL (ACLO, 'E', 35, A_CheckBurnGone , &States[S_PLAY_FDTH+16]),
S_NORMAL (ACLO, 'E', 8, NULL , NULL),
};
IMPLEMENT_ACTOR (AMagePlayer, Hexen, -1, 0)
PROP_SpawnHealth (100)
PROP_ReactionTime (0)
PROP_PainChance (255)
PROP_RadiusFixed (16)
PROP_HeightFixed (64)
PROP_SpeedFixed (1)
PROP_RadiusdamageFactor(FRACUNIT/4)
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_TELESTOMP|MF2_PUSHWALL)
PROP_Flags3 (MF3_NOBLOCKMONST)
PROP_Flags4 (MF4_NOSKIN)
PROP_SpawnState (S_MPLAY)
PROP_SeeState (S_MPLAY_RUN1)
PROP_PainState (S_MPLAY_PAIN)
PROP_MissileState (S_MPLAY_ATK1)
PROP_DeathState (S_MPLAY_DIE1)
PROP_XDeathState (S_MPLAY_XDIE1)
PROP_BDeathState (S_PLAY_M_FDTH)
PROP_IDeathState (S_MPLAY_ICE)
// [GRB]
PROP_PlayerPawn_JumpZ (FRACUNIT*39/4) // ~9.75
PROP_PlayerPawn_ViewHeight (48*FRACUNIT)
PROP_PlayerPawn_ForwardMove1 (FRACUNIT * 0x16 / 0x19)
PROP_PlayerPawn_ForwardMove2 (FRACUNIT * 0x2e / 0x32)
PROP_PlayerPawn_SideMove1 (FRACUNIT * 0x15 / 0x18)
PROP_PlayerPawn_SideMove2 (FRACUNIT * 0x25 / 0x28)
PROP_PlayerPawn_ColorRange (146, 163)
PROP_PlayerPawn_SpawnMask (MTF_MAGE)
PROP_PlayerPawn_DisplayName ("Mage")
PROP_PlayerPawn_SoundClass ("mage")
PROP_PlayerPawn_ScoreIcon ("MAGEFACE")
PROP_PainSound ("PlayerMagePain")
END_DEFAULTS
void AMagePlayer::PlayAttacking2 ()
{
SetState (MissileState);
}
void AMagePlayer::GiveDefaultInventory ()
{
Super::GiveDefaultInventory ();
if (!Inventory)
{
player->ReadyWeapon = player->PendingWeapon = static_cast<AWeapon *>
(GiveInventoryType (PClass::FindClass ("MWeapWand")));
}
GiveInventoryType (RUNTIME_CLASS(AHexenArmor));
AHexenArmor *armor = FindInventory<AHexenArmor>();
armor->Slots[4] = 5*FRACUNIT;
armor->SlotsIncrement[0] = 5*FRACUNIT;
armor->SlotsIncrement[1] = 15*FRACUNIT;
armor->SlotsIncrement[2] = 10*FRACUNIT;
armor->SlotsIncrement[3] = 25*FRACUNIT;
}
// Radius mana boost
bool AMagePlayer::DoHealingRadius (APlayerPawn *other)
{
int amount = 50 + (pr_manaradius() % 50);
if (GiveAmmo (PClass::FindClass("Mana1"), amount) ||
GiveAmmo (PClass::FindClass("Mana2"), amount))
{
S_Sound (other, CHAN_AUTO, "MysticIncant", 1, ATTN_NORM);
return true;
}
return false;
}
void AMagePlayer::SpecialInvulnerabilityHandling (EInvulState state, fixed_t * pAlpha)
{
if (state == INVUL_Start)
{
flags2 |= MF2_REFLECTIVE;
}
else if (state == INVUL_Stop)
{
flags2 &= ~MF2_REFLECTIVE;
}
else if (state == INVUL_GetAlpha && pAlpha != NULL)
{
*pAlpha = FIXED_MAX;
}
}
// Mage Weapon Base Class ---------------------------------------------------
IMPLEMENT_STATELESS_ACTOR (AMageWeapon, Hexen, -1, 0)
PROP_Weapon_Kickback (150)
END_DEFAULTS
bool AMageWeapon::TryPickup (AActor *toucher)
{
// The Doom and Hexen players are not excluded from pickup in case
// somebody wants to use these weapons with either of those games.
if (toucher->IsKindOf (RUNTIME_CLASS(AFighterPlayer)) ||
toucher->IsKindOf (RUNTIME_CLASS(AClericPlayer)))
{ // Wrong class, but try to pick up for mana
if (ShouldStay())
{ // Can't pick up weapons for other classes in coop netplay
return false;
}
bool gaveSome = (NULL != AddAmmo (toucher, AmmoType1, AmmoGive1));
gaveSome |= (NULL != AddAmmo (toucher, AmmoType2, AmmoGive2));
if (gaveSome)
{
GoAwayAndDie ();
}
return gaveSome;
}
return Super::TryPickup (toucher);
}