#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" #include "templates.h" // The cleric --------------------------------------------------------------- FState AClericPlayer::States[] = { #define S_CPLAY 0 S_NORMAL (CLER, 'A', -1, NULL , NULL), #define S_CPLAY_RUN1 (S_CPLAY+1) S_NORMAL (CLER, 'A', 4, NULL , &States[S_CPLAY_RUN1+1]), S_NORMAL (CLER, 'B', 4, NULL , &States[S_CPLAY_RUN1+2]), S_NORMAL (CLER, 'C', 4, NULL , &States[S_CPLAY_RUN1+3]), S_NORMAL (CLER, 'D', 4, NULL , &States[S_CPLAY_RUN1]), #define S_CPLAY_PAIN (S_CPLAY_RUN1+4) S_NORMAL (CLER, 'H', 4, NULL , &States[S_CPLAY_PAIN+1]), S_NORMAL (CLER, 'H', 4, A_Pain , &States[S_CPLAY]), #define S_CPLAY_ATK1 (S_CPLAY_PAIN+2) S_NORMAL (CLER, 'E', 6, NULL , &States[S_CPLAY_ATK1+1]), S_NORMAL (CLER, 'F', 6, NULL , &States[S_CPLAY_ATK1+2]), S_NORMAL (CLER, 'G', 6, NULL , &States[S_CPLAY]), #define S_CPLAY_DIE1 (S_CPLAY_ATK1+3) S_NORMAL (CLER, 'I', 6, NULL , &States[S_CPLAY_DIE1+1]), S_NORMAL (CLER, 'K', 6, A_PlayerScream , &States[S_CPLAY_DIE1+2]), S_NORMAL (CLER, 'L', 6, NULL , &States[S_CPLAY_DIE1+3]), S_NORMAL (CLER, 'L', 6, NULL , &States[S_CPLAY_DIE1+4]), S_NORMAL (CLER, 'M', 6, A_NoBlocking , &States[S_CPLAY_DIE1+5]), S_NORMAL (CLER, 'N', 6, NULL , &States[S_CPLAY_DIE1+6]), S_NORMAL (CLER, 'O', 6, NULL , &States[S_CPLAY_DIE1+7]), S_NORMAL (CLER, 'P', 6, NULL , &States[S_CPLAY_DIE1+8]), S_NORMAL (CLER, 'Q', -1, NULL/*A_AddPlayerCorpse*/, NULL), #define S_CPLAY_XDIE1 (S_CPLAY_DIE1+9) S_NORMAL (CLER, 'R', 5, A_PlayerScream , &States[S_CPLAY_XDIE1+1]), S_NORMAL (CLER, 'S', 5, NULL , &States[S_CPLAY_XDIE1+2]), S_NORMAL (CLER, 'T', 5, A_NoBlocking , &States[S_CPLAY_XDIE1+3]), S_NORMAL (CLER, 'U', 5, NULL , &States[S_CPLAY_XDIE1+4]), S_NORMAL (CLER, 'V', 5, NULL , &States[S_CPLAY_XDIE1+5]), S_NORMAL (CLER, 'W', 5, NULL , &States[S_CPLAY_XDIE1+6]), S_NORMAL (CLER, 'X', 5, NULL , &States[S_CPLAY_XDIE1+7]), S_NORMAL (CLER, 'Y', 5, NULL , &States[S_CPLAY_XDIE1+8]), S_NORMAL (CLER, 'Z', 5, NULL , &States[S_CPLAY_XDIE1+9]), S_NORMAL (CLER, '[', -1, NULL/*A_AddPlayerCorpse*/, NULL), #define S_CPLAY_ICE (S_CPLAY_XDIE1+10) S_NORMAL (CLER, '\\', 5, A_FreezeDeath , &States[S_CPLAY_ICE+1]), S_NORMAL (CLER, '\\', 1, A_FreezeDeathChunks , &States[S_CPLAY_ICE+1]), #define S_PLAY_C_FDTH (S_CPLAY_ICE+2) S_BRIGHT (FDTH, 'C', 5, A_FireScream , &States[S_PLAY_C_FDTH+1]), S_BRIGHT (FDTH, 'D', 4, NULL , &States[S_PLAY_C_FDTH+2]), #define S_PLAY_FDTH (S_PLAY_C_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 (AClericPlayer, 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_CPLAY) PROP_SeeState (S_CPLAY_RUN1) PROP_PainState (S_CPLAY_PAIN) PROP_MissileState (S_CPLAY_ATK1) PROP_DeathState (S_CPLAY_DIE1) PROP_XDeathState (S_CPLAY_XDIE1) PROP_BDeathState (S_PLAY_C_FDTH) PROP_IDeathState (S_CPLAY_ICE) PROP_PainSound ("PlayerClericPain") END_DEFAULTS const char *AClericPlayer::GetSoundClass () { if (player == NULL || player->userinfo.skin == 0) { return "cleric"; } return Super::GetSoundClass (); } void AClericPlayer::PlayAttacking2 () { SetState (MissileState); } void AClericPlayer::GiveDefaultInventory () { player->health = GetDefault()->health; player->ReadyWeapon = player->PendingWeapon = static_cast (GiveInventoryType (PClass::FindClass ("CWeapMace"))); GiveInventoryType (RUNTIME_CLASS(AHexenArmor)); AHexenArmor *armor = FindInventory(); armor->Slots[4] = 10*FRACUNIT; armor->SlotsIncrement[0] = 10*FRACUNIT; armor->SlotsIncrement[1] = 25*FRACUNIT; armor->SlotsIncrement[2] = 5*FRACUNIT; armor->SlotsIncrement[3] = 20*FRACUNIT; } fixed_t AClericPlayer::GetJumpZ () { return FRACUNIT*39/4; // ~9.75 } void AClericPlayer::SpecialInvulnerabilityHandling (EInvulState state, fixed_t * pAlpha) { if (state == INVUL_Active) { RenderStyle = STYLE_Translucent; if (!(level.time & 7) && alpha > 0 && alpha < OPAQUE) { if (alpha == HX_SHADOW) { alpha = HX_ALTSHADOW; } else { alpha = 0; flags2 |= MF2_NONSHOOTABLE; } } if (!(level.time & 31)) { if (alpha == 0) { flags2 &= ~MF2_NONSHOOTABLE; alpha = HX_ALTSHADOW; } else { alpha = HX_SHADOW; } } } else if (state == INVUL_Stop) { flags2 &= ~MF2_NONSHOOTABLE; RenderStyle = STYLE_Normal; alpha = OPAQUE; } else if (state == INVUL_GetAlpha) { if (pAlpha != NULL) *pAlpha = MIN(FRACUNIT/4 + alpha*3/4, FRACUNIT); } } // Cleric Weapon Base Class ------------------------------------------------- IMPLEMENT_ABSTRACT_ACTOR (AClericWeapon) bool AClericWeapon::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(AMagePlayer))) { // 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); }