#include "actor.h" #include "gi.h" #include "m_random.h" #include "s_sound.h" #include "d_player.h" #include "a_action.h" #include "a_pickups.h" #include "p_local.h" #include "a_hereticglobal.h" #include "a_sharedglobal.h" #include "p_enemy.h" #include "d_event.h" #include "gstrings.h" static FRandom pr_snoutattack ("SnoutAttack"); static FRandom pr_pigattack ("PigAttack"); static FRandom pr_pigplayerthink ("PigPlayerThink"); extern void AdjustPlayerAngle (AActor *); void A_SnoutAttack (AActor *actor); void A_PigPain (AActor *); void A_PigAttack (AActor *); // Snout puff --------------------------------------------------------------- class ASnoutPuff : public AActor { DECLARE_ACTOR (ASnoutPuff, AActor) }; FState ASnoutPuff::States[] = { S_NORMAL (FHFX, 'S', 4, NULL , &States[1]), S_NORMAL (FHFX, 'T', 4, NULL , &States[2]), S_NORMAL (FHFX, 'U', 4, NULL , &States[3]), S_NORMAL (FHFX, 'V', 4, NULL , &States[4]), S_NORMAL (FHFX, 'W', 4, NULL , NULL) }; IMPLEMENT_ACTOR (ASnoutPuff, Hexen, -1, 0) PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY) PROP_RenderStyle (STYLE_Translucent) PROP_Alpha (HX_SHADOW) PROP_SpawnState (0) END_DEFAULTS // Snout -------------------------------------------------------------------- class ASnout : public AWeapon { DECLARE_ACTOR (ASnout, AWeapon) }; FState ASnout::States[] = { #define S_SNOUTREADY 0 S_NORMAL (WPIG, 'A', 1, A_WeaponReady , &States[S_SNOUTREADY]), #define S_SNOUTDOWN 1 S_NORMAL (WPIG, 'A', 1, A_Lower , &States[S_SNOUTDOWN]), #define S_SNOUTUP 2 S_NORMAL (WPIG, 'A', 1, A_Raise , &States[S_SNOUTUP]), #define S_SNOUTATK 3 S_NORMAL (WPIG, 'A', 4, A_SnoutAttack , &States[S_SNOUTATK+1]), S_NORMAL (WPIG, 'B', 8, A_SnoutAttack , &States[S_SNOUTREADY]) }; IMPLEMENT_ACTOR (ASnout, Hexen, -1, 0) PROP_Weapon_SelectionOrder (10000) PROP_Weapon_Flags (WIF_DONTBOB|WIF_BOT_MELEE) PROP_Weapon_UpState (S_SNOUTUP) PROP_Weapon_DownState (S_SNOUTDOWN) PROP_Weapon_ReadyState (S_SNOUTREADY) PROP_Weapon_AtkState (S_SNOUTATK) PROP_Weapon_FlashState (S_SNOUTATK+1) // Not really - but it will do until this gets exported from the EXE PROP_Weapon_Kickback (150) PROP_Weapon_YAdjust (10) END_DEFAULTS // Pig player --------------------------------------------------------------- class APigPlayer : public APlayerPawn { DECLARE_ACTOR (APigPlayer, APlayerPawn) public: void MorphPlayerThink (); }; FState APigPlayer::States[] = { #define S_PIGPLAY 0 S_NORMAL (PIGY, 'A', -1, NULL , NULL), #define S_PIGPLAY_RUN1 (S_PIGPLAY+1) S_NORMAL (PIGY, 'A', 3, NULL , &States[S_PIGPLAY_RUN1+1]), S_NORMAL (PIGY, 'B', 3, NULL , &States[S_PIGPLAY_RUN1+2]), S_NORMAL (PIGY, 'C', 3, NULL , &States[S_PIGPLAY_RUN1+3]), S_NORMAL (PIGY, 'D', 3, NULL , &States[S_PIGPLAY_RUN1]), #define S_PIGPLAY_PAIN (S_PIGPLAY_RUN1+4) S_NORMAL (PIGY, 'D', 4, A_PigPain , &States[S_PIGPLAY]), #define S_PIGPLAY_ATK1 (S_PIGPLAY_PAIN+1) S_NORMAL (PIGY, 'A', 12, NULL , &States[S_PIGPLAY]), #define S_PIGPLAY_DIE1 (S_PIGPLAY_ATK1+1) S_NORMAL (PIGY, 'E', 4, A_Scream , &States[S_PIGPLAY_DIE1+1]), S_NORMAL (PIGY, 'F', 3, A_NoBlocking , &States[S_PIGPLAY_DIE1+2]), S_NORMAL (PIGY, 'G', 4, NULL , &States[S_PIGPLAY_DIE1+3]), S_NORMAL (PIGY, 'H', 3, NULL , &States[S_PIGPLAY_DIE1+4]), S_NORMAL (PIGY, 'I', 4, NULL , &States[S_PIGPLAY_DIE1+5]), S_NORMAL (PIGY, 'J', 4, NULL , &States[S_PIGPLAY_DIE1+6]), S_NORMAL (PIGY, 'K', 4, NULL , &States[S_PIGPLAY_DIE1+7]), S_NORMAL (PIGY, 'L', -1, NULL , NULL), #define S_PIGPLAY_ICE (S_PIGPLAY_DIE1+8) S_NORMAL (PIGY, 'M', 5, A_FreezeDeath , &States[S_PIGPLAY_ICE+1]), S_NORMAL (PIGY, 'M', 1, A_FreezeDeathChunks , &States[S_PIGPLAY_ICE+1]), }; IMPLEMENT_ACTOR (APigPlayer, Hexen, -1, 0) PROP_SpawnHealth (30) PROP_ReactionTime (0) PROP_PainChance (255) PROP_RadiusFixed (16) PROP_HeightFixed (24) PROP_SpeedFixed (1) PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_DROPOFF|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_PIGPLAY) PROP_SeeState (S_PIGPLAY_RUN1) PROP_PainState (S_PIGPLAY_PAIN) PROP_MissileState (S_PIGPLAY_ATK1) PROP_MeleeState (S_PIGPLAY_ATK1) PROP_DeathState (S_PIGPLAY_DIE1) PROP_IDeathState (S_PIGPLAY_ICE) // [GRB] PROP_PlayerPawn_JumpZ (6*FRACUNIT) PROP_PlayerPawn_ViewHeight (28*FRACUNIT) PROP_PlayerPawn_ForwardMove1 (FRACUNIT * 0x18 / 0x19) // Yes, the pig is faster than a mage. PROP_PlayerPawn_ForwardMove2 (FRACUNIT * 0x31 / 0x32) PROP_PlayerPawn_SideMove1 (FRACUNIT * 0x17 / 0x18) PROP_PlayerPawn_SideMove2 (FRACUNIT * 0x27 / 0x28) PROP_PlayerPawn_MorphWeapon ("Snout") PROP_PainSound ("PigPain") PROP_DeathSound ("PigDeath") END_DEFAULTS AT_GAME_SET(PigPlayer) { RUNTIME_CLASS(APigPlayer)->Meta.SetMetaString(APMETA_SoundClass, "pig"); } void APigPlayer::MorphPlayerThink () { if (player->morphTics & 15) { return; } if(!(momx | momy) && pr_pigplayerthink() < 64) { // Snout sniff if (player->ReadyWeapon != NULL) { P_SetPspriteNF(player, ps_weapon, player->ReadyWeapon->FindState(NAME_Flash)); } S_Sound (this, CHAN_VOICE, "PigActive1", 1, ATTN_NORM); // snort return; } if (pr_pigplayerthink() < 48) { S_Sound (this, CHAN_VOICE, "PigActive", 1, ATTN_NORM); } } // Pig (non-player) --------------------------------------------------------- class APig : public AMorphedMonster { DECLARE_ACTOR (APig, AMorphedMonster) }; FState APig::States[] = { #define S_PIG_LOOK1 0 S_NORMAL (PIGY, 'B', 10, A_Look , &States[S_PIG_LOOK1]), #define S_PIG_WALK1 (S_PIG_LOOK1+1) S_NORMAL (PIGY, 'A', 3, A_Chase , &States[S_PIG_WALK1+1]), S_NORMAL (PIGY, 'B', 3, A_Chase , &States[S_PIG_WALK1+2]), S_NORMAL (PIGY, 'C', 3, A_Chase , &States[S_PIG_WALK1+3]), S_NORMAL (PIGY, 'D', 3, A_Chase , &States[S_PIG_WALK1]), #define S_PIG_PAIN (S_PIG_WALK1+4) S_NORMAL (PIGY, 'D', 4, A_PigPain , &States[S_PIG_WALK1]), #define S_PIG_ATK1 (S_PIG_PAIN+1) S_NORMAL (PIGY, 'A', 5, A_FaceTarget , &States[S_PIG_ATK1+1]), S_NORMAL (PIGY, 'A', 10, A_PigAttack , &States[S_PIG_WALK1]), #define S_PIG_DIE1 (S_PIG_ATK1+2) S_NORMAL (PIGY, 'E', 4, A_Scream , &States[S_PIG_DIE1+1]), S_NORMAL (PIGY, 'F', 3, A_NoBlocking , &States[S_PIG_DIE1+2]), S_NORMAL (PIGY, 'G', 4, A_QueueCorpse , &States[S_PIG_DIE1+3]), S_NORMAL (PIGY, 'H', 3, NULL , &States[S_PIG_DIE1+4]), S_NORMAL (PIGY, 'I', 4, NULL , &States[S_PIG_DIE1+5]), S_NORMAL (PIGY, 'J', 4, NULL , &States[S_PIG_DIE1+6]), S_NORMAL (PIGY, 'K', 4, NULL , &States[S_PIG_DIE1+7]), S_NORMAL (PIGY, 'L', -1, NULL , NULL), #define S_PIG_ICE (S_PIG_DIE1+8) S_NORMAL (PIGY, 'M', 5, A_FreezeDeath , &States[S_PIG_ICE+1]), S_NORMAL (PIGY, 'M', 1, A_FreezeDeathChunks , &States[S_PIG_ICE+1]), }; IMPLEMENT_ACTOR (APig, Hexen, -1, 0) PROP_SpawnHealth (25) PROP_PainChance (128) PROP_SpeedFixed (10) PROP_RadiusFixed (12) PROP_HeightFixed (22) PROP_Mass (60) PROP_Flags (MF_SOLID|MF_SHOOTABLE) PROP_Flags2 (MF2_WINDTHRUST|MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_TELESTOMP|MF2_PUSHWALL) PROP_Flags3 (MF3_DONTMORPH|MF3_ISMONSTER) PROP_SpawnState (S_PIG_LOOK1) PROP_SeeState (S_PIG_WALK1) PROP_PainState (S_PIG_PAIN) PROP_MeleeState (S_PIG_ATK1) PROP_DeathState (S_PIG_DIE1) PROP_IDeathState (S_PIG_ICE) PROP_SeeSound ("PigActive1") PROP_PainSound ("PigPain") PROP_DeathSound ("PigDeath") PROP_ActiveSound ("PigActive1") END_DEFAULTS //============================================================================ // // A_SnoutAttack // //============================================================================ void A_SnoutAttack (AActor *actor) { angle_t angle; int damage; int slope; player_t *player; AActor *puff; if (NULL == (player = actor->player)) { return; } damage = 3+(pr_snoutattack()&3); angle = player->mo->angle; slope = P_AimLineAttack(player->mo, angle, MELEERANGE); puff = P_LineAttack(player->mo, angle, MELEERANGE, slope, damage, NAME_Melee, RUNTIME_CLASS(ASnoutPuff), true); S_Sound(player->mo, CHAN_VOICE, "PigActive", 1, ATTN_NORM); if(linetarget) { AdjustPlayerAngle(player->mo); if(puff != NULL) { // Bit something S_Sound(player->mo, CHAN_VOICE, "PigAttack", 1, ATTN_NORM); } } } //============================================================================ // // A_PigAttack // //============================================================================ void A_PigAttack (AActor *actor) { if (!actor->target) { return; } if (actor->CheckMeleeRange ()) { P_DamageMobj(actor->target, actor, actor, 2+(pr_pigattack()&1), NAME_Melee); S_Sound(actor, CHAN_WEAPON, "PigAttack", 1, ATTN_NORM); } } //============================================================================ // // A_PigPain // //============================================================================ void A_PigPain (AActor *actor) { A_Pain (actor); if (actor->z <= actor->floorz) { actor->momz = FRACUNIT*7/2; } }