#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_fpatk ("FPunchAttack"); void A_FSwordFlames (AActor *); // The fighter -------------------------------------------------------------- FState AFighterPlayer::States[] = { #define S_FPLAY 0 S_NORMAL (PLAY, 'A', -1, NULL , NULL), #define S_FPLAY_RUN (S_FPLAY+1) S_NORMAL (PLAY, 'A', 4, NULL , &States[S_FPLAY_RUN+1]), S_NORMAL (PLAY, 'B', 4, NULL , &States[S_FPLAY_RUN+2]), S_NORMAL (PLAY, 'C', 4, NULL , &States[S_FPLAY_RUN+3]), S_NORMAL (PLAY, 'D', 4, NULL , &States[S_FPLAY_RUN+0]), #define S_FPLAY_ATK (S_FPLAY_RUN+4) S_NORMAL (PLAY, 'E', 8, NULL , &States[S_FPLAY_ATK+1]), S_NORMAL (PLAY, 'F', 8, NULL , &States[S_FPLAY]), #define S_FPLAY_PAIN (S_FPLAY_ATK+2) S_NORMAL (PLAY, 'G', 4, NULL , &States[S_FPLAY_PAIN+1]), S_NORMAL (PLAY, 'G', 4, A_Pain , &States[S_FPLAY]), #define S_FPLAY_DIE (S_FPLAY_PAIN+2) S_NORMAL (PLAY, 'H', 6, NULL , &States[S_FPLAY_DIE+1]), S_NORMAL (PLAY, 'I', 6, A_PlayerScream , &States[S_FPLAY_DIE+2]), S_NORMAL (PLAY, 'J', 6, NULL , &States[S_FPLAY_DIE+3]), S_NORMAL (PLAY, 'K', 6, NULL , &States[S_FPLAY_DIE+4]), S_NORMAL (PLAY, 'L', 6, A_NoBlocking , &States[S_FPLAY_DIE+5]), S_NORMAL (PLAY, 'M', 6, NULL , &States[S_FPLAY_DIE+6]), S_NORMAL (PLAY, 'N', -1, NULL/*A_AddPlayerCorpse*/, NULL), #define S_FPLAY_XDIE (S_FPLAY_DIE+7) S_NORMAL (PLAY, 'O', 5, A_PlayerScream , &States[S_FPLAY_XDIE+1]), S_NORMAL (PLAY, 'P', 5, A_SkullPop , &States[S_FPLAY_XDIE+2]), S_NORMAL (PLAY, 'R', 5, A_NoBlocking , &States[S_FPLAY_XDIE+3]), S_NORMAL (PLAY, 'S', 5, NULL , &States[S_FPLAY_XDIE+4]), S_NORMAL (PLAY, 'T', 5, NULL , &States[S_FPLAY_XDIE+5]), S_NORMAL (PLAY, 'U', 5, NULL , &States[S_FPLAY_XDIE+6]), S_NORMAL (PLAY, 'V', 5, NULL , &States[S_FPLAY_XDIE+7]), S_NORMAL (PLAY, 'W', -1, NULL/*A_AddPlayerCorpse*/, NULL), #define S_FPLAY_ICE (S_FPLAY_XDIE+8) S_NORMAL (PLAY, 'X', 5, A_FreezeDeath , &States[S_FPLAY_ICE+1]), S_NORMAL (PLAY, 'X', 1, A_FreezeDeathChunks , &States[S_FPLAY_ICE+1]), #define S_PLAY_FDTH (S_FPLAY_ICE+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), #define S_PLAY_F_FDTH (S_PLAY_FDTH+18) S_BRIGHT (FDTH, 'A', 5, A_FireScream , &States[S_PLAY_F_FDTH+1]), S_BRIGHT (FDTH, 'B', 4, NULL , &States[S_PLAY_FDTH]), }; IMPLEMENT_ACTOR (AFighterPlayer, Hexen, -1, 0) PROP_SpawnHealth (100) PROP_RadiusFixed (16) PROP_HeightFixed (64) PROP_Mass (100) PROP_PainChance (255) 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_FPLAY) PROP_SeeState (S_FPLAY_RUN) PROP_PainState (S_FPLAY_PAIN) PROP_MissileState (S_FPLAY_ATK) PROP_DeathState (S_FPLAY_DIE) PROP_XDeathState (S_FPLAY_XDIE) PROP_BDeathState (S_PLAY_F_FDTH) PROP_IDeathState (S_FPLAY_ICE) // [GRB] PROP_PlayerPawn_JumpZ (FRACUNIT*39/4) // ~9.75 PROP_PlayerPawn_ViewHeight (48*FRACUNIT) PROP_PlayerPawn_ForwardMove1 (FRACUNIT * 0x1d / 0x19) PROP_PlayerPawn_ForwardMove2 (FRACUNIT * 0x3c / 0x32) PROP_PlayerPawn_SideMove1 (FRACUNIT * 0x1b / 0x18) PROP_PlayerPawn_SideMove2 (FRACUNIT * 0x3b / 0x28) // The fighter is a very fast strafer when running! PROP_PlayerPawn_ColorRange (246, 254) PROP_PlayerPawn_SpawnMask (MTF_FIGHTER) PROP_PlayerPawn_DisplayName ("Fighter") PROP_PlayerPawn_SoundClass ("fighter") PROP_PlayerPawn_ScoreIcon ("FITEFACE") PROP_PainSound ("PlayerFighterPain") END_DEFAULTS void AFighterPlayer::PlayAttacking2 () { SetState (MissileState); } void AFighterPlayer::GiveDefaultInventory () { Super::GiveDefaultInventory (); if (!Inventory) { player->ReadyWeapon = player->PendingWeapon = static_cast (GiveInventoryType (PClass::FindClass ("FWeapFist"))); } GiveInventoryType (RUNTIME_CLASS(AHexenArmor)); AHexenArmor *armor = FindInventory(); armor->Slots[4] = 15*FRACUNIT; armor->SlotsIncrement[0] = 25*FRACUNIT; armor->SlotsIncrement[1] = 20*FRACUNIT; armor->SlotsIncrement[2] = 15*FRACUNIT; armor->SlotsIncrement[3] = 5*FRACUNIT; } // --- Fighter Weapons ------------------------------------------------------ //============================================================================ // // AdjustPlayerAngle // //============================================================================ #define MAX_ANGLE_ADJUST (5*ANGLE_1) void AdjustPlayerAngle (AActor *pmo) { angle_t angle; int difference; angle = R_PointToAngle2 (pmo->x, pmo->y, linetarget->x, linetarget->y); difference = (int)angle - (int)pmo->angle; if (abs(difference) > MAX_ANGLE_ADJUST) { if (difference > 0) { pmo->angle += MAX_ANGLE_ADJUST; } else { pmo->angle -= MAX_ANGLE_ADJUST; } } else { pmo->angle = angle; } } // Fist (first weapon) ------------------------------------------------------ void A_FPunchAttack (AActor *actor); class AFWeapFist : public AFighterWeapon { DECLARE_ACTOR (AFWeapFist, AFighterWeapon) }; FState AFWeapFist::States[] = { #define S_PUNCHREADY 0 S_NORMAL (FPCH, 'A', 1, A_WeaponReady , &States[S_PUNCHREADY]), #define S_PUNCHDOWN (S_PUNCHREADY+1) S_NORMAL (FPCH, 'A', 1, A_Lower , &States[S_PUNCHDOWN]), #define S_PUNCHUP (S_PUNCHDOWN+1) S_NORMAL (FPCH, 'A', 1, A_Raise , &States[S_PUNCHUP]), #define S_PUNCHATK1 (S_PUNCHUP+1) S_NORMAL2(FPCH, 'B', 5, NULL , &States[S_PUNCHATK1+1], 5, 40), S_NORMAL2(FPCH, 'C', 4, NULL , &States[S_PUNCHATK1+2], 5, 40), S_NORMAL2(FPCH, 'D', 4, A_FPunchAttack , &States[S_PUNCHATK1+3], 5, 40), S_NORMAL2(FPCH, 'C', 4, NULL , &States[S_PUNCHATK1+4], 5, 40), S_NORMAL2(FPCH, 'B', 5, A_ReFire , &States[S_PUNCHREADY], 5, 40), #define S_PUNCHATK2 (S_PUNCHATK1+5) S_NORMAL2(FPCH, 'D', 4, NULL , &States[S_PUNCHATK2+1], 5, 40), S_NORMAL2(FPCH, 'E', 4, NULL , &States[S_PUNCHATK2+2], 5, 40), S_NORMAL2(FPCH, 'E', 1, NULL , &States[S_PUNCHATK2+3], 15, 50), S_NORMAL2(FPCH, 'E', 1, NULL , &States[S_PUNCHATK2+4], 25, 60), S_NORMAL2(FPCH, 'E', 1, NULL , &States[S_PUNCHATK2+5], 35, 70), S_NORMAL2(FPCH, 'E', 1, NULL , &States[S_PUNCHATK2+6], 45, 80), S_NORMAL2(FPCH, 'E', 1, NULL , &States[S_PUNCHATK2+7], 55, 90), S_NORMAL2(FPCH, 'E', 1, NULL , &States[S_PUNCHATK2+8], 65, 100), S_NORMAL2(FPCH, 'E', 10, NULL , &States[S_PUNCHREADY], 0, 150) }; IMPLEMENT_ACTOR (AFWeapFist, Hexen, -1, 0) PROP_Flags5 (MF5_BLOODSPLATTER) PROP_Weapon_SelectionOrder (3400) PROP_Weapon_Flags (WIF_BOT_MELEE) PROP_Weapon_UpState (S_PUNCHUP) PROP_Weapon_DownState (S_PUNCHDOWN) PROP_Weapon_ReadyState (S_PUNCHREADY) PROP_Weapon_AtkState (S_PUNCHATK1) PROP_Weapon_HoldAtkState (S_PUNCHATK1) PROP_Weapon_Kickback (150) END_DEFAULTS // Punch puff --------------------------------------------------------------- class APunchPuff : public AActor { DECLARE_ACTOR (APunchPuff, AActor) public: void BeginPlay (); }; FState APunchPuff::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 (APunchPuff, Hexen, -1, 0) PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY) PROP_Flags3 (MF3_PUFFONACTORS) PROP_RenderStyle (STYLE_Translucent) PROP_Alpha (HX_SHADOW) PROP_SpawnState (0) PROP_SeeSound ("FighterPunchHitThing") PROP_AttackSound ("FighterPunchHitWall") PROP_ActiveSound ("FighterPunchMiss") END_DEFAULTS void APunchPuff::BeginPlay () { Super::BeginPlay (); momz = FRACUNIT; } //============================================================================ // // A_FPunchAttack // //============================================================================ void A_FPunchAttack (AActor *actor) { angle_t angle; int damage; int slope; fixed_t power; int i; player_t *player; const PClass *pufftype; if (NULL == (player = actor->player)) { return; } APlayerPawn *pmo = player->mo; damage = 40+(pr_fpatk()&15); power = 2*FRACUNIT; pufftype = RUNTIME_CLASS(APunchPuff); for (i = 0; i < 16; i++) { angle = pmo->angle + i*(ANG45/16); slope = P_AimLineAttack (pmo, angle, 2*MELEERANGE); if (linetarget) { pmo->special1++; if (pmo->special1 == 3) { damage <<= 1; power = 6*FRACUNIT; pufftype = RUNTIME_CLASS(AHammerPuff); } P_LineAttack (pmo, angle, 2*MELEERANGE, slope, damage, MOD_HIT, pufftype); if (linetarget->flags3&MF3_ISMONSTER || linetarget->player) { P_ThrustMobj (linetarget, angle, power); } AdjustPlayerAngle (pmo); goto punchdone; } angle = pmo->angle-i * (ANG45/16); slope = P_AimLineAttack (pmo, angle, 2*MELEERANGE); if (linetarget) { pmo->special1++; if (pmo->special1 == 3) { damage <<= 1; power = 6*FRACUNIT; pufftype = RUNTIME_CLASS(AHammerPuff); } P_LineAttack (pmo, angle, 2*MELEERANGE, slope, damage, MOD_HIT, pufftype); if (linetarget->flags3&MF3_ISMONSTER || linetarget->player) { P_ThrustMobj (linetarget, angle, power); } AdjustPlayerAngle (pmo); goto punchdone; } } // didn't find any creatures, so try to strike any walls pmo->special1 = 0; angle = pmo->angle; slope = P_AimLineAttack (pmo, angle, MELEERANGE); P_LineAttack (pmo, angle, MELEERANGE, slope, damage, MOD_HIT, pufftype); punchdone: if (pmo->special1 == 3) { pmo->special1 = 0; P_SetPsprite (player, ps_weapon, &AFWeapFist::States[S_PUNCHATK2]); S_Sound (pmo, CHAN_VOICE, "*fistgrunt", 1, ATTN_NORM); } return; } // Radius armor boost bool AFighterPlayer::DoHealingRadius (APlayerPawn *other) { bool gotSome = false; for (int i = 0; i < 4; ++i) { AHexenArmor *armor = Spawn (0,0,0, NO_REPLACE); armor->health = i; armor->Amount = 1; if (!armor->TryPickup (player->mo)) { armor->Destroy (); } else { gotSome = true; } } if (gotSome) { S_Sound (other, CHAN_AUTO, "MysticIncant", 1, ATTN_NORM); return true; } return false; } // Fighter Weapon Base Class ------------------------------------------------ IMPLEMENT_STATELESS_ACTOR (AFighterWeapon, Hexen, -1, 0) PROP_Weapon_Kickback (150) END_DEFAULTS bool AFighterWeapon::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(AClericPlayer)) || 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); }