gzdoom/src/g_hexen/a_clericflame.cpp
Christoph Oelckers 1bd6ac028b - Converted a_doomhealth.cpp to DECORATE.
- Added a PickupMessage property to the internal actor parser, replaced
  most of the virtual PickupMessages with it and placed the code that
  reads the metadata into AInventory::PickupMessage. Now the
  PickupMessage method is truly virtual and I can do:
   Added a Health.LowMessage property to define double message items like
   Doom's medikit in DECORATE.
- Since defining Mana3 as an ammo type and then overriding the TryPickup
  method means that this item defeats all ammo checks in the game it might
  as well be defined as a CustomInventory item. At least this fixes the
  amount given in easy and very hard skills.
- Converted all ammo items to DECORATE.
- Changed internal property setting of ammo types and sister weapons
  to use fuglyname as for DECORATE definitions. This allows to export
  the ammo definitions into DECORATE definitions without doing it for
  the weapons themselves.
- Replaced obituary methods with actor properties.
- Fixed: The secret map check didn't work for maps inside Zips.



SVN r196 (trunk)
2006-06-17 20:29:41 +00:00

476 lines
15 KiB
C++

#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 "p_pspr.h"
#include "gstrings.h"
#include "a_hexenglobal.h"
const fixed_t FLAMESPEED = fixed_t(0.45*FRACUNIT);
const fixed_t CFLAMERANGE = 12*64*FRACUNIT;
const fixed_t FLAMEROTSPEED = 2*FRACUNIT;
static FRandom pr_missile ("CFlameMissile");
void A_CFlameAttack (AActor *);
void A_CFlameRotate (AActor *);
void A_CFlamePuff (AActor *);
void A_CFlameMissile (AActor *);
// The Cleric's Flame Strike ------------------------------------------------
class ACWeapFlame : public AClericWeapon
{
DECLARE_ACTOR (ACWeapFlame, AClericWeapon)
};
FState ACWeapFlame::States[] =
{
#define S_CFLAME1 0
S_BRIGHT (WCFM, 'A', 4, NULL , &States[S_CFLAME1+1]),
S_BRIGHT (WCFM, 'B', 4, NULL , &States[S_CFLAME1+2]),
S_BRIGHT (WCFM, 'C', 4, NULL , &States[S_CFLAME1+3]),
S_BRIGHT (WCFM, 'D', 4, NULL , &States[S_CFLAME1+4]),
S_BRIGHT (WCFM, 'E', 4, NULL , &States[S_CFLAME1+5]),
S_BRIGHT (WCFM, 'F', 4, NULL , &States[S_CFLAME1+6]),
S_BRIGHT (WCFM, 'G', 4, NULL , &States[S_CFLAME1+7]),
S_BRIGHT (WCFM, 'H', 4, NULL , &States[S_CFLAME1]),
#define S_CFLAMEREADY (S_CFLAME1+8)
S_NORMAL (CFLM, 'A', 1, A_WeaponReady , &States[S_CFLAMEREADY+1]),
S_NORMAL (CFLM, 'A', 1, A_WeaponReady , &States[S_CFLAMEREADY+2]),
S_NORMAL (CFLM, 'A', 1, A_WeaponReady , &States[S_CFLAMEREADY+3]),
S_NORMAL (CFLM, 'A', 1, A_WeaponReady , &States[S_CFLAMEREADY+4]),
S_NORMAL (CFLM, 'B', 1, A_WeaponReady , &States[S_CFLAMEREADY+5]),
S_NORMAL (CFLM, 'B', 1, A_WeaponReady , &States[S_CFLAMEREADY+6]),
S_NORMAL (CFLM, 'B', 1, A_WeaponReady , &States[S_CFLAMEREADY+7]),
S_NORMAL (CFLM, 'B', 1, A_WeaponReady , &States[S_CFLAMEREADY+8]),
S_NORMAL (CFLM, 'C', 1, A_WeaponReady , &States[S_CFLAMEREADY+9]),
S_NORMAL (CFLM, 'C', 1, A_WeaponReady , &States[S_CFLAMEREADY+10]),
S_NORMAL (CFLM, 'C', 1, A_WeaponReady , &States[S_CFLAMEREADY+11]),
S_NORMAL (CFLM, 'C', 1, A_WeaponReady , &States[S_CFLAMEREADY]),
#define S_CFLAMEDOWN (S_CFLAMEREADY+12)
S_NORMAL (CFLM, 'A', 1, A_Lower , &States[S_CFLAMEDOWN]),
#define S_CFLAMEUP (S_CFLAMEDOWN+1)
S_NORMAL (CFLM, 'A', 1, A_Raise , &States[S_CFLAMEUP]),
#define S_CFLAMEATK (S_CFLAMEUP+1)
S_NORMAL2 (CFLM, 'A', 2, NULL , &States[S_CFLAMEATK+1], 0, 40),
S_NORMAL2 (CFLM, 'D', 2, NULL , &States[S_CFLAMEATK+2], 0, 50),
S_NORMAL2 (CFLM, 'D', 2, NULL , &States[S_CFLAMEATK+3], 0, 36),
S_BRIGHT (CFLM, 'E', 4, NULL , &States[S_CFLAMEATK+4]),
S_BRIGHT (CFLM, 'F', 4, A_CFlameAttack , &States[S_CFLAMEATK+5]),
S_BRIGHT (CFLM, 'E', 4, NULL , &States[S_CFLAMEATK+6]),
S_NORMAL2 (CFLM, 'G', 2, NULL , &States[S_CFLAMEATK+7], 0, 40),
S_NORMAL (CFLM, 'G', 2, NULL , &States[S_CFLAMEREADY]),
};
IMPLEMENT_ACTOR (ACWeapFlame, Hexen, 8009, 0)
PROP_Flags (MF_SPECIAL|MF_NOGRAVITY)
PROP_SpawnState (S_CFLAME1)
PROP_Weapon_SelectionOrder (1000)
PROP_Weapon_AmmoUse1 (4)
PROP_Weapon_AmmoGive1 (25)
PROP_Weapon_UpState (S_CFLAMEUP)
PROP_Weapon_DownState (S_CFLAMEDOWN)
PROP_Weapon_ReadyState (S_CFLAMEREADY)
PROP_Weapon_AtkState (S_CFLAMEATK)
PROP_Weapon_HoldAtkState (S_CFLAMEATK)
PROP_Weapon_Kickback (150)
PROP_Weapon_YAdjust (10)
PROP_Weapon_MoveCombatDist (27000000)
PROP_Weapon_AmmoType1 ("Mana2")
PROP_Weapon_ProjectileType ("CFlameMissile")
PROP_Inventory_PickupMessage("$TXT_WEAPON_C3")
END_DEFAULTS
// Floor Flame --------------------------------------------------------------
class ACFlameFloor : public AActor
{
DECLARE_ACTOR (ACFlameFloor, AActor)
};
FState ACFlameFloor::States[] =
{
S_BRIGHT (CFFX, 'N', 5, NULL , &States[1]),
S_BRIGHT (CFFX, 'O', 4, NULL , &States[2]),
S_BRIGHT (CFFX, 'P', 3, NULL , NULL),
};
IMPLEMENT_ACTOR (ACFlameFloor, Hexen, -1, 0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
PROP_RenderStyle (STYLE_Add)
PROP_SpawnState (0)
END_DEFAULTS
// Flame Puff ---------------------------------------------------------------
class AFlamePuff : public AActor
{
DECLARE_ACTOR (AFlamePuff, AActor)
};
FState AFlamePuff::States[] =
{
S_BRIGHT (CFFX, 'A', 3, NULL , &States[1]),
S_BRIGHT (CFFX, 'B', 3, NULL , &States[2]),
S_BRIGHT (CFFX, 'C', 3, NULL , &States[3]),
S_BRIGHT (CFFX, 'D', 4, NULL , &States[4]),
S_BRIGHT (CFFX, 'E', 3, NULL , &States[5]),
S_BRIGHT (CFFX, 'F', 4, NULL , &States[6]),
S_BRIGHT (CFFX, 'G', 3, NULL , &States[7]),
S_BRIGHT (CFFX, 'H', 4, NULL , &States[8]),
S_BRIGHT (CFFX, 'I', 3, NULL , &States[9]),
S_BRIGHT (CFFX, 'J', 4, NULL , &States[10]),
S_BRIGHT (CFFX, 'K', 3, NULL , &States[11]),
S_BRIGHT (CFFX, 'L', 4, NULL , &States[12]),
S_BRIGHT (CFFX, 'M', 3, NULL , NULL),
};
IMPLEMENT_ACTOR (AFlamePuff, Hexen, -1, 0)
PROP_RadiusFixed (1)
PROP_HeightFixed (1)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
PROP_RenderStyle (STYLE_Add)
PROP_SpawnState (0)
PROP_SeeSound ("ClericFlameExplode")
PROP_AttackSound ("ClericFlameExplode")
END_DEFAULTS
// Flame Puff 2 -------------------------------------------------------------
class AFlamePuff2 : public AActor
{
DECLARE_ACTOR (AFlamePuff2, AActor)
};
FState AFlamePuff2::States[] =
{
S_BRIGHT (CFFX, 'A', 3, NULL , &States[1]),
S_BRIGHT (CFFX, 'B', 3, NULL , &States[2]),
S_BRIGHT (CFFX, 'C', 3, NULL , &States[3]),
S_BRIGHT (CFFX, 'D', 4, NULL , &States[4]),
S_BRIGHT (CFFX, 'E', 3, NULL , &States[5]),
S_BRIGHT (CFFX, 'F', 4, NULL , &States[6]),
S_BRIGHT (CFFX, 'G', 3, NULL , &States[7]),
S_BRIGHT (CFFX, 'H', 4, NULL , &States[8]),
S_BRIGHT (CFFX, 'I', 3, NULL , &States[9]),
S_BRIGHT (CFFX, 'C', 3, NULL , &States[10]),
S_BRIGHT (CFFX, 'D', 4, NULL , &States[11]),
S_BRIGHT (CFFX, 'E', 3, NULL , &States[12]),
S_BRIGHT (CFFX, 'F', 4, NULL , &States[13]),
S_BRIGHT (CFFX, 'G', 3, NULL , &States[14]),
S_BRIGHT (CFFX, 'H', 4, NULL , &States[15]),
S_BRIGHT (CFFX, 'I', 3, NULL , &States[16]),
S_BRIGHT (CFFX, 'J', 4, NULL , &States[17]),
S_BRIGHT (CFFX, 'K', 3, NULL , &States[18]),
S_BRIGHT (CFFX, 'L', 4, NULL , &States[19]),
S_BRIGHT (CFFX, 'M', 3, NULL , NULL),
};
IMPLEMENT_ACTOR (AFlamePuff2, Hexen, -1, 0)
PROP_RadiusFixed (1)
PROP_HeightFixed (1)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
PROP_RenderStyle (STYLE_Add)
PROP_SpawnState (0)
PROP_SeeSound ("ClericFlameExplode")
PROP_AttackSound ("ClericFlameExplode")
END_DEFAULTS
// Circle Flame -------------------------------------------------------------
class ACircleFlame : public AActor
{
DECLARE_ACTOR (ACircleFlame, AActor)
public:
void GetExplodeParms (int &damage, int &dist, bool &hurtSource);
};
FState ACircleFlame::States[] =
{
#define S_CIRCLE_FLAME1 0
S_BRIGHT (CFCF, 'A', 4, NULL , &States[S_CIRCLE_FLAME1+1]),
S_BRIGHT (CFCF, 'B', 2, A_CFlameRotate , &States[S_CIRCLE_FLAME1+2]),
S_BRIGHT (CFCF, 'C', 2, NULL , &States[S_CIRCLE_FLAME1+3]),
S_BRIGHT (CFCF, 'D', 1, NULL , &States[S_CIRCLE_FLAME1+4]),
S_BRIGHT (CFCF, 'E', 2, NULL , &States[S_CIRCLE_FLAME1+5]),
S_BRIGHT (CFCF, 'F', 2, A_CFlameRotate , &States[S_CIRCLE_FLAME1+6]),
S_BRIGHT (CFCF, 'G', 1, NULL , &States[S_CIRCLE_FLAME1+7]),
S_BRIGHT (CFCF, 'H', 2, NULL , &States[S_CIRCLE_FLAME1+8]),
S_BRIGHT (CFCF, 'I', 2, NULL , &States[S_CIRCLE_FLAME1+9]),
S_BRIGHT (CFCF, 'J', 1, A_CFlameRotate , &States[S_CIRCLE_FLAME1+10]),
S_BRIGHT (CFCF, 'K', 2, NULL , &States[S_CIRCLE_FLAME1+11]),
S_BRIGHT (CFCF, 'L', 3, NULL , &States[S_CIRCLE_FLAME1+12]),
S_BRIGHT (CFCF, 'M', 3, NULL , &States[S_CIRCLE_FLAME1+13]),
S_BRIGHT (CFCF, 'N', 2, A_CFlameRotate , &States[S_CIRCLE_FLAME1+14]),
S_BRIGHT (CFCF, 'O', 3, NULL , &States[S_CIRCLE_FLAME1+15]),
S_BRIGHT (CFCF, 'P', 2, NULL , NULL),
#define S_CIRCLE_FLAME_X1 (S_CIRCLE_FLAME1+16)
S_BRIGHT (CFCF, 'Q', 3, NULL , &States[S_CIRCLE_FLAME_X1+1]),
S_BRIGHT (CFCF, 'R', 3, NULL , &States[S_CIRCLE_FLAME_X1+2]),
S_BRIGHT (CFCF, 'S', 3, A_Explode , &States[S_CIRCLE_FLAME_X1+3]),
S_BRIGHT (CFCF, 'T', 3, NULL , &States[S_CIRCLE_FLAME_X1+4]),
S_BRIGHT (CFCF, 'U', 3, NULL , &States[S_CIRCLE_FLAME_X1+5]),
S_BRIGHT (CFCF, 'V', 3, NULL , &States[S_CIRCLE_FLAME_X1+6]),
S_BRIGHT (CFCF, 'W', 3, NULL , &States[S_CIRCLE_FLAME_X1+7]),
S_BRIGHT (CFCF, 'X', 3, NULL , &States[S_CIRCLE_FLAME_X1+8]),
S_BRIGHT (CFCF, 'Y', 3, NULL , &States[S_CIRCLE_FLAME_X1+9]),
S_BRIGHT (CFCF, 'Z', 3, NULL , NULL),
};
IMPLEMENT_ACTOR (ACircleFlame, Hexen, -1, 0)
PROP_RadiusFixed (6)
PROP_Damage (2)
PROP_DamageType (MOD_FIRE)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
PROP_Flags2 (MF2_NOTELEPORT)
PROP_RenderStyle (STYLE_Add)
PROP_SpawnState (S_CIRCLE_FLAME1)
PROP_DeathState (S_CIRCLE_FLAME_X1)
PROP_DeathSound ("ClericFlameCircle")
END_DEFAULTS
void ACircleFlame::GetExplodeParms (int &damage, int &dist, bool &hurtSource)
{
damage = 20;
hurtSource = false;
}
// Flame Missile ------------------------------------------------------------
class ACFlameMissile : public AActor
{
DECLARE_ACTOR (ACFlameMissile, AActor)
public:
void BeginPlay ();
void Tick ();
};
FState ACFlameMissile::States[] =
{
#define S_CFLAME_MISSILE1 0
S_BRIGHT (CFFX, 'A', 4, NULL , &States[S_CFLAME_MISSILE1+1]),
S_NORMAL (CFFX, 'A', 1, A_CFlamePuff , &AFlamePuff::States[0]),
#define S_CFLAME_MISSILE_X (S_CFLAME_MISSILE1+2)
S_BRIGHT (CFFX, 'A', 1, A_CFlameMissile , &AFlamePuff::States[0]),
};
IMPLEMENT_ACTOR (ACFlameMissile, Hexen, -1, 0)
PROP_SpeedFixed (200)
PROP_RadiusFixed (14)
PROP_HeightFixed (8)
PROP_Damage (8)
PROP_DamageType (MOD_FIRE)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
PROP_Flags2 (MF2_NOTELEPORT|MF2_IMPACT|MF2_PCROSS)
PROP_RenderFlags (RF_INVISIBLE)
PROP_RenderStyle (STYLE_Add)
PROP_SpawnState (S_CFLAME_MISSILE1)
PROP_DeathState (S_CFLAME_MISSILE_X)
END_DEFAULTS
void ACFlameMissile::BeginPlay ()
{
special1 = 2;
}
void ACFlameMissile::Tick ()
{
int i;
fixed_t xfrac;
fixed_t yfrac;
fixed_t zfrac;
fixed_t newz;
bool changexy;
AActor *mo;
PrevX = x;
PrevY = y;
PrevZ = z;
// Handle movement
if (momx || momy || (z != floorz) || momz)
{
xfrac = momx>>3;
yfrac = momy>>3;
zfrac = momz>>3;
changexy = xfrac || yfrac;
for (i = 0; i < 8; i++)
{
if (changexy)
{
if (!P_TryMove (this, x+xfrac, y+yfrac, true))
{ // Blocked move
P_ExplodeMissile (this, BlockingLine);
return;
}
}
z += zfrac;
if (z <= floorz)
{ // Hit the floor
z = floorz;
P_HitFloor (this);
P_ExplodeMissile (this, NULL);
return;
}
if (z+height > ceilingz)
{ // Hit the ceiling
z = ceilingz-height;
P_ExplodeMissile (this, NULL);
return;
}
if (changexy)
{
if (!--special1)
{
special1 = 4;
newz = z-12*FRACUNIT;
if (newz < floorz)
{
newz = floorz;
}
mo = Spawn<ACFlameFloor> (x, y, newz);
if (mo)
{
mo->angle = angle;
}
}
}
}
}
// Advance the state
if (tics != -1)
{
tics--;
while (!tics)
{
if (!SetState (state->GetNextState ()))
{ // mobj was removed
return;
}
}
}
}
//============================================================================
//
// A_CFlameAttack
//
//============================================================================
void A_CFlameAttack (AActor *actor)
{
player_t *player;
if (NULL == (player = actor->player))
{
return;
}
AWeapon *weapon = actor->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
}
P_SpawnPlayerMissile (actor, RUNTIME_CLASS(ACFlameMissile));
S_Sound (actor, CHAN_WEAPON, "ClericFlameFire", 1, ATTN_NORM);
}
//============================================================================
//
// A_CFlamePuff
//
//============================================================================
void A_CFlamePuff (AActor *actor)
{
A_UnHideThing (actor);
actor->momx = 0;
actor->momy = 0;
actor->momz = 0;
S_Sound (actor, CHAN_BODY, "ClericFlameExplode", 1, ATTN_NORM);
}
//============================================================================
//
// A_CFlameMissile
//
//============================================================================
void A_CFlameMissile (AActor *actor)
{
int i;
int an, an90;
fixed_t dist;
AActor *mo;
A_UnHideThing (actor);
S_Sound (actor, CHAN_BODY, "ClericFlameExplode", 1, ATTN_NORM);
if (BlockingMobj && BlockingMobj->flags&MF_SHOOTABLE)
{ // Hit something, so spawn the flame circle around the thing
dist = BlockingMobj->radius+18*FRACUNIT;
for (i = 0; i < 4; i++)
{
an = (i*ANG45)>>ANGLETOFINESHIFT;
an90 = (i*ANG45+ANG90)>>ANGLETOFINESHIFT;
mo = Spawn<ACircleFlame> (BlockingMobj->x+FixedMul(dist, finecosine[an]),
BlockingMobj->y+FixedMul(dist, finesine[an]),
BlockingMobj->z+5*FRACUNIT);
if (mo)
{
mo->angle = an<<ANGLETOFINESHIFT;
mo->target = actor->target;
mo->momx = mo->special1 = FixedMul(FLAMESPEED, finecosine[an]);
mo->momy = mo->special2 = FixedMul(FLAMESPEED, finesine[an]);
mo->tics -= pr_missile()&3;
}
mo = Spawn<ACircleFlame> (BlockingMobj->x-FixedMul(dist, finecosine[an]),
BlockingMobj->y-FixedMul(dist, finesine[an]),
BlockingMobj->z+5*FRACUNIT);
if(mo)
{
mo->angle = ANG180+(an<<ANGLETOFINESHIFT);
mo->target = actor->target;
mo->momx = mo->special1 = FixedMul(-FLAMESPEED, finecosine[an]);
mo->momy = mo->special2 = FixedMul(-FLAMESPEED, finesine[an]);
mo->tics -= pr_missile()&3;
}
}
actor->SetState (&AFlamePuff2::States[0]);
}
}
//============================================================================
//
// A_CFlameRotate
//
//============================================================================
void A_CFlameRotate (AActor *actor)
{
int an;
an = (actor->angle+ANG90)>>ANGLETOFINESHIFT;
actor->momx = actor->special1+FixedMul(FLAMEROTSPEED, finecosine[an]);
actor->momy = actor->special2+FixedMul(FLAMEROTSPEED, finesine[an]);
actor->angle += ANG90/15;
}