gzdoom/src/g_hexen/a_clericstaff.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

333 lines
10 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"
static FRandom pr_staffcheck ("CStaffCheck");
static FRandom pr_blink ("CStaffBlink");
void A_CStaffInitBlink (AActor *actor);
void A_CStaffCheckBlink (AActor *actor);
void A_CStaffCheck (AActor *actor);
void A_CStaffAttack (AActor *actor);
void A_CStaffMissileSlither (AActor *);
// The Cleric's Serpent Staff -----------------------------------------------
class ACWeapStaff : public AClericWeapon
{
DECLARE_ACTOR (ACWeapStaff, AClericWeapon)
};
FState ACWeapStaff::States[] =
{
#define S_CSTAFF 0
S_NORMAL (WCSS, 'A', -1, NULL , NULL),
#define S_CSTAFFREADY (S_CSTAFF+1)
S_NORMAL (CSSF, 'C', 4, NULL , &States[S_CSTAFFREADY+1]),
S_NORMAL (CSSF, 'B', 3, A_CStaffInitBlink , &States[S_CSTAFFREADY+2]),
S_NORMAL (CSSF, 'A', 1, A_WeaponReady , &States[S_CSTAFFREADY+3]),
S_NORMAL (CSSF, 'A', 1, A_WeaponReady , &States[S_CSTAFFREADY+4]),
S_NORMAL (CSSF, 'A', 1, A_WeaponReady , &States[S_CSTAFFREADY+5]),
S_NORMAL (CSSF, 'A', 1, A_WeaponReady , &States[S_CSTAFFREADY+6]),
S_NORMAL (CSSF, 'A', 1, A_WeaponReady , &States[S_CSTAFFREADY+7]),
S_NORMAL (CSSF, 'A', 1, A_WeaponReady , &States[S_CSTAFFREADY+8]),
S_NORMAL (CSSF, 'A', 1, A_WeaponReady , &States[S_CSTAFFREADY+9]),
S_NORMAL (CSSF, 'A', 1, A_CStaffCheckBlink , &States[S_CSTAFFREADY+2]),
#define S_CSTAFFBLINK (S_CSTAFFREADY+10)
S_NORMAL (CSSF, 'B', 1, A_WeaponReady , &States[S_CSTAFFBLINK+1]),
S_NORMAL (CSSF, 'B', 1, A_WeaponReady , &States[S_CSTAFFBLINK+2]),
S_NORMAL (CSSF, 'B', 1, A_WeaponReady , &States[S_CSTAFFBLINK+3]),
S_NORMAL (CSSF, 'C', 1, A_WeaponReady , &States[S_CSTAFFBLINK+4]),
S_NORMAL (CSSF, 'C', 1, A_WeaponReady , &States[S_CSTAFFBLINK+5]),
S_NORMAL (CSSF, 'C', 1, A_WeaponReady , &States[S_CSTAFFBLINK+6]),
S_NORMAL (CSSF, 'C', 1, A_WeaponReady , &States[S_CSTAFFBLINK+7]),
S_NORMAL (CSSF, 'C', 1, A_WeaponReady , &States[S_CSTAFFBLINK+8]),
S_NORMAL (CSSF, 'B', 1, A_WeaponReady , &States[S_CSTAFFBLINK+9]),
S_NORMAL (CSSF, 'B', 1, A_WeaponReady , &States[S_CSTAFFBLINK+10]),
S_NORMAL (CSSF, 'B', 1, A_WeaponReady , &States[S_CSTAFFREADY+2]),
#define S_CSTAFFDOWN (S_CSTAFFBLINK+11)
S_NORMAL (CSSF, 'B', 3, NULL , &States[S_CSTAFFDOWN+1]),
S_NORMAL (CSSF, 'C', 4, NULL , &States[S_CSTAFFDOWN+2]),
S_NORMAL (CSSF, 'C', 1, A_Lower , &States[S_CSTAFFDOWN+2]),
#define S_CSTAFFUP (S_CSTAFFDOWN+3)
S_NORMAL (CSSF, 'C', 1, A_Raise , &States[S_CSTAFFUP]),
#define S_CSTAFFATK (S_CSTAFFUP+1)
S_NORMAL2 (CSSF, 'A', 1, A_CStaffCheck , &States[S_CSTAFFATK+1], 0, 45),
S_NORMAL2 (CSSF, 'J', 1, A_CStaffAttack , &States[S_CSTAFFATK+2], 0, 50),
S_NORMAL2 (CSSF, 'J', 2, NULL , &States[S_CSTAFFATK+3], 0, 50),
S_NORMAL2 (CSSF, 'J', 2, NULL , &States[S_CSTAFFATK+4], 0, 45),
S_NORMAL2 (CSSF, 'A', 2, NULL , &States[S_CSTAFFATK+5], 0, 40),
S_NORMAL2 (CSSF, 'A', 2, NULL , &States[S_CSTAFFREADY+2], 0, 36),
#define S_CSTAFFATK2 (S_CSTAFFATK+6)
S_NORMAL2 (CSSF, 'K', 10, NULL , &States[S_CSTAFFREADY+2], 0, 36),
};
IMPLEMENT_ACTOR (ACWeapStaff, Hexen, 10, 32)
PROP_Flags (MF_SPECIAL)
PROP_SpawnState (S_CSTAFF)
PROP_Weapon_SelectionOrder (1600)
PROP_Weapon_AmmoUse1 (1)
PROP_Weapon_AmmoGive1 (25)
PROP_Weapon_UpState (S_CSTAFFUP)
PROP_Weapon_DownState (S_CSTAFFDOWN)
PROP_Weapon_ReadyState (S_CSTAFFREADY)
PROP_Weapon_AtkState (S_CSTAFFATK)
PROP_Weapon_HoldAtkState (S_CSTAFFATK)
PROP_Weapon_Kickback (150)
PROP_Weapon_YAdjust (10)
PROP_Weapon_MoveCombatDist (25000000)
PROP_Weapon_AmmoType1 ("Mana1")
PROP_Weapon_ProjectileType ("CStaffMissile")
PROP_Inventory_PickupMessage("$TXT_WEAPON_C2")
END_DEFAULTS
// Serpent Staff Missile ----------------------------------------------------
class ACStaffMissile : public AActor
{
DECLARE_ACTOR (ACStaffMissile, AActor)
public:
int DoSpecialDamage (AActor *target, int damage);
};
FState ACStaffMissile::States[] =
{
#define S_CSTAFF_MISSILE1 0
S_BRIGHT (CSSF, 'D', 1, A_CStaffMissileSlither , &States[S_CSTAFF_MISSILE1+1]),
S_BRIGHT (CSSF, 'D', 1, A_CStaffMissileSlither , &States[S_CSTAFF_MISSILE1+2]),
S_BRIGHT (CSSF, 'E', 1, A_CStaffMissileSlither , &States[S_CSTAFF_MISSILE1+3]),
S_BRIGHT (CSSF, 'E', 1, A_CStaffMissileSlither , &States[S_CSTAFF_MISSILE1]),
#define S_CSTAFF_MISSILE_X1 (S_CSTAFF_MISSILE1+4)
S_BRIGHT (CSSF, 'F', 4, NULL , &States[S_CSTAFF_MISSILE_X1+1]),
S_BRIGHT (CSSF, 'G', 4, NULL , &States[S_CSTAFF_MISSILE_X1+2]),
S_BRIGHT (CSSF, 'H', 3, NULL , &States[S_CSTAFF_MISSILE_X1+3]),
S_BRIGHT (CSSF, 'I', 3, NULL , NULL),
};
IMPLEMENT_ACTOR (ACStaffMissile, Hexen, -1, 0)
PROP_SpeedFixed (22)
PROP_RadiusFixed (12)
PROP_HeightFixed (10)
PROP_Damage (5)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
PROP_Flags2 (MF2_NOTELEPORT|MF2_IMPACT|MF2_PCROSS)
PROP_RenderStyle (STYLE_Add)
PROP_SpawnState (S_CSTAFF_MISSILE1)
PROP_DeathState (S_CSTAFF_MISSILE_X1)
PROP_DeathSound ("ClericCStaffExplode")
END_DEFAULTS
int ACStaffMissile::DoSpecialDamage (AActor *target, int damage)
{
// Cleric Serpent Staff does poison damage
if (target->player)
{
P_PoisonPlayer (target->player, this, this->target, 20);
damage >>= 1;
}
return damage;
}
// Serpent Staff Puff -------------------------------------------------------
class ACStaffPuff : public AActor
{
DECLARE_ACTOR (ACStaffPuff, AActor)
};
FState ACStaffPuff::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 (ACStaffPuff, 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 ("ClericCStaffHitThing")
END_DEFAULTS
//============================================================================
//
// A_CStaffCheck
//
//============================================================================
void A_CStaffCheck (AActor *actor)
{
AActor *pmo;
int damage;
int newLife;
angle_t angle;
int slope;
int i;
player_t *player;
if (NULL == (player = actor->player))
{
return;
}
AWeapon *weapon = actor->player->ReadyWeapon;
pmo = player->mo;
damage = 20+(pr_staffcheck()&15);
for (i = 0; i < 3; i++)
{
angle = pmo->angle+i*(ANG45/16);
slope = P_AimLineAttack (pmo, angle, fixed_t(1.5*MELEERANGE));
if (linetarget)
{
P_LineAttack (pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, MOD_HIT, RUNTIME_CLASS(ACStaffPuff));
pmo->angle = R_PointToAngle2 (pmo->x, pmo->y,
linetarget->x, linetarget->y);
if ((linetarget->player || linetarget->flags3&MF3_ISMONSTER)
&& (!(linetarget->flags2&(MF2_DORMANT+MF2_INVULNERABLE))))
{
newLife = player->health+(damage>>3);
newLife = newLife > 100 ? 100 : newLife;
if (newLife > player->health)
{
pmo->health = player->health = newLife;
}
P_SetPsprite (player, ps_weapon, &ACWeapStaff::States[S_CSTAFFATK2]);
}
if (weapon != NULL)
{
weapon->DepleteAmmo (weapon->bAltFire, false);
}
break;
}
angle = pmo->angle-i*(ANG45/16);
slope = P_AimLineAttack (player->mo, angle, fixed_t(1.5*MELEERANGE));
if (linetarget)
{
P_LineAttack (pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, MOD_HIT, RUNTIME_CLASS(ACStaffPuff));
pmo->angle = R_PointToAngle2 (pmo->x, pmo->y,
linetarget->x, linetarget->y);
if (linetarget->player || linetarget->flags3&MF3_ISMONSTER)
{
newLife = player->health+(damage>>4);
newLife = newLife > 100 ? 100 : newLife;
pmo->health = player->health = newLife;
P_SetPsprite (player, ps_weapon, &ACWeapStaff::States[S_CSTAFFATK2]);
}
weapon->DepleteAmmo (weapon->bAltFire, false);
break;
}
}
}
//============================================================================
//
// A_CStaffAttack
//
//============================================================================
void A_CStaffAttack (AActor *actor)
{
AActor *mo;
player_t *player;
if (NULL == (player = actor->player))
{
return;
}
AWeapon *weapon = actor->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
}
mo = P_SpawnPlayerMissile (actor, RUNTIME_CLASS(ACStaffMissile), actor->angle-(ANG45/15));
if (mo)
{
mo->special2 = 32;
}
mo = P_SpawnPlayerMissile (actor, RUNTIME_CLASS(ACStaffMissile), actor->angle+(ANG45/15));
if (mo)
{
mo->special2 = 0;
}
S_Sound (actor, CHAN_WEAPON, "ClericCStaffFire", 1, ATTN_NORM);
}
//============================================================================
//
// A_CStaffMissileSlither
//
//============================================================================
void A_CStaffMissileSlither (AActor *actor)
{
fixed_t newX, newY;
int weaveXY;
int angle;
weaveXY = actor->special2;
angle = (actor->angle+ANG90)>>ANGLETOFINESHIFT;
newX = actor->x-FixedMul(finecosine[angle], FloatBobOffsets[weaveXY]);
newY = actor->y-FixedMul(finesine[angle], FloatBobOffsets[weaveXY]);
weaveXY = (weaveXY+3)&63;
newX += FixedMul(finecosine[angle], FloatBobOffsets[weaveXY]);
newY += FixedMul(finesine[angle], FloatBobOffsets[weaveXY]);
P_TryMove (actor, newX, newY, true);
actor->special2 = weaveXY;
}
//============================================================================
//
// A_CStaffInitBlink
//
//============================================================================
void A_CStaffInitBlink (AActor *actor)
{
actor->special1 = (pr_blink()>>1)+20;
}
//============================================================================
//
// A_CStaffCheckBlink
//
//============================================================================
void A_CStaffCheckBlink (AActor *actor)
{
if (!--actor->special1)
{
P_SetPsprite (actor->player, ps_weapon, &ACWeapStaff::States[S_CSTAFFBLINK]);
actor->special1 = (pr_blink()+50)>>2;
}
else
{
A_WeaponReady (actor);
}
}