gzdoom/src/g_heretic/a_chicken.cpp
Christoph Oelckers f66b7de8c8 - Took MF2_WINDTHRUST off AMorphedMonster. This is something that should not
be a default setting.
- Moved a_artiegg.cpp to g_shared and renamed it to a_morph.cpp to better reflect
  its meaning.
- Fixed: AMorphProjectile's PlayerClass and MonsterClass members must be serialized
  as FNames. Serializing them as ints is not safe because name indices are not 
  guaranteed to be the same each time the game is started. Same for APlayerPawn's
  MorphWeapon member.
- Converted EggFX, ArtiEgg, PorkFX and ArtiPork to DECORATE. 
- Added a new parameter to A_FireCustomMissile. Previously it always aimed
  straight ahead and altered the projectile's angle according to the resulting
  direction. If the 6th parameter is 1 now it will aim at the specified angle
  directly.
- Changed custom morphing to be based on a new MorphProjectile class, not
  the Heretic specific EggFX. The EggFX properties are now prefixed with
  'MorphProjectile.'. 


SVN r297 (trunk)
2006-08-17 09:54:42 +00:00

450 lines
13 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 "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_chickenplayerthink ("ChickenPlayerThink");
static FRandom pr_chicattack ("ChicAttack");
static FRandom pr_feathers ("Feathers");
static FRandom pr_beakatkpl1 ("BeakAtkPL1");
static FRandom pr_beakatkpl2 ("BeakAtkPL2");
void A_BeakRaise (AActor *);
void A_BeakAttackPL1 (AActor *);
void A_BeakAttackPL2 (AActor *);
void A_Feathers (AActor *);
void A_ChicAttack (AActor *);
void P_UpdateBeak (AActor *);
// Beak puff ----------------------------------------------------------------
class ABeakPuff : public AStaffPuff
{
DECLARE_STATELESS_ACTOR (ABeakPuff, AStaffPuff)
public:
void BeginPlay ();
};
IMPLEMENT_STATELESS_ACTOR (ABeakPuff, Heretic, -1, 0)
PROP_Mass (5)
PROP_RenderStyle (STYLE_Translucent)
PROP_Alpha (HR_SHADOW)
PROP_AttackSound ("chicken/attack")
END_DEFAULTS
void ABeakPuff::BeginPlay ()
{
Super::BeginPlay ();
momz = FRACUNIT;
}
// Beak ---------------------------------------------------------------------
class ABeak : public AWeapon
{
DECLARE_ACTOR (ABeak, AWeapon)
};
class ABeakPowered : public ABeak
{
DECLARE_STATELESS_ACTOR (ABeakPowered, ABeak)
};
FState ABeak::States[] =
{
#define S_BEAKREADY 0
S_NORMAL (BEAK, 'A', 1, A_WeaponReady , &States[S_BEAKREADY]),
#define S_BEAKDOWN (S_BEAKREADY+1)
S_NORMAL (BEAK, 'A', 1, A_Lower , &States[S_BEAKDOWN]),
#define S_BEAKUP (S_BEAKDOWN+1)
S_NORMAL (BEAK, 'A', 1, A_BeakRaise , &States[S_BEAKUP]),
#define S_BEAKATK1 (S_BEAKUP+1)
S_NORMAL (BEAK, 'A', 18, A_BeakAttackPL1 , &States[S_BEAKREADY]),
#define S_BEAKATK2 (S_BEAKATK1+1)
S_NORMAL (BEAK, 'A', 12, A_BeakAttackPL2 , &States[S_BEAKREADY])
};
IMPLEMENT_ACTOR (ABeak, Heretic, -1, 0)
PROP_Weapon_SelectionOrder (10000)
PROP_Weapon_Flags (WIF_DONTBOB|WIF_BOT_MELEE)
PROP_Weapon_UpState (S_BEAKUP)
PROP_Weapon_DownState (S_BEAKDOWN)
PROP_Weapon_ReadyState (S_BEAKREADY)
PROP_Weapon_AtkState (S_BEAKATK1)
PROP_Weapon_HoldAtkState (S_BEAKATK1)
PROP_Weapon_YAdjust (15)
PROP_Weapon_SisterType ("BeakPowered")
END_DEFAULTS
IMPLEMENT_STATELESS_ACTOR (ABeakPowered, Heretic, -1, 0)
PROP_Weapon_Flags (WIF_DONTBOB|WIF_BOT_MELEE|WIF_POWERED_UP)
PROP_Weapon_AtkState (S_BEAKATK2)
PROP_Weapon_HoldAtkState (S_BEAKATK2)
PROP_Weapon_SisterType ("Beak")
END_DEFAULTS
// Chicken player -----------------------------------------------------------
class AChickenPlayer : public APlayerPawn
{
DECLARE_ACTOR (AChickenPlayer, APlayerPawn)
public:
void MorphPlayerThink ();
};
FState AChickenPlayer::States[] =
{
#define S_CHICPLAY 0
S_NORMAL (CHKN, 'A', -1, NULL , NULL),
#define S_CHICPLAY_RUN (S_CHICPLAY+1)
S_NORMAL (CHKN, 'A', 3, NULL , &States[S_CHICPLAY_RUN+1]),
S_NORMAL (CHKN, 'B', 3, NULL , &States[S_CHICPLAY_RUN+2]),
S_NORMAL (CHKN, 'A', 3, NULL , &States[S_CHICPLAY_RUN+3]),
S_NORMAL (CHKN, 'B', 3, NULL , &States[S_CHICPLAY_RUN+0]),
#define S_CHICPLAY_ATK (S_CHICPLAY_RUN+4)
S_NORMAL (CHKN, 'C', 12, NULL , &States[S_CHICPLAY]),
#define S_CHICPLAY_PAIN (S_CHICPLAY_ATK+1)
S_NORMAL (CHKN, 'D', 4, A_Feathers , &States[S_CHICPLAY_PAIN+1]),
S_NORMAL (CHKN, 'C', 4, A_Pain , &States[S_CHICPLAY]),
#define S_CHICPLAY_DIE (S_CHICPLAY_PAIN+2)
S_NORMAL (CHKN, 'E', 6, A_Scream , &States[S_CHICPLAY_DIE+1]),
S_NORMAL (CHKN, 'F', 6, A_Feathers , &States[S_CHICPLAY_DIE+2]),
S_NORMAL (CHKN, 'G', 6, NULL , &States[S_CHICPLAY_DIE+3]),
S_NORMAL (CHKN, 'H', 6, A_NoBlocking , &States[S_CHICPLAY_DIE+4]),
S_NORMAL (CHKN, 'I', 6, NULL , &States[S_CHICPLAY_DIE+5]),
S_NORMAL (CHKN, 'J', 6, NULL , &States[S_CHICPLAY_DIE+6]),
S_NORMAL (CHKN, 'K', 6, NULL , &States[S_CHICPLAY_DIE+7]),
S_NORMAL (CHKN, 'L', -1, NULL , NULL)
};
IMPLEMENT_ACTOR (AChickenPlayer, Heretic, -1, 0)
PROP_SpawnHealth (30)
PROP_RadiusFixed (16)
PROP_HeightFixed (24)
PROP_PainChance (255)
PROP_SpeedFixed (1)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_DROPOFF|MF_NOTDMATCH|MF_FRIENDLY)
PROP_Flags2 (MF2_WINDTHRUST|MF2_SLIDE|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP|MF2_LOGRAV|MF2_TELESTOMP)
PROP_Flags3 (MF3_NOBLOCKMONST)
PROP_Flags4 (MF4_NOSKIN)
PROP_SpawnState (S_CHICPLAY)
PROP_SeeState (S_CHICPLAY_RUN)
PROP_PainState (S_CHICPLAY_PAIN)
PROP_MissileState (S_CHICPLAY_ATK)
PROP_MeleeState (S_CHICPLAY_ATK)
PROP_DeathState (S_CHICPLAY_DIE)
// [GRB]
PROP_PlayerPawn_JumpZ (FRACUNIT)
PROP_PlayerPawn_ViewHeight (21*FRACUNIT)
PROP_PlayerPawn_ForwardMove1 (FRACUNIT * 2500 / 2048)
PROP_PlayerPawn_ForwardMove2 (FRACUNIT * 2500 / 2048)
PROP_PlayerPawn_SideMove1 (FRACUNIT * 2500 / 2048)
PROP_PlayerPawn_SideMove2 (FRACUNIT * 2500 / 2048)
PROP_PlayerPawn_MorphWeapon ("Beak")
PROP_PainSound ("chicken/pain")
PROP_DeathSound ("chicken/death")
END_DEFAULTS
void AChickenPlayer::MorphPlayerThink ()
{
if (health > 0)
{ // Handle beak movement
P_UpdateBeak (this);
}
if (player->morphTics & 15)
{
return;
}
if (!(momx | momy) && pr_chickenplayerthink () < 160)
{ // Twitch view angle
angle += pr_chickenplayerthink.Random2 () << 19;
}
if ((z <= floorz) && (pr_chickenplayerthink() < 32))
{ // Jump and noise
momz += JumpZ;
if (PainState != NULL)
{
SetState (PainState);
}
}
if (pr_chickenplayerthink () < 48)
{ // Just noise
S_Sound (this, CHAN_VOICE, "chicken/active", 1, ATTN_NORM);
}
}
// Chicken (non-player) -----------------------------------------------------
class AChicken : public AMorphedMonster
{
DECLARE_ACTOR (AChicken, AMorphedMonster)
};
FState AChicken::States[] =
{
#define S_CHICKEN_LOOK 0
S_NORMAL (CHKN, 'A', 10, A_Look , &States[S_CHICKEN_LOOK+1]),
S_NORMAL (CHKN, 'B', 10, A_Look , &States[S_CHICKEN_LOOK+0]),
#define S_CHICKEN_WALK (S_CHICKEN_LOOK+2)
S_NORMAL (CHKN, 'A', 3, A_Chase , &States[S_CHICKEN_WALK+1]),
S_NORMAL (CHKN, 'B', 3, A_Chase , &States[S_CHICKEN_WALK+0]),
#define S_CHICKEN_PAIN (S_CHICKEN_WALK+2)
S_NORMAL (CHKN, 'D', 5, A_Feathers , &States[S_CHICKEN_PAIN+1]),
S_NORMAL (CHKN, 'C', 5, A_Pain , &States[S_CHICKEN_WALK+0]),
#define S_CHICKEN_ATK (S_CHICKEN_PAIN+2)
S_NORMAL (CHKN, 'A', 8, A_FaceTarget , &States[S_CHICKEN_ATK+1]),
S_NORMAL (CHKN, 'C', 10, A_ChicAttack , &States[S_CHICKEN_WALK+0]),
#define S_CHICKEN_DIE (S_CHICKEN_ATK+2)
S_NORMAL (CHKN, 'E', 6, A_Scream , &States[S_CHICKEN_DIE+1]),
S_NORMAL (CHKN, 'F', 6, A_Feathers , &States[S_CHICKEN_DIE+2]),
S_NORMAL (CHKN, 'G', 6, NULL , &States[S_CHICKEN_DIE+3]),
S_NORMAL (CHKN, 'H', 6, A_NoBlocking , &States[S_CHICKEN_DIE+4]),
S_NORMAL (CHKN, 'I', 6, NULL , &States[S_CHICKEN_DIE+5]),
S_NORMAL (CHKN, 'J', 6, NULL , &States[S_CHICKEN_DIE+6]),
S_NORMAL (CHKN, 'K', 6, NULL , &States[S_CHICKEN_DIE+7]),
S_NORMAL (CHKN, 'L', -1, NULL , NULL)
};
IMPLEMENT_ACTOR (AChicken, Heretic, -1, 122)
PROP_SpawnHealth (10)
PROP_RadiusFixed (9)
PROP_HeightFixed (22)
PROP_Mass (40)
PROP_SpeedFixed (4)
PROP_PainChance (200)
PROP_Flags (MF_SOLID|MF_SHOOTABLE)
PROP_Flags2 (MF2_MCROSS|MF2_WINDTHRUST|MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL)
PROP_Flags3 (MF3_DONTMORPH|MF3_ISMONSTER)
PROP_SpawnState (S_CHICKEN_LOOK)
PROP_SeeState (S_CHICKEN_WALK)
PROP_PainState (S_CHICKEN_PAIN)
PROP_MeleeState (S_CHICKEN_ATK)
PROP_DeathState (S_CHICKEN_DIE)
PROP_SeeSound ("chicken/pain")
PROP_AttackSound ("chicken/attack")
PROP_PainSound ("chicken/pain")
PROP_DeathSound ("chicken/death")
PROP_ActiveSound ("chicken/active")
PROP_Obituary("$OB_CHICKEN")
END_DEFAULTS
// Feather ------------------------------------------------------------------
class AFeather : public AActor
{
DECLARE_ACTOR (AFeather, AActor)
};
FState AFeather::States[] =
{
#define S_FEATHER 0
S_NORMAL (CHKN, 'M', 3, NULL , &States[S_FEATHER+1]),
S_NORMAL (CHKN, 'N', 3, NULL , &States[S_FEATHER+2]),
S_NORMAL (CHKN, 'O', 3, NULL , &States[S_FEATHER+3]),
S_NORMAL (CHKN, 'P', 3, NULL , &States[S_FEATHER+4]),
S_NORMAL (CHKN, 'Q', 3, NULL , &States[S_FEATHER+5]),
S_NORMAL (CHKN, 'P', 3, NULL , &States[S_FEATHER+6]),
S_NORMAL (CHKN, 'O', 3, NULL , &States[S_FEATHER+7]),
S_NORMAL (CHKN, 'N', 3, NULL , &States[S_FEATHER+0]),
#define S_FEATHERX (S_FEATHER+8)
S_NORMAL (CHKN, 'N', 6, NULL , NULL)
};
IMPLEMENT_ACTOR (AFeather, Heretic, -1, 121)
PROP_RadiusFixed (2)
PROP_HeightFixed (4)
PROP_Flags (MF_MISSILE|MF_DROPOFF)
PROP_Flags2 (MF2_NOTELEPORT|MF2_LOGRAV|MF2_CANNOTPUSH|MF2_WINDTHRUST)
PROP_Flags3 (MF3_DONTSPLASH)
PROP_SpawnState (S_FEATHER)
PROP_DeathState (S_FEATHERX)
END_DEFAULTS
//----------------------------------------------------------------------------
//
// PROC A_ChicAttack
//
//----------------------------------------------------------------------------
void A_ChicAttack (AActor *actor)
{
if (!actor->target)
{
return;
}
if (actor->CheckMeleeRange())
{
int damage = 1 + (pr_chicattack() & 1);
P_DamageMobj (actor->target, actor, actor, damage, MOD_HIT);
P_TraceBleed (damage, actor->target, actor);
}
}
//----------------------------------------------------------------------------
//
// PROC A_Feathers
//
//----------------------------------------------------------------------------
void A_Feathers (AActor *actor)
{
int i;
int count;
AActor *mo;
if (actor->health > 0)
{ // Pain
count = pr_feathers() < 32 ? 2 : 1;
}
else
{ // Death
count = 5 + (pr_feathers()&3);
}
for (i = 0; i < count; i++)
{
mo = Spawn<AFeather> (actor->x, actor->y, actor->z+20*FRACUNIT, NO_REPLACE);
mo->target = actor;
mo->momx = pr_feathers.Random2() << 8;
mo->momy = pr_feathers.Random2() << 8;
mo->momz = FRACUNIT + (pr_feathers() << 9);
mo->SetState (&AFeather::States[S_FEATHER+pr_feathers()&7]);
}
}
//---------------------------------------------------------------------------
//
// PROC P_UpdateBeak
//
//---------------------------------------------------------------------------
void P_UpdateBeak (AActor *actor)
{
if (actor->player != NULL)
{
actor->player->psprites[ps_weapon].sy = WEAPONTOP +
(actor->player->chickenPeck << (FRACBITS-1));
}
}
//---------------------------------------------------------------------------
//
// PROC A_BeakRaise
//
//---------------------------------------------------------------------------
void A_BeakRaise (AActor *actor)
{
player_t *player;
if (NULL == (player = actor->player))
{
return;
}
player->psprites[ps_weapon].sy = WEAPONTOP;
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetReadyState());
}
//----------------------------------------------------------------------------
//
// PROC P_PlayPeck
//
//----------------------------------------------------------------------------
void P_PlayPeck (AActor *chicken)
{
S_Sound (chicken, CHAN_VOICE, "chicken/peck", 1, ATTN_NORM);
}
//----------------------------------------------------------------------------
//
// PROC A_BeakAttackPL1
//
//----------------------------------------------------------------------------
void A_BeakAttackPL1 (AActor *actor)
{
angle_t angle;
int damage;
int slope;
player_t *player;
if (NULL == (player = actor->player))
{
return;
}
damage = 1 + (pr_beakatkpl1()&3);
angle = player->mo->angle;
slope = P_AimLineAttack (player->mo, angle, MELEERANGE);
P_LineAttack (player->mo, angle, MELEERANGE, slope, damage, MOD_HIT, RUNTIME_CLASS(ABeakPuff));
if (linetarget)
{
player->mo->angle = R_PointToAngle2 (player->mo->x,
player->mo->y, linetarget->x, linetarget->y);
}
P_PlayPeck (player->mo);
player->chickenPeck = 12;
player->psprites[ps_weapon].tics -= pr_beakatkpl1() & 7;
}
//----------------------------------------------------------------------------
//
// PROC A_BeakAttackPL2
//
//----------------------------------------------------------------------------
void A_BeakAttackPL2 (AActor *actor)
{
angle_t angle;
int damage;
int slope;
player_t *player;
if (NULL == (player = actor->player))
{
return;
}
damage = pr_beakatkpl2.HitDice (4);
angle = player->mo->angle;
slope = P_AimLineAttack (player->mo, angle, MELEERANGE);
P_LineAttack (player->mo, angle, MELEERANGE, slope, damage, MOD_HIT, RUNTIME_CLASS(ABeakPuff));
if (linetarget)
{
player->mo->angle = R_PointToAngle2 (player->mo->x,
player->mo->y, linetarget->x, linetarget->y);
}
P_PlayPeck (player->mo);
player->chickenPeck = 12;
player->psprites[ps_weapon].tics -= pr_beakatkpl2()&3;
}