mirror of
https://github.com/ZDoom/gzdoom.git
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15681d0588
dialogs. - Added Thing_Raise special that allows Arch-Vile like resurrections from scripts or DECORATE states. - Added a RadiusDamageFactor property for actors. This replaces the hard coded factor of 0.25 for Hexen's players. - Added new SpawnProjectile function to ACS. It's the same as Thing_Projectile2 but the projectile is specified by name, not spawn ID. - Added MAPINFO option to set the compatibility flags. If this is done these explicit settings will take precedence over the compatflags CVAR. SVN r164 (trunk)
212 lines
7.2 KiB
C++
212 lines
7.2 KiB
C++
#include "actor.h"
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#include "gi.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "d_player.h"
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#include "a_action.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "a_action.h"
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#include "a_hexenglobal.h"
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#include "templates.h"
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// The cleric ---------------------------------------------------------------
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FState AClericPlayer::States[] =
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{
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#define S_CPLAY 0
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S_NORMAL (CLER, 'A', -1, NULL , NULL),
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#define S_CPLAY_RUN1 (S_CPLAY+1)
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S_NORMAL (CLER, 'A', 4, NULL , &States[S_CPLAY_RUN1+1]),
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S_NORMAL (CLER, 'B', 4, NULL , &States[S_CPLAY_RUN1+2]),
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S_NORMAL (CLER, 'C', 4, NULL , &States[S_CPLAY_RUN1+3]),
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S_NORMAL (CLER, 'D', 4, NULL , &States[S_CPLAY_RUN1]),
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#define S_CPLAY_PAIN (S_CPLAY_RUN1+4)
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S_NORMAL (CLER, 'H', 4, NULL , &States[S_CPLAY_PAIN+1]),
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S_NORMAL (CLER, 'H', 4, A_Pain , &States[S_CPLAY]),
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#define S_CPLAY_ATK1 (S_CPLAY_PAIN+2)
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S_NORMAL (CLER, 'E', 6, NULL , &States[S_CPLAY_ATK1+1]),
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S_NORMAL (CLER, 'F', 6, NULL , &States[S_CPLAY_ATK1+2]),
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S_NORMAL (CLER, 'G', 6, NULL , &States[S_CPLAY]),
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#define S_CPLAY_DIE1 (S_CPLAY_ATK1+3)
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S_NORMAL (CLER, 'I', 6, NULL , &States[S_CPLAY_DIE1+1]),
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S_NORMAL (CLER, 'K', 6, A_PlayerScream , &States[S_CPLAY_DIE1+2]),
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S_NORMAL (CLER, 'L', 6, NULL , &States[S_CPLAY_DIE1+3]),
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S_NORMAL (CLER, 'L', 6, NULL , &States[S_CPLAY_DIE1+4]),
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S_NORMAL (CLER, 'M', 6, A_NoBlocking , &States[S_CPLAY_DIE1+5]),
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S_NORMAL (CLER, 'N', 6, NULL , &States[S_CPLAY_DIE1+6]),
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S_NORMAL (CLER, 'O', 6, NULL , &States[S_CPLAY_DIE1+7]),
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S_NORMAL (CLER, 'P', 6, NULL , &States[S_CPLAY_DIE1+8]),
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S_NORMAL (CLER, 'Q', -1, NULL/*A_AddPlayerCorpse*/, NULL),
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#define S_CPLAY_XDIE1 (S_CPLAY_DIE1+9)
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S_NORMAL (CLER, 'R', 5, A_PlayerScream , &States[S_CPLAY_XDIE1+1]),
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S_NORMAL (CLER, 'S', 5, NULL , &States[S_CPLAY_XDIE1+2]),
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S_NORMAL (CLER, 'T', 5, A_NoBlocking , &States[S_CPLAY_XDIE1+3]),
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S_NORMAL (CLER, 'U', 5, NULL , &States[S_CPLAY_XDIE1+4]),
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S_NORMAL (CLER, 'V', 5, NULL , &States[S_CPLAY_XDIE1+5]),
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S_NORMAL (CLER, 'W', 5, NULL , &States[S_CPLAY_XDIE1+6]),
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S_NORMAL (CLER, 'X', 5, NULL , &States[S_CPLAY_XDIE1+7]),
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S_NORMAL (CLER, 'Y', 5, NULL , &States[S_CPLAY_XDIE1+8]),
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S_NORMAL (CLER, 'Z', 5, NULL , &States[S_CPLAY_XDIE1+9]),
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S_NORMAL (CLER, '[', -1, NULL/*A_AddPlayerCorpse*/, NULL),
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#define S_CPLAY_ICE (S_CPLAY_XDIE1+10)
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S_NORMAL (CLER, '\\', 5, A_FreezeDeath , &States[S_CPLAY_ICE+1]),
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S_NORMAL (CLER, '\\', 1, A_FreezeDeathChunks , &States[S_CPLAY_ICE+1]),
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#define S_PLAY_C_FDTH (S_CPLAY_ICE+2)
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S_BRIGHT (FDTH, 'C', 5, A_FireScream , &States[S_PLAY_C_FDTH+1]),
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S_BRIGHT (FDTH, 'D', 4, NULL , &States[S_PLAY_C_FDTH+2]),
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#define S_PLAY_FDTH (S_PLAY_C_FDTH+2)
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S_BRIGHT (FDTH, 'G', 5, NULL , &States[S_PLAY_FDTH+1]),
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S_BRIGHT (FDTH, 'H', 4, A_PlayerScream , &States[S_PLAY_FDTH+2]),
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S_BRIGHT (FDTH, 'I', 5, NULL , &States[S_PLAY_FDTH+3]),
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S_BRIGHT (FDTH, 'J', 4, NULL , &States[S_PLAY_FDTH+4]),
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S_BRIGHT (FDTH, 'K', 5, NULL , &States[S_PLAY_FDTH+5]),
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S_BRIGHT (FDTH, 'L', 4, NULL , &States[S_PLAY_FDTH+6]),
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S_BRIGHT (FDTH, 'M', 5, NULL , &States[S_PLAY_FDTH+7]),
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S_BRIGHT (FDTH, 'N', 4, NULL , &States[S_PLAY_FDTH+8]),
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S_BRIGHT (FDTH, 'O', 5, NULL , &States[S_PLAY_FDTH+9]),
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S_BRIGHT (FDTH, 'P', 4, NULL , &States[S_PLAY_FDTH+10]),
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S_BRIGHT (FDTH, 'Q', 5, NULL , &States[S_PLAY_FDTH+11]),
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S_BRIGHT (FDTH, 'R', 4, NULL , &States[S_PLAY_FDTH+12]),
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S_BRIGHT (FDTH, 'S', 5, A_NoBlocking , &States[S_PLAY_FDTH+13]),
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S_BRIGHT (FDTH, 'T', 4, NULL , &States[S_PLAY_FDTH+14]),
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S_BRIGHT (FDTH, 'U', 5, NULL , &States[S_PLAY_FDTH+15]),
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S_BRIGHT (FDTH, 'V', 4, NULL , &States[S_PLAY_FDTH+16]),
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S_NORMAL (ACLO, 'E', 35, A_CheckBurnGone , &States[S_PLAY_FDTH+16]),
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S_NORMAL (ACLO, 'E', 8, NULL , NULL),
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};
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IMPLEMENT_ACTOR (AClericPlayer, Hexen, -1, 0)
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PROP_SpawnHealth (100)
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PROP_ReactionTime (0)
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PROP_PainChance (255)
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PROP_RadiusFixed (16)
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PROP_HeightFixed (64)
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PROP_SpeedFixed (1)
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PROP_RadiusdamageFactor(FRACUNIT/4)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_DROPOFF|MF_PICKUP|MF_NOTDMATCH|MF_FRIENDLY)
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PROP_Flags2 (MF2_WINDTHRUST|MF2_FLOORCLIP|MF2_SLIDE|MF2_PASSMOBJ|MF2_TELESTOMP|MF2_PUSHWALL)
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PROP_Flags3 (MF3_NOBLOCKMONST)
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PROP_Flags4 (MF4_NOSKIN)
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PROP_SpawnState (S_CPLAY)
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PROP_SeeState (S_CPLAY_RUN1)
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PROP_PainState (S_CPLAY_PAIN)
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PROP_MissileState (S_CPLAY_ATK1)
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PROP_DeathState (S_CPLAY_DIE1)
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PROP_XDeathState (S_CPLAY_XDIE1)
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PROP_BDeathState (S_PLAY_C_FDTH)
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PROP_IDeathState (S_CPLAY_ICE)
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PROP_PainSound ("PlayerClericPain")
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END_DEFAULTS
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const char *AClericPlayer::GetSoundClass ()
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{
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if (player == NULL || player->userinfo.skin == 0)
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{
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return "cleric";
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}
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return Super::GetSoundClass ();
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}
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void AClericPlayer::PlayAttacking2 ()
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{
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SetState (MissileState);
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}
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void AClericPlayer::GiveDefaultInventory ()
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{
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player->health = GetDefault()->health;
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player->ReadyWeapon = player->PendingWeapon = static_cast<AWeapon *>
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(GiveInventoryType (PClass::FindClass ("CWeapMace")));
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GiveInventoryType (RUNTIME_CLASS(AHexenArmor));
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AHexenArmor *armor = FindInventory<AHexenArmor>();
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armor->Slots[4] = 10*FRACUNIT;
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armor->SlotsIncrement[0] = 10*FRACUNIT;
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armor->SlotsIncrement[1] = 25*FRACUNIT;
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armor->SlotsIncrement[2] = 5*FRACUNIT;
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armor->SlotsIncrement[3] = 20*FRACUNIT;
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}
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fixed_t AClericPlayer::GetJumpZ ()
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{
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return FRACUNIT*39/4; // ~9.75
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}
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void AClericPlayer::SpecialInvulnerabilityHandling (EInvulState state, fixed_t * pAlpha)
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{
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if (state == INVUL_Active)
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{
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RenderStyle = STYLE_Translucent;
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if (!(level.time & 7) && alpha > 0 && alpha < OPAQUE)
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{
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if (alpha == HX_SHADOW)
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{
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alpha = HX_ALTSHADOW;
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}
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else
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{
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alpha = 0;
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flags2 |= MF2_NONSHOOTABLE;
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}
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}
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if (!(level.time & 31))
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{
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if (alpha == 0)
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{
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flags2 &= ~MF2_NONSHOOTABLE;
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alpha = HX_ALTSHADOW;
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}
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else
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{
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alpha = HX_SHADOW;
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}
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}
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}
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else if (state == INVUL_Stop)
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{
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flags2 &= ~MF2_NONSHOOTABLE;
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RenderStyle = STYLE_Normal;
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alpha = OPAQUE;
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}
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else if (state == INVUL_GetAlpha)
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{
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if (pAlpha != NULL) *pAlpha = MIN<fixed_t>(FRACUNIT/4 + alpha*3/4, FRACUNIT);
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}
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}
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// Cleric Weapon Base Class -------------------------------------------------
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IMPLEMENT_ABSTRACT_ACTOR (AClericWeapon)
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bool AClericWeapon::TryPickup (AActor *toucher)
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{
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// The Doom and Hexen players are not excluded from pickup in case
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// somebody wants to use these weapons with either of those games.
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if (toucher->IsKindOf (RUNTIME_CLASS(AFighterPlayer)) ||
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toucher->IsKindOf (RUNTIME_CLASS(AMagePlayer)))
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{ // Wrong class, but try to pick up for mana
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if (ShouldStay())
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{ // Can't pick up weapons for other classes in coop netplay
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return false;
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}
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bool gaveSome = (NULL != AddAmmo (toucher, AmmoType1, AmmoGive1));
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gaveSome |= (NULL != AddAmmo (toucher, AmmoType2, AmmoGive2));
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if (gaveSome)
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{
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GoAwayAndDie ();
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}
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return gaveSome;
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}
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return Super::TryPickup (toucher);
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}
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