mirror of
https://github.com/ZDoom/gzdoom.git
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1bd6ac028b
- 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)
333 lines
10 KiB
C++
333 lines
10 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 "p_pspr.h"
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#include "gstrings.h"
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#include "a_hexenglobal.h"
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static FRandom pr_staffcheck ("CStaffCheck");
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static FRandom pr_blink ("CStaffBlink");
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void A_CStaffInitBlink (AActor *actor);
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void A_CStaffCheckBlink (AActor *actor);
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void A_CStaffCheck (AActor *actor);
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void A_CStaffAttack (AActor *actor);
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void A_CStaffMissileSlither (AActor *);
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// The Cleric's Serpent Staff -----------------------------------------------
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class ACWeapStaff : public AClericWeapon
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{
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DECLARE_ACTOR (ACWeapStaff, AClericWeapon)
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};
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FState ACWeapStaff::States[] =
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{
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#define S_CSTAFF 0
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S_NORMAL (WCSS, 'A', -1, NULL , NULL),
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#define S_CSTAFFREADY (S_CSTAFF+1)
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S_NORMAL (CSSF, 'C', 4, NULL , &States[S_CSTAFFREADY+1]),
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S_NORMAL (CSSF, 'B', 3, A_CStaffInitBlink , &States[S_CSTAFFREADY+2]),
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S_NORMAL (CSSF, 'A', 1, A_WeaponReady , &States[S_CSTAFFREADY+3]),
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S_NORMAL (CSSF, 'A', 1, A_WeaponReady , &States[S_CSTAFFREADY+4]),
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S_NORMAL (CSSF, 'A', 1, A_WeaponReady , &States[S_CSTAFFREADY+5]),
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S_NORMAL (CSSF, 'A', 1, A_WeaponReady , &States[S_CSTAFFREADY+6]),
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S_NORMAL (CSSF, 'A', 1, A_WeaponReady , &States[S_CSTAFFREADY+7]),
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S_NORMAL (CSSF, 'A', 1, A_WeaponReady , &States[S_CSTAFFREADY+8]),
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S_NORMAL (CSSF, 'A', 1, A_WeaponReady , &States[S_CSTAFFREADY+9]),
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S_NORMAL (CSSF, 'A', 1, A_CStaffCheckBlink , &States[S_CSTAFFREADY+2]),
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#define S_CSTAFFBLINK (S_CSTAFFREADY+10)
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S_NORMAL (CSSF, 'B', 1, A_WeaponReady , &States[S_CSTAFFBLINK+1]),
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S_NORMAL (CSSF, 'B', 1, A_WeaponReady , &States[S_CSTAFFBLINK+2]),
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S_NORMAL (CSSF, 'B', 1, A_WeaponReady , &States[S_CSTAFFBLINK+3]),
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S_NORMAL (CSSF, 'C', 1, A_WeaponReady , &States[S_CSTAFFBLINK+4]),
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S_NORMAL (CSSF, 'C', 1, A_WeaponReady , &States[S_CSTAFFBLINK+5]),
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S_NORMAL (CSSF, 'C', 1, A_WeaponReady , &States[S_CSTAFFBLINK+6]),
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S_NORMAL (CSSF, 'C', 1, A_WeaponReady , &States[S_CSTAFFBLINK+7]),
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S_NORMAL (CSSF, 'C', 1, A_WeaponReady , &States[S_CSTAFFBLINK+8]),
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S_NORMAL (CSSF, 'B', 1, A_WeaponReady , &States[S_CSTAFFBLINK+9]),
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S_NORMAL (CSSF, 'B', 1, A_WeaponReady , &States[S_CSTAFFBLINK+10]),
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S_NORMAL (CSSF, 'B', 1, A_WeaponReady , &States[S_CSTAFFREADY+2]),
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#define S_CSTAFFDOWN (S_CSTAFFBLINK+11)
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S_NORMAL (CSSF, 'B', 3, NULL , &States[S_CSTAFFDOWN+1]),
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S_NORMAL (CSSF, 'C', 4, NULL , &States[S_CSTAFFDOWN+2]),
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S_NORMAL (CSSF, 'C', 1, A_Lower , &States[S_CSTAFFDOWN+2]),
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#define S_CSTAFFUP (S_CSTAFFDOWN+3)
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S_NORMAL (CSSF, 'C', 1, A_Raise , &States[S_CSTAFFUP]),
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#define S_CSTAFFATK (S_CSTAFFUP+1)
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S_NORMAL2 (CSSF, 'A', 1, A_CStaffCheck , &States[S_CSTAFFATK+1], 0, 45),
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S_NORMAL2 (CSSF, 'J', 1, A_CStaffAttack , &States[S_CSTAFFATK+2], 0, 50),
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S_NORMAL2 (CSSF, 'J', 2, NULL , &States[S_CSTAFFATK+3], 0, 50),
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S_NORMAL2 (CSSF, 'J', 2, NULL , &States[S_CSTAFFATK+4], 0, 45),
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S_NORMAL2 (CSSF, 'A', 2, NULL , &States[S_CSTAFFATK+5], 0, 40),
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S_NORMAL2 (CSSF, 'A', 2, NULL , &States[S_CSTAFFREADY+2], 0, 36),
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#define S_CSTAFFATK2 (S_CSTAFFATK+6)
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S_NORMAL2 (CSSF, 'K', 10, NULL , &States[S_CSTAFFREADY+2], 0, 36),
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};
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IMPLEMENT_ACTOR (ACWeapStaff, Hexen, 10, 32)
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PROP_Flags (MF_SPECIAL)
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PROP_SpawnState (S_CSTAFF)
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PROP_Weapon_SelectionOrder (1600)
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PROP_Weapon_AmmoUse1 (1)
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PROP_Weapon_AmmoGive1 (25)
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PROP_Weapon_UpState (S_CSTAFFUP)
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PROP_Weapon_DownState (S_CSTAFFDOWN)
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PROP_Weapon_ReadyState (S_CSTAFFREADY)
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PROP_Weapon_AtkState (S_CSTAFFATK)
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PROP_Weapon_HoldAtkState (S_CSTAFFATK)
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PROP_Weapon_Kickback (150)
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PROP_Weapon_YAdjust (10)
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PROP_Weapon_MoveCombatDist (25000000)
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PROP_Weapon_AmmoType1 ("Mana1")
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PROP_Weapon_ProjectileType ("CStaffMissile")
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PROP_Inventory_PickupMessage("$TXT_WEAPON_C2")
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END_DEFAULTS
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// Serpent Staff Missile ----------------------------------------------------
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class ACStaffMissile : public AActor
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{
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DECLARE_ACTOR (ACStaffMissile, AActor)
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public:
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int DoSpecialDamage (AActor *target, int damage);
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};
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FState ACStaffMissile::States[] =
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{
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#define S_CSTAFF_MISSILE1 0
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S_BRIGHT (CSSF, 'D', 1, A_CStaffMissileSlither , &States[S_CSTAFF_MISSILE1+1]),
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S_BRIGHT (CSSF, 'D', 1, A_CStaffMissileSlither , &States[S_CSTAFF_MISSILE1+2]),
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S_BRIGHT (CSSF, 'E', 1, A_CStaffMissileSlither , &States[S_CSTAFF_MISSILE1+3]),
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S_BRIGHT (CSSF, 'E', 1, A_CStaffMissileSlither , &States[S_CSTAFF_MISSILE1]),
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#define S_CSTAFF_MISSILE_X1 (S_CSTAFF_MISSILE1+4)
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S_BRIGHT (CSSF, 'F', 4, NULL , &States[S_CSTAFF_MISSILE_X1+1]),
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S_BRIGHT (CSSF, 'G', 4, NULL , &States[S_CSTAFF_MISSILE_X1+2]),
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S_BRIGHT (CSSF, 'H', 3, NULL , &States[S_CSTAFF_MISSILE_X1+3]),
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S_BRIGHT (CSSF, 'I', 3, NULL , NULL),
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};
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IMPLEMENT_ACTOR (ACStaffMissile, Hexen, -1, 0)
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PROP_SpeedFixed (22)
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PROP_RadiusFixed (12)
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PROP_HeightFixed (10)
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PROP_Damage (5)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
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PROP_Flags2 (MF2_NOTELEPORT|MF2_IMPACT|MF2_PCROSS)
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PROP_RenderStyle (STYLE_Add)
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PROP_SpawnState (S_CSTAFF_MISSILE1)
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PROP_DeathState (S_CSTAFF_MISSILE_X1)
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PROP_DeathSound ("ClericCStaffExplode")
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END_DEFAULTS
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int ACStaffMissile::DoSpecialDamage (AActor *target, int damage)
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{
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// Cleric Serpent Staff does poison damage
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if (target->player)
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{
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P_PoisonPlayer (target->player, this, this->target, 20);
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damage >>= 1;
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}
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return damage;
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}
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// Serpent Staff Puff -------------------------------------------------------
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class ACStaffPuff : public AActor
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{
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DECLARE_ACTOR (ACStaffPuff, AActor)
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};
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FState ACStaffPuff::States[] =
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{
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S_NORMAL (FHFX, 'S', 4, NULL , &States[1]),
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S_NORMAL (FHFX, 'T', 4, NULL , &States[2]),
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S_NORMAL (FHFX, 'U', 4, NULL , &States[3]),
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S_NORMAL (FHFX, 'V', 4, NULL , &States[4]),
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S_NORMAL (FHFX, 'W', 4, NULL , NULL),
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};
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IMPLEMENT_ACTOR (ACStaffPuff, Hexen, -1, 0)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
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PROP_Flags3 (MF3_PUFFONACTORS)
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PROP_RenderStyle (STYLE_Translucent)
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PROP_Alpha (HX_SHADOW)
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PROP_SpawnState (0)
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PROP_SeeSound ("ClericCStaffHitThing")
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END_DEFAULTS
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//============================================================================
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//
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// A_CStaffCheck
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//
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//============================================================================
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void A_CStaffCheck (AActor *actor)
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{
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AActor *pmo;
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int damage;
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int newLife;
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angle_t angle;
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int slope;
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int i;
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player_t *player;
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if (NULL == (player = actor->player))
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{
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return;
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}
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AWeapon *weapon = actor->player->ReadyWeapon;
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pmo = player->mo;
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damage = 20+(pr_staffcheck()&15);
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for (i = 0; i < 3; i++)
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{
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angle = pmo->angle+i*(ANG45/16);
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slope = P_AimLineAttack (pmo, angle, fixed_t(1.5*MELEERANGE));
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if (linetarget)
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{
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P_LineAttack (pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, MOD_HIT, RUNTIME_CLASS(ACStaffPuff));
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pmo->angle = R_PointToAngle2 (pmo->x, pmo->y,
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linetarget->x, linetarget->y);
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if ((linetarget->player || linetarget->flags3&MF3_ISMONSTER)
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&& (!(linetarget->flags2&(MF2_DORMANT+MF2_INVULNERABLE))))
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{
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newLife = player->health+(damage>>3);
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newLife = newLife > 100 ? 100 : newLife;
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if (newLife > player->health)
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{
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pmo->health = player->health = newLife;
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}
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P_SetPsprite (player, ps_weapon, &ACWeapStaff::States[S_CSTAFFATK2]);
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}
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if (weapon != NULL)
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{
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weapon->DepleteAmmo (weapon->bAltFire, false);
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}
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break;
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}
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angle = pmo->angle-i*(ANG45/16);
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slope = P_AimLineAttack (player->mo, angle, fixed_t(1.5*MELEERANGE));
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if (linetarget)
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{
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P_LineAttack (pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, MOD_HIT, RUNTIME_CLASS(ACStaffPuff));
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pmo->angle = R_PointToAngle2 (pmo->x, pmo->y,
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linetarget->x, linetarget->y);
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if (linetarget->player || linetarget->flags3&MF3_ISMONSTER)
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{
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newLife = player->health+(damage>>4);
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newLife = newLife > 100 ? 100 : newLife;
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pmo->health = player->health = newLife;
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P_SetPsprite (player, ps_weapon, &ACWeapStaff::States[S_CSTAFFATK2]);
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}
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weapon->DepleteAmmo (weapon->bAltFire, false);
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break;
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}
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}
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}
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//============================================================================
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//
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// A_CStaffAttack
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//
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//============================================================================
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void A_CStaffAttack (AActor *actor)
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{
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AActor *mo;
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player_t *player;
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if (NULL == (player = actor->player))
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{
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return;
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}
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AWeapon *weapon = actor->player->ReadyWeapon;
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if (weapon != NULL)
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return;
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}
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mo = P_SpawnPlayerMissile (actor, RUNTIME_CLASS(ACStaffMissile), actor->angle-(ANG45/15));
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if (mo)
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{
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mo->special2 = 32;
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}
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mo = P_SpawnPlayerMissile (actor, RUNTIME_CLASS(ACStaffMissile), actor->angle+(ANG45/15));
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if (mo)
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{
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mo->special2 = 0;
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}
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S_Sound (actor, CHAN_WEAPON, "ClericCStaffFire", 1, ATTN_NORM);
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}
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//============================================================================
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//
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// A_CStaffMissileSlither
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//
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//============================================================================
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void A_CStaffMissileSlither (AActor *actor)
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{
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fixed_t newX, newY;
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int weaveXY;
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int angle;
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weaveXY = actor->special2;
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angle = (actor->angle+ANG90)>>ANGLETOFINESHIFT;
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newX = actor->x-FixedMul(finecosine[angle], FloatBobOffsets[weaveXY]);
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newY = actor->y-FixedMul(finesine[angle], FloatBobOffsets[weaveXY]);
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weaveXY = (weaveXY+3)&63;
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newX += FixedMul(finecosine[angle], FloatBobOffsets[weaveXY]);
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newY += FixedMul(finesine[angle], FloatBobOffsets[weaveXY]);
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P_TryMove (actor, newX, newY, true);
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actor->special2 = weaveXY;
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}
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//============================================================================
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//
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// A_CStaffInitBlink
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//
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//============================================================================
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void A_CStaffInitBlink (AActor *actor)
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{
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actor->special1 = (pr_blink()>>1)+20;
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}
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//============================================================================
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//
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// A_CStaffCheckBlink
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//
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//============================================================================
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void A_CStaffCheckBlink (AActor *actor)
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{
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if (!--actor->special1)
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{
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P_SetPsprite (actor->player, ps_weapon, &ACWeapStaff::States[S_CSTAFFBLINK]);
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actor->special1 = (pr_blink()+50)>>2;
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}
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else
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{
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A_WeaponReady (actor);
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}
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}
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