mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2025-01-09 01:30:46 +00:00
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)
399 lines
11 KiB
C++
399 lines
11 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 "a_pickups.h"
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#include "p_local.h"
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#include "a_hereticglobal.h"
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#include "a_sharedglobal.h"
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#include "p_enemy.h"
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#include "d_event.h"
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#include "ravenshared.h"
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#include "gstrings.h"
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static FRandom pr_snoutattack ("SnoutAttack");
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static FRandom pr_pigattack ("PigAttack");
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static FRandom pr_pigplayerthink ("PigPlayerThink");
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extern void AdjustPlayerAngle (AActor *);
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void A_SnoutAttack (AActor *actor);
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void A_PigPain (AActor *);
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void A_PigLook (AActor *);
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void A_PigChase (AActor *);
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void A_PigAttack (AActor *);
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// Snout puff ---------------------------------------------------------------
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class ASnoutPuff : public AActor
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{
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DECLARE_ACTOR (ASnoutPuff, AActor)
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};
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FState ASnoutPuff::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 (ASnoutPuff, Hexen, -1, 0)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
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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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END_DEFAULTS
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// Snout --------------------------------------------------------------------
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class ASnout : public AWeapon
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{
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DECLARE_ACTOR (ASnout, AWeapon)
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};
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FState ASnout::States[] =
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{
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#define S_SNOUTREADY 0
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S_NORMAL (WPIG, 'A', 1, A_WeaponReady , &States[S_SNOUTREADY]),
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#define S_SNOUTDOWN 1
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S_NORMAL (WPIG, 'A', 1, A_Lower , &States[S_SNOUTDOWN]),
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#define S_SNOUTUP 2
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S_NORMAL (WPIG, 'A', 1, A_Raise , &States[S_SNOUTUP]),
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#define S_SNOUTATK 3
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S_NORMAL (WPIG, 'A', 4, A_SnoutAttack , &States[S_SNOUTATK+1]),
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S_NORMAL (WPIG, 'B', 8, A_SnoutAttack , &States[S_SNOUTREADY])
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};
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IMPLEMENT_ACTOR (ASnout, Hexen, -1, 0)
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PROP_Weapon_SelectionOrder (10000)
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PROP_Weapon_Flags (WIF_DONTBOB|WIF_BOT_MELEE)
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PROP_Weapon_UpState (S_SNOUTUP)
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PROP_Weapon_DownState (S_SNOUTDOWN)
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PROP_Weapon_ReadyState (S_SNOUTREADY)
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PROP_Weapon_AtkState (S_SNOUTATK)
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PROP_Weapon_HoldAtkState (S_SNOUTATK)
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PROP_Weapon_Kickback (150)
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PROP_Weapon_YAdjust (10)
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END_DEFAULTS
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// Pig player ---------------------------------------------------------------
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class APigPlayer : public APlayerPawn
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{
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DECLARE_ACTOR (APigPlayer, APlayerPawn)
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public:
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fixed_t GetJumpZ () { return 6*FRACUNIT; }
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void TweakSpeeds (int &forward, int &side);
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void MorphPlayerThink ();
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void ActivateMorphWeapon ();
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};
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FState APigPlayer::States[] =
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{
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#define S_PIGPLAY 0
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S_NORMAL (PIGY, 'A', -1, NULL , NULL),
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#define S_PIGPLAY_RUN1 (S_PIGPLAY+1)
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S_NORMAL (PIGY, 'A', 3, NULL , &States[S_PIGPLAY_RUN1+1]),
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S_NORMAL (PIGY, 'B', 3, NULL , &States[S_PIGPLAY_RUN1+2]),
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S_NORMAL (PIGY, 'C', 3, NULL , &States[S_PIGPLAY_RUN1+3]),
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S_NORMAL (PIGY, 'D', 3, NULL , &States[S_PIGPLAY_RUN1]),
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#define S_PIGPLAY_PAIN (S_PIGPLAY_RUN1+4)
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S_NORMAL (PIGY, 'D', 4, A_PigPain , &States[S_PIGPLAY]),
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#define S_PIGPLAY_ATK1 (S_PIGPLAY_PAIN+1)
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S_NORMAL (PIGY, 'A', 12, NULL , &States[S_PIGPLAY]),
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#define S_PIGPLAY_DIE1 (S_PIGPLAY_ATK1+1)
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S_NORMAL (PIGY, 'E', 4, A_Scream , &States[S_PIGPLAY_DIE1+1]),
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S_NORMAL (PIGY, 'F', 3, A_NoBlocking , &States[S_PIGPLAY_DIE1+2]),
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S_NORMAL (PIGY, 'G', 4, NULL , &States[S_PIGPLAY_DIE1+3]),
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S_NORMAL (PIGY, 'H', 3, NULL , &States[S_PIGPLAY_DIE1+4]),
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S_NORMAL (PIGY, 'I', 4, NULL , &States[S_PIGPLAY_DIE1+5]),
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S_NORMAL (PIGY, 'J', 4, NULL , &States[S_PIGPLAY_DIE1+6]),
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S_NORMAL (PIGY, 'K', 4, NULL , &States[S_PIGPLAY_DIE1+7]),
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S_NORMAL (PIGY, 'L', -1, NULL , NULL),
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#define S_PIGPLAY_ICE (S_PIGPLAY_DIE1+8)
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S_NORMAL (PIGY, 'M', 5, A_FreezeDeath , &States[S_PIGPLAY_ICE+1]),
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S_NORMAL (PIGY, 'M', 1, A_FreezeDeathChunks , &States[S_PIGPLAY_ICE+1]),
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};
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IMPLEMENT_ACTOR (APigPlayer, Hexen, -1, 0)
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PROP_SpawnHealth (30)
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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 (24)
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PROP_SpeedFixed (1)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_DROPOFF|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_PIGPLAY)
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PROP_SeeState (S_PIGPLAY_RUN1)
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PROP_PainState (S_PIGPLAY_PAIN)
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PROP_MissileState (S_PIGPLAY_ATK1)
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PROP_DeathState (S_PIGPLAY_DIE1)
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PROP_IDeathState (S_PIGPLAY_ICE)
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PROP_PainSound ("PigPain")
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PROP_DeathSound ("PigDeath")
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END_DEFAULTS
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void APigPlayer::TweakSpeeds (int &forward, int &side)
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{
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// Yes, the pig is faster than a mage.
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if ((unsigned int)(forward + 0x31ff) < 0x63ff)
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{
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forward = forward * 0x18 / 0x19;
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}
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else
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{
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forward = forward * 0x31 / 0x32;
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}
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if ((unsigned int)(side + 0x27ff) < 0x4fff)
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{
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side = side * 0x17 / 0x18;
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}
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else
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{
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side = side * 0x27 / 0x28;
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}
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}
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void APigPlayer::MorphPlayerThink ()
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{
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if (player->morphTics&15)
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{
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return;
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}
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if(!(momx | momy) && pr_pigplayerthink() < 64)
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{ // Snout sniff
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P_SetPspriteNF (player, ps_weapon, ((ASnout*)GetDefaultByType(RUNTIME_CLASS(ASnout)))->AtkState + 1);
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S_Sound (this, CHAN_VOICE, "PigActive1", 1, ATTN_NORM); // snort
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return;
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}
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if (pr_pigplayerthink() < 48)
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{
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S_Sound (this, CHAN_VOICE, "PigActive", 1, ATTN_NORM);
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}
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}
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void APigPlayer::ActivateMorphWeapon ()
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{
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player->PendingWeapon = WP_NOCHANGE;
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player->psprites[ps_weapon].sy = WEAPONTOP;
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player->ReadyWeapon = player->mo->FindInventory<ASnout> ();
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if (player->ReadyWeapon == NULL)
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{
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player->ReadyWeapon = static_cast<AWeapon *>(player->mo->GiveInventoryType (RUNTIME_CLASS(ASnout)));
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}
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if (player->ReadyWeapon != NULL)
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{
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P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetReadyState());
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}
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else
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{
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P_SetPsprite (player, ps_weapon, NULL);
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}
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}
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// Pig (non-player) ---------------------------------------------------------
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class APig : public AActor
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{
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DECLARE_ACTOR (APig, AActor)
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public:
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void Destroy ();
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void Die (AActor *source, AActor *inflictor);
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};
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FState APig::States[] =
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{
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#define S_PIG_LOOK1 0
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S_NORMAL (PIGY, 'B', 10, A_PigLook , &States[S_PIG_LOOK1]),
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#define S_PIG_WALK1 (S_PIG_LOOK1+1)
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S_NORMAL (PIGY, 'A', 3, A_PigChase , &States[S_PIG_WALK1+1]),
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S_NORMAL (PIGY, 'B', 3, A_PigChase , &States[S_PIG_WALK1+2]),
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S_NORMAL (PIGY, 'C', 3, A_PigChase , &States[S_PIG_WALK1+3]),
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S_NORMAL (PIGY, 'D', 3, A_PigChase , &States[S_PIG_WALK1]),
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#define S_PIG_PAIN (S_PIG_WALK1+4)
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S_NORMAL (PIGY, 'D', 4, A_PigPain , &States[S_PIG_WALK1]),
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#define S_PIG_ATK1 (S_PIG_PAIN+1)
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S_NORMAL (PIGY, 'A', 5, A_FaceTarget , &States[S_PIG_ATK1+1]),
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S_NORMAL (PIGY, 'A', 10, A_PigAttack , &States[S_PIG_WALK1]),
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#define S_PIG_DIE1 (S_PIG_ATK1+2)
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S_NORMAL (PIGY, 'E', 4, A_Scream , &States[S_PIG_DIE1+1]),
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S_NORMAL (PIGY, 'F', 3, A_NoBlocking , &States[S_PIG_DIE1+2]),
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S_NORMAL (PIGY, 'G', 4, A_QueueCorpse , &States[S_PIG_DIE1+3]),
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S_NORMAL (PIGY, 'H', 3, NULL , &States[S_PIG_DIE1+4]),
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S_NORMAL (PIGY, 'I', 4, NULL , &States[S_PIG_DIE1+5]),
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S_NORMAL (PIGY, 'J', 4, NULL , &States[S_PIG_DIE1+6]),
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S_NORMAL (PIGY, 'K', 4, NULL , &States[S_PIG_DIE1+7]),
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S_NORMAL (PIGY, 'L', -1, NULL , NULL),
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#define S_PIG_ICE (S_PIG_DIE1+8)
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S_NORMAL (PIGY, 'M', 5, A_FreezeDeath , &States[S_PIG_ICE+1]),
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S_NORMAL (PIGY, 'M', 1, A_FreezeDeathChunks , &States[S_PIG_ICE+1]),
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};
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IMPLEMENT_ACTOR (APig, Hexen, -1, 0)
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PROP_SpawnHealth (25)
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PROP_PainChance (128)
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PROP_SpeedFixed (10)
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PROP_RadiusFixed (12)
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PROP_HeightFixed (22)
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PROP_Mass (60)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE)
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PROP_Flags2 (MF2_WINDTHRUST|MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_TELESTOMP|MF2_PUSHWALL)
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PROP_Flags3 (MF3_DONTMORPH|MF3_ISMONSTER)
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PROP_SpawnState (S_PIG_LOOK1)
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PROP_SeeState (S_PIG_WALK1)
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PROP_PainState (S_PIG_PAIN)
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PROP_MeleeState (S_PIG_ATK1)
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PROP_DeathState (S_PIG_DIE1)
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PROP_IDeathState (S_PIG_ICE)
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PROP_SeeSound ("PigActive1")
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PROP_PainSound ("PigPain")
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PROP_DeathSound ("PigDeath")
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PROP_ActiveSound ("PigActive1")
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END_DEFAULTS
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void APig::Destroy ()
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{
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if (tracer != NULL)
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{
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tracer->Destroy ();
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}
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Super::Destroy ();
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}
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void APig::Die (AActor *source, AActor *inflictor)
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{
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Super::Die (source, inflictor);
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if (tracer != NULL && (tracer->flags & MF_UNMORPHED))
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{
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tracer->Die (source, inflictor);
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}
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}
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//============================================================================
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//
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// A_SnoutAttack
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//
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//============================================================================
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void A_SnoutAttack (AActor *actor)
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{
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angle_t angle;
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int damage;
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int slope;
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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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damage = 3+(pr_snoutattack()&3);
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angle = player->mo->angle;
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slope = P_AimLineAttack(player->mo, angle, MELEERANGE);
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PuffSpawned = NULL;
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P_LineAttack(player->mo, angle, MELEERANGE, slope, damage, MOD_HIT, RUNTIME_CLASS(ASnoutPuff));
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S_Sound(player->mo, CHAN_VOICE, "PigActive", 1, ATTN_NORM);
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if(linetarget)
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{
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AdjustPlayerAngle(player->mo);
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if(PuffSpawned)
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{ // Bit something
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S_Sound(player->mo, CHAN_VOICE, "PigAttack", 1, ATTN_NORM);
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}
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_PigLook
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//
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//----------------------------------------------------------------------------
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void A_PigLook (AActor *actor)
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{
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if (P_UpdateMorphedMonster (actor, 10))
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{
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return;
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}
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A_Look (actor);
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_PigChase
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//
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//----------------------------------------------------------------------------
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void A_PigChase (AActor *actor)
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{
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if (P_UpdateMorphedMonster (actor, 3))
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{
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return;
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}
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A_Chase(actor);
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}
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//============================================================================
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//
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// A_PigAttack
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//
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//============================================================================
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void A_PigAttack (AActor *actor)
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{
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if (P_UpdateMorphedMonster (actor, 18))
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{
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return;
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}
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if (!actor->target)
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{
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return;
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}
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if (actor->CheckMeleeRange ())
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{
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P_DamageMobj(actor->target, actor, actor, 2+(pr_pigattack()&1), MOD_HIT);
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S_Sound(actor, CHAN_WEAPON, "PigAttack", 1, ATTN_NORM);
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}
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}
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//============================================================================
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//
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// A_PigPain
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//
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//============================================================================
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void A_PigPain (AActor *actor)
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{
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A_Pain (actor);
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if (actor->z <= actor->floorz)
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{
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actor->momz = FRACUNIT*7/2;
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}
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}
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