qzdoom/src/g_hexen/a_fighterplayer.cpp

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#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 "a_hexenglobal.h"
static FRandom pr_fpatk ("FPunchAttack");
void A_FSwordFlames (AActor *);
// The fighter --------------------------------------------------------------
FState AFighterPlayer::States[] =
{
#define S_FPLAY 0
S_NORMAL (PLAY, 'A', -1, NULL , NULL),
#define S_FPLAY_RUN (S_FPLAY+1)
S_NORMAL (PLAY, 'A', 4, NULL , &States[S_FPLAY_RUN+1]),
S_NORMAL (PLAY, 'B', 4, NULL , &States[S_FPLAY_RUN+2]),
S_NORMAL (PLAY, 'C', 4, NULL , &States[S_FPLAY_RUN+3]),
S_NORMAL (PLAY, 'D', 4, NULL , &States[S_FPLAY_RUN+0]),
#define S_FPLAY_ATK (S_FPLAY_RUN+4)
S_NORMAL (PLAY, 'E', 8, NULL , &States[S_FPLAY_ATK+1]),
S_NORMAL (PLAY, 'F', 8, NULL , &States[S_FPLAY]),
#define S_FPLAY_PAIN (S_FPLAY_ATK+2)
S_NORMAL (PLAY, 'G', 4, NULL , &States[S_FPLAY_PAIN+1]),
S_NORMAL (PLAY, 'G', 4, A_Pain , &States[S_FPLAY]),
#define S_FPLAY_DIE (S_FPLAY_PAIN+2)
S_NORMAL (PLAY, 'H', 6, NULL , &States[S_FPLAY_DIE+1]),
S_NORMAL (PLAY, 'I', 6, A_PlayerScream , &States[S_FPLAY_DIE+2]),
S_NORMAL (PLAY, 'J', 6, NULL , &States[S_FPLAY_DIE+3]),
S_NORMAL (PLAY, 'K', 6, NULL , &States[S_FPLAY_DIE+4]),
S_NORMAL (PLAY, 'L', 6, A_NoBlocking , &States[S_FPLAY_DIE+5]),
S_NORMAL (PLAY, 'M', 6, NULL , &States[S_FPLAY_DIE+6]),
S_NORMAL (PLAY, 'N', -1, NULL/*A_AddPlayerCorpse*/, NULL),
#define S_FPLAY_XDIE (S_FPLAY_DIE+7)
S_NORMAL (PLAY, 'O', 5, A_PlayerScream , &States[S_FPLAY_XDIE+1]),
S_NORMAL (PLAY, 'P', 5, A_SkullPop , &States[S_FPLAY_XDIE+2]),
S_NORMAL (PLAY, 'R', 5, A_NoBlocking , &States[S_FPLAY_XDIE+3]),
S_NORMAL (PLAY, 'S', 5, NULL , &States[S_FPLAY_XDIE+4]),
S_NORMAL (PLAY, 'T', 5, NULL , &States[S_FPLAY_XDIE+5]),
S_NORMAL (PLAY, 'U', 5, NULL , &States[S_FPLAY_XDIE+6]),
S_NORMAL (PLAY, 'V', 5, NULL , &States[S_FPLAY_XDIE+7]),
S_NORMAL (PLAY, 'W', -1, NULL/*A_AddPlayerCorpse*/, NULL),
#define S_FPLAY_ICE (S_FPLAY_XDIE+8)
S_NORMAL (PLAY, 'X', 5, A_FreezeDeath , &States[S_FPLAY_ICE+1]),
S_NORMAL (PLAY, 'X', 1, A_FreezeDeathChunks , &States[S_FPLAY_ICE+1]),
#define S_PLAY_FDTH (S_FPLAY_ICE+2)
S_BRIGHT (FDTH, 'G', 5, NULL , &States[S_PLAY_FDTH+1]),
S_BRIGHT (FDTH, 'H', 4, A_PlayerScream , &States[S_PLAY_FDTH+2]),
S_BRIGHT (FDTH, 'I', 5, NULL , &States[S_PLAY_FDTH+3]),
S_BRIGHT (FDTH, 'J', 4, NULL , &States[S_PLAY_FDTH+4]),
S_BRIGHT (FDTH, 'K', 5, NULL , &States[S_PLAY_FDTH+5]),
S_BRIGHT (FDTH, 'L', 4, NULL , &States[S_PLAY_FDTH+6]),
S_BRIGHT (FDTH, 'M', 5, NULL , &States[S_PLAY_FDTH+7]),
S_BRIGHT (FDTH, 'N', 4, NULL , &States[S_PLAY_FDTH+8]),
S_BRIGHT (FDTH, 'O', 5, NULL , &States[S_PLAY_FDTH+9]),
S_BRIGHT (FDTH, 'P', 4, NULL , &States[S_PLAY_FDTH+10]),
S_BRIGHT (FDTH, 'Q', 5, NULL , &States[S_PLAY_FDTH+11]),
S_BRIGHT (FDTH, 'R', 4, NULL , &States[S_PLAY_FDTH+12]),
S_BRIGHT (FDTH, 'S', 5, A_NoBlocking , &States[S_PLAY_FDTH+13]),
S_BRIGHT (FDTH, 'T', 4, NULL , &States[S_PLAY_FDTH+14]),
S_BRIGHT (FDTH, 'U', 5, NULL , &States[S_PLAY_FDTH+15]),
S_BRIGHT (FDTH, 'V', 4, NULL , &States[S_PLAY_FDTH+16]),
S_NORMAL (ACLO, 'E', 35, A_CheckBurnGone , &States[S_PLAY_FDTH+16]),
S_NORMAL (ACLO, 'E', 8, NULL , NULL),
#define S_PLAY_F_FDTH (S_PLAY_FDTH+18)
S_BRIGHT (FDTH, 'A', 5, A_FireScream , &States[S_PLAY_F_FDTH+1]),
S_BRIGHT (FDTH, 'B', 4, NULL , &States[S_PLAY_FDTH]),
};
IMPLEMENT_ACTOR (AFighterPlayer, Hexen, -1, 0)
PROP_SpawnHealth (100)
PROP_RadiusFixed (16)
PROP_HeightFixed (64)
PROP_Mass (100)
PROP_PainChance (255)
PROP_SpeedFixed (1)
PROP_RadiusdamageFactor(FRACUNIT/4)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_DROPOFF|MF_PICKUP|MF_NOTDMATCH|MF_FRIENDLY)
PROP_Flags2 (MF2_WINDTHRUST|MF2_FLOORCLIP|MF2_SLIDE|MF2_PASSMOBJ|MF2_TELESTOMP|MF2_PUSHWALL)
PROP_Flags3 (MF3_NOBLOCKMONST)
PROP_Flags4 (MF4_NOSKIN)
PROP_SpawnState (S_FPLAY)
PROP_SeeState (S_FPLAY_RUN)
PROP_PainState (S_FPLAY_PAIN)
PROP_MissileState (S_FPLAY_ATK)
PROP_DeathState (S_FPLAY_DIE)
PROP_XDeathState (S_FPLAY_XDIE)
PROP_BDeathState (S_PLAY_F_FDTH)
PROP_IDeathState (S_FPLAY_ICE)
PROP_PainSound ("PlayerFighterPain")
END_DEFAULTS
const char *AFighterPlayer::GetSoundClass ()
{
if (player == NULL || player->userinfo.skin == 0)
{
return "fighter";
}
return Super::GetSoundClass ();
}
void AFighterPlayer::PlayAttacking2 ()
{
SetState (MissileState);
}
void AFighterPlayer::GiveDefaultInventory ()
{
player->health = GetDefault()->health;
player->ReadyWeapon = player->PendingWeapon = static_cast<AWeapon *>
(GiveInventoryType (PClass::FindClass ("FWeapFist")));
GiveInventoryType (RUNTIME_CLASS(AHexenArmor));
AHexenArmor *armor = FindInventory<AHexenArmor>();
armor->Slots[4] = 15*FRACUNIT;
armor->SlotsIncrement[0] = 25*FRACUNIT;
armor->SlotsIncrement[1] = 20*FRACUNIT;
armor->SlotsIncrement[2] = 15*FRACUNIT;
armor->SlotsIncrement[3] = 5*FRACUNIT;
}
// --- Fighter Weapons ------------------------------------------------------
//============================================================================
//
// AdjustPlayerAngle
//
//============================================================================
#define MAX_ANGLE_ADJUST (5*ANGLE_1)
void AdjustPlayerAngle (AActor *pmo)
{
angle_t angle;
int difference;
angle = R_PointToAngle2 (pmo->x, pmo->y, linetarget->x, linetarget->y);
difference = (int)angle - (int)pmo->angle;
if (abs(difference) > MAX_ANGLE_ADJUST)
{
if (difference > 0)
{
pmo->angle += MAX_ANGLE_ADJUST;
}
else
{
pmo->angle -= MAX_ANGLE_ADJUST;
}
}
else
{
pmo->angle = angle;
}
}
// Fist (first weapon) ------------------------------------------------------
void A_FPunchAttack (AActor *actor);
class AFWeapFist : public AFighterWeapon
{
DECLARE_ACTOR (AFWeapFist, AFighterWeapon)
};
FState AFWeapFist::States[] =
{
#define S_PUNCHREADY 0
S_NORMAL (FPCH, 'A', 1, A_WeaponReady , &States[S_PUNCHREADY]),
#define S_PUNCHDOWN (S_PUNCHREADY+1)
S_NORMAL (FPCH, 'A', 1, A_Lower , &States[S_PUNCHDOWN]),
#define S_PUNCHUP (S_PUNCHDOWN+1)
S_NORMAL (FPCH, 'A', 1, A_Raise , &States[S_PUNCHUP]),
#define S_PUNCHATK1 (S_PUNCHUP+1)
S_NORMAL2(FPCH, 'B', 5, NULL , &States[S_PUNCHATK1+1], 5, 40),
S_NORMAL2(FPCH, 'C', 4, NULL , &States[S_PUNCHATK1+2], 5, 40),
S_NORMAL2(FPCH, 'D', 4, A_FPunchAttack , &States[S_PUNCHATK1+3], 5, 40),
S_NORMAL2(FPCH, 'C', 4, NULL , &States[S_PUNCHATK1+4], 5, 40),
S_NORMAL2(FPCH, 'B', 5, A_ReFire , &States[S_PUNCHREADY], 5, 40),
#define S_PUNCHATK2 (S_PUNCHATK1+5)
S_NORMAL2(FPCH, 'D', 4, NULL , &States[S_PUNCHATK2+1], 5, 40),
S_NORMAL2(FPCH, 'E', 4, NULL , &States[S_PUNCHATK2+2], 5, 40),
S_NORMAL2(FPCH, 'E', 1, NULL , &States[S_PUNCHATK2+3], 15, 50),
S_NORMAL2(FPCH, 'E', 1, NULL , &States[S_PUNCHATK2+4], 25, 60),
S_NORMAL2(FPCH, 'E', 1, NULL , &States[S_PUNCHATK2+5], 35, 70),
S_NORMAL2(FPCH, 'E', 1, NULL , &States[S_PUNCHATK2+6], 45, 80),
S_NORMAL2(FPCH, 'E', 1, NULL , &States[S_PUNCHATK2+7], 55, 90),
S_NORMAL2(FPCH, 'E', 1, NULL , &States[S_PUNCHATK2+8], 65, 100),
S_NORMAL2(FPCH, 'E', 10, NULL , &States[S_PUNCHREADY], 0, 150)
};
IMPLEMENT_ACTOR (AFWeapFist, Hexen, -1, 0)
PROP_Flags5 (MF5_BLOODSPLATTER)
PROP_Weapon_SelectionOrder (3400)
PROP_Weapon_Flags (WIF_BOT_MELEE)
PROP_Weapon_UpState (S_PUNCHUP)
PROP_Weapon_DownState (S_PUNCHDOWN)
PROP_Weapon_ReadyState (S_PUNCHREADY)
PROP_Weapon_AtkState (S_PUNCHATK1)
PROP_Weapon_HoldAtkState (S_PUNCHATK1)
PROP_Weapon_Kickback (150)
END_DEFAULTS
// Punch puff ---------------------------------------------------------------
class APunchPuff : public AActor
{
DECLARE_ACTOR (APunchPuff, AActor)
public:
void BeginPlay ();
};
FState APunchPuff::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 (APunchPuff, 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 ("FighterPunchHitThing")
PROP_AttackSound ("FighterPunchHitWall")
PROP_ActiveSound ("FighterPunchMiss")
END_DEFAULTS
void APunchPuff::BeginPlay ()
{
Super::BeginPlay ();
momz = FRACUNIT;
}
//============================================================================
//
// A_FPunchAttack
//
//============================================================================
void A_FPunchAttack (AActor *actor)
{
angle_t angle;
int damage;
int slope;
fixed_t power;
int i;
player_t *player;
const PClass *pufftype;
if (NULL == (player = actor->player))
{
return;
}
APlayerPawn *pmo = player->mo;
damage = 40+(pr_fpatk()&15);
power = 2*FRACUNIT;
pufftype = RUNTIME_CLASS(APunchPuff);
for (i = 0; i < 16; i++)
{
angle = pmo->angle + i*(ANG45/16);
slope = P_AimLineAttack (pmo, angle, 2*MELEERANGE);
if (linetarget)
{
pmo->special1++;
if (pmo->special1 == 3)
{
damage <<= 1;
power = 6*FRACUNIT;
pufftype = RUNTIME_CLASS(AHammerPuff);
}
P_LineAttack (pmo, angle, 2*MELEERANGE, slope, damage, MOD_HIT, pufftype);
if (linetarget->flags3&MF3_ISMONSTER || linetarget->player)
{
P_ThrustMobj (linetarget, angle, power);
}
AdjustPlayerAngle (pmo);
goto punchdone;
}
angle = pmo->angle-i * (ANG45/16);
slope = P_AimLineAttack (pmo, angle, 2*MELEERANGE);
if (linetarget)
{
pmo->special1++;
if (pmo->special1 == 3)
{
damage <<= 1;
power = 6*FRACUNIT;
pufftype = RUNTIME_CLASS(AHammerPuff);
}
P_LineAttack (pmo, angle, 2*MELEERANGE, slope, damage, MOD_HIT, pufftype);
if (linetarget->flags3&MF3_ISMONSTER || linetarget->player)
{
P_ThrustMobj (linetarget, angle, power);
}
AdjustPlayerAngle (pmo);
goto punchdone;
}
}
// didn't find any creatures, so try to strike any walls
pmo->special1 = 0;
angle = pmo->angle;
slope = P_AimLineAttack (pmo, angle, MELEERANGE);
P_LineAttack (pmo, angle, MELEERANGE, slope, damage, MOD_HIT, pufftype);
punchdone:
if (pmo->special1 == 3)
{
pmo->special1 = 0;
P_SetPsprite (player, ps_weapon, &AFWeapFist::States[S_PUNCHATK2]);
S_Sound (pmo, CHAN_VOICE, "*fistgrunt", 1, ATTN_NORM);
}
return;
}
void AFighterPlayer::TweakSpeeds (int &forward, int &side)
{
if ((unsigned int)(forward + 0x31ff) < 0x63ff)
{
forward = forward * 0x1d / 0x19;
}
else
{
forward = forward * 0x3c / 0x32;
}
if ((unsigned int)(side + 0x27ff) < 0x4fff)
{
side = side * 0x1b / 0x18;
}
else
{ // The fighter is a very fast strafer when running!
side = side * 0x3b / 0x28;
}
Super::TweakSpeeds (forward, side);
}
fixed_t AFighterPlayer::GetJumpZ ()
{
return FRACUNIT*39/4; // ~9.75
}
// Radius armor boost
bool AFighterPlayer::DoHealingRadius (APlayerPawn *other)
{
bool gotSome = false;
for (int i = 0; i < 4; ++i)
{
AHexenArmor *armor = Spawn<AHexenArmor> (0,0,0);
2006-04-11 08:36:23 +00:00
armor->health = i;
armor->Amount = 1;
if (!armor->TryPickup (player->mo))
{
armor->Destroy ();
}
else
{
gotSome = true;
}
}
if (gotSome)
{
S_Sound (other, CHAN_AUTO, "MysticIncant", 1, ATTN_NORM);
return true;
}
return false;
}
// Fighter Weapon Base Class ------------------------------------------------
IMPLEMENT_STATELESS_ACTOR (AFighterWeapon, Hexen, -1, 0)
PROP_Weapon_Kickback (150)
END_DEFAULTS
bool AFighterWeapon::TryPickup (AActor *toucher)
{
// The Doom and Hexen players are not excluded from pickup in case
// somebody wants to use these weapons with either of those games.
if (toucher->IsKindOf (RUNTIME_CLASS(AClericPlayer)) ||
toucher->IsKindOf (RUNTIME_CLASS(AMagePlayer)))
{ // Wrong class, but try to pick up for mana
if (ShouldStay())
{ // Can't pick up weapons for other classes in coop netplay
return false;
}
bool gaveSome = (NULL != AddAmmo (toucher, AmmoType1, AmmoGive1));
gaveSome |= (NULL != AddAmmo (toucher, AmmoType2, AmmoGive2));
if (gaveSome)
{
GoAwayAndDie ();
}
return gaveSome;
}
return Super::TryPickup (toucher);
}