#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 "p_pspr.h" #include "gstrings.h" #include "a_hexenglobal.h" static FRandom pr_quietusdrop ("QuietusDrop"); static FRandom pr_fswordflame ("FSwordFlame"); void A_FSwordAttack (AActor *actor); void A_DropQuietusPieces (AActor *); void A_FSwordFlames (AActor *); //========================================================================== class AFighterWeaponPiece : public AFourthWeaponPiece { DECLARE_STATELESS_ACTOR (AFighterWeaponPiece, AFourthWeaponPiece) public: void BeginPlay (); protected: bool MatchPlayerClass (AActor *toucher); }; IMPLEMENT_STATELESS_ACTOR (AFighterWeaponPiece, Hexen, -1, 0) PROP_Inventory_PickupMessage("$TXT_QUIETUS_PIECE") END_DEFAULTS bool AFighterWeaponPiece::MatchPlayerClass (AActor *toucher) { return !toucher->IsKindOf (PClass::FindClass(NAME_ClericPlayer)) && !toucher->IsKindOf (PClass::FindClass(NAME_MagePlayer)); } //========================================================================== class AFWeaponPiece1 : public AFighterWeaponPiece { DECLARE_ACTOR (AFWeaponPiece1, AFighterWeaponPiece) public: void BeginPlay (); }; FState AFWeaponPiece1::States[] = { S_BRIGHT (WFR1, 'A', -1, NULL , NULL) }; IMPLEMENT_ACTOR (AFWeaponPiece1, Hexen, 12, 29) PROP_Flags (MF_SPECIAL) PROP_Flags2 (MF2_FLOATBOB) PROP_SpawnState (0) END_DEFAULTS void AFWeaponPiece1::BeginPlay () { Super::BeginPlay (); PieceValue = WPIECE1; } //========================================================================== class AFWeaponPiece2 : public AFighterWeaponPiece { DECLARE_ACTOR (AFWeaponPiece2, AFighterWeaponPiece) public: void BeginPlay (); }; FState AFWeaponPiece2::States[] = { S_BRIGHT (WFR2, 'A', -1, NULL , NULL) }; IMPLEMENT_ACTOR (AFWeaponPiece2, Hexen, 13, 30) PROP_Flags (MF_SPECIAL) PROP_Flags2 (MF2_FLOATBOB) PROP_SpawnState (0) END_DEFAULTS void AFWeaponPiece2::BeginPlay () { Super::BeginPlay (); PieceValue = WPIECE2; } //========================================================================== class AFWeaponPiece3 : public AFighterWeaponPiece { DECLARE_ACTOR (AFWeaponPiece3, AFighterWeaponPiece) public: void BeginPlay (); }; FState AFWeaponPiece3::States[] = { S_BRIGHT (WFR3, 'A', -1, NULL , NULL) }; IMPLEMENT_ACTOR (AFWeaponPiece3, Hexen, 16, 31) PROP_Flags (MF_SPECIAL) PROP_Flags2 (MF2_FLOATBOB) PROP_SpawnState (0) END_DEFAULTS void AFWeaponPiece3::BeginPlay () { Super::BeginPlay (); PieceValue = WPIECE3; } // An actor that spawns the three pieces of the fighter's fourth weapon ----- // This gets spawned if weapon drop is on so that other players can pick up // this player's weapon. class AQuietusDrop : public AActor { DECLARE_ACTOR (AQuietusDrop, AActor) }; FState AQuietusDrop::States[] = { S_NORMAL (TNT1, 'A', 1, NULL, &States[1]), S_NORMAL (TNT1, 'A', 1, A_DropQuietusPieces, NULL) }; IMPLEMENT_ACTOR (AQuietusDrop, Hexen, -1, 0) PROP_SpawnState (0) END_DEFAULTS // The Fighter's Sword (Quietus) -------------------------------------------- class AFWeapQuietus : public AFighterWeapon { DECLARE_ACTOR (AFWeapQuietus, AFighterWeapon) }; FState AFWeapQuietus::States[] = { // Dummy state, because the fourth weapon does not appear in a level directly. S_NORMAL (TNT1, 'A', -1, NULL , NULL), #define S_FSWORDREADY (1) S_BRIGHT (FSRD, 'A', 1, A_WeaponReady , &States[S_FSWORDREADY+1]), // S_FSWORDREADY S_BRIGHT (FSRD, 'A', 1, A_WeaponReady , &States[S_FSWORDREADY+2]), // S_FSWORDREADY1 S_BRIGHT (FSRD, 'A', 1, A_WeaponReady , &States[S_FSWORDREADY+3]), // S_FSWORDREADY2 S_BRIGHT (FSRD, 'A', 1, A_WeaponReady , &States[S_FSWORDREADY+4]), // S_FSWORDREADY3 S_BRIGHT (FSRD, 'B', 1, A_WeaponReady , &States[S_FSWORDREADY+5]), // S_FSWORDREADY4 S_BRIGHT (FSRD, 'B', 1, A_WeaponReady , &States[S_FSWORDREADY+6]), // S_FSWORDREADY5 S_BRIGHT (FSRD, 'B', 1, A_WeaponReady , &States[S_FSWORDREADY+7]), // S_FSWORDREADY6 S_BRIGHT (FSRD, 'B', 1, A_WeaponReady , &States[S_FSWORDREADY+8]), // S_FSWORDREADY7 S_BRIGHT (FSRD, 'C', 1, A_WeaponReady , &States[S_FSWORDREADY+9]), // S_FSWORDREADY8 S_BRIGHT (FSRD, 'C', 1, A_WeaponReady , &States[S_FSWORDREADY+10]), // S_FSWORDREADY9 S_BRIGHT (FSRD, 'C', 1, A_WeaponReady , &States[S_FSWORDREADY+11]), // S_FSWORDREADY10 S_BRIGHT (FSRD, 'C', 1, A_WeaponReady , &States[S_FSWORDREADY]), // S_FSWORDREADY11 #define S_FSWORDDOWN (S_FSWORDREADY+12) S_BRIGHT (FSRD, 'A', 1, A_Lower , &States[S_FSWORDDOWN]), // S_FSWORDDOWN #define S_FSWORDUP (S_FSWORDDOWN+1) S_BRIGHT (FSRD, 'A', 1, A_Raise , &States[S_FSWORDUP]), // S_FSWORDUP #define S_FSWORDATK (S_FSWORDUP+1) S_BRIGHT2 (FSRD, 'D', 3, NULL , &States[S_FSWORDATK+1], 5, 36), // S_FSWORDATK_1 S_BRIGHT2 (FSRD, 'E', 3, NULL , &States[S_FSWORDATK+2], 5, 36), // S_FSWORDATK_2 S_BRIGHT2 (FSRD, 'F', 2, NULL , &States[S_FSWORDATK+3], 5, 36), // S_FSWORDATK_3 S_BRIGHT2 (FSRD, 'G', 3, A_FSwordAttack , &States[S_FSWORDATK+4], 5, 36), // S_FSWORDATK_4 S_BRIGHT2 (FSRD, 'H', 2, NULL , &States[S_FSWORDATK+5], 5, 36), // S_FSWORDATK_5 S_BRIGHT2 (FSRD, 'I', 2, NULL , &States[S_FSWORDATK+6], 5, 36), // S_FSWORDATK_6 S_BRIGHT2 (FSRD, 'I', 10, NULL , &States[S_FSWORDATK+7], 5, 150), // S_FSWORDATK_7 S_BRIGHT2 (FSRD, 'A', 1, NULL , &States[S_FSWORDATK+8], 5, 60), // S_FSWORDATK_8 S_BRIGHT2 (FSRD, 'B', 1, NULL , &States[S_FSWORDATK+9], 5, 55), // S_FSWORDATK_9 S_BRIGHT2 (FSRD, 'C', 1, NULL , &States[S_FSWORDATK+10], 5, 50), // S_FSWORDATK_10 S_BRIGHT2 (FSRD, 'A', 1, NULL , &States[S_FSWORDATK+11], 5, 45), // S_FSWORDATK_11 S_BRIGHT2 (FSRD, 'B', 1, NULL , &States[S_FSWORDREADY], 5, 40), // S_FSWORDATK_12 }; IMPLEMENT_ACTOR (AFWeapQuietus, Hexen, -1, 0) PROP_Flags (MF_SPECIAL) PROP_SpawnState (0) PROP_Weapon_SelectionOrder (2900) PROP_Weapon_Flags (WIF_PRIMARY_USES_BOTH) PROP_Weapon_AmmoUse1 (14) PROP_Weapon_AmmoUse2 (14) PROP_Weapon_AmmoGive1 (0) PROP_Weapon_AmmoGive2 (0) PROP_Weapon_UpState (S_FSWORDUP) PROP_Weapon_DownState (S_FSWORDDOWN) PROP_Weapon_ReadyState (S_FSWORDREADY) PROP_Weapon_AtkState (S_FSWORDATK) PROP_Weapon_Kickback (150) PROP_Weapon_YAdjust (10) PROP_Weapon_MoveCombatDist (20000000) PROP_Weapon_AmmoType1 ("Mana1") PROP_Weapon_AmmoType2 ("Mana2") PROP_Weapon_ProjectileType ("FSwordMissile") PROP_Inventory_PickupMessage("$TXT_WEAPON_F4") END_DEFAULTS // Fighter Sword Missile ---------------------------------------------------- class AFSwordMissile : public AActor { DECLARE_ACTOR (AFSwordMissile, AActor) public: void GetExplodeParms (int &damage, int &dist, bool &hurtSource); }; FState AFSwordMissile::States[] = { #define S_FSWORD_MISSILE1 0 S_BRIGHT (FSFX, 'A', 3, NULL , &States[S_FSWORD_MISSILE1+1]), S_BRIGHT (FSFX, 'B', 3, NULL , &States[S_FSWORD_MISSILE1+2]), S_BRIGHT (FSFX, 'C', 3, NULL , &States[S_FSWORD_MISSILE1]), #define S_FSWORD_MISSILE_X1 (S_FSWORD_MISSILE1+3) S_BRIGHT (FSFX, 'D', 4, NULL , &States[S_FSWORD_MISSILE_X1+1]), S_BRIGHT (FSFX, 'E', 3, A_FSwordFlames , &States[S_FSWORD_MISSILE_X1+2]), S_BRIGHT (FSFX, 'F', 4, A_Explode , &States[S_FSWORD_MISSILE_X1+3]), S_BRIGHT (FSFX, 'G', 3, NULL , &States[S_FSWORD_MISSILE_X1+4]), S_BRIGHT (FSFX, 'H', 4, NULL , &States[S_FSWORD_MISSILE_X1+5]), S_BRIGHT (FSFX, 'I', 3, NULL , &States[S_FSWORD_MISSILE_X1+6]), S_BRIGHT (FSFX, 'J', 4, NULL , &States[S_FSWORD_MISSILE_X1+7]), S_BRIGHT (FSFX, 'K', 3, NULL , &States[S_FSWORD_MISSILE_X1+8]), S_BRIGHT (FSFX, 'L', 3, NULL , &States[S_FSWORD_MISSILE_X1+9]), S_BRIGHT (FSFX, 'M', 3, NULL , NULL), }; IMPLEMENT_ACTOR (AFSwordMissile, Hexen, -1, 0) PROP_SpeedFixed (30) PROP_RadiusFixed (16) PROP_HeightFixed (8) PROP_Damage (8) PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE) PROP_Flags2 (MF2_NOTELEPORT|MF2_IMPACT|MF2_PCROSS) PROP_Flags4 (MF4_EXTREMEDEATH) PROP_RenderStyle (STYLE_Add) PROP_SpawnState (S_FSWORD_MISSILE1) PROP_DeathState (S_FSWORD_MISSILE_X1) PROP_DeathSound ("FighterSwordExplode") END_DEFAULTS void AFSwordMissile::GetExplodeParms (int &damage, int &dist, bool &hurtSource) { damage = 64; hurtSource = false; } // Fighter Sword Flame ------------------------------------------------------ class AFSwordFlame : public AActor { DECLARE_ACTOR (AFSwordFlame, AActor) }; FState AFSwordFlame::States[] = { S_BRIGHT (FSFX, 'N', 3, NULL , &States[1]), S_BRIGHT (FSFX, 'O', 3, NULL , &States[2]), S_BRIGHT (FSFX, 'P', 3, NULL , &States[3]), S_BRIGHT (FSFX, 'Q', 3, NULL , &States[4]), S_BRIGHT (FSFX, 'R', 3, NULL , &States[5]), S_BRIGHT (FSFX, 'S', 3, NULL , &States[6]), S_BRIGHT (FSFX, 'T', 3, NULL , &States[7]), S_BRIGHT (FSFX, 'U', 3, NULL , &States[8]), S_BRIGHT (FSFX, 'V', 3, NULL , &States[9]), S_BRIGHT (FSFX, 'W', 3, NULL , NULL), }; IMPLEMENT_ACTOR (AFSwordFlame, Hexen, -1, 0) PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY) PROP_RenderStyle (STYLE_Translucent) PROP_Alpha (HX_SHADOW) PROP_SpawnState (0) END_DEFAULTS //============================================================================ // // A_FSwordAttack // //============================================================================ void A_FSwordAttack (AActor *actor) { player_t *player; if (NULL == (player = actor->player)) { return; } AWeapon *weapon = actor->player->ReadyWeapon; if (weapon != NULL) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return; } P_SpawnPlayerMissile (actor, 0, 0, -10*FRACUNIT, RUNTIME_CLASS(AFSwordMissile), actor->angle+ANGLE_45/4); P_SpawnPlayerMissile (actor, 0, 0, -5*FRACUNIT, RUNTIME_CLASS(AFSwordMissile), actor->angle+ANGLE_45/8); P_SpawnPlayerMissile (actor, 0, 0, 0, RUNTIME_CLASS(AFSwordMissile), actor->angle); P_SpawnPlayerMissile (actor, 0, 0, 5*FRACUNIT, RUNTIME_CLASS(AFSwordMissile), actor->angle-ANGLE_45/8); P_SpawnPlayerMissile (actor, 0, 0, 10*FRACUNIT, RUNTIME_CLASS(AFSwordMissile), actor->angle-ANGLE_45/4); S_Sound (actor, CHAN_WEAPON, "FighterSwordFire", 1, ATTN_NORM); } //============================================================================ // // A_FSwordAttack2 // //============================================================================ void A_FSwordAttack2 (AActor *actor) { angle_t angle = actor->angle; P_SpawnMissileAngle (actor, RUNTIME_CLASS(AFSwordMissile), angle+ANG45/4, 0); P_SpawnMissileAngle (actor, RUNTIME_CLASS(AFSwordMissile), angle+ANG45/8, 0); P_SpawnMissileAngle (actor, RUNTIME_CLASS(AFSwordMissile), angle, 0); P_SpawnMissileAngle (actor, RUNTIME_CLASS(AFSwordMissile), angle-ANG45/8, 0); P_SpawnMissileAngle (actor, RUNTIME_CLASS(AFSwordMissile), angle-ANG45/4, 0); S_Sound (actor, CHAN_WEAPON, "FighterSwordFire", 1, ATTN_NORM); } //============================================================================ // // A_FSwordFlames // //============================================================================ void A_FSwordFlames (AActor *actor) { int i; for (i = 1+(pr_fswordflame()&3); i; i--) { fixed_t x = actor->x+((pr_fswordflame()-128)<<12); fixed_t y = actor->y+((pr_fswordflame()-128)<<12); fixed_t z = actor->z+((pr_fswordflame()-128)<<11); Spawn (x, y, z, ALLOW_REPLACE); } } //============================================================================ // // A_DropQuietusPieces // //============================================================================ void A_DropQuietusPieces (AActor *actor) { static const PClass *pieces[3] = { RUNTIME_CLASS(AFWeaponPiece1), RUNTIME_CLASS(AFWeaponPiece2), RUNTIME_CLASS(AFWeaponPiece3) }; for (int i = 0, j = 0, fineang = 0; i < 3; ++i) { AActor *piece = Spawn (pieces[j], actor->x, actor->y, actor->z, ALLOW_REPLACE); if (piece != NULL) { piece->momx = actor->momx + finecosine[fineang]; piece->momy = actor->momy + finesine[fineang]; piece->momz = actor->momz; piece->flags |= MF_DROPPED; fineang += FINEANGLES/3; j = (j == 0) ? (pr_quietusdrop() & 1) + 1 : 3-j; } } } void AFighterWeaponPiece::BeginPlay () { Super::BeginPlay (); FourthWeaponClass = RUNTIME_CLASS(AFWeapQuietus); }