qzdoom/src/g_hexen/a_pig.cpp
Christoph Oelckers 93cd78ebfb - Fixed: The check for no skill menu was incorrect when a custom player
class menu was present so instead of starting the game specific skill menu
  it always started Hexen's.
- Fixed: When a non-player tried to play a player sound it tried to access 
  the actor object as an APlayerPawn.
- Changed PlayAttacking2 to always use the melee state instead of different
  implementations per player and hard coding it to MissileState+1. Also
  changed PlayAttacking for the HereticPlayer to use the same animation as
  PlayAttacking2. Now the special handling for Heretic in the FireWeapon
  functions can be removed.

For R258:

- Fixed: PlayerStartItem created a duplicate of the item's class name before
  converting it into an FName.
- Removed game check for Doom from P_BloodSplatter. The BloodSplatter actor
  is compatible with all games now so the explicit handling is no longer needed.
- Moved replacement handling back into AActor::StaticSpawn but controlled
  by a (mandatory) parameter. Also added replacement to most other
  instances in the game where non-inventory items are spawned. Replacement is safe 
  nearly everywhere except for inventory related spawns.
- Fixed: Due to the player class inclusion A_NoBlocking never called
  NoBlockingSet for monsters.
- Changed: Sounds can be specified by full path now in SNDINFO and S_SKIN.


SVN r259 (trunk)
2006-07-16 10:23:14 +00:00

385 lines
11 KiB
C++

#include "actor.h"
#include "gi.h"
#include "m_random.h"
#include "s_sound.h"
#include "d_player.h"
#include "a_action.h"
#include "a_pickups.h"
#include "p_local.h"
#include "a_hereticglobal.h"
#include "a_sharedglobal.h"
#include "p_enemy.h"
#include "d_event.h"
#include "ravenshared.h"
#include "gstrings.h"
static FRandom pr_snoutattack ("SnoutAttack");
static FRandom pr_pigattack ("PigAttack");
static FRandom pr_pigplayerthink ("PigPlayerThink");
extern void AdjustPlayerAngle (AActor *);
void A_SnoutAttack (AActor *actor);
void A_PigPain (AActor *);
void A_PigLook (AActor *);
void A_PigChase (AActor *);
void A_PigAttack (AActor *);
// Snout puff ---------------------------------------------------------------
class ASnoutPuff : public AActor
{
DECLARE_ACTOR (ASnoutPuff, AActor)
};
FState ASnoutPuff::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 (ASnoutPuff, Hexen, -1, 0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
PROP_RenderStyle (STYLE_Translucent)
PROP_Alpha (HX_SHADOW)
PROP_SpawnState (0)
END_DEFAULTS
// Snout --------------------------------------------------------------------
class ASnout : public AWeapon
{
DECLARE_ACTOR (ASnout, AWeapon)
};
FState ASnout::States[] =
{
#define S_SNOUTREADY 0
S_NORMAL (WPIG, 'A', 1, A_WeaponReady , &States[S_SNOUTREADY]),
#define S_SNOUTDOWN 1
S_NORMAL (WPIG, 'A', 1, A_Lower , &States[S_SNOUTDOWN]),
#define S_SNOUTUP 2
S_NORMAL (WPIG, 'A', 1, A_Raise , &States[S_SNOUTUP]),
#define S_SNOUTATK 3
S_NORMAL (WPIG, 'A', 4, A_SnoutAttack , &States[S_SNOUTATK+1]),
S_NORMAL (WPIG, 'B', 8, A_SnoutAttack , &States[S_SNOUTREADY])
};
IMPLEMENT_ACTOR (ASnout, Hexen, -1, 0)
PROP_Weapon_SelectionOrder (10000)
PROP_Weapon_Flags (WIF_DONTBOB|WIF_BOT_MELEE)
PROP_Weapon_UpState (S_SNOUTUP)
PROP_Weapon_DownState (S_SNOUTDOWN)
PROP_Weapon_ReadyState (S_SNOUTREADY)
PROP_Weapon_AtkState (S_SNOUTATK)
PROP_Weapon_HoldAtkState (S_SNOUTATK)
PROP_Weapon_Kickback (150)
PROP_Weapon_YAdjust (10)
END_DEFAULTS
// Pig player ---------------------------------------------------------------
class APigPlayer : public APlayerPawn
{
DECLARE_ACTOR (APigPlayer, APlayerPawn)
public:
void MorphPlayerThink ();
void ActivateMorphWeapon ();
};
FState APigPlayer::States[] =
{
#define S_PIGPLAY 0
S_NORMAL (PIGY, 'A', -1, NULL , NULL),
#define S_PIGPLAY_RUN1 (S_PIGPLAY+1)
S_NORMAL (PIGY, 'A', 3, NULL , &States[S_PIGPLAY_RUN1+1]),
S_NORMAL (PIGY, 'B', 3, NULL , &States[S_PIGPLAY_RUN1+2]),
S_NORMAL (PIGY, 'C', 3, NULL , &States[S_PIGPLAY_RUN1+3]),
S_NORMAL (PIGY, 'D', 3, NULL , &States[S_PIGPLAY_RUN1]),
#define S_PIGPLAY_PAIN (S_PIGPLAY_RUN1+4)
S_NORMAL (PIGY, 'D', 4, A_PigPain , &States[S_PIGPLAY]),
#define S_PIGPLAY_ATK1 (S_PIGPLAY_PAIN+1)
S_NORMAL (PIGY, 'A', 12, NULL , &States[S_PIGPLAY]),
#define S_PIGPLAY_DIE1 (S_PIGPLAY_ATK1+1)
S_NORMAL (PIGY, 'E', 4, A_Scream , &States[S_PIGPLAY_DIE1+1]),
S_NORMAL (PIGY, 'F', 3, A_NoBlocking , &States[S_PIGPLAY_DIE1+2]),
S_NORMAL (PIGY, 'G', 4, NULL , &States[S_PIGPLAY_DIE1+3]),
S_NORMAL (PIGY, 'H', 3, NULL , &States[S_PIGPLAY_DIE1+4]),
S_NORMAL (PIGY, 'I', 4, NULL , &States[S_PIGPLAY_DIE1+5]),
S_NORMAL (PIGY, 'J', 4, NULL , &States[S_PIGPLAY_DIE1+6]),
S_NORMAL (PIGY, 'K', 4, NULL , &States[S_PIGPLAY_DIE1+7]),
S_NORMAL (PIGY, 'L', -1, NULL , NULL),
#define S_PIGPLAY_ICE (S_PIGPLAY_DIE1+8)
S_NORMAL (PIGY, 'M', 5, A_FreezeDeath , &States[S_PIGPLAY_ICE+1]),
S_NORMAL (PIGY, 'M', 1, A_FreezeDeathChunks , &States[S_PIGPLAY_ICE+1]),
};
IMPLEMENT_ACTOR (APigPlayer, Hexen, -1, 0)
PROP_SpawnHealth (30)
PROP_ReactionTime (0)
PROP_PainChance (255)
PROP_RadiusFixed (16)
PROP_HeightFixed (24)
PROP_SpeedFixed (1)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_DROPOFF|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_PIGPLAY)
PROP_SeeState (S_PIGPLAY_RUN1)
PROP_PainState (S_PIGPLAY_PAIN)
PROP_MissileState (S_PIGPLAY_ATK1)
PROP_MeleeState (S_PIGPLAY_ATK1)
PROP_DeathState (S_PIGPLAY_DIE1)
PROP_IDeathState (S_PIGPLAY_ICE)
// [GRB]
PROP_PlayerPawn_JumpZ (6*FRACUNIT)
PROP_PlayerPawn_ViewHeight (28*FRACUNIT)
PROP_PlayerPawn_ForwardMove1 (FRACUNIT * 0x18 / 0x19) // Yes, the pig is faster than a mage.
PROP_PlayerPawn_ForwardMove2 (FRACUNIT * 0x31 / 0x32)
PROP_PlayerPawn_SideMove1 (FRACUNIT * 0x17 / 0x18)
PROP_PlayerPawn_SideMove2 (FRACUNIT * 0x27 / 0x28)
PROP_PainSound ("PigPain")
PROP_DeathSound ("PigDeath")
END_DEFAULTS
void APigPlayer::MorphPlayerThink ()
{
if (player->morphTics&15)
{
return;
}
if(!(momx | momy) && pr_pigplayerthink() < 64)
{ // Snout sniff
P_SetPspriteNF (player, ps_weapon, ((ASnout*)GetDefaultByType(RUNTIME_CLASS(ASnout)))->AtkState + 1);
S_Sound (this, CHAN_VOICE, "PigActive1", 1, ATTN_NORM); // snort
return;
}
if (pr_pigplayerthink() < 48)
{
S_Sound (this, CHAN_VOICE, "PigActive", 1, ATTN_NORM);
}
}
void APigPlayer::ActivateMorphWeapon ()
{
player->PendingWeapon = WP_NOCHANGE;
player->psprites[ps_weapon].sy = WEAPONTOP;
player->ReadyWeapon = player->mo->FindInventory<ASnout> ();
if (player->ReadyWeapon == NULL)
{
player->ReadyWeapon = static_cast<AWeapon *>(player->mo->GiveInventoryType (RUNTIME_CLASS(ASnout)));
}
if (player->ReadyWeapon != NULL)
{
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetReadyState());
}
else
{
P_SetPsprite (player, ps_weapon, NULL);
}
}
// Pig (non-player) ---------------------------------------------------------
class APig : public AActor
{
DECLARE_ACTOR (APig, AActor)
public:
void Destroy ();
void Die (AActor *source, AActor *inflictor);
};
FState APig::States[] =
{
#define S_PIG_LOOK1 0
S_NORMAL (PIGY, 'B', 10, A_PigLook , &States[S_PIG_LOOK1]),
#define S_PIG_WALK1 (S_PIG_LOOK1+1)
S_NORMAL (PIGY, 'A', 3, A_PigChase , &States[S_PIG_WALK1+1]),
S_NORMAL (PIGY, 'B', 3, A_PigChase , &States[S_PIG_WALK1+2]),
S_NORMAL (PIGY, 'C', 3, A_PigChase , &States[S_PIG_WALK1+3]),
S_NORMAL (PIGY, 'D', 3, A_PigChase , &States[S_PIG_WALK1]),
#define S_PIG_PAIN (S_PIG_WALK1+4)
S_NORMAL (PIGY, 'D', 4, A_PigPain , &States[S_PIG_WALK1]),
#define S_PIG_ATK1 (S_PIG_PAIN+1)
S_NORMAL (PIGY, 'A', 5, A_FaceTarget , &States[S_PIG_ATK1+1]),
S_NORMAL (PIGY, 'A', 10, A_PigAttack , &States[S_PIG_WALK1]),
#define S_PIG_DIE1 (S_PIG_ATK1+2)
S_NORMAL (PIGY, 'E', 4, A_Scream , &States[S_PIG_DIE1+1]),
S_NORMAL (PIGY, 'F', 3, A_NoBlocking , &States[S_PIG_DIE1+2]),
S_NORMAL (PIGY, 'G', 4, A_QueueCorpse , &States[S_PIG_DIE1+3]),
S_NORMAL (PIGY, 'H', 3, NULL , &States[S_PIG_DIE1+4]),
S_NORMAL (PIGY, 'I', 4, NULL , &States[S_PIG_DIE1+5]),
S_NORMAL (PIGY, 'J', 4, NULL , &States[S_PIG_DIE1+6]),
S_NORMAL (PIGY, 'K', 4, NULL , &States[S_PIG_DIE1+7]),
S_NORMAL (PIGY, 'L', -1, NULL , NULL),
#define S_PIG_ICE (S_PIG_DIE1+8)
S_NORMAL (PIGY, 'M', 5, A_FreezeDeath , &States[S_PIG_ICE+1]),
S_NORMAL (PIGY, 'M', 1, A_FreezeDeathChunks , &States[S_PIG_ICE+1]),
};
IMPLEMENT_ACTOR (APig, Hexen, -1, 0)
PROP_SpawnHealth (25)
PROP_PainChance (128)
PROP_SpeedFixed (10)
PROP_RadiusFixed (12)
PROP_HeightFixed (22)
PROP_Mass (60)
PROP_Flags (MF_SOLID|MF_SHOOTABLE)
PROP_Flags2 (MF2_WINDTHRUST|MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_TELESTOMP|MF2_PUSHWALL)
PROP_Flags3 (MF3_DONTMORPH|MF3_ISMONSTER)
PROP_SpawnState (S_PIG_LOOK1)
PROP_SeeState (S_PIG_WALK1)
PROP_PainState (S_PIG_PAIN)
PROP_MeleeState (S_PIG_ATK1)
PROP_DeathState (S_PIG_DIE1)
PROP_IDeathState (S_PIG_ICE)
PROP_SeeSound ("PigActive1")
PROP_PainSound ("PigPain")
PROP_DeathSound ("PigDeath")
PROP_ActiveSound ("PigActive1")
END_DEFAULTS
void APig::Destroy ()
{
if (tracer != NULL)
{
tracer->Destroy ();
}
Super::Destroy ();
}
void APig::Die (AActor *source, AActor *inflictor)
{
Super::Die (source, inflictor);
if (tracer != NULL && (tracer->flags & MF_UNMORPHED))
{
tracer->Die (source, inflictor);
}
}
//============================================================================
//
// A_SnoutAttack
//
//============================================================================
void A_SnoutAttack (AActor *actor)
{
angle_t angle;
int damage;
int slope;
player_t *player;
if (NULL == (player = actor->player))
{
return;
}
damage = 3+(pr_snoutattack()&3);
angle = player->mo->angle;
slope = P_AimLineAttack(player->mo, angle, MELEERANGE);
PuffSpawned = NULL;
P_LineAttack(player->mo, angle, MELEERANGE, slope, damage, MOD_HIT, RUNTIME_CLASS(ASnoutPuff));
S_Sound(player->mo, CHAN_VOICE, "PigActive", 1, ATTN_NORM);
if(linetarget)
{
AdjustPlayerAngle(player->mo);
if(PuffSpawned)
{ // Bit something
S_Sound(player->mo, CHAN_VOICE, "PigAttack", 1, ATTN_NORM);
}
}
}
//----------------------------------------------------------------------------
//
// PROC A_PigLook
//
//----------------------------------------------------------------------------
void A_PigLook (AActor *actor)
{
if (P_UpdateMorphedMonster (actor, 10))
{
return;
}
A_Look (actor);
}
//----------------------------------------------------------------------------
//
// PROC A_PigChase
//
//----------------------------------------------------------------------------
void A_PigChase (AActor *actor)
{
if (P_UpdateMorphedMonster (actor, 3))
{
return;
}
A_Chase(actor);
}
//============================================================================
//
// A_PigAttack
//
//============================================================================
void A_PigAttack (AActor *actor)
{
if (P_UpdateMorphedMonster (actor, 18))
{
return;
}
if (!actor->target)
{
return;
}
if (actor->CheckMeleeRange ())
{
P_DamageMobj(actor->target, actor, actor, 2+(pr_pigattack()&1), MOD_HIT);
S_Sound(actor, CHAN_WEAPON, "PigAttack", 1, ATTN_NORM);
}
}
//============================================================================
//
// A_PigPain
//
//============================================================================
void A_PigPain (AActor *actor)
{
A_Pain (actor);
if (actor->z <= actor->floorz)
{
actor->momz = FRACUNIT*7/2;
}
}