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a8c283dacd
- Converted all of Heretic's actors except the weapons to DECORATE. - Added the option to define the ActorInfos for native classes in DECORATE. SVN r1078 (trunk)
218 lines
5.3 KiB
C++
218 lines
5.3 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 "gstrings.h"
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void P_UpdateBeak (AActor *actor);
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static FRandom pr_chickenplayerthink ("ChickenPlayerThink");
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static FRandom pr_chicattack ("ChicAttack");
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static FRandom pr_feathers ("Feathers");
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static FRandom pr_beakatkpl1 ("BeakAtkPL1");
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static FRandom pr_beakatkpl2 ("BeakAtkPL2");
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class AChickenPlayer : public APlayerPawn
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{
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DECLARE_CLASS (AChickenPlayer, APlayerPawn)
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public:
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void MorphPlayerThink ();
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};
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IMPLEMENT_CLASS(AChickenPlayer)
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void AChickenPlayer::MorphPlayerThink ()
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{
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if (health > 0)
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{ // Handle beak movement
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P_UpdateBeak (this);
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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_chickenplayerthink () < 160)
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{ // Twitch view angle
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angle += pr_chickenplayerthink.Random2 () << 19;
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}
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if ((z <= floorz) && (pr_chickenplayerthink() < 32))
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{ // Jump and noise
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momz += JumpZ;
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FState * painstate = FindState(NAME_Pain);
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if (painstate != NULL) SetState (painstate);
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}
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if (pr_chickenplayerthink () < 48)
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{ // Just noise
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S_Sound (this, CHAN_VOICE, "chicken/active", 1, ATTN_NORM);
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_ChicAttack
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//
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//----------------------------------------------------------------------------
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void A_ChicAttack (AActor *actor)
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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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int damage = 1 + (pr_chicattack() & 1);
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P_DamageMobj (actor->target, actor, actor, damage, NAME_Melee);
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P_TraceBleed (damage, actor->target, actor);
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_Feathers
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//
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//----------------------------------------------------------------------------
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void A_Feathers (AActor *actor)
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{
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int i;
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int count;
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AActor *mo;
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if (actor->health > 0)
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{ // Pain
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count = pr_feathers() < 32 ? 2 : 1;
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}
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else
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{ // Death
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count = 5 + (pr_feathers()&3);
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}
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for (i = 0; i < count; i++)
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{
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mo = Spawn("Feather", actor->x, actor->y, actor->z+20*FRACUNIT, NO_REPLACE);
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mo->target = actor;
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mo->momx = pr_feathers.Random2() << 8;
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mo->momy = pr_feathers.Random2() << 8;
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mo->momz = FRACUNIT + (pr_feathers() << 9);
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mo->SetState (mo->SpawnState + (pr_feathers()&7));
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC P_UpdateBeak
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//
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//---------------------------------------------------------------------------
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void P_UpdateBeak (AActor *actor)
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{
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if (actor->player != NULL)
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{
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actor->player->psprites[ps_weapon].sy = WEAPONTOP +
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(actor->player->chickenPeck << (FRACBITS-1));
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_BeakRaise
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//
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//---------------------------------------------------------------------------
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void A_BeakRaise (AActor *actor)
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{
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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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player->psprites[ps_weapon].sy = WEAPONTOP;
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P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetReadyState());
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}
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//----------------------------------------------------------------------------
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//
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// PROC P_PlayPeck
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//
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//----------------------------------------------------------------------------
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void P_PlayPeck (AActor *chicken)
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{
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S_Sound (chicken, CHAN_VOICE, "chicken/peck", 1, ATTN_NORM);
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_BeakAttackPL1
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//
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//----------------------------------------------------------------------------
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void A_BeakAttackPL1 (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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AActor *linetarget;
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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 = 1 + (pr_beakatkpl1()&3);
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angle = player->mo->angle;
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slope = P_AimLineAttack (player->mo, angle, MELEERANGE, &linetarget);
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P_LineAttack (player->mo, angle, MELEERANGE, slope, damage, NAME_Melee, "BeakPuff", true);
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if (linetarget)
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{
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player->mo->angle = R_PointToAngle2 (player->mo->x,
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player->mo->y, linetarget->x, linetarget->y);
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}
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P_PlayPeck (player->mo);
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player->chickenPeck = 12;
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player->psprites[ps_weapon].tics -= pr_beakatkpl1() & 7;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_BeakAttackPL2
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//
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//----------------------------------------------------------------------------
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void A_BeakAttackPL2 (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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AActor *linetarget;
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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 = pr_beakatkpl2.HitDice (4);
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angle = player->mo->angle;
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slope = P_AimLineAttack (player->mo, angle, MELEERANGE, &linetarget);
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P_LineAttack (player->mo, angle, MELEERANGE, slope, damage, NAME_Melee, "BeakPuff", true);
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if (linetarget)
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{
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player->mo->angle = R_PointToAngle2 (player->mo->x,
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player->mo->y, linetarget->x, linetarget->y);
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}
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P_PlayPeck (player->mo);
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player->chickenPeck = 12;
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player->psprites[ps_weapon].tics -= pr_beakatkpl2()&3;
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}
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