IMPORTANT NOTE: I uncommented some code depending on the missing x86.cpp file to allow this to compile, These changes must be reverted as soon as this file is added (see v_palette.cpp and win32/i_system.cpp.)

- Removed AT_GAME_SET because it's no longer used anywhere.
- Converted the last remaining global classes to DECORATE.
- Fixed: Inventory.PickupFlash requires an class name as parameter not an
  integer. Some Hexen definitions got it wrong.
- Converted Hexen's Pig to DECORATE.
- Replaced the ActorInfo definitions of all internal inventory classes with 
  DECORATE definitions.
- Added option to specify a powerup's duration in second by using a negative
  number.


SVN r1137 (trunk)
This commit is contained in:
Christoph Oelckers 2008-08-09 11:35:42 +00:00
commit ae54e13428
50 changed files with 866 additions and 638 deletions

View file

@ -17,148 +17,16 @@ static FRandom pr_pigplayerthink ("PigPlayerThink");
extern void AdjustPlayerAngle (AActor *, AActor *);
void A_SnoutAttack (AActor *actor);
void A_PigPain (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_FlashState (S_SNOUTATK+1) // Not really - but it will do until this gets exported from the EXE
PROP_Weapon_Kickback (150)
PROP_Weapon_YAdjust (10)
END_DEFAULTS
// Pig player ---------------------------------------------------------------
class APigPlayer : public APlayerPawn
{
DECLARE_ACTOR (APigPlayer, APlayerPawn)
DECLARE_CLASS (APigPlayer, APlayerPawn)
public:
void MorphPlayerThink ();
};
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_PlayerPawn_MorphWeapon ("Snout")
PROP_PainSound ("PigPain")
PROP_DeathSound ("PigDeath")
END_DEFAULTS
AT_GAME_SET(PigPlayer)
{
RUNTIME_CLASS(APigPlayer)->Meta.SetMetaString(APMETA_SoundClass, "pig");
}
IMPLEMENT_CLASS (APigPlayer)
void APigPlayer::MorphPlayerThink ()
{
@ -181,71 +49,6 @@ void APigPlayer::MorphPlayerThink ()
}
}
// Pig (non-player) ---------------------------------------------------------
class APig : public AMorphedMonster
{
DECLARE_ACTOR (APig, AMorphedMonster)
};
FState APig::States[] =
{
#define S_PIG_LOOK1 0
S_NORMAL (PIGY, 'B', 10, A_Look , &States[S_PIG_LOOK1]),
#define S_PIG_WALK1 (S_PIG_LOOK1+1)
S_NORMAL (PIGY, 'A', 3, A_Chase , &States[S_PIG_WALK1+1]),
S_NORMAL (PIGY, 'B', 3, A_Chase , &States[S_PIG_WALK1+2]),
S_NORMAL (PIGY, 'C', 3, A_Chase , &States[S_PIG_WALK1+3]),
S_NORMAL (PIGY, 'D', 3, A_Chase , &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
//============================================================================
//
// A_SnoutAttack
@ -269,7 +72,7 @@ void A_SnoutAttack (AActor *actor)
damage = 3+(pr_snoutattack()&3);
angle = player->mo->angle;
slope = P_AimLineAttack(player->mo, angle, MELEERANGE, &linetarget);
puff = P_LineAttack(player->mo, angle, MELEERANGE, slope, damage, NAME_Melee, RUNTIME_CLASS(ASnoutPuff), true);
puff = P_LineAttack(player->mo, angle, MELEERANGE, slope, damage, NAME_Melee, "SnoutPuff", true);
S_Sound(player->mo, CHAN_VOICE, "PigActive", 1, ATTN_NORM);
if(linetarget)
{
@ -281,25 +84,6 @@ void A_SnoutAttack (AActor *actor)
}
}
//============================================================================
//
// A_PigAttack
//
//============================================================================
void A_PigAttack (AActor *actor)
{
if (!actor->target)
{
return;
}
if (actor->CheckMeleeRange ())
{
P_DamageMobj(actor->target, actor, actor, 2+(pr_pigattack()&1), NAME_Melee);
S_Sound(actor, CHAN_WEAPON, "PigAttack", 1, ATTN_NORM);
}
}
//============================================================================
//
// A_PigPain