- Converted Heretic's and Hexen's players to DECORATE.
- Made Hexenarmor factors configurable by DECORATE. - Added support for selecting the invulnerability mode per item as well. - Made Invulnerability and Healing radius behavior selectable by player class instead of hard coding the special behavior to the Hexen classes. SVN r379 (trunk)
This commit is contained in:
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80950553c6
commit
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32 changed files with 733 additions and 1033 deletions
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@ -9,138 +9,97 @@
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#include "a_action.h"
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#include "a_hexenglobal.h"
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static FRandom pr_fpatk ("FPunchAttack");
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void A_FSwordFlames (AActor *);
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// Fighter Weapon Base Class ------------------------------------------------
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// The fighter --------------------------------------------------------------
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FState AFighterPlayer::States[] =
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{
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#define S_FPLAY 0
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S_NORMAL (PLAY, 'A', -1, NULL , NULL),
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#define S_FPLAY_RUN (S_FPLAY+1)
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S_NORMAL (PLAY, 'A', 4, NULL , &States[S_FPLAY_RUN+1]),
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S_NORMAL (PLAY, 'B', 4, NULL , &States[S_FPLAY_RUN+2]),
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S_NORMAL (PLAY, 'C', 4, NULL , &States[S_FPLAY_RUN+3]),
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S_NORMAL (PLAY, 'D', 4, NULL , &States[S_FPLAY_RUN+0]),
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#define S_FPLAY_ATK (S_FPLAY_RUN+4)
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S_NORMAL (PLAY, 'E', 8, NULL , &States[S_FPLAY_ATK+1]),
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S_NORMAL (PLAY, 'F', 8, NULL , &States[S_FPLAY]),
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#define S_FPLAY_PAIN (S_FPLAY_ATK+2)
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S_NORMAL (PLAY, 'G', 4, NULL , &States[S_FPLAY_PAIN+1]),
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S_NORMAL (PLAY, 'G', 4, A_Pain , &States[S_FPLAY]),
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#define S_FPLAY_DIE (S_FPLAY_PAIN+2)
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S_NORMAL (PLAY, 'H', 6, NULL , &States[S_FPLAY_DIE+1]),
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S_NORMAL (PLAY, 'I', 6, A_PlayerScream , &States[S_FPLAY_DIE+2]),
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S_NORMAL (PLAY, 'J', 6, NULL , &States[S_FPLAY_DIE+3]),
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S_NORMAL (PLAY, 'K', 6, NULL , &States[S_FPLAY_DIE+4]),
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S_NORMAL (PLAY, 'L', 6, A_NoBlocking , &States[S_FPLAY_DIE+5]),
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S_NORMAL (PLAY, 'M', 6, NULL , &States[S_FPLAY_DIE+6]),
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S_NORMAL (PLAY, 'N', -1, NULL/*A_AddPlayerCorpse*/, NULL),
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#define S_FPLAY_XDIE (S_FPLAY_DIE+7)
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S_NORMAL (PLAY, 'O', 5, A_PlayerScream , &States[S_FPLAY_XDIE+1]),
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S_NORMAL (PLAY, 'P', 5, A_SkullPop , &States[S_FPLAY_XDIE+2]),
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S_NORMAL (PLAY, 'R', 5, A_NoBlocking , &States[S_FPLAY_XDIE+3]),
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S_NORMAL (PLAY, 'S', 5, NULL , &States[S_FPLAY_XDIE+4]),
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S_NORMAL (PLAY, 'T', 5, NULL , &States[S_FPLAY_XDIE+5]),
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S_NORMAL (PLAY, 'U', 5, NULL , &States[S_FPLAY_XDIE+6]),
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S_NORMAL (PLAY, 'V', 5, NULL , &States[S_FPLAY_XDIE+7]),
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S_NORMAL (PLAY, 'W', -1, NULL/*A_AddPlayerCorpse*/, NULL),
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#define S_FPLAY_ICE (S_FPLAY_XDIE+8)
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S_NORMAL (PLAY, 'X', 5, A_FreezeDeath , &States[S_FPLAY_ICE+1]),
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S_NORMAL (PLAY, 'X', 1, A_FreezeDeathChunks , &States[S_FPLAY_ICE+1]),
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#define S_PLAY_FDTH (S_FPLAY_ICE+2)
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S_BRIGHT (FDTH, 'G', 5, NULL , &States[S_PLAY_FDTH+1]),
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S_BRIGHT (FDTH, 'H', 4, A_PlayerScream , &States[S_PLAY_FDTH+2]),
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S_BRIGHT (FDTH, 'I', 5, NULL , &States[S_PLAY_FDTH+3]),
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S_BRIGHT (FDTH, 'J', 4, NULL , &States[S_PLAY_FDTH+4]),
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S_BRIGHT (FDTH, 'K', 5, NULL , &States[S_PLAY_FDTH+5]),
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S_BRIGHT (FDTH, 'L', 4, NULL , &States[S_PLAY_FDTH+6]),
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S_BRIGHT (FDTH, 'M', 5, NULL , &States[S_PLAY_FDTH+7]),
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S_BRIGHT (FDTH, 'N', 4, NULL , &States[S_PLAY_FDTH+8]),
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S_BRIGHT (FDTH, 'O', 5, NULL , &States[S_PLAY_FDTH+9]),
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S_BRIGHT (FDTH, 'P', 4, NULL , &States[S_PLAY_FDTH+10]),
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S_BRIGHT (FDTH, 'Q', 5, NULL , &States[S_PLAY_FDTH+11]),
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S_BRIGHT (FDTH, 'R', 4, NULL , &States[S_PLAY_FDTH+12]),
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S_BRIGHT (FDTH, 'S', 5, A_NoBlocking , &States[S_PLAY_FDTH+13]),
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S_BRIGHT (FDTH, 'T', 4, NULL , &States[S_PLAY_FDTH+14]),
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S_BRIGHT (FDTH, 'U', 5, NULL , &States[S_PLAY_FDTH+15]),
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S_BRIGHT (FDTH, 'V', 4, NULL , &States[S_PLAY_FDTH+16]),
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S_NORMAL (ACLO, 'E', 35, A_CheckBurnGone , &States[S_PLAY_FDTH+16]),
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S_NORMAL (ACLO, 'E', 8, NULL , NULL),
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#define S_PLAY_F_FDTH (S_PLAY_FDTH+18)
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S_BRIGHT (FDTH, 'A', 5, A_FireScream , &States[S_PLAY_F_FDTH+1]),
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S_BRIGHT (FDTH, 'B', 4, NULL , &States[S_PLAY_FDTH]),
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};
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IMPLEMENT_ACTOR (AFighterPlayer, Hexen, -1, 0)
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PROP_SpawnHealth (100)
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PROP_RadiusFixed (16)
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PROP_HeightFixed (64)
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PROP_Mass (100)
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PROP_PainChance (255)
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PROP_SpeedFixed (1)
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PROP_RadiusdamageFactor(FRACUNIT/4)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_DROPOFF|MF_PICKUP|MF_NOTDMATCH|MF_FRIENDLY)
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PROP_Flags2 (MF2_WINDTHRUST|MF2_FLOORCLIP|MF2_SLIDE|MF2_PASSMOBJ|MF2_TELESTOMP|MF2_PUSHWALL)
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PROP_Flags3 (MF3_NOBLOCKMONST)
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PROP_Flags4 (MF4_NOSKIN)
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PROP_SpawnState (S_FPLAY)
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PROP_SeeState (S_FPLAY_RUN)
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PROP_PainState (S_FPLAY_PAIN)
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PROP_MissileState (S_FPLAY_ATK)
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PROP_MeleeState (S_FPLAY_ATK)
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PROP_DeathState (S_FPLAY_DIE)
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PROP_XDeathState (S_FPLAY_XDIE)
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PROP_BDeathState (S_PLAY_F_FDTH)
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PROP_IDeathState (S_FPLAY_ICE)
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// [GRB]
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PROP_PlayerPawn_JumpZ (FRACUNIT*39/4) // ~9.75
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PROP_PlayerPawn_ViewHeight (48*FRACUNIT)
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PROP_PlayerPawn_ForwardMove1 (FRACUNIT * 0x1d / 0x19)
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PROP_PlayerPawn_ForwardMove2 (FRACUNIT * 0x3c / 0x32)
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PROP_PlayerPawn_SideMove1 (FRACUNIT * 0x1b / 0x18)
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PROP_PlayerPawn_SideMove2 (FRACUNIT * 0x3b / 0x28) // The fighter is a very fast strafer when running!
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PROP_PlayerPawn_ColorRange (246, 254)
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PROP_PlayerPawn_SpawnMask (MTF_FIGHTER)
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PROP_PlayerPawn_DisplayName ("Fighter")
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PROP_PlayerPawn_SoundClass ("fighter")
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PROP_PlayerPawn_ScoreIcon ("FITEFACE")
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PROP_PainSound ("PlayerFighterPain")
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IMPLEMENT_STATELESS_ACTOR (AFighterWeapon, Hexen, -1, 0)
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PROP_Weapon_Kickback (150)
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END_DEFAULTS
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void AFighterPlayer::GiveDefaultInventory ()
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bool AFighterWeapon::TryPickup (AActor *toucher)
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{
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Super::GiveDefaultInventory ();
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// The Doom and Hexen players are not excluded from pickup in case
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// somebody wants to use these weapons with either of those games.
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if (toucher->IsKindOf (PClass::FindClass(NAME_ClericPlayer)) ||
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toucher->IsKindOf (PClass::FindClass(NAME_MagePlayer)))
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{ // Wrong class, but try to pick up for mana
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if (ShouldStay())
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{ // Can't pick up weapons for other classes in coop netplay
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return false;
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}
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if (!Inventory)
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{
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player->ReadyWeapon = player->PendingWeapon = static_cast<AWeapon *>
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(GiveInventoryType (PClass::FindClass ("FWeapFist")));
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bool gaveSome = (NULL != AddAmmo (toucher, AmmoType1, AmmoGive1));
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gaveSome |= (NULL != AddAmmo (toucher, AmmoType2, AmmoGive2));
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if (gaveSome)
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{
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GoAwayAndDie ();
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}
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return gaveSome;
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}
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GiveInventoryType (RUNTIME_CLASS(AHexenArmor));
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AHexenArmor *armor = FindInventory<AHexenArmor>();
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armor->Slots[4] = 15*FRACUNIT;
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armor->SlotsIncrement[0] = 25*FRACUNIT;
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armor->SlotsIncrement[1] = 20*FRACUNIT;
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armor->SlotsIncrement[2] = 15*FRACUNIT;
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armor->SlotsIncrement[3] = 5*FRACUNIT;
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return Super::TryPickup (toucher);
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}
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// --- Fighter Weapons ------------------------------------------------------
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// Cleric Weapon Base Class -------------------------------------------------
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IMPLEMENT_STATELESS_ACTOR (AClericWeapon, Hexen, -1, 0)
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PROP_Weapon_Kickback (150)
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END_DEFAULTS
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bool AClericWeapon::TryPickup (AActor *toucher)
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{
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// The Doom and Hexen players are not excluded from pickup in case
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// somebody wants to use these weapons with either of those games.
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if (toucher->IsKindOf (PClass::FindClass(NAME_FighterPlayer)) ||
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toucher->IsKindOf (PClass::FindClass(NAME_MagePlayer)))
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{ // Wrong class, but try to pick up for mana
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if (ShouldStay())
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{ // Can't pick up weapons for other classes in coop netplay
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return false;
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}
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bool gaveSome = (NULL != AddAmmo (toucher, AmmoType1, AmmoGive1));
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gaveSome |= (NULL != AddAmmo (toucher, AmmoType2, AmmoGive2));
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if (gaveSome)
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{
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GoAwayAndDie ();
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}
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return gaveSome;
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}
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return Super::TryPickup (toucher);
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}
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// Mage Weapon Base Class ---------------------------------------------------
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IMPLEMENT_STATELESS_ACTOR (AMageWeapon, Hexen, -1, 0)
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PROP_Weapon_Kickback (150)
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END_DEFAULTS
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bool AMageWeapon::TryPickup (AActor *toucher)
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{
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// The Doom and Hexen players are not excluded from pickup in case
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// somebody wants to use these weapons with either of those games.
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if (toucher->IsKindOf (PClass::FindClass(NAME_FighterPlayer)) ||
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toucher->IsKindOf (PClass::FindClass(NAME_ClericPlayer)))
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{ // Wrong class, but try to pick up for mana
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if (ShouldStay())
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{ // Can't pick up weapons for other classes in coop netplay
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return false;
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}
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bool gaveSome = (NULL != AddAmmo (toucher, AmmoType1, AmmoGive1));
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gaveSome |= (NULL != AddAmmo (toucher, AmmoType2, AmmoGive2));
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if (gaveSome)
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{
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GoAwayAndDie ();
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}
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return gaveSome;
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}
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return Super::TryPickup (toucher);
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}
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static FRandom pr_fpatk ("FPunchAttack");
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//============================================================================
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//
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@ -345,58 +304,3 @@ punchdone:
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return;
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}
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// Radius armor boost
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bool AFighterPlayer::DoHealingRadius (APlayerPawn *other)
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{
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bool gotSome = false;
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for (int i = 0; i < 4; ++i)
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{
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AHexenArmor *armor = Spawn<AHexenArmor> (0,0,0, NO_REPLACE);
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armor->health = i;
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armor->Amount = 1;
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if (!armor->TryPickup (player->mo))
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{
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armor->Destroy ();
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}
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else
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{
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gotSome = true;
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}
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}
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if (gotSome)
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{
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S_Sound (other, CHAN_AUTO, "MysticIncant", 1, ATTN_NORM);
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return true;
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}
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return false;
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}
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// Fighter Weapon Base Class ------------------------------------------------
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IMPLEMENT_STATELESS_ACTOR (AFighterWeapon, Hexen, -1, 0)
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PROP_Weapon_Kickback (150)
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END_DEFAULTS
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bool AFighterWeapon::TryPickup (AActor *toucher)
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{
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// The Doom and Hexen players are not excluded from pickup in case
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// somebody wants to use these weapons with either of those games.
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if (toucher->IsKindOf (RUNTIME_CLASS(AClericPlayer)) ||
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toucher->IsKindOf (RUNTIME_CLASS(AMagePlayer)))
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{ // Wrong class, but try to pick up for mana
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if (ShouldStay())
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{ // Can't pick up weapons for other classes in coop netplay
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return false;
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}
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bool gaveSome = (NULL != AddAmmo (toucher, AmmoType1, AmmoGive1));
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gaveSome |= (NULL != AddAmmo (toucher, AmmoType2, AmmoGive2));
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if (gaveSome)
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{
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GoAwayAndDie ();
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}
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return gaveSome;
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}
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return Super::TryPickup (toucher);
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}
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