#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 "a_doomglobal.h" void A_Pain (AActor *); void A_PlayerScream (AActor *); void A_XScream (AActor *); void A_DoomSkinCheck1 (AActor *); void A_DoomSkinCheck2 (AActor *); FState ADoomPlayer::States[] = { #define S_PLAY 0 S_NORMAL (PLAY, 'A', -1, NULL , NULL), #define S_PLAY_RUN (S_PLAY+1) S_NORMAL (PLAY, 'A', 4, NULL , &States[S_PLAY_RUN+1]), S_NORMAL (PLAY, 'B', 4, NULL , &States[S_PLAY_RUN+2]), S_NORMAL (PLAY, 'C', 4, NULL , &States[S_PLAY_RUN+3]), S_NORMAL (PLAY, 'D', 4, NULL , &States[S_PLAY_RUN+0]), #define S_PLAY_ATK (S_PLAY_RUN+4) S_NORMAL (PLAY, 'E', 12, NULL , &States[S_PLAY]), S_BRIGHT (PLAY, 'F', 6, NULL , &States[S_PLAY_ATK+0]), #define S_PLAY_PAIN (S_PLAY_ATK+2) S_NORMAL (PLAY, 'G', 4, NULL , &States[S_PLAY_PAIN+1]), S_NORMAL (PLAY, 'G', 4, A_Pain , &States[S_PLAY]), #define S_PLAY_DIE (S_PLAY_PAIN+2) S_NORMAL (PLAY, 'H', 10, A_DoomSkinCheck1 , &States[S_PLAY_DIE+1]), S_NORMAL (PLAY, 'I', 10, A_PlayerScream , &States[S_PLAY_DIE+2]), S_NORMAL (PLAY, 'J', 10, A_NoBlocking , &States[S_PLAY_DIE+3]), S_NORMAL (PLAY, 'K', 10, NULL , &States[S_PLAY_DIE+4]), S_NORMAL (PLAY, 'L', 10, NULL , &States[S_PLAY_DIE+5]), S_NORMAL (PLAY, 'M', 10, NULL , &States[S_PLAY_DIE+6]), S_NORMAL (PLAY, 'N', -1, NULL , NULL), #define S_PLAY_XDIE (S_PLAY_DIE+7) S_NORMAL (PLAY, 'O', 5, A_DoomSkinCheck2 , &States[S_PLAY_XDIE+1]), S_NORMAL (PLAY, 'P', 5, A_XScream , &States[S_PLAY_XDIE+2]), S_NORMAL (PLAY, 'Q', 5, A_NoBlocking , &States[S_PLAY_XDIE+3]), S_NORMAL (PLAY, 'R', 5, NULL , &States[S_PLAY_XDIE+4]), S_NORMAL (PLAY, 'S', 5, NULL , &States[S_PLAY_XDIE+5]), S_NORMAL (PLAY, 'T', 5, NULL , &States[S_PLAY_XDIE+6]), S_NORMAL (PLAY, 'U', 5, NULL , &States[S_PLAY_XDIE+7]), S_NORMAL (PLAY, 'V', 5, NULL , &States[S_PLAY_XDIE+8]), S_NORMAL (PLAY, 'W', -1, NULL , NULL), #define S_HTIC_DIE (S_PLAY_XDIE+9) S_NORMAL (PLAY, 'H', 6, NULL , &States[S_HTIC_DIE+1]), S_NORMAL (PLAY, 'I', 6, A_PlayerScream , &States[S_HTIC_DIE+2]), S_NORMAL (PLAY, 'J', 6, NULL , &States[S_HTIC_DIE+3]), S_NORMAL (PLAY, 'K', 6, NULL , &States[S_HTIC_DIE+4]), S_NORMAL (PLAY, 'L', 6, A_NoBlocking , &States[S_HTIC_DIE+5]), S_NORMAL (PLAY, 'M', 6, NULL , &States[S_HTIC_DIE+6]), S_NORMAL (PLAY, 'N', 6, NULL , &States[S_HTIC_DIE+7]), S_NORMAL (PLAY, 'O', 6, NULL , &States[S_HTIC_DIE+8]), S_NORMAL (PLAY, 'P', -1, NULL , NULL), #define S_HTIC_XDIE (S_HTIC_DIE+9) S_NORMAL (PLAY, 'Q', 5, A_PlayerScream , &States[S_HTIC_XDIE+1]), S_NORMAL (PLAY, 'R', 0, A_NoBlocking , &States[S_HTIC_XDIE+2]), S_NORMAL (PLAY, 'R', 5, A_SkullPop , &States[S_HTIC_XDIE+3]), S_NORMAL (PLAY, 'S', 5, NULL , &States[S_HTIC_XDIE+4]), S_NORMAL (PLAY, 'T', 5, NULL , &States[S_HTIC_XDIE+5]), S_NORMAL (PLAY, 'U', 5, NULL , &States[S_HTIC_XDIE+6]), S_NORMAL (PLAY, 'V', 5, NULL , &States[S_HTIC_XDIE+7]), S_NORMAL (PLAY, 'W', 5, NULL , &States[S_HTIC_XDIE+8]), S_NORMAL (PLAY, 'X', 5, NULL , &States[S_HTIC_XDIE+9]), S_NORMAL (PLAY, 'Y', -1, NULL , NULL), }; IMPLEMENT_ACTOR (ADoomPlayer, Doom, -1, 0) PROP_SpawnHealth (100) PROP_RadiusFixed (16) PROP_HeightFixed (56) PROP_Mass (100) PROP_PainChance (255) PROP_SpeedFixed (1) PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_DROPOFF|MF_PICKUP|MF_NOTDMATCH|MF_FRIENDLY) PROP_Flags2 (MF2_SLIDE|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP|MF2_WINDTHRUST) PROP_Flags3 (MF3_NOBLOCKMONST) PROP_SpawnState (S_PLAY) PROP_SeeState (S_PLAY_RUN) PROP_PainState (S_PLAY_PAIN) PROP_MissileState (S_PLAY_ATK) PROP_DeathState (S_PLAY_DIE) PROP_XDeathState (S_PLAY_XDIE) END_DEFAULTS void ADoomPlayer::GiveDefaultInventory () { AInventory *fist, *pistol, *bullets; player->health = deh.StartHealth; // [RH] Used to be MAXHEALTH health = deh.StartHealth; fist = player->mo->GiveInventoryType (TypeInfo::FindType ("Fist")); pistol = player->mo->GiveInventoryType (TypeInfo::FindType ("Pistol")); // Adding the pistol automatically adds bullets bullets = player->mo->FindInventory (TypeInfo::FindType ("Clip")); if (bullets != NULL) { bullets->Amount = deh.StartBullets; // [RH] Used to be 50 } player->ReadyWeapon = player->PendingWeapon = static_cast (deh.StartBullets > 0 ? pistol : fist); } void A_FireScream (AActor *self) { S_Sound (self, CHAN_BODY, "*burndeath", 1, ATTN_NORM); } void A_PlayerScream (AActor *self) { int sound = 0; int chan = CHAN_VOICE; if (self->player == NULL || self->DeathSound != 0) { S_SoundID (self, CHAN_VOICE, self->DeathSound, 1, ATTN_NORM); return; } // Handle the different player death screams if ((((level.flags >> 15) | (dmflags)) & (DF_FORCE_FALLINGZD | DF_FORCE_FALLINGHX)) && self->momz <= -39*FRACUNIT) { sound = S_FindSkinnedSound (self, "*splat"); chan = CHAN_BODY; } // try to find the appropriate death sound and use suitable replacements if necessary if (!sound && self->special1<10) { // Wimpy death sound sound = S_FindSkinnedSound (self, "*wimpydeath"); } if (!sound && self->health <= -50) { if (self->health > -100) { // Crazy death sound sound = S_FindSkinnedSound (self, "*crazydeath"); } if (!sound) { // Extreme death sound sound = S_FindSkinnedSound (self, "*xdeath"); if (!sound) { sound = S_FindSkinnedSound (self, "*gibbed"); chan = CHAN_BODY; } } } if (!sound) { // Normal death sound sound=S_FindSkinnedSound (self, "*death"); } if (chan != CHAN_VOICE) { for (int i = 0; i < 8; ++i) { // Stop most playing sounds from this player. // This is mainly to stop *land from messing up *splat. if (i != CHAN_WEAPON && i != CHAN_VOICE) { S_StopSound (self, i); } } } S_SoundID (self, chan, sound, 1, ATTN_NORM); } //========================================================================== // // A_DoomSkinCheck1 // //========================================================================== void A_DoomSkinCheck1 (AActor *actor) { if (actor->player != NULL && skins[actor->player->userinfo.skin].game != GAME_Doom) { actor->SetState (&ADoomPlayer::States[S_HTIC_DIE]); } } //========================================================================== // // A_DoomSkinCheck2 // //========================================================================== void A_DoomSkinCheck2 (AActor *actor) { if (actor->player != NULL && skins[actor->player->userinfo.skin].game != GAME_Doom) { actor->SetState (&ADoomPlayer::States[S_HTIC_XDIE]); } } // Dead marine ------------------------------------------------------------- class ADeadMarine : public AActor { DECLARE_ACTOR (ADeadMarine, AActor) }; FState ADeadMarine::States[] = { S_NORMAL (PLAY, 'N', -1, NULL , NULL) }; IMPLEMENT_ACTOR (ADeadMarine, Doom, 15, 0) PROP_SpawnState (0) END_DEFAULTS // Gibbed marine ----------------------------------------------------------- class AGibbedMarine : public AActor { DECLARE_ACTOR (AGibbedMarine, AActor) }; FState AGibbedMarine::States[] = { S_NORMAL (PLAY, 'W', -1, NULL , NULL) }; IMPLEMENT_ACTOR (AGibbedMarine, Doom, 10, 145) PROP_SpawnState (0) END_DEFAULTS // Gibbed marine (extra copy) ---------------------------------------------- class AGibbedMarineExtra : public AGibbedMarine { DECLARE_STATELESS_ACTOR (AGibbedMarineExtra, AGibbedMarine) }; IMPLEMENT_STATELESS_ACTOR (AGibbedMarineExtra, Doom, 12, 0) END_DEFAULTS