vkdoom_m/src/g_hexen/a_pig.cpp
Randy Heit e8e7cebe18 - Fixed: Turning off follow mode with automap rotating enabled did not
function in an easy-to-understand manner.
- Fixed: D_AddWildFile() blindly assumed that all matches were files.
- Added back the dead player check to CheckIfExitIsGood(), but now it
  applies only if the next map is part of the same hub. Otherwise, you can
  still exit the map while dead.
- Removed the SpawnedPuff global variable and made it a return value from 
  P_LineAttack().
- Fixed: P_SpawnPuff() played sounds for temporary puffs.


SVN r739 (trunk)
2008-02-12 05:54:03 +00:00

316 lines
9.3 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 "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_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)
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");
}
void APigPlayer::MorphPlayerThink ()
{
if (player->morphTics&15)
{
return;
}
if(!(momx | momy) && pr_pigplayerthink() < 64)
{ // Snout sniff
if (player->ReadyWeapon != NULL)
{
P_SetPspriteNF(player, ps_weapon, player->ReadyWeapon->FindState(NAME_Flash));
}
S_Sound (this, CHAN_VOICE, "PigActive1", 1, ATTN_NORM); // snort
return;
}
if (pr_pigplayerthink() < 48)
{
S_Sound (this, CHAN_VOICE, "PigActive", 1, ATTN_NORM);
}
}
// 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
//
//============================================================================
void A_SnoutAttack (AActor *actor)
{
angle_t angle;
int damage;
int slope;
player_t *player;
AActor *puff;
if (NULL == (player = actor->player))
{
return;
}
damage = 3+(pr_snoutattack()&3);
angle = player->mo->angle;
slope = P_AimLineAttack(player->mo, angle, MELEERANGE);
puff = P_LineAttack(player->mo, angle, MELEERANGE, slope, damage, NAME_Melee, RUNTIME_CLASS(ASnoutPuff));
S_Sound(player->mo, CHAN_VOICE, "PigActive", 1, ATTN_NORM);
if(linetarget)
{
AdjustPlayerAngle(player->mo);
if(puff != NULL)
{ // Bit something
S_Sound(player->mo, CHAN_VOICE, "PigAttack", 1, ATTN_NORM);
}
}
}
//============================================================================
//
// 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
//
//============================================================================
void A_PigPain (AActor *actor)
{
A_Pain (actor);
if (actor->z <= actor->floorz)
{
actor->momz = FRACUNIT*7/2;
}
}