vkdoom_m/src/g_hexen/a_clericplayer.cpp
Christoph Oelckers 93cd78ebfb - Fixed: The check for no skill menu was incorrect when a custom player
class menu was present so instead of starting the game specific skill menu
  it always started Hexen's.
- Fixed: When a non-player tried to play a player sound it tried to access 
  the actor object as an APlayerPawn.
- Changed PlayAttacking2 to always use the melee state instead of different
  implementations per player and hard coding it to MissileState+1. Also
  changed PlayAttacking for the HereticPlayer to use the same animation as
  PlayAttacking2. Now the special handling for Heretic in the FireWeapon
  functions can be removed.

For R258:

- Fixed: PlayerStartItem created a duplicate of the item's class name before
  converting it into an FName.
- Removed game check for Doom from P_BloodSplatter. The BloodSplatter actor
  is compatible with all games now so the explicit handling is no longer needed.
- Moved replacement handling back into AActor::StaticSpawn but controlled
  by a (mandatory) parameter. Also added replacement to most other
  instances in the game where non-inventory items are spawned. Replacement is safe 
  nearly everywhere except for inventory related spawns.
- Fixed: Due to the player class inclusion A_NoBlocking never called
  NoBlockingSet for monsters.
- Changed: Sounds can be specified by full path now in SNDINFO and S_SKIN.


SVN r259 (trunk)
2006-07-16 10:23:14 +00:00

210 lines
7.3 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 "p_local.h"
#include "p_enemy.h"
#include "a_action.h"
#include "a_hexenglobal.h"
#include "templates.h"
// The cleric ---------------------------------------------------------------
FState AClericPlayer::States[] =
{
#define S_CPLAY 0
S_NORMAL (CLER, 'A', -1, NULL , NULL),
#define S_CPLAY_RUN1 (S_CPLAY+1)
S_NORMAL (CLER, 'A', 4, NULL , &States[S_CPLAY_RUN1+1]),
S_NORMAL (CLER, 'B', 4, NULL , &States[S_CPLAY_RUN1+2]),
S_NORMAL (CLER, 'C', 4, NULL , &States[S_CPLAY_RUN1+3]),
S_NORMAL (CLER, 'D', 4, NULL , &States[S_CPLAY_RUN1]),
#define S_CPLAY_PAIN (S_CPLAY_RUN1+4)
S_NORMAL (CLER, 'H', 4, NULL , &States[S_CPLAY_PAIN+1]),
S_NORMAL (CLER, 'H', 4, A_Pain , &States[S_CPLAY]),
#define S_CPLAY_ATK1 (S_CPLAY_PAIN+2)
S_NORMAL (CLER, 'E', 6, NULL , &States[S_CPLAY_ATK1+1]),
S_NORMAL (CLER, 'F', 6, NULL , &States[S_CPLAY_ATK1+2]),
S_NORMAL (CLER, 'G', 6, NULL , &States[S_CPLAY]),
#define S_CPLAY_DIE1 (S_CPLAY_ATK1+3)
S_NORMAL (CLER, 'I', 6, NULL , &States[S_CPLAY_DIE1+1]),
S_NORMAL (CLER, 'K', 6, A_PlayerScream , &States[S_CPLAY_DIE1+2]),
S_NORMAL (CLER, 'L', 6, NULL , &States[S_CPLAY_DIE1+3]),
S_NORMAL (CLER, 'L', 6, NULL , &States[S_CPLAY_DIE1+4]),
S_NORMAL (CLER, 'M', 6, A_NoBlocking , &States[S_CPLAY_DIE1+5]),
S_NORMAL (CLER, 'N', 6, NULL , &States[S_CPLAY_DIE1+6]),
S_NORMAL (CLER, 'O', 6, NULL , &States[S_CPLAY_DIE1+7]),
S_NORMAL (CLER, 'P', 6, NULL , &States[S_CPLAY_DIE1+8]),
S_NORMAL (CLER, 'Q', -1, NULL/*A_AddPlayerCorpse*/, NULL),
#define S_CPLAY_XDIE1 (S_CPLAY_DIE1+9)
S_NORMAL (CLER, 'R', 5, A_PlayerScream , &States[S_CPLAY_XDIE1+1]),
S_NORMAL (CLER, 'S', 5, NULL , &States[S_CPLAY_XDIE1+2]),
S_NORMAL (CLER, 'T', 5, A_NoBlocking , &States[S_CPLAY_XDIE1+3]),
S_NORMAL (CLER, 'U', 5, NULL , &States[S_CPLAY_XDIE1+4]),
S_NORMAL (CLER, 'V', 5, NULL , &States[S_CPLAY_XDIE1+5]),
S_NORMAL (CLER, 'W', 5, NULL , &States[S_CPLAY_XDIE1+6]),
S_NORMAL (CLER, 'X', 5, NULL , &States[S_CPLAY_XDIE1+7]),
S_NORMAL (CLER, 'Y', 5, NULL , &States[S_CPLAY_XDIE1+8]),
S_NORMAL (CLER, 'Z', 5, NULL , &States[S_CPLAY_XDIE1+9]),
S_NORMAL (CLER, '[', -1, NULL/*A_AddPlayerCorpse*/, NULL),
#define S_CPLAY_ICE (S_CPLAY_XDIE1+10)
S_NORMAL (CLER, '\\', 5, A_FreezeDeath , &States[S_CPLAY_ICE+1]),
S_NORMAL (CLER, '\\', 1, A_FreezeDeathChunks , &States[S_CPLAY_ICE+1]),
#define S_PLAY_C_FDTH (S_CPLAY_ICE+2)
S_BRIGHT (FDTH, 'C', 5, A_FireScream , &States[S_PLAY_C_FDTH+1]),
S_BRIGHT (FDTH, 'D', 4, NULL , &States[S_PLAY_C_FDTH+2]),
#define S_PLAY_FDTH (S_PLAY_C_FDTH+2)
S_BRIGHT (FDTH, 'G', 5, NULL , &States[S_PLAY_FDTH+1]),
S_BRIGHT (FDTH, 'H', 4, A_PlayerScream , &States[S_PLAY_FDTH+2]),
S_BRIGHT (FDTH, 'I', 5, NULL , &States[S_PLAY_FDTH+3]),
S_BRIGHT (FDTH, 'J', 4, NULL , &States[S_PLAY_FDTH+4]),
S_BRIGHT (FDTH, 'K', 5, NULL , &States[S_PLAY_FDTH+5]),
S_BRIGHT (FDTH, 'L', 4, NULL , &States[S_PLAY_FDTH+6]),
S_BRIGHT (FDTH, 'M', 5, NULL , &States[S_PLAY_FDTH+7]),
S_BRIGHT (FDTH, 'N', 4, NULL , &States[S_PLAY_FDTH+8]),
S_BRIGHT (FDTH, 'O', 5, NULL , &States[S_PLAY_FDTH+9]),
S_BRIGHT (FDTH, 'P', 4, NULL , &States[S_PLAY_FDTH+10]),
S_BRIGHT (FDTH, 'Q', 5, NULL , &States[S_PLAY_FDTH+11]),
S_BRIGHT (FDTH, 'R', 4, NULL , &States[S_PLAY_FDTH+12]),
S_BRIGHT (FDTH, 'S', 5, A_NoBlocking , &States[S_PLAY_FDTH+13]),
S_BRIGHT (FDTH, 'T', 4, NULL , &States[S_PLAY_FDTH+14]),
S_BRIGHT (FDTH, 'U', 5, NULL , &States[S_PLAY_FDTH+15]),
S_BRIGHT (FDTH, 'V', 4, NULL , &States[S_PLAY_FDTH+16]),
S_NORMAL (ACLO, 'E', 35, A_CheckBurnGone , &States[S_PLAY_FDTH+16]),
S_NORMAL (ACLO, 'E', 8, NULL , NULL),
};
IMPLEMENT_ACTOR (AClericPlayer, Hexen, -1, 0)
PROP_SpawnHealth (100)
PROP_ReactionTime (0)
PROP_PainChance (255)
PROP_RadiusFixed (16)
PROP_HeightFixed (64)
PROP_SpeedFixed (1)
PROP_RadiusdamageFactor(FRACUNIT/4)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_DROPOFF|MF_PICKUP|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_CPLAY)
PROP_SeeState (S_CPLAY_RUN1)
PROP_PainState (S_CPLAY_PAIN)
PROP_MissileState (S_CPLAY_ATK1)
PROP_MeleeState (S_CPLAY_ATK1)
PROP_DeathState (S_CPLAY_DIE1)
PROP_XDeathState (S_CPLAY_XDIE1)
PROP_BDeathState (S_PLAY_C_FDTH)
PROP_IDeathState (S_CPLAY_ICE)
// [GRB]
PROP_PlayerPawn_JumpZ (FRACUNIT*39/4) // ~9.75
PROP_PlayerPawn_ViewHeight (48*FRACUNIT)
PROP_PlayerPawn_ColorRange (146, 163)
PROP_PlayerPawn_SpawnMask (MTF_CLERIC)
PROP_PlayerPawn_DisplayName ("Cleric")
PROP_PlayerPawn_SoundClass ("cleric")
PROP_PlayerPawn_ScoreIcon ("CLERFACE")
PROP_PainSound ("PlayerClericPain")
END_DEFAULTS
void AClericPlayer::GiveDefaultInventory ()
{
Super::GiveDefaultInventory ();
if (!Inventory)
{
player->ReadyWeapon = player->PendingWeapon = static_cast<AWeapon *>
(GiveInventoryType (PClass::FindClass ("CWeapMace")));
}
GiveInventoryType (RUNTIME_CLASS(AHexenArmor));
AHexenArmor *armor = FindInventory<AHexenArmor>();
armor->Slots[4] = 10*FRACUNIT;
armor->SlotsIncrement[0] = 10*FRACUNIT;
armor->SlotsIncrement[1] = 25*FRACUNIT;
armor->SlotsIncrement[2] = 5*FRACUNIT;
armor->SlotsIncrement[3] = 20*FRACUNIT;
}
void AClericPlayer::SpecialInvulnerabilityHandling (EInvulState state, fixed_t * pAlpha)
{
if (state == INVUL_Active)
{
RenderStyle = STYLE_Translucent;
if (!(level.time & 7) && alpha > 0 && alpha < OPAQUE)
{
if (alpha == HX_SHADOW)
{
alpha = HX_ALTSHADOW;
}
else
{
alpha = 0;
flags2 |= MF2_NONSHOOTABLE;
}
}
if (!(level.time & 31))
{
if (alpha == 0)
{
flags2 &= ~MF2_NONSHOOTABLE;
alpha = HX_ALTSHADOW;
}
else
{
alpha = HX_SHADOW;
}
}
}
else if (state == INVUL_Stop)
{
flags2 &= ~MF2_NONSHOOTABLE;
RenderStyle = STYLE_Normal;
alpha = OPAQUE;
}
else if (state == INVUL_GetAlpha)
{
if (pAlpha != NULL) *pAlpha = MIN<fixed_t>(FRACUNIT/4 + alpha*3/4, FRACUNIT);
}
}
// Cleric Weapon Base Class -------------------------------------------------
IMPLEMENT_STATELESS_ACTOR (AClericWeapon, Hexen, -1, 0)
PROP_Weapon_Kickback (150)
END_DEFAULTS
bool AClericWeapon::TryPickup (AActor *toucher)
{
// The Doom and Hexen players are not excluded from pickup in case
// somebody wants to use these weapons with either of those games.
if (toucher->IsKindOf (RUNTIME_CLASS(AFighterPlayer)) ||
toucher->IsKindOf (RUNTIME_CLASS(AMagePlayer)))
{ // Wrong class, but try to pick up for mana
if (ShouldStay())
{ // Can't pick up weapons for other classes in coop netplay
return false;
}
bool gaveSome = (NULL != AddAmmo (toucher, AmmoType1, AmmoGive1));
gaveSome |= (NULL != AddAmmo (toucher, AmmoType2, AmmoGive2));
if (gaveSome)
{
GoAwayAndDie ();
}
return gaveSome;
}
return Super::TryPickup (toucher);
}