vkdoom_m/src/g_hexen/a_pig.cpp
Christoph Oelckers f66b7de8c8 - Took MF2_WINDTHRUST off AMorphedMonster. This is something that should not
be a default setting.
- Moved a_artiegg.cpp to g_shared and renamed it to a_morph.cpp to better reflect
  its meaning.
- Fixed: AMorphProjectile's PlayerClass and MonsterClass members must be serialized
  as FNames. Serializing them as ints is not safe because name indices are not 
  guaranteed to be the same each time the game is started. Same for APlayerPawn's
  MorphWeapon member.
- Converted EggFX, ArtiEgg, PorkFX and ArtiPork to DECORATE. 
- Added a new parameter to A_FireCustomMissile. Previously it always aimed
  straight ahead and altered the projectile's angle according to the resulting
  direction. If the 6th parameter is 1 now it will aim at the specified angle
  directly.
- Changed custom morphing to be based on a new MorphProjectile class, not
  the Heretic specific EggFX. The EggFX properties are now prefixed with
  'MorphProjectile.'. 


SVN r297 (trunk)
2006-08-17 09:54:42 +00:00

308 lines
9.1 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_HoldAtkState (S_SNOUTATK)
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
void APigPlayer::MorphPlayerThink ()
{
if (player->morphTics&15)
{
return;
}
if(!(momx | momy) && pr_pigplayerthink() < 64)
{ // Snout sniff
P_SetPspriteNF (player, ps_weapon, ((ASnout*)GetDefaultByType(RUNTIME_CLASS(ASnout)))->AtkState + 1);
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;
if (NULL == (player = actor->player))
{
return;
}
damage = 3+(pr_snoutattack()&3);
angle = player->mo->angle;
slope = P_AimLineAttack(player->mo, angle, MELEERANGE);
PuffSpawned = NULL;
P_LineAttack(player->mo, angle, MELEERANGE, slope, damage, MOD_HIT, RUNTIME_CLASS(ASnoutPuff));
S_Sound(player->mo, CHAN_VOICE, "PigActive", 1, ATTN_NORM);
if(linetarget)
{
AdjustPlayerAngle(player->mo);
if(PuffSpawned)
{ // 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), MOD_HIT);
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;
}
}