#include "actor.h" #include "info.h" #include "a_pickups.h" #include "a_artifacts.h" #include "gstrings.h" #include "p_local.h" #include "p_enemy.h" #include "s_sound.h" #include "m_random.h" #include "a_action.h" #include "a_hexenglobal.h" #include "w_wad.h" #include "thingdef/thingdef.h" static FRandom pr_poisonbag ("PoisonBag"); static FRandom pr_poisoncloud ("PoisonCloud"); static FRandom pr_poisoncloudd ("PoisonCloudDamage"); void A_PoisonBagInit (AActor *); void A_PoisonBagDamage (AActor *); void A_PoisonBagCheck (AActor *); void A_CheckThrowBomb (AActor *); void A_CheckThrowBomb2 (AActor *); void A_TimeBomb(AActor *self); // Poison Bag Artifact (Flechette) ------------------------------------------ class AArtiPoisonBag : public AInventory { DECLARE_CLASS (AArtiPoisonBag, AInventory) public: bool HandlePickup (AInventory *item); AInventory *CreateCopy (AActor *other); void BeginPlay (); }; IMPLEMENT_CLASS (AArtiPoisonBag) // Poison Bag 1 (The Cleric's) ---------------------------------------------- class AArtiPoisonBag1 : public AArtiPoisonBag { DECLARE_CLASS (AArtiPoisonBag1, AArtiPoisonBag) public: bool Use (bool pickup); }; IMPLEMENT_CLASS (AArtiPoisonBag1) bool AArtiPoisonBag1::Use (bool pickup) { angle_t angle = Owner->angle >> ANGLETOFINESHIFT; AActor *mo; mo = Spawn ("PoisonBag", Owner->x+16*finecosine[angle], Owner->y+24*finesine[angle], Owner->z- Owner->floorclip+8*FRACUNIT, ALLOW_REPLACE); if (mo) { mo->target = Owner; return true; } return false; } // Poison Bag 2 (The Mage's) ------------------------------------------------ class AArtiPoisonBag2 : public AArtiPoisonBag { DECLARE_CLASS (AArtiPoisonBag2, AArtiPoisonBag) public: bool Use (bool pickup); }; IMPLEMENT_CLASS (AArtiPoisonBag2) bool AArtiPoisonBag2::Use (bool pickup) { angle_t angle = Owner->angle >> ANGLETOFINESHIFT; AActor *mo; mo = Spawn ("FireBomb", Owner->x+16*finecosine[angle], Owner->y+24*finesine[angle], Owner->z- Owner->floorclip+8*FRACUNIT, ALLOW_REPLACE); if (mo) { mo->target = Owner; return true; } return false; } // Poison Bag 3 (The Fighter's) --------------------------------------------- class AArtiPoisonBag3 : public AArtiPoisonBag { DECLARE_CLASS (AArtiPoisonBag3, AArtiPoisonBag) public: bool Use (bool pickup); }; IMPLEMENT_CLASS (AArtiPoisonBag3) bool AArtiPoisonBag3::Use (bool pickup) { AActor *mo; mo = Spawn ("ThrowingBomb", Owner->x, Owner->y, Owner->z-Owner->floorclip+35*FRACUNIT + (Owner->player? Owner->player->crouchoffset : 0), ALLOW_REPLACE); if (mo) { angle_t pitch = (angle_t)Owner->pitch >> ANGLETOFINESHIFT; mo->angle = Owner->angle+(((pr_poisonbag()&7)-4)<<24); mo->momz = 4*FRACUNIT + 2*finesine[pitch]; mo->z += 2*finesine[pitch]; P_ThrustMobj (mo, mo->angle, mo->Speed); mo->momx += Owner->momx>>1; mo->momy += Owner->momy>>1; mo->target = Owner; mo->tics -= pr_poisonbag()&3; P_CheckMissileSpawn (mo); return true; } return false; } //============================================================================ // // AArtiPoisonBag :: HandlePickup // //============================================================================ bool AArtiPoisonBag::HandlePickup (AInventory *item) { // Only do special handling when picking up the base class if (item->GetClass() != RUNTIME_CLASS(AArtiPoisonBag)) { return Super::HandlePickup (item); } bool matched; if (Owner->IsKindOf (PClass::FindClass(NAME_ClericPlayer))) { matched = (GetClass() == RUNTIME_CLASS(AArtiPoisonBag1)); } else if (Owner->IsKindOf (PClass::FindClass(NAME_MagePlayer))) { matched = (GetClass() == RUNTIME_CLASS(AArtiPoisonBag2)); } else { matched = (GetClass() == RUNTIME_CLASS(AArtiPoisonBag3)); } if (matched) { if (Amount < MaxAmount) { Amount += item->Amount; if (Amount > MaxAmount) { Amount = MaxAmount; } item->ItemFlags |= IF_PICKUPGOOD; } return true; } if (Inventory != NULL) { return Inventory->HandlePickup (item); } return false; } //============================================================================ // // AArtiPoisonBag :: CreateCopy // //============================================================================ AInventory *AArtiPoisonBag::CreateCopy (AActor *other) { // Only the base class gets special handling if (GetClass() != RUNTIME_CLASS(AArtiPoisonBag)) { return Super::CreateCopy (other); } AInventory *copy; const PClass *spawntype; if (other->IsKindOf (PClass::FindClass(NAME_ClericPlayer))) { spawntype = RUNTIME_CLASS(AArtiPoisonBag1); } else if (other->IsKindOf (PClass::FindClass(NAME_MagePlayer))) { spawntype = RUNTIME_CLASS(AArtiPoisonBag2); } else { spawntype = RUNTIME_CLASS(AArtiPoisonBag3); } copy = static_cast(Spawn (spawntype, 0, 0, 0, NO_REPLACE)); copy->Amount = Amount; copy->MaxAmount = MaxAmount; GoAwayAndDie (); return copy; } //============================================================================ // // AArtiPoisonBag :: BeginPlay // //============================================================================ void AArtiPoisonBag::BeginPlay () { Super::BeginPlay (); // If a subclass's specific icon is not defined, let it use the base class's. if (!Icon.isValid()) { AInventory *defbag; // Why doesn't this work? //defbag = GetDefault(); defbag = (AInventory *)GetDefaultByType (RUNTIME_CLASS(AArtiPoisonBag)); Icon = defbag->Icon; } } // Poison Cloud ------------------------------------------------------------- class APoisonCloud : public AActor { DECLARE_CLASS (APoisonCloud, AActor) public: int DoSpecialDamage (AActor *target, int damage); void BeginPlay (); }; IMPLEMENT_CLASS (APoisonCloud) void APoisonCloud::BeginPlay () { momx = 1; // missile objects must move to impact other objects special1 = 24+(pr_poisoncloud()&7); special2 = 0; } int APoisonCloud::DoSpecialDamage (AActor *victim, int damage) { if (victim->player) { bool mate = (target != NULL && victim->player != target->player && victim->IsTeammate (target)); bool dopoison; if (!mate) { dopoison = victim->player->poisoncount < 4; } else { dopoison = victim->player->poisoncount < (int)(4.f * level.teamdamage); } if (dopoison) { int damage = 15 + (pr_poisoncloudd()&15); if (mate) { damage = (int)((float)damage * level.teamdamage); } if (damage > 0) { P_PoisonDamage (victim->player, this, 15+(pr_poisoncloudd()&15), false); // Don't play painsound P_PoisonPlayer (victim->player, this, this->target, 50); S_Sound (victim, CHAN_VOICE, "*poison", 1, ATTN_NORM); } } return -1; } else if (!(victim->flags3 & MF3_ISMONSTER)) { // only damage monsters/players with the poison cloud return -1; } return damage; } //=========================================================================== // // A_PoisonBagInit // //=========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_PoisonBagInit) { AActor *mo; mo = Spawn (self->x, self->y, self->z+28*FRACUNIT, ALLOW_REPLACE); if (mo) { mo->target = self->target; } } //=========================================================================== // // A_PoisonBagCheck // //=========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_PoisonBagCheck) { if (--self->special1 <= 0) { self->SetState (self->FindState ("Death")); } else { return; } } //=========================================================================== // // A_PoisonBagDamage // //=========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_PoisonBagDamage) { int bobIndex; P_RadiusAttack (self, self->target, 4, 40, self->DamageType, true); bobIndex = self->special2; self->z += FloatBobOffsets[bobIndex]>>4; self->special2 = (bobIndex+1)&63; } //=========================================================================== // // A_CheckThrowBomb // //=========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_CheckThrowBomb) { if (--self->health <= 0) { self->SetState (self->FindState(NAME_Death)); } } //=========================================================================== // // A_CheckThrowBomb2 // //=========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_CheckThrowBomb2) { // [RH] Check using actual velocity, although the momz < 2 check still stands //if (abs(self->momx) < FRACUNIT*3/2 && abs(self->momy) < FRACUNIT*3/2 // && self->momz < 2*FRACUNIT) if (self->momz < 2*FRACUNIT && TMulScale32 (self->momx, self->momx, self->momy, self->momy, self->momz, self->momz) < (3*3)/(2*2)) { self->SetState (self->SpawnState + 6); self->z = self->floorz; self->momz = 0; self->flags2 &= ~MF2_BOUNCETYPE; self->flags &= ~MF_MISSILE; } A_CheckThrowBomb (self); }