/* #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" */ /* For reference, the default values: #define BLAST_RADIUS_DIST 255*FRACUNIT #define BLAST_SPEED 20*FRACUNIT #define BLAST_FULLSTRENGTH 255 */ // Disc of Repulsion -------------------------------------------------------- //========================================================================== // // AArtiBlastRadius :: BlastActor // //========================================================================== void BlastActor (AActor *victim, fixed_t strength, fixed_t speed, AActor * Owner, const PClass * blasteffect) { angle_t angle,ang; AActor *mo; fixed_t x,y,z; if (!victim->SpecialBlastHandling (Owner, strength)) { return; } angle = R_PointToAngle2 (Owner->x, Owner->y, victim->x, victim->y); angle >>= ANGLETOFINESHIFT; victim->velx = FixedMul (speed, finecosine[angle]); victim->vely = FixedMul (speed, finesine[angle]); // Spawn blast puff ang = R_PointToAngle2 (victim->x, victim->y, Owner->x, Owner->y); ang >>= ANGLETOFINESHIFT; x = victim->x + FixedMul (victim->radius+FRACUNIT, finecosine[ang]); y = victim->y + FixedMul (victim->radius+FRACUNIT, finesine[ang]); z = victim->z - victim->floorclip + (victim->height>>1); mo = Spawn (blasteffect, x, y, z, ALLOW_REPLACE); if (mo) { mo->velx = victim->velx; mo->vely = victim->vely; } if (victim->flags & MF_MISSILE) { // [RH] Floor and ceiling huggers should not be blasted vertically. if (!(victim->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER))) { victim->velz = 8*FRACUNIT; mo->velz = victim->velz; } } else { victim->velz = (1000 / victim->Mass) << FRACBITS; } if (victim->player) { // Players handled automatically } else { victim->flags2 |= MF2_BLASTED; } if (victim->flags6 & MF6_TOUCHY) { // Touchy objects die when blasted victim->flags6 &= ~MF6_ARMED; // Disarm P_DamageMobj(victim, Owner, Owner, victim->health, NAME_Melee, DMG_FORCED); } } enum { BF_USEAMMO = 1, BF_DONTWARN = 2, BF_AFFECTBOSSES = 4, }; //========================================================================== // // AArtiBlastRadius :: Activate // // Blast all actors away // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS (AActor, A_Blast) { ACTION_PARAM_START(6); ACTION_PARAM_INT (blastflags, 0); ACTION_PARAM_FIXED(strength, 1); ACTION_PARAM_FIXED(radius, 2); ACTION_PARAM_FIXED(speed, 3); ACTION_PARAM_CLASS(blasteffect, 4); ACTION_PARAM_SOUND(blastsound, 5); AActor *mo; TThinkerIterator iterator; fixed_t dist; if (self->player && (blastflags & BF_USEAMMO)) { AWeapon * weapon = self->player->ReadyWeapon; if (!weapon->DepleteAmmo(weapon->bAltFire)) return; } S_Sound (self, CHAN_AUTO, blastsound, 1, ATTN_NORM); if (!(blastflags & BF_DONTWARN)) P_NoiseAlert (self, self); while ( (mo = iterator.Next ()) ) { if ((mo == self) || ((mo->flags2 & MF2_BOSS) && !(blastflags & BF_AFFECTBOSSES)) || (mo->flags2 & MF2_DORMANT) || (mo->flags3 & MF3_DONTBLAST)) { // Not a valid monster: originator, boss, dormant, or otherwise protected continue; } if ((mo->flags & MF_ICECORPSE) || (mo->flags3 & MF3_CANBLAST)) { // Let these special cases go } else if ((mo->flags3 & MF3_ISMONSTER) && (mo->health <= 0)) { continue; } else if (!(mo->player) && !(mo->flags & MF_MISSILE) && !(mo->flags3 & (MF3_ISMONSTER|MF3_CANBLAST)) && !(mo->flags6 & (MF6_TOUCHY|MF6_VULNERABLE))) { // Must be monster, player, missile, touchy or vulnerable continue; } dist = P_AproxDistance (self->x - mo->x, self->y - mo->y); if (dist > radius) { // Out of range continue; } BlastActor (mo, strength, speed, self, blasteffect); } }