gzdoom-gles/src/g_doom/a_doomweaps.cpp
Christoph Oelckers fdec06ff9b - fixed:P_DamageMobj just set an ice corpse's velocity to 0 to make it shatter.
But that's insufficient because it doesn't factor in any subsequent velocity
  change that happens between the damaging and the next call to A_FreezeDeathChunks.
- fixed: The TimeFreezer did not freeze other players' controls in a
  multiplayer game.
- fixed: DECORATE's 'gravity' property incorrectly messed around with the
  NOGRAVITY flag.
- fixed: Hitscan attacks didn't check the puff's replacement for damage types.


SVN r2026 (trunk)
2009-12-16 16:09:48 +00:00

601 lines
14 KiB
C++

/*
#include "actor.h"
#include "info.h"
#include "s_sound.h"
#include "m_random.h"
#include "a_pickups.h"
#include "d_player.h"
#include "p_pspr.h"
#include "p_local.h"
#include "gstrings.h"
#include "p_effect.h"
#include "gi.h"
#include "templates.h"
#include "thingdef/thingdef.h"
#include "doomstat.h"
*/
static FRandom pr_punch ("Punch");
static FRandom pr_saw ("Saw");
static FRandom pr_fireshotgun2 ("FireSG2");
static FRandom pr_fireplasma ("FirePlasma");
static FRandom pr_firerail ("FireRail");
static FRandom pr_bfgspray ("BFGSpray");
static FRandom pr_oldbfg ("OldBFG");
//
// A_Punch
//
DEFINE_ACTION_FUNCTION(AActor, A_Punch)
{
angle_t angle;
int damage;
int pitch;
AActor *linetarget;
if (self->player != NULL)
{
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
}
}
damage = (pr_punch()%10+1)<<1;
if (self->FindInventory<APowerStrength>())
damage *= 10;
angle = self->angle;
angle += pr_punch.Random2() << 18;
pitch = P_AimLineAttack (self, angle, MELEERANGE, &linetarget);
P_LineAttack (self, angle, MELEERANGE, pitch, damage, NAME_Melee, NAME_BulletPuff, true);
// turn to face target
if (linetarget)
{
S_Sound (self, CHAN_WEAPON, "*fist", 1, ATTN_NORM);
self->angle = R_PointToAngle2 (self->x,
self->y,
linetarget->x,
linetarget->y);
}
}
//
// A_FirePistol
//
DEFINE_ACTION_FUNCTION(AActor, A_FirePistol)
{
bool accurate;
if (self->player != NULL)
{
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
P_SetPsprite (self->player, ps_flash, weapon->FindState(NAME_Flash));
}
self->player->mo->PlayAttacking2 ();
accurate = !self->player->refire;
}
else
{
accurate = true;
}
S_Sound (self, CHAN_WEAPON, "weapons/pistol", 1, ATTN_NORM);
P_GunShot (self, accurate, PClass::FindClass(NAME_BulletPuff), P_BulletSlope (self));
}
//
// A_Saw
//
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Saw)
{
angle_t angle;
player_t *player;
AActor *linetarget;
ACTION_PARAM_START(4);
ACTION_PARAM_SOUND(fullsound, 0);
ACTION_PARAM_SOUND(hitsound, 1);
ACTION_PARAM_INT(damage, 2);
ACTION_PARAM_CLASS(pufftype, 3);
if (NULL == (player = self->player))
{
return;
}
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
}
if (pufftype == NULL) pufftype = PClass::FindClass(NAME_BulletPuff);
if (damage == 0) damage = 2;
damage *= (pr_saw()%10+1);
angle = self->angle;
angle += pr_saw.Random2() << 18;
// use meleerange + 1 so the puff doesn't skip the flash (i.e. plays all states)
P_LineAttack (self, angle, MELEERANGE+1,
P_AimLineAttack (self, angle, MELEERANGE+1, &linetarget), damage,
NAME_None, pufftype);
if (!linetarget)
{
S_Sound (self, CHAN_WEAPON, fullsound, 1, ATTN_NORM);
return;
}
S_Sound (self, CHAN_WEAPON, hitsound, 1, ATTN_NORM);
// turn to face target
angle = R_PointToAngle2 (self->x, self->y,
linetarget->x, linetarget->y);
if (angle - self->angle > ANG180)
{
if (angle - self->angle < (angle_t)(-ANG90/20))
self->angle = angle + ANG90/21;
else
self->angle -= ANG90/20;
}
else
{
if (angle - self->angle > ANG90/20)
self->angle = angle - ANG90/21;
else
self->angle += ANG90/20;
}
self->flags |= MF_JUSTATTACKED;
}
//
// A_FireShotgun
//
DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun)
{
int i;
player_t *player;
if (NULL == (player = self->player))
{
return;
}
S_Sound (self, CHAN_WEAPON, "weapons/shotgf", 1, ATTN_NORM);
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
P_SetPsprite (player, ps_flash, weapon->FindState(NAME_Flash));
}
player->mo->PlayAttacking2 ();
angle_t pitch = P_BulletSlope (self);
for (i=0 ; i<7 ; i++)
P_GunShot (self, false, PClass::FindClass(NAME_BulletPuff), pitch);
}
//
// A_FireShotgun2
//
DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun2)
{
int i;
angle_t angle;
int damage;
player_t *player;
if (NULL == (player = self->player))
{
return;
}
S_Sound (self, CHAN_WEAPON, "weapons/sshotf", 1, ATTN_NORM);
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
P_SetPsprite (player, ps_flash, weapon->FindState(NAME_Flash));
}
player->mo->PlayAttacking2 ();
angle_t pitch = P_BulletSlope (self);
for (i=0 ; i<20 ; i++)
{
damage = 5*(pr_fireshotgun2()%3+1);
angle = self->angle;
angle += pr_fireshotgun2.Random2() << 19;
// Doom adjusts the bullet slope by shifting a random number [-255,255]
// left 5 places. At 2048 units away, this means the vertical position
// of the shot can deviate as much as 255 units from nominal. So using
// some simple trigonometry, that means the vertical angle of the shot
// can deviate by as many as ~7.097 degrees or ~84676099 BAMs.
P_LineAttack (self,
angle,
PLAYERMISSILERANGE,
pitch + (pr_fireshotgun2.Random2() * 332063), damage,
NAME_None, NAME_BulletPuff);
}
}
DEFINE_ACTION_FUNCTION(AActor, A_OpenShotgun2)
{
S_Sound (self, CHAN_WEAPON, "weapons/sshoto", 1, ATTN_NORM);
}
DEFINE_ACTION_FUNCTION(AActor, A_LoadShotgun2)
{
S_Sound (self, CHAN_WEAPON, "weapons/sshotl", 1, ATTN_NORM);
}
DEFINE_ACTION_FUNCTION(AActor, A_CloseShotgun2)
{
S_Sound (self, CHAN_WEAPON, "weapons/sshotc", 1, ATTN_NORM);
A_ReFire (self);
}
//------------------------------------------------------------------------------------
//
// Setting a random flash like some of Doom's weapons can easily crash when the
// definition is overridden incorrectly so let's check that the state actually exists.
// Be aware though that this will not catch all DEHACKED related problems. But it will
// find all DECORATE related ones.
//
//------------------------------------------------------------------------------------
void P_SetSafeFlash(AWeapon * weapon, player_t * player, FState * flashstate, int index)
{
const PClass * cls = weapon->GetClass();
while (cls != RUNTIME_CLASS(AWeapon))
{
FActorInfo * info = cls->ActorInfo;
if (flashstate >= info->OwnedStates && flashstate < info->OwnedStates + info->NumOwnedStates)
{
// The flash state belongs to this class.
// Now let's check if the actually wanted state does also
if (flashstate+index < info->OwnedStates + info->NumOwnedStates)
{
// we're ok so set the state
P_SetPsprite (player, ps_flash, flashstate + index);
return;
}
else
{
// oh, no! The state is beyond the end of the state table so use the original flash state.
P_SetPsprite (player, ps_flash, flashstate);
return;
}
}
// try again with parent class
cls = cls->ParentClass;
}
// if we get here the state doesn't seem to belong to any class in the inheritance chain
// This can happen with Dehacked if the flash states are remapped.
// The only way to check this would be to go through all Dehacked modifiable actors and
// find the correct one.
// For now let's assume that it will work.
P_SetPsprite (player, ps_flash, flashstate + index);
}
//
// A_FireCGun
//
DEFINE_ACTION_FUNCTION(AActor, A_FireCGun)
{
player_t *player;
if (self == NULL || NULL == (player = self->player))
{
return;
}
AWeapon *weapon = player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
S_Sound (self, CHAN_WEAPON, "weapons/chngun", 1, ATTN_NORM);
FState *flash = weapon->FindState(NAME_Flash);
if (flash != NULL)
{
// [RH] Fix for Sparky's messed-up Dehacked patch! Blargh!
FState * atk = weapon->FindState(NAME_Fire);
int theflash = clamp (int(player->psprites[ps_weapon].state - atk), 0, 1);
if (flash[theflash].sprite != flash->sprite)
{
theflash = 0;
}
P_SetSafeFlash (weapon, player, flash, theflash);
}
}
player->mo->PlayAttacking2 ();
P_GunShot (self, !player->refire, PClass::FindClass(NAME_BulletPuff), P_BulletSlope (self));
}
//
// A_FireMissile
//
DEFINE_ACTION_FUNCTION(AActor, A_FireMissile)
{
player_t *player;
if (NULL == (player = self->player))
{
return;
}
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
}
P_SpawnPlayerMissile (self, PClass::FindClass("Rocket"));
}
//
// A_FireSTGrenade: not exactly backported from ST, but should work the same
//
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireSTGrenade)
{
player_t *player;
ACTION_PARAM_START(1);
ACTION_PARAM_CLASS(grenade, 0);
if (grenade == NULL) return;
if (NULL == (player = self->player))
{
return;
}
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
}
// Temporarily raise the pitch to send the grenade slightly upwards
fixed_t SavedPlayerPitch = self->pitch;
self->pitch -= (1152 << FRACBITS);
P_SpawnPlayerMissile(self, grenade);
self->pitch = SavedPlayerPitch;
}
//
// A_FirePlasma
//
DEFINE_ACTION_FUNCTION(AActor, A_FirePlasma)
{
player_t *player;
if (NULL == (player = self->player))
{
return;
}
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
FState *flash = weapon->FindState(NAME_Flash);
if (flash != NULL)
{
P_SetSafeFlash(weapon, player, flash, (pr_fireplasma()&1));
}
}
P_SpawnPlayerMissile (self, PClass::FindClass("PlasmaBall"));
}
//
// [RH] A_FireRailgun
//
static void FireRailgun(AActor *self, int RailOffset)
{
int damage;
player_t *player;
if (NULL == (player = self->player))
{
return;
}
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
FState *flash = weapon->FindState(NAME_Flash);
if (flash != NULL)
{
P_SetSafeFlash(weapon, player, flash, (pr_firerail()&1));
}
}
damage = deathmatch ? 100 : 150;
P_RailAttack (self, damage, RailOffset);
}
DEFINE_ACTION_FUNCTION(AActor, A_FireRailgun)
{
FireRailgun(self, 0);
}
DEFINE_ACTION_FUNCTION(AActor, A_FireRailgunRight)
{
FireRailgun(self, 10);
}
DEFINE_ACTION_FUNCTION(AActor, A_FireRailgunLeft)
{
FireRailgun(self, -10);
}
DEFINE_ACTION_FUNCTION(AActor, A_RailWait)
{
// Okay, this was stupid. Just use a NULL function instead of this.
}
//
// A_FireBFG
//
DEFINE_ACTION_FUNCTION(AActor, A_FireBFG)
{
player_t *player;
if (NULL == (player = self->player))
{
return;
}
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
}
P_SpawnPlayerMissile (self, 0, 0, 0, PClass::FindClass("BFGBall"), self->angle, NULL, NULL, !!(dmflags2 & DF2_NO_FREEAIMBFG));
}
//
// A_BFGSpray
// Spawn a BFG explosion on every monster in view
//
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray)
{
int i;
int j;
int damage;
angle_t an;
AActor *thingToHit;
AActor *linetarget;
ACTION_PARAM_START(3);
ACTION_PARAM_CLASS(spraytype, 0);
ACTION_PARAM_INT(numrays, 1);
ACTION_PARAM_INT(damagecnt, 2);
if (spraytype == NULL) spraytype = PClass::FindClass("BFGExtra");
if (numrays <= 0) numrays = 40;
if (damagecnt <= 0) damagecnt = 15;
// [RH] Don't crash if no target
if (!self->target)
return;
// offset angles from its attack angle
for (i = 0; i < numrays; i++)
{
an = self->angle - ANG90/2 + ANG90/numrays*i;
// self->target is the originator (player) of the missile
P_AimLineAttack (self->target, an, 16*64*FRACUNIT, &linetarget, ANGLE_1*32);
if (!linetarget)
continue;
AActor *spray = Spawn (spraytype, linetarget->x, linetarget->y,
linetarget->z + (linetarget->height>>2), ALLOW_REPLACE);
if (spray && (spray->flags5 & MF5_PUFFGETSOWNER))
spray->target = self->target;
damage = 0;
for (j = 0; j < damagecnt; ++j)
damage += (pr_bfgspray() & 7) + 1;
thingToHit = linetarget;
P_DamageMobj (thingToHit, self->target, self->target, damage, NAME_BFGSplash);
P_TraceBleed (damage, thingToHit, self->target);
}
}
//
// A_BFGsound
//
DEFINE_ACTION_FUNCTION(AActor, A_BFGsound)
{
S_Sound (self, CHAN_WEAPON, "weapons/bfgf", 1, ATTN_NORM);
}
//
// A_FireOldBFG
//
// This function emulates Doom's Pre-Beta BFG
// By Lee Killough 6/6/98, 7/11/98, 7/19/98, 8/20/98
//
// This code may not be used in other mods without appropriate credit given.
// Code leeches will be telefragged.
DEFINE_ACTION_FUNCTION(AActor, A_FireOldBFG)
{
const PClass * plasma[] = {PClass::FindClass("PlasmaBall1"), PClass::FindClass("PlasmaBall2")};
AActor * mo = NULL;
player_t *player;
if (NULL == (player = self->player))
{
return;
}
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
}
self->player->extralight = 2;
// Save values temporarily
angle_t SavedPlayerAngle = self->angle;
fixed_t SavedPlayerPitch = self->pitch;
bool doesautoaim = !(self->player->ReadyWeapon->WeaponFlags & WIF_NOAUTOAIM);
self->player->ReadyWeapon->WeaponFlags |= WIF_NOAUTOAIM; // No autoaiming that gun
for (int i = 0; i < 2; i++) // Spawn two plasma balls in sequence
{
self->angle += ((pr_oldbfg()&127) - 64) * (ANG90/768);
self->pitch += ((pr_oldbfg()&127) - 64) * (ANG90/640);
mo = P_SpawnPlayerMissile (self, plasma[i]);
// Restore saved values
self->angle = SavedPlayerAngle;
self->pitch = SavedPlayerPitch;
}
if (doesautoaim) self->player->ReadyWeapon->WeaponFlags &= ~WIF_NOAUTOAIM; // Restore autoaim setting
}