mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-03 17:32:40 +00:00
623276f5a6
Issues this fixes: * all original Doom attack functions unconditionally altered the flash state. * A_FireOldBFG, A_RailAttack and A_Blast never checked for a valid ReadyWeapon. * CustomInventory items could deplete an unrelated weapon's ammo.
152 lines
3.9 KiB
C++
152 lines
3.9 KiB
C++
/*
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#include "info.h"
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#include "a_pickups.h"
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#include "a_artifacts.h"
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#include "gstrings.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "s_sound.h"
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*/
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/* For reference, the default values:
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#define BLAST_RADIUS_DIST 255*FRACUNIT
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#define BLAST_SPEED 20*FRACUNIT
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#define BLAST_FULLSTRENGTH 255
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*/
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// Disc of Repulsion --------------------------------------------------------
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//==========================================================================
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//
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// AArtiBlastRadius :: BlastActor
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//
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//==========================================================================
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void BlastActor (AActor *victim, fixed_t strength, fixed_t speed, AActor * Owner, const PClass * blasteffect, bool dontdamage)
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{
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angle_t angle,ang;
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AActor *mo;
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fixedvec3 pos;
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if (!victim->SpecialBlastHandling (Owner, strength))
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{
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return;
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}
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angle = Owner->AngleTo(victim);
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angle >>= ANGLETOFINESHIFT;
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victim->velx = FixedMul (speed, finecosine[angle]);
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victim->vely = FixedMul (speed, finesine[angle]);
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// Spawn blast puff
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ang = victim->AngleTo(Owner);
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ang >>= ANGLETOFINESHIFT;
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pos = victim->Vec3Offset(
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FixedMul (victim->radius+FRACUNIT, finecosine[ang]),
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FixedMul (victim->radius+FRACUNIT, finesine[ang]),
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-victim->floorclip + (victim->height>>1));
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mo = Spawn (blasteffect, pos, ALLOW_REPLACE);
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if (mo)
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{
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mo->velx = victim->velx;
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mo->vely = victim->vely;
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}
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if (victim->flags & MF_MISSILE)
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{
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// [RH] Floor and ceiling huggers should not be blasted vertically.
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if (!(victim->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
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{
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victim->velz = 8*FRACUNIT;
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mo->velz = victim->velz;
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}
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}
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else
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{
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victim->velz = (1000 / victim->Mass) << FRACBITS;
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}
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if (victim->player)
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{
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// Players handled automatically
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}
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else if (!dontdamage)
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{
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victim->flags2 |= MF2_BLASTED;
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}
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if (victim->flags6 & MF6_TOUCHY)
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{ // Touchy objects die when blasted
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victim->flags6 &= ~MF6_ARMED; // Disarm
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P_DamageMobj(victim, Owner, Owner, victim->health, NAME_Melee, DMG_FORCED);
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}
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}
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enum
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{
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BF_USEAMMO = 1,
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BF_DONTWARN = 2,
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BF_AFFECTBOSSES = 4,
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BF_NOIMPACTDAMAGE = 8,
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};
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//==========================================================================
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//
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// AArtiBlastRadius :: Activate
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//
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// Blast all actors away
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS (AActor, A_Blast)
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{
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ACTION_PARAM_START(6);
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ACTION_PARAM_INT (blastflags, 0);
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ACTION_PARAM_FIXED(strength, 1);
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ACTION_PARAM_FIXED(radius, 2);
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ACTION_PARAM_FIXED(speed, 3);
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ACTION_PARAM_CLASS(blasteffect, 4);
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ACTION_PARAM_SOUND(blastsound, 5);
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AActor *mo;
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TThinkerIterator<AActor> iterator;
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fixed_t dist;
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if (self->player && (blastflags & BF_USEAMMO) && ACTION_CALL_FROM_WEAPON())
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{
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AWeapon * weapon = self->player->ReadyWeapon;
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if (weapon != NULL && !weapon->DepleteAmmo(weapon->bAltFire))
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return;
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}
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S_Sound (self, CHAN_AUTO, blastsound, 1, ATTN_NORM);
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if (!(blastflags & BF_DONTWARN)) P_NoiseAlert (self, self);
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while ( (mo = iterator.Next ()) )
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{
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if ((mo == self) || ((mo->flags2 & MF2_BOSS) && !(blastflags & BF_AFFECTBOSSES))
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|| (mo->flags2 & MF2_DORMANT) || (mo->flags3 & MF3_DONTBLAST))
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{ // Not a valid monster: originator, boss, dormant, or otherwise protected
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continue;
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}
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if ((mo->flags & MF_ICECORPSE) || (mo->flags3 & MF3_CANBLAST))
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{
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// Let these special cases go
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}
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else if ((mo->flags3 & MF3_ISMONSTER) && (mo->health <= 0))
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{
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continue;
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}
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else if (!(mo->player) &&
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!(mo->flags & MF_MISSILE) &&
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!(mo->flags3 & (MF3_ISMONSTER|MF3_CANBLAST)) &&
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!(mo->flags6 & (MF6_TOUCHY|MF6_VULNERABLE)))
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{ // Must be monster, player, missile, touchy or vulnerable
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continue;
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}
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dist = self->AproxDistance (mo);
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if (dist > radius)
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{ // Out of range
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continue;
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}
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BlastActor (mo, strength, speed, self, blasteffect, !!(blastflags & BF_NOIMPACTDAMAGE));
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}
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}
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