gzdoom-gles/src/g_hexen/a_blastradius.cpp
Christoph Oelckers 623276f5a6 - fixed: All access to weapon info in DECORATE functions should be restricted to when they get called from an actual weapon, not from a CustomInventory item.
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.
2016-01-26 09:43:47 +01:00

152 lines
3.9 KiB
C++

/*
#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, bool dontdamage)
{
angle_t angle,ang;
AActor *mo;
fixedvec3 pos;
if (!victim->SpecialBlastHandling (Owner, strength))
{
return;
}
angle = Owner->AngleTo(victim);
angle >>= ANGLETOFINESHIFT;
victim->velx = FixedMul (speed, finecosine[angle]);
victim->vely = FixedMul (speed, finesine[angle]);
// Spawn blast puff
ang = victim->AngleTo(Owner);
ang >>= ANGLETOFINESHIFT;
pos = victim->Vec3Offset(
FixedMul (victim->radius+FRACUNIT, finecosine[ang]),
FixedMul (victim->radius+FRACUNIT, finesine[ang]),
-victim->floorclip + (victim->height>>1));
mo = Spawn (blasteffect, pos, 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 if (!dontdamage)
{
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,
BF_NOIMPACTDAMAGE = 8,
};
//==========================================================================
//
// 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<AActor> iterator;
fixed_t dist;
if (self->player && (blastflags & BF_USEAMMO) && ACTION_CALL_FROM_WEAPON())
{
AWeapon * weapon = self->player->ReadyWeapon;
if (weapon != NULL && !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 = self->AproxDistance (mo);
if (dist > radius)
{ // Out of range
continue;
}
BlastActor (mo, strength, speed, self, blasteffect, !!(blastflags & BF_NOIMPACTDAMAGE));
}
}