mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-13 13:50:59 +00:00
668f8f2cf6
THe VM has no opcode for this, all these places produced code with undefined behavior.
495 lines
14 KiB
Text
495 lines
14 KiB
Text
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class StateProvider : Inventory
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{
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//==========================================================================
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//
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// State jump function
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//
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//==========================================================================
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action state A_JumpIfNoAmmo(statelabel label)
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{
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if (stateinfo == null || stateinfo.mStateType != STATE_Psprite || player == null || player.ReadyWeapon == null ||
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player.ReadyWeapon.CheckAmmo(player.ReadyWeapon.bAltFire, false, true))
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{
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return null;
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}
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else return ResolveState(label);
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}
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//===========================================================================
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//
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// Modified code pointer from Skulltag
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//
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//===========================================================================
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action state A_CheckForReload(int count, statelabel jump, bool dontincrement = false)
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{
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if (stateinfo == null || stateinfo.mStateType != STATE_Psprite || player == null || player.ReadyWeapon == null)
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{
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return null;
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}
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state ret = null;
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let weapon = player.ReadyWeapon;
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int ReloadCounter = weapon.ReloadCounter;
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if (!dontincrement || ReloadCounter != 0)
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ReloadCounter = (weapon.ReloadCounter+1) % count;
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else // 0 % 1 = 1? So how do we check if the weapon was never fired? We should only do this when we're not incrementing the counter though.
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ReloadCounter = 1;
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// If we have not made our last shot...
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if (ReloadCounter != 0)
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{
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// Go back to the refire frames, instead of continuing on to the reload frames.
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ret = ResolveState(jump);
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}
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else
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{
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// We need to reload. However, don't reload if we're out of ammo.
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weapon.CheckAmmo(false, false);
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}
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if (!dontincrement)
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{
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weapon.ReloadCounter = ReloadCounter;
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}
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return ret;
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}
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//===========================================================================
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//
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// Resets the counter for the above function
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//
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//===========================================================================
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action void A_ResetReloadCounter()
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{
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if (stateinfo != null && stateinfo.mStateType == STATE_Psprite && player != null && player.ReadyWeapon != null)
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player.ReadyWeapon.ReloadCounter = 0;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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action void A_FireBullets(double spread_xy, double spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", int flags = 1, double range = 0, class<Actor> missile = null, double Spawnheight = 32, double Spawnofs_xy = 0)
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{
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let player = player;
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if (!player) return;
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let pawn = PlayerPawn(self);
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let weapon = player.ReadyWeapon;
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int i;
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double bangle;
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double bslope = 0.;
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int laflags = (flags & FBF_NORANDOMPUFFZ)? LAF_NORANDOMPUFFZ : 0;
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if ((flags & FBF_USEAMMO) && weapon && stateinfo != null && stateinfo.mStateType == STATE_Psprite)
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{
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if (!weapon.DepleteAmmo(weapon.bAltFire, true))
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return; // out of ammo
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}
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if (range == 0) range = PLAYERMISSILERANGE;
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if (!(flags & FBF_NOFLASH)) pawn.PlayAttacking2 ();
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if (!(flags & FBF_NOPITCH)) bslope = BulletSlope();
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bangle = Angle;
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if (pufftype == NULL) pufftype = 'BulletPuff';
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if (weapon != NULL)
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{
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A_StartSound(weapon.AttackSound, CHAN_WEAPON);
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}
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if ((numbullets == 1 && !player.refire) || numbullets == 0)
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{
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int damage = damageperbullet;
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if (!(flags & FBF_NORANDOM))
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damage *= random[cabullet](1, 3);
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let puff = LineAttack(bangle, range, bslope, damage, 'Hitscan', pufftype, laflags);
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if (missile != null)
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{
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bool temp = false;
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double ang = Angle - 90;
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Vector2 ofs = AngleToVector(ang, Spawnofs_xy);
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Actor proj = SpawnPlayerMissile(missile, bangle, ofs.X, ofs.Y, Spawnheight);
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if (proj)
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{
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if (!puff)
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{
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temp = true;
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puff = LineAttack(bangle, range, bslope, 0, 'Hitscan', pufftype, laflags | LAF_NOINTERACT);
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}
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AimBulletMissile(proj, puff, flags, temp, false);
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}
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}
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}
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else
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{
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if (numbullets < 0)
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numbullets = 1;
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for (i = 0; i < numbullets; i++)
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{
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double pangle = bangle;
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double slope = bslope;
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if (flags & FBF_EXPLICITANGLE)
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{
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pangle += spread_xy;
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slope += spread_z;
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}
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else
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{
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pangle += spread_xy * Random2[cabullet]() / 255.;
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slope += spread_z * Random2[cabullet]() / 255.;
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}
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int damage = damageperbullet;
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if (!(flags & FBF_NORANDOM))
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damage *= random[cabullet](1, 3);
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let puff = LineAttack(pangle, range, slope, damage, 'Hitscan', pufftype, laflags);
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if (missile != null)
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{
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bool temp = false;
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double ang = Angle - 90;
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Vector2 ofs = AngleToVector(ang, Spawnofs_xy);
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Actor proj = SpawnPlayerMissile(missile, bangle, ofs.X, ofs.Y, Spawnheight);
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if (proj)
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{
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if (!puff)
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{
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temp = true;
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puff = LineAttack(bangle, range, bslope, 0, 'Hitscan', pufftype, laflags | LAF_NOINTERACT);
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}
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AimBulletMissile(proj, puff, flags, temp, false);
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}
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}
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}
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}
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}
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//==========================================================================
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//
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// A_FireProjectile
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//
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//==========================================================================
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action Actor A_FireProjectile(class<Actor> missiletype, double angle = 0, bool useammo = true, double spawnofs_xy = 0, double spawnheight = 0, int flags = 0, double pitch = 0)
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{
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let player = self.player;
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if (!player) return null;
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let weapon = player.ReadyWeapon;
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FTranslatedLineTarget t;
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// Only use ammo if called from a weapon
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if (useammo && weapon && stateinfo != null && stateinfo.mStateType == STATE_Psprite)
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{
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if (!weapon.DepleteAmmo(weapon.bAltFire, true))
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return null; // out of ammo
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}
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if (missiletype)
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{
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double ang = self.Angle - 90;
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Vector2 ofs = AngleToVector(ang, spawnofs_xy);
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double shootangle = self.Angle;
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if (flags & FPF_AIMATANGLE) shootangle += angle;
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// Temporarily adjusts the pitch
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double saved_player_pitch = self.Pitch;
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self.Pitch += pitch;
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let misl = SpawnPlayerMissile (missiletype, shootangle, ofs.X, ofs.Y, spawnheight, t, false, (flags & FPF_NOAUTOAIM) != 0);
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self.Pitch = saved_player_pitch;
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// automatic handling of seeker missiles
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if (misl)
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{
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if (flags & FPF_TRANSFERTRANSLATION)
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misl.Translation = Translation;
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if (t.linetarget && !t.unlinked && misl.bSeekerMissile)
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misl.tracer = t.linetarget;
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if (!(flags & FPF_AIMATANGLE))
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{
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// This original implementation is to aim straight ahead and then offset
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// the angle from the resulting direction.
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misl.Angle += angle;
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misl.VelFromAngle(misl.Vel.XY.Length());
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}
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}
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return misl;
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}
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return null;
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}
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//==========================================================================
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//
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// A_CustomPunch
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//
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// Berserk is not handled here. That can be done with A_CheckIfInventory
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//
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//==========================================================================
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action void A_CustomPunch(int damage, bool norandom = false, int flags = CPF_USEAMMO, class<Actor> pufftype = "BulletPuff", double range = 0, double lifesteal = 0, int lifestealmax = 0, class<BasicArmorBonus> armorbonustype = "ArmorBonus", sound MeleeSound = 0, sound MissSound = "")
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{
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let player = self.player;
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if (!player) return;
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let weapon = player.ReadyWeapon;
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double angle;
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double pitch;
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FTranslatedLineTarget t;
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int actualdamage;
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if (!norandom)
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damage *= random[cwpunch](1, 8);
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angle = self.Angle + random2[cwpunch]() * (5.625 / 256);
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if (range == 0) range = DEFMELEERANGE;
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pitch = AimLineAttack (angle, range, t, 0., ALF_CHECK3D);
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// only use ammo when actually hitting something!
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if ((flags & CPF_USEAMMO) && t.linetarget && weapon && stateinfo != null && stateinfo.mStateType == STATE_Psprite)
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{
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if (!weapon.DepleteAmmo(weapon.bAltFire, true))
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return; // out of ammo
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}
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if (pufftype == NULL)
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pufftype = 'BulletPuff';
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int puffFlags = LAF_ISMELEEATTACK | ((flags & CPF_NORANDOMPUFFZ) ? LAF_NORANDOMPUFFZ : 0);
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Actor puff;
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[puff, actualdamage] = LineAttack (angle, range, pitch, damage, 'Melee', pufftype, puffFlags, t);
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if (!t.linetarget)
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{
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if (MissSound) A_StartSound(MissSound, CHAN_WEAPON);
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}
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else
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{
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if (lifesteal > 0 && !(t.linetarget.bDontDrain))
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{
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if (flags & CPF_STEALARMOR)
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{
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if (armorbonustype == NULL)
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{
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armorbonustype = 'ArmorBonus';
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}
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if (armorbonustype != NULL)
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{
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let armorbonus = BasicArmorBonus(Spawn(armorbonustype));
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if (armorbonus)
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{
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armorbonus.SaveAmount *= int(actualdamage * lifesteal);
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if (lifestealmax > 0) armorbonus.MaxSaveAmount = lifestealmax;
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armorbonus.bDropped = true;
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armorbonus.ClearCounters();
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if (!armorbonus.CallTryPickup(self))
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{
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armorbonus.Destroy ();
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}
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}
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}
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}
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else
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{
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GiveBody (int(actualdamage * lifesteal), lifestealmax);
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}
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}
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if (weapon != NULL)
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{
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if (MeleeSound) A_StartSound(MeleeSound, CHAN_WEAPON);
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else A_StartSound(weapon.AttackSound, CHAN_WEAPON);
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}
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if (!(flags & CPF_NOTURN))
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{
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// turn to face target
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self.Angle = t.angleFromSource;
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}
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if (flags & CPF_PULLIN) self.bJustAttacked = true;
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if (flags & CPF_DAGGER) t.linetarget.DaggerAlert (self);
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}
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}
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//==========================================================================
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//
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// customizable railgun attack function
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//
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//==========================================================================
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action void A_RailAttack(int damage, int spawnofs_xy = 0, bool useammo = true, color color1 = 0, color color2 = 0, int flags = 0, double maxdiff = 0, class<Actor> pufftype = "BulletPuff", double spread_xy = 0, double spread_z = 0, double range = 0, int duration = 0, double sparsity = 1.0, double driftspeed = 1.0, class<Actor> spawnclass = "none", double spawnofs_z = 0, int spiraloffset = 270, int limit = 0)
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{
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if (range == 0) range = 8192;
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if (sparsity == 0) sparsity=1.0;
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let player = self.player;
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if (!player) return;
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let weapon = player.ReadyWeapon;
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if (useammo && weapon != NULL && stateinfo != null && stateinfo.mStateType == STATE_Psprite)
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{
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if (!weapon.DepleteAmmo(weapon.bAltFire, true))
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return; // out of ammo
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}
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if (!(flags & RGF_EXPLICITANGLE))
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{
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spread_xy = spread_xy * Random2[crailgun]() / 255.;
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spread_z = spread_z * Random2[crailgun]() / 255.;
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}
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FRailParams p;
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p.damage = damage;
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p.offset_xy = spawnofs_xy;
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p.offset_z = spawnofs_z;
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p.color1 = color1;
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p.color2 = color2;
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p.maxdiff = maxdiff;
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p.flags = flags;
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p.puff = pufftype;
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p.angleoffset = spread_xy;
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p.pitchoffset = spread_z;
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p.distance = range;
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p.duration = duration;
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p.sparsity = sparsity;
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p.drift = driftspeed;
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p.spawnclass = spawnclass;
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p.SpiralOffset = SpiralOffset;
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p.limit = limit;
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self.RailAttack(p);
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_ReFire
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//
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// The player can re-fire the weapon without lowering it entirely.
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//
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//---------------------------------------------------------------------------
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action void A_ReFire(statelabel flash = null)
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{
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let player = player;
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bool pending;
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if (NULL == player)
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{
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return;
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}
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pending = player.PendingWeapon != WP_NOCHANGE && (player.WeaponState & WF_REFIRESWITCHOK);
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if ((player.cmd.buttons & BT_ATTACK)
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&& !player.ReadyWeapon.bAltFire && !pending && player.health > 0)
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{
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player.refire++;
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player.mo.FireWeapon(ResolveState(flash));
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}
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else if ((player.cmd.buttons & BT_ALTATTACK)
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&& player.ReadyWeapon.bAltFire && !pending && player.health > 0)
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{
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player.refire++;
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player.mo.FireWeaponAlt(ResolveState(flash));
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}
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else
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{
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player.refire = 0;
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player.ReadyWeapon.CheckAmmo (player.ReadyWeapon.bAltFire? Weapon.AltFire : Weapon.PrimaryFire, true);
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}
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}
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action void A_ClearReFire()
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{
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if (NULL != player) player.refire = 0;
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}
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}
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class CustomInventory : StateProvider
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{
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Default
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{
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DefaultStateUsage SUF_ACTOR|SUF_OVERLAY|SUF_ITEM;
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}
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//---------------------------------------------------------------------------
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//
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//
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//---------------------------------------------------------------------------
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// This is only here, because these functions were originally exported on Inventory, despite only working for weapons, so this is here to satisfy some potential old mods having called it through CustomInventory.
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deprecated("2.3", "must be called from Weapon") action void A_GunFlash(statelabel flash = null, int flags = 0) {}
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deprecated("2.3", "must be called from Weapon") action void A_Lower() {}
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deprecated("2.3", "must be called from Weapon") action void A_Raise() {}
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deprecated("2.3", "must be called from Weapon") action void A_CheckReload() {}
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deprecated("3.7", "must be called from Weapon") action void A_WeaponReady(int flags = 0) {} // this was somehow missed in 2.3 ...
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native bool CallStateChain (Actor actor, State state);
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//===========================================================================
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//
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// ACustomInventory :: SpecialDropAction
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//
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//===========================================================================
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override bool SpecialDropAction (Actor dropper)
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{
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return CallStateChain (dropper, FindState('Drop'));
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}
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//===========================================================================
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//
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// ACustomInventory :: Use
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//
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//===========================================================================
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override bool Use (bool pickup)
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{
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return CallStateChain (Owner, FindState('Use'));
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}
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//===========================================================================
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//
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// ACustomInventory :: TryPickup
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//
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//===========================================================================
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override bool TryPickup (in out Actor toucher)
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{
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let pickupstate = FindState('Pickup');
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bool useok = CallStateChain (toucher, pickupstate);
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if ((useok || pickupstate == NULL) && FindState('Use') != NULL)
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{
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useok = Super.TryPickup (toucher);
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}
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else if (useok)
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{
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GoAwayAndDie();
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}
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return useok;
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}
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}
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