gzdoom-gles/src/g_strife/a_strifeweapons.cpp
Christoph Oelckers a4f5846c7c - replaced all uses of P_ThrustMobj with the already implemented AActor::Thrust method and deleted this function.
- for quakes, making a distinction between circular and elliptic thrust is pointless, so the checks were removed and both paths consolidated. The elliptic code will do exactly the same for circles and there isn't even a performance difference.
2016-03-20 01:25:47 +01:00

1197 lines
29 KiB
C++

/*
#include "a_pickups.h"
#include "p_local.h"
#include "m_random.h"
#include "a_strifeglobal.h"
#include "s_sound.h"
#include "p_enemy.h"
#include "templates.h"
#include "thingdef/thingdef.h"
#include "doomstat.h"
*/
// Note: Strife missiles do 1-4 times their damage amount.
// Doom missiles do 1-8 times their damage amount, so to
// make the strife missiles do proper damage without
// hacking more stuff in the executable, be sure to give
// all Strife missiles the MF4_STRIFEDAMAGE flag.
static FRandom pr_jabdagger ("JabDagger");
static FRandom pr_electric ("FireElectric");
static FRandom pr_sgunshot ("StrifeGunShot");
static FRandom pr_minimissile ("MiniMissile");
static FRandom pr_flamethrower ("FlameThrower");
static FRandom pr_flamedie ("FlameDie");
static FRandom pr_mauler1 ("Mauler1");
static FRandom pr_mauler2 ("Mauler2");
static FRandom pr_phburn ("PhBurn");
void A_LoopActiveSound (AActor *);
void A_Countdown (AActor *);
// Punch Dagger -------------------------------------------------------------
//============================================================================
//
// P_DaggerAlert
//
//============================================================================
void P_DaggerAlert (AActor *target, AActor *emitter)
{
AActor *looker;
sector_t *sec = emitter->Sector;
if (emitter->LastHeard != NULL)
return;
if (emitter->health <= 0)
return;
if (!(emitter->flags3 & MF3_ISMONSTER))
return;
if (emitter->flags4 & MF4_INCOMBAT)
return;
emitter->flags4 |= MF4_INCOMBAT;
emitter->target = target;
FState *painstate = emitter->FindState(NAME_Pain, NAME_Dagger);
if (painstate != NULL)
{
emitter->SetState (painstate);
}
for (looker = sec->thinglist; looker != NULL; looker = looker->snext)
{
if (looker == emitter || looker == target)
continue;
if (looker->health <= 0)
continue;
if (!(looker->flags4 & MF4_SEESDAGGERS))
continue;
if (!(looker->flags4 & MF4_INCOMBAT))
{
if (!P_CheckSight (looker, target) && !P_CheckSight (looker, emitter))
continue;
looker->target = target;
if (looker->SeeSound)
{
S_Sound (looker, CHAN_VOICE, looker->SeeSound, 1, ATTN_NORM);
}
looker->SetState (looker->SeeState);
looker->flags4 |= MF4_INCOMBAT;
}
}
}
//============================================================================
//
// A_JabDagger
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_JabDagger)
{
PARAM_ACTION_PROLOGUE;
DAngle angle;
int damage;
DAngle pitch;
int power;
FTranslatedLineTarget t;
power = MIN(10, self->player->mo->stamina / 10);
damage = (pr_jabdagger() % (power + 8)) * (power + 2);
if (self->FindInventory<APowerStrength>())
{
damage *= 10;
}
angle = self->Angles.Yaw + pr_jabdagger.Random2() * (5.625 / 256);
pitch = P_AimLineAttack (self, angle, 80.);
P_LineAttack (self, angle, 80., pitch, damage, NAME_Melee, "StrifeSpark", true, &t);
// turn to face target
if (t.linetarget)
{
S_Sound (self, CHAN_WEAPON,
t.linetarget->flags & MF_NOBLOOD ? "misc/metalhit" : "misc/meathit",
1, ATTN_NORM);
self->Angles.Yaw = t.angleFromSource;
self->flags |= MF_JUSTATTACKED;
P_DaggerAlert (self, t.linetarget);
}
else
{
S_Sound (self, CHAN_WEAPON, "misc/swish", 1, ATTN_NORM);
}
return 0;
}
//============================================================================
//
// A_AlertMonsters
//
//============================================================================
enum
{
AMF_TARGETEMITTER = 1,
AMF_TARGETNONPLAYER = 2,
AMF_EMITFROMTARGET = 4,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_AlertMonsters)
{
PARAM_ACTION_PROLOGUE;
PARAM_FIXED_OPT(maxdist) { maxdist = 0; }
PARAM_INT_OPT(Flags) { Flags = 0; }
AActor * target = NULL;
AActor * emitter = self;
if (self->player != NULL || (Flags & AMF_TARGETEMITTER))
{
target = self;
}
else if (self->target != NULL && (Flags & AMF_TARGETNONPLAYER))
{
target = self->target;
}
else if (self->target != NULL && self->target->player != NULL)
{
target = self->target;
}
if (Flags & AMF_EMITFROMTARGET) emitter = target;
if (target != NULL && emitter != NULL)
{
P_NoiseAlert(target, emitter, false, maxdist);
}
return 0;
}
// Poison Bolt --------------------------------------------------------------
class APoisonBolt : public AActor
{
DECLARE_CLASS (APoisonBolt, AActor)
public:
int DoSpecialDamage (AActor *target, int damage, FName damagetype);
};
IMPLEMENT_CLASS (APoisonBolt)
int APoisonBolt::DoSpecialDamage (AActor *target, int damage, FName damagetype)
{
if (target->flags & MF_NOBLOOD)
{
return -1;
}
if (target->health < 1000000)
{
if (!(target->flags2 & MF2_BOSS))
return target->health + 10;
else
return 50;
}
return 1;
}
// Strife's Crossbow --------------------------------------------------------
//============================================================================
//
// A_ClearFlash
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_ClearFlash)
{
PARAM_ACTION_PROLOGUE;
player_t *player = self->player;
if (player == NULL)
return 0;
P_SetPsprite (player, ps_flash, NULL);
return 0;
}
//============================================================================
//
// A_ShowElectricFlash
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_ShowElectricFlash)
{
PARAM_ACTION_PROLOGUE;
if (self->player != NULL)
{
P_SetPsprite (self->player, ps_flash, self->player->ReadyWeapon->FindState(NAME_Flash));
}
return 0;
}
//============================================================================
//
// A_FireElectric
//
//============================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireArrow)
{
PARAM_ACTION_PROLOGUE;
PARAM_CLASS(ti, AActor);
DAngle savedangle;
if (self->player == NULL)
return 0;
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return 0;
}
if (ti)
{
savedangle = self->Angles.Yaw;
self->Angles.Yaw += pr_electric.Random2() * (5.625/256) * self->player->mo->AccuracyFactor();
self->player->mo->PlayAttacking2 ();
P_SpawnPlayerMissile (self, ti);
self->Angles.Yaw = savedangle;
S_Sound (self, CHAN_WEAPON, "weapons/xbowshoot", 1, ATTN_NORM);
}
return 0;
}
// Assault Gun --------------------------------------------------------------
//============================================================================
//
// P_StrifeGunShot
//
//============================================================================
void P_StrifeGunShot (AActor *mo, bool accurate, DAngle pitch)
{
DAngle angle;
int damage;
damage = 4*(pr_sgunshot()%3+1);
angle = mo->Angles.Yaw;
if (mo->player != NULL && !accurate)
{
angle += pr_sgunshot.Random2() * (5.625 / 256) * mo->player->mo->AccuracyFactor();
}
P_LineAttack (mo, angle, PLAYERMISSILERANGE, pitch, damage, NAME_Hitscan, NAME_StrifePuff);
}
//============================================================================
//
// A_FireAssaultGun
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FireAssaultGun)
{
PARAM_ACTION_PROLOGUE;
bool accurate;
S_Sound (self, CHAN_WEAPON, "weapons/assaultgun", 1, ATTN_NORM);
if (self->player != NULL)
{
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return 0;
}
self->player->mo->PlayAttacking2 ();
accurate = !self->player->refire;
}
else
{
accurate = true;
}
P_StrifeGunShot (self, accurate, P_BulletSlope (self));
return 0;
}
// Mini-Missile Launcher ----------------------------------------------------
//============================================================================
//
// A_FireMiniMissile
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FireMiniMissile)
{
PARAM_ACTION_PROLOGUE;
player_t *player = self->player;
DAngle savedangle;
if (self->player == NULL)
return 0;
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return 0;
}
savedangle = self->Angles.Yaw;
self->Angles.Yaw += pr_minimissile.Random2() * (11.25 / 256) * player->mo->AccuracyFactor();
player->mo->PlayAttacking2 ();
P_SpawnPlayerMissile (self, PClass::FindActor("MiniMissile"));
self->Angles.Yaw = savedangle;
return 0;
}
//============================================================================
//
// A_RocketInFlight
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_RocketInFlight)
{
PARAM_ACTION_PROLOGUE;
AActor *trail;
S_Sound (self, CHAN_VOICE, "misc/missileinflight", 1, ATTN_NORM);
P_SpawnPuff (self, PClass::FindActor("MiniMissilePuff"), self->_f_Pos(), self->_f_angle() - ANGLE_180, 2, PF_HITTHING);
trail = Spawn("RocketTrail", self->Vec3Offset(-self->_f_velx(), -self->_f_vely(), 0), ALLOW_REPLACE);
if (trail != NULL)
{
trail->Vel.Z = 1;
}
return 0;
}
// Flame Thrower ------------------------------------------------------------
//============================================================================
//
// A_FlameDie
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FlameDie)
{
PARAM_ACTION_PROLOGUE;
self->flags |= MF_NOGRAVITY;
self->Vel.Z = pr_flamedie() & 3;
return 0;
}
//============================================================================
//
// A_FireFlamer
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FireFlamer)
{
PARAM_ACTION_PROLOGUE;
player_t *player = self->player;
if (player != NULL)
{
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return 0;
}
player->mo->PlayAttacking2 ();
}
self->Angles.Yaw += pr_flamethrower.Random2() * (5.625/256.);
self = P_SpawnPlayerMissile (self, PClass::FindActor("FlameMissile"));
if (self != NULL)
{
self->Vel.Z += 5;
}
return 0;
}
// Mauler -------------------------------------------------------------------
//============================================================================
//
// A_FireMauler1
//
// Hey! This is exactly the same as a super shotgun except for the sound
// and the bullet puffs and the disintegration death.
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FireMauler1)
{
PARAM_ACTION_PROLOGUE;
if (self->player != NULL)
{
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return 0;
}
// Strife apparently didn't show the player shooting. Let's fix that.
self->player->mo->PlayAttacking2 ();
}
S_Sound (self, CHAN_WEAPON, "weapons/mauler1", 1, ATTN_NORM);
DAngle bpitch = P_BulletSlope (self);
for (int i = 0; i < 20; ++i)
{
int damage = 5 * (pr_mauler1() % 3 + 1);
DAngle angle = self->Angles.Yaw + pr_mauler1.Random2() * (11.25 / 256);
DAngle pitch = bpitch + pr_mauler1.Random2() * (7.097 / 256);
// Strife used a range of 2112 units for the mauler to signal that
// it should use a different puff. ZDoom's default range is longer
// than this, so let's not handicap it by being too faithful to the
// original.
P_LineAttack (self, angle, PLAYERMISSILERANGE, pitch, damage, NAME_Hitscan, NAME_MaulerPuff);
}
return 0;
}
//============================================================================
//
// A_FireMauler2Pre
//
// Makes some noise and moves the psprite.
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FireMauler2Pre)
{
PARAM_ACTION_PROLOGUE;
S_Sound (self, CHAN_WEAPON, "weapons/mauler2charge", 1, ATTN_NORM);
if (self->player != NULL)
{
self->player->psprites[ps_weapon].sx += pr_mauler2.Random2() << 10;
self->player->psprites[ps_weapon].sy += pr_mauler2.Random2() << 10;
}
return 0;
}
//============================================================================
//
// A_FireMauler2Pre
//
// Fires the torpedo.
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FireMauler2)
{
PARAM_ACTION_PROLOGUE;
if (self->player != NULL)
{
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return 0;
}
self->player->mo->PlayAttacking2 ();
}
P_SpawnPlayerMissile (self, PClass::FindActor("MaulerTorpedo"));
P_DamageMobj (self, self, NULL, 20, self->DamageType);
self->Thrust(self->Angles.Yaw+180., 7.8125);
return 0;
}
//============================================================================
//
// A_MaulerTorpedoWave
//
// Launches lots of balls when the torpedo hits something.
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_MaulerTorpedoWave)
{
PARAM_ACTION_PROLOGUE;
AActor *wavedef = GetDefaultByName("MaulerTorpedoWave");
fixed_t savedz;
self->Angles.Yaw += 180.;
// If the torpedo hit the ceiling, it should still spawn the wave
savedz = self->_f_Z();
if (wavedef && self->ceilingz - self->_f_Z() < wavedef->height)
{
self->_f_SetZ(self->ceilingz - wavedef->height);
}
for (int i = 0; i < 80; ++i)
{
self->Angles.Yaw += 4.5;
P_SpawnSubMissile (self, PClass::FindActor("MaulerTorpedoWave"), self->target);
}
self->_f_SetZ(savedz);
return 0;
}
AActor *P_SpawnSubMissile (AActor *source, PClassActor *type, AActor *target)
{
AActor *other = Spawn (type, source->_f_Pos(), ALLOW_REPLACE);
if (other == NULL)
{
return NULL;
}
other->target = target;
other->Angles.Yaw = source->Angles.Yaw;
other->VelFromAngle();
if (other->flags4 & MF4_SPECTRAL)
{
if (source->flags & MF_MISSILE && source->flags4 & MF4_SPECTRAL)
{
other->FriendPlayer = source->FriendPlayer;
}
else
{
other->SetFriendPlayer(target->player);
}
}
if (P_CheckMissileSpawn (other, source->radius))
{
DAngle pitch = P_AimLineAttack (source, source->Angles.Yaw, 1024.);
other->Vel.Z = -other->Speed * pitch.Cos();
return other;
}
return NULL;
}
class APhosphorousFire : public AActor
{
DECLARE_CLASS (APhosphorousFire, AActor)
public:
int DoSpecialDamage (AActor *target, int damage, FName damagetype);
};
IMPLEMENT_CLASS (APhosphorousFire)
int APhosphorousFire::DoSpecialDamage (AActor *target, int damage, FName damagetype)
{
if (target->flags & MF_NOBLOOD)
{
return damage / 2;
}
return Super::DoSpecialDamage (target, damage, damagetype);
}
DEFINE_ACTION_FUNCTION(AActor, A_BurnArea)
{
PARAM_ACTION_PROLOGUE;
P_RadiusAttack (self, self->target, 128, 128, self->DamageType, RADF_HURTSOURCE);
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_Burnination)
{
PARAM_ACTION_PROLOGUE;
self->Vel.Z -= 8;
self->Vel.X += (pr_phburn.Random2 (3));
self->Vel.Y += (pr_phburn.Random2 (3));
S_Sound (self, CHAN_VOICE, "world/largefire", 1, ATTN_NORM);
// Only the main fire spawns more.
if (!(self->flags & MF_DROPPED))
{
// Original x and y offsets seemed to be like this:
// x + (((pr_phburn() + 12) & 31) << FRACBITS);
//
// But that creates a lop-sided burn because it won't use negative offsets.
int xofs, xrand = pr_phburn();
int yofs, yrand = pr_phburn();
// Adding 12 is pointless if you're going to mask it afterward.
xofs = xrand & 31;
if (xrand & 128)
{
xofs = -xofs;
}
yofs = yrand & 31;
if (yrand & 128)
{
yofs = -yofs;
}
fixedvec2 pos = self->Vec2Offset(xofs << FRACBITS, yofs << FRACBITS);
sector_t * sector = P_PointInSector(pos.x, pos.y);
// The sector's floor is too high so spawn the flame elsewhere.
if (sector->floorplane.ZatPoint(pos.x, pos.y) > self->_f_Z() + self->MaxStepHeight)
{
pos.x = self->_f_X();
pos.y = self->_f_Y();
}
AActor *drop = Spawn<APhosphorousFire> (
pos.x, pos.y,
self->_f_Z() + 4*FRACUNIT, ALLOW_REPLACE);
if (drop != NULL)
{
drop->Vel.X = self->Vel.X + pr_phburn.Random2 (7);
drop->Vel.Y = self->Vel.Y + pr_phburn.Random2 (7);
drop->Vel.Z = self->Vel.Z - 1;
drop->reactiontime = (pr_phburn() & 3) + 2;
drop->flags |= MF_DROPPED;
}
}
return 0;
}
//============================================================================
//
// A_FireGrenade
//
//============================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireGrenade)
{
PARAM_ACTION_PROLOGUE;
PARAM_CLASS(grenadetype, AActor);
PARAM_ANGLE(angleofs);
PARAM_STATE(flash)
player_t *player = self->player;
AActor *grenade;
angle_t an;
fixed_t tworadii;
AWeapon *weapon;
if (player == NULL || grenadetype == NULL)
return 0;
if ((weapon = player->ReadyWeapon) == NULL)
return 0;
if (!weapon->DepleteAmmo (weapon->bAltFire))
return 0;
P_SetPsprite (player, ps_flash, flash);
if (grenadetype != NULL)
{
self->_f_AddZ(32*FRACUNIT);
grenade = P_SpawnSubMissile (self, grenadetype, self);
self->_f_AddZ(-32*FRACUNIT);
if (grenade == NULL)
return 0;
if (grenade->SeeSound != 0)
{
S_Sound (grenade, CHAN_VOICE, grenade->SeeSound, 1, ATTN_NORM);
}
grenade->Vel.Z = (-self->Angles.Pitch.TanClamped()) * grenade->Speed + 8;
fixedvec2 offset;
an = self->_f_angle() >> ANGLETOFINESHIFT;
tworadii = self->radius + grenade->radius;
offset.x = FixedMul (finecosine[an], tworadii);
offset.y = FixedMul (finesine[an], tworadii);
an = self->_f_angle() + angleofs;
an >>= ANGLETOFINESHIFT;
offset.x += FixedMul (finecosine[an], 15*FRACUNIT);
offset.y += FixedMul (finesine[an], 15*FRACUNIT);
fixedvec2 newpos = grenade->Vec2Offset(offset.x, offset.y);
grenade->SetOrigin(newpos.x, newpos.y, grenade->_f_Z(), false);
}
return 0;
}
// The Almighty Sigil! ------------------------------------------------------
IMPLEMENT_CLASS(ASigil)
//============================================================================
//
// ASigil :: Serialize
//
//============================================================================
void ASigil::BeginPlay()
{
NumPieces = health;
}
//============================================================================
//
// ASigil :: Serialize
//
//============================================================================
void ASigil::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << NumPieces << DownPieces;
}
//============================================================================
//
// ASigil :: HandlePickup
//
//============================================================================
bool ASigil::HandlePickup (AInventory *item)
{
if (item->IsKindOf (RUNTIME_CLASS(ASigil)))
{
int otherPieces = static_cast<ASigil*>(item)->NumPieces;
if (otherPieces > NumPieces)
{
item->ItemFlags |= IF_PICKUPGOOD;
Icon = item->Icon;
// If the player is holding the Sigil right now, drop it and bring
// it back with the new piece(s) in view.
if (Owner->player != NULL && Owner->player->ReadyWeapon == this)
{
DownPieces = NumPieces;
Owner->player->PendingWeapon = this;
}
NumPieces = otherPieces;
}
return true;
}
if (Inventory != NULL)
{
return Inventory->HandlePickup (item);
}
return false;
}
//============================================================================
//
// ASigil :: CreateCopy
//
//============================================================================
AInventory *ASigil::CreateCopy (AActor *other)
{
ASigil *copy = Spawn<ASigil> (0,0,0, NO_REPLACE);
copy->Amount = Amount;
copy->MaxAmount = MaxAmount;
copy->NumPieces = NumPieces;
copy->Icon = Icon;
GoAwayAndDie ();
return copy;
}
//============================================================================
//
// A_SelectPiece
//
// Decide which sprite frame this Sigil should use as an item, based on how
// many pieces it represents.
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SelectPiece)
{
PARAM_ACTION_PROLOGUE;
int pieces = MIN (static_cast<ASigil*>(self)->NumPieces, 5);
if (pieces > 1)
{
self->SetState (self->FindState("Spawn")+pieces);
}
return 0;
}
//============================================================================
//
// A_SelectSigilView
//
// Decide which first-person frame this Sigil should show, based on how many
// pieces it represents. Strife did this by selecting a flash that looked like
// the Sigil whenever you switched to it and at the end of an attack. I have
// chosen to make the weapon sprite choose the correct frame and let the flash
// be a regular flash. It means I need to use more states, but I think it's
// worth it.
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilView)
{
PARAM_ACTION_PROLOGUE;
int pieces;
if (self->player == NULL)
{
return 0;
}
pieces = static_cast<ASigil*>(self->player->ReadyWeapon)->NumPieces;
P_SetPsprite (self->player, ps_weapon,
self->player->psprites[ps_weapon].state + pieces);
return 0;
}
//============================================================================
//
// A_SelectSigilDown
//
// Same as A_SelectSigilView, except it uses DownPieces. This is so that when
// you pick up a Sigil, the old one will drop and *then* change to the new
// one.
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilDown)
{
PARAM_ACTION_PROLOGUE;
int pieces;
if (self->player == NULL)
{
return 0;
}
pieces = static_cast<ASigil*>(self->player->ReadyWeapon)->DownPieces;
static_cast<ASigil*>(self->player->ReadyWeapon)->DownPieces = 0;
if (pieces == 0)
{
pieces = static_cast<ASigil*>(self->player->ReadyWeapon)->NumPieces;
}
P_SetPsprite (self->player, ps_weapon,
self->player->psprites[ps_weapon].state + pieces);
return 0;
}
//============================================================================
//
// A_SelectSigilAttack
//
// Same as A_SelectSigilView, but used just before attacking.
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilAttack)
{
PARAM_ACTION_PROLOGUE;
int pieces;
if (self->player == NULL)
{
return 0;
}
pieces = static_cast<ASigil*>(self->player->ReadyWeapon)->NumPieces;
P_SetPsprite (self->player, ps_weapon,
self->player->psprites[ps_weapon].state + 4*pieces - 3);
return 0;
}
//============================================================================
//
// A_SigilCharge
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SigilCharge)
{
PARAM_ACTION_PROLOGUE;
S_Sound (self, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM);
if (self->player != NULL)
{
self->player->extralight = 2;
}
return 0;
}
//============================================================================
//
// A_LightInverse
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_LightInverse)
{
PARAM_ACTION_PROLOGUE;
if (self->player != NULL)
{
self->player->extralight = INT_MIN;
}
return 0;
}
//============================================================================
//
// A_FireSigil1
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FireSigil1)
{
PARAM_ACTION_PROLOGUE;
AActor *spot;
player_t *player = self->player;
FTranslatedLineTarget t;
if (player == NULL || player->ReadyWeapon == NULL)
return 0;
P_DamageMobj (self, self, NULL, 1*4, 0, DMG_NO_ARMOR);
S_Sound (self, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM);
P_BulletSlope (self, &t, ALF_PORTALRESTRICT);
if (t.linetarget != NULL)
{
spot = Spawn("SpectralLightningSpot", t.linetarget->_f_X(), t.linetarget->_f_Y(), t.linetarget->floorz, ALLOW_REPLACE);
if (spot != NULL)
{
spot->tracer = t.linetarget;
}
}
else
{
spot = Spawn("SpectralLightningSpot", self->_f_Pos(), ALLOW_REPLACE);
if (spot != NULL)
{
spot->VelFromAngle(self->Angles.Yaw, 28.);
}
}
if (spot != NULL)
{
spot->SetFriendPlayer(player);
spot->target = self;
}
return 0;
}
//============================================================================
//
// A_FireSigil2
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FireSigil2)
{
PARAM_ACTION_PROLOGUE;
player_t *player = self->player;
if (player == NULL || player->ReadyWeapon == NULL)
return 0;
P_DamageMobj (self, self, NULL, 2*4, 0, DMG_NO_ARMOR);
S_Sound (self, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM);
P_SpawnPlayerMissile (self, PClass::FindActor("SpectralLightningH1"));
return 0;
}
//============================================================================
//
// A_FireSigil3
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FireSigil3)
{
PARAM_ACTION_PROLOGUE;
AActor *spot;
player_t *player = self->player;
int i;
if (player == NULL || player->ReadyWeapon == NULL)
return 0;
P_DamageMobj (self, self, NULL, 3*4, 0, DMG_NO_ARMOR);
S_Sound (self, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM);
self->Angles.Yaw -= 90.;
for (i = 0; i < 20; ++i)
{
self->Angles.Yaw += 9.;
spot = P_SpawnSubMissile (self, PClass::FindActor("SpectralLightningBall1"), self);
if (spot != NULL)
{
spot->_f_SetZ(self->_f_Z() + 32*FRACUNIT);
}
}
self->Angles.Yaw -= 90.;
return 0;
}
//============================================================================
//
// A_FireSigil4
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FireSigil4)
{
PARAM_ACTION_PROLOGUE;
AActor *spot;
player_t *player = self->player;
FTranslatedLineTarget t;
if (player == NULL || player->ReadyWeapon == NULL)
return 0;
P_DamageMobj (self, self, NULL, 4*4, 0, DMG_NO_ARMOR);
S_Sound (self, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM);
P_BulletSlope (self, &t, ALF_PORTALRESTRICT);
if (t.linetarget != NULL)
{
spot = P_SpawnPlayerMissile (self, 0,0,0, PClass::FindActor("SpectralLightningBigV1"), self->Angles.Yaw, &t, NULL, false, false, ALF_PORTALRESTRICT);
if (spot != NULL)
{
spot->tracer = t.linetarget;
}
}
else
{
spot = P_SpawnPlayerMissile (self, PClass::FindActor("SpectralLightningBigV1"));
if (spot != NULL)
{
spot->VelFromAngle(self->Angles.Yaw, spot->Speed);
}
}
return 0;
}
//============================================================================
//
// A_FireSigil5
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FireSigil5)
{
PARAM_ACTION_PROLOGUE;
player_t *player = self->player;
if (player == NULL || player->ReadyWeapon == NULL)
return 0;
P_DamageMobj (self, self, NULL, 5*4, 0, DMG_NO_ARMOR);
S_Sound (self, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM);
P_SpawnPlayerMissile (self, PClass::FindActor("SpectralLightningBigBall1"));
return 0;
}
//============================================================================
//
// ASigil :: SpecialDropAction
//
// Monsters don't drop Sigil pieces. The Sigil pieces grab hold of the person
// who killed the dropper and automatically enter their inventory. That's the
// way it works if you believe Macil, anyway...
//
//============================================================================
bool ASigil::SpecialDropAction (AActor *dropper)
{
// Give a Sigil piece to every player in the game
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i] && players[i].mo != NULL)
{
GiveSigilPiece (players[i].mo);
Destroy ();
}
}
return true;
}
//============================================================================
//
// ASigil :: GiveSigilPiece
//
// Gives the actor another Sigil piece, up to 5. Returns the number of Sigil
// pieces the actor previously held.
//
//============================================================================
int ASigil::GiveSigilPiece (AActor *receiver)
{
ASigil *sigil;
sigil = receiver->FindInventory<ASigil> ();
if (sigil == NULL)
{
sigil = static_cast<ASigil*>(Spawn("Sigil1", 0,0,0, NO_REPLACE));
if (!sigil->CallTryPickup (receiver))
{
sigil->Destroy ();
}
return 0;
}
else if (sigil->NumPieces < 5)
{
++sigil->NumPieces;
static const char* sigils[5] =
{
"Sigil1", "Sigil2", "Sigil3", "Sigil4", "Sigil5"
};
sigil->Icon = ((AInventory*)GetDefaultByName (sigils[MAX(0,sigil->NumPieces-1)]))->Icon;
// If the player has the Sigil out, drop it and bring it back up.
if (sigil->Owner->player != NULL && sigil->Owner->player->ReadyWeapon == sigil)
{
sigil->Owner->player->PendingWeapon = sigil;
sigil->DownPieces = sigil->NumPieces - 1;
}
return sigil->NumPieces - 1;
}
else
{
return 5;
}
}