gzdoom/wadsrc/static/zscript/actors/attacks.zs

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extend class Actor
{
//---------------------------------------------------------------------------
//
// Used by A_CustomBulletAttack and A_FireBullets
//
//---------------------------------------------------------------------------
static void AimBulletMissile(Actor proj, Actor puff, int flags, bool temp, bool cba)
{
if (proj && puff)
{
// FAF_BOTTOM = 1
// Aim for the base of the puff as that's where blood puffs will spawn... roughly.
proj.A_Face(puff, 0., 0., 0., 0., 1);
proj.Vel3DFromAngle(proj.Speed, proj.Angle, proj.Pitch);
if (!temp)
{
if (cba)
{
if (flags & CBAF_PUFFTARGET) proj.target = puff;
if (flags & CBAF_PUFFMASTER) proj.master = puff;
if (flags & CBAF_PUFFTRACER) proj.tracer = puff;
}
else
{
if (flags & FBF_PUFFTARGET) proj.target = puff;
if (flags & FBF_PUFFMASTER) proj.master = puff;
if (flags & FBF_PUFFTRACER) proj.tracer = puff;
}
}
}
if (puff && temp)
{
puff.Destroy();
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void A_CustomBulletAttack(double spread_xy, double spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", double range = 0, int flags = 0, int ptr = AAPTR_TARGET, class<Actor> missile = null, double Spawnheight = 32, double Spawnofs_xy = 0)
{
let ref = GetPointer(ptr);
if (range == 0)
range = MISSILERANGE;
int i;
double bangle;
double bslope = 0.;
int laflags = (flags & CBAF_NORANDOMPUFFZ)? LAF_NORANDOMPUFFZ : 0;
if (ref != NULL || (flags & CBAF_AIMFACING))
{
if (!(flags & CBAF_AIMFACING))
{
A_Face(ref);
}
bangle = self.Angle;
if (!(flags & CBAF_NOPITCH)) bslope = AimLineAttack (bangle, MISSILERANGE);
if (pufftype == null) pufftype = 'BulletPuff';
A_StartSound(AttackSound, CHAN_WEAPON);
for (i = 0; i < numbullets; i++)
{
double pangle = bangle;
double slope = bslope;
if (flags & CBAF_EXPLICITANGLE)
{
pangle += spread_xy;
slope += spread_z;
}
else
{
pangle += spread_xy * Random2[cwbullet]() / 255.;
slope += spread_z * Random2[cwbullet]() / 255.;
}
int damage = damageperbullet;
if (!(flags & CBAF_NORANDOM))
damage *= random[cwbullet](1, 3);
let puff = LineAttack(pangle, range, slope, damage, 'Hitscan', pufftype, laflags);
if (missile != null && pufftype != null)
{
double ang = pangle - 90;
let ofs = AngleToVector(ang, Spawnofs_xy);
let pos = self.pos;
SetXYZ(Vec3Offset(ofs.x, ofs.y, 0.));
let proj = SpawnMissileAngleZSpeed(Pos.Z + GetBobOffset() + Spawnheight, missile, self.Angle, 0, GetDefaultByType(missile).Speed, self, false);
SetXYZ(pos);
if (proj)
{
bool temp = (puff == null);
if (!puff)
{
puff = LineAttack(pangle, range, slope, 0, 'Hitscan', pufftype, laflags | LAF_NOINTERACT);
}
if (puff)
{
AimBulletMissile(proj, puff, flags, temp, true);
}
}
}
}
}
}
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//============================================================================
//
// P_DaggerAlert
//
//============================================================================
void DaggerAlert(Actor target)
{
Actor looker;
if (LastHeard != NULL)
return;
if (health <= 0)
return;
if (!bIsMonster)
return;
if (bInCombat)
return;
bInCombat = true;
self.target = target;
let painstate = FindState('Pain', 'Dagger');
if (painstate != NULL)
{
SetState(painstate);
}
for (looker = cursector.thinglist; looker != NULL; looker = looker.snext)
{
if (looker == self || looker == target)
continue;
if (looker.health <= 0)
continue;
if (!looker.bSeesDaggers)
continue;
if (!looker.bInCombat)
{
if (!looker.CheckSight(target) && !looker.CheckSight(self))
continue;
looker.target = target;
if (looker.SeeSound)
{
looker.A_StartSound(looker.SeeSound, CHAN_VOICE);
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}
looker.SetState(looker.SeeState);
looker.bInCombat = true;
}
}
}
//===========================================================================
//
// Common code for A_SpawnItem and A_SpawnItemEx
//
//===========================================================================
bool InitSpawnedItem(Actor mo, int flags)
{
if (mo == NULL)
{
return false;
}
Actor originator = self;
if (!(mo.bDontTranslate))
{
if (flags & SXF_TRANSFERTRANSLATION)
{
mo.Translation = Translation;
}
else if (flags & SXF_USEBLOODCOLOR)
{
// [XA] Use the spawning actor's BloodColor to translate the newly-spawned object.
mo.Translation = BloodTranslation;
}
}
if (flags & SXF_TRANSFERPOINTERS)
{
mo.target = self.target;
mo.master = self.master; // This will be overridden later if SXF_SETMASTER is set
mo.tracer = self.tracer;
}
mo.Angle = self.Angle;
if (flags & SXF_TRANSFERPITCH)
{
mo.Pitch = self.Pitch;
}
if (!(flags & SXF_ORIGINATOR))
{
while (originator && (originator.bMissile || originator.default.bMissile))
{
originator = originator.target;
}
}
if (flags & SXF_TELEFRAG)
{
mo.TeleportMove(mo.Pos, true);
// This is needed to ensure consistent behavior.
// Otherwise it will only spawn if nothing gets telefragged
flags |= SXF_NOCHECKPOSITION;
}
if (mo.bIsMonster)
{
if (!(flags & SXF_NOCHECKPOSITION) && !mo.TestMobjLocation())
{
// The monster is blocked so don't spawn it at all!
mo.ClearCounters();
mo.Destroy();
return false;
}
else if (originator && !(flags & SXF_NOPOINTERS))
{
if (originator.bIsMonster)
{
// If this is a monster transfer all friendliness information
mo.CopyFriendliness(originator, true);
}
else if (originator.player)
{
// A player always spawns a monster friendly to him
mo.bFriendly = true;
mo.SetFriendPlayer(originator.player);
Actor attacker=originator.player.attacker;
if (attacker)
{
if (!(attacker.bFriendly) ||
(deathmatch && attacker.FriendPlayer != 0 && attacker.FriendPlayer != mo.FriendPlayer))
{
// Target the monster which last attacked the player
mo.LastHeard = mo.target = attacker;
}
}
}
}
}
else if (!(flags & SXF_TRANSFERPOINTERS))
{
// If this is a missile or something else set the target to the originator
mo.target = originator ? originator : self;
}
if (flags & SXF_NOPOINTERS)
{
//[MC]Intentionally eliminate pointers. Overrides TRANSFERPOINTERS, but is overridden by SETMASTER/TARGET/TRACER.
mo.LastHeard = NULL; //Sanity check.
mo.target = NULL;
mo.master = NULL;
mo.tracer = NULL;
}
if (flags & SXF_SETMASTER)
{ // don't let it attack you (optional)!
mo.master = originator;
}
if (flags & SXF_SETTARGET)
{
mo.target = originator;
}
if (flags & SXF_SETTRACER)
{
mo.tracer = originator;
}
if (flags & SXF_TRANSFERSCALE)
{
mo.Scale = self.Scale;
}
if (flags & SXF_TRANSFERAMBUSHFLAG)
{
mo.bAmbush = bAmbush;
}
if (flags & SXF_CLEARCALLERTID)
{
self.ChangeTid(0);
}
if (flags & SXF_TRANSFERSPECIAL)
{
mo.special = self.special;
mo.args[0] = self.args[0];
mo.args[1] = self.args[1];
mo.args[2] = self.args[2];
mo.args[3] = self.args[3];
mo.args[4] = self.args[4];
}
if (flags & SXF_CLEARCALLERSPECIAL)
{
self.special = 0;
self.args[0] = 0;
self.args[1] = 0;
self.args[2] = 0;
self.args[3] = 0;
self.args[4] = 0;
}
if (flags & SXF_TRANSFERSTENCILCOL)
{
mo.SetShade(self.fillcolor);
}
if (flags & SXF_TRANSFERALPHA)
{
mo.Alpha = self.Alpha;
}
if (flags & SXF_TRANSFERRENDERSTYLE)
{
mo.RenderStyle = self.RenderStyle;
}
if (flags & SXF_TRANSFERSPRITEFRAME)
{
mo.sprite = self.sprite;
mo.frame = self.frame;
}
if (flags & SXF_TRANSFERROLL)
{
mo.Roll = self.Roll;
}
if (flags & SXF_ISTARGET)
{
self.target = mo;
}
if (flags & SXF_ISMASTER)
{
self.master = mo;
}
if (flags & SXF_ISTRACER)
{
self.tracer = mo;
}
return true;
}
//===========================================================================
//
// A_SpawnItem
//
// Spawns an item in front of the caller like Heretic's time bomb
//
//===========================================================================
action bool, Actor A_SpawnItem(class<Actor> missile = "Unknown", double distance = 0, double zheight = 0, bool useammo = true, bool transfer_translation = false)
{
if (missile == NULL)
{
return false, null;
}
// Don't spawn monsters if this actor has been massacred
if (DamageType == 'Massacre' && GetDefaultByType(missile).bIsMonster)
{
return true, null;
}
if (stateinfo != null && stateinfo.mStateType == STATE_Psprite)
{
let player = self.player;
if (player == null) return false, null;
let weapon = player.ReadyWeapon;
// Used from a weapon, so use some ammo
if (weapon == NULL || (useammo && !weapon.DepleteAmmo(weapon.bAltFire)))
{
return true, null;
}
}
let mo = Spawn(missile, Vec3Angle(distance, Angle, -Floorclip + GetBobOffset() + zheight), ALLOW_REPLACE);
int flags = (transfer_translation ? SXF_TRANSFERTRANSLATION : 0) + (useammo ? SXF_SETMASTER : 0);
bool res = InitSpawnedItem(mo, flags); // for an inventory item's use state
return res, mo;
}
//===========================================================================
//
// A_SpawnItemEx
//
// Enhanced spawning function
//
//===========================================================================
bool, Actor A_SpawnItemEx(class<Actor> missile, double xofs = 0, double yofs = 0, double zofs = 0, double xvel = 0, double yvel = 0, double zvel = 0, double angle = 0, int flags = 0, int failchance = 0, int tid=0)
{
if (missile == NULL)
{
return false, null;
}
if (failchance > 0 && random[spawnitemex]() < failchance)
{
return true, null;
}
// Don't spawn monsters if this actor has been massacred
if (DamageType == 'Massacre' && GetDefaultByType(missile).bIsMonster)
{
return true, null;
}
Vector2 pos;
if (!(flags & SXF_ABSOLUTEANGLE))
{
angle += self.Angle;
}
double s = sin(angle);
double c = cos(angle);
if (flags & SXF_ABSOLUTEPOSITION)
{
pos = Vec2Offset(xofs, yofs);
}
else
{
// in relative mode negative y values mean 'left' and positive ones mean 'right'
// This is the inverse orientation of the absolute mode!
pos = Vec2Offset(xofs * c + yofs * s, xofs * s - yofs*c);
}
if (!(flags & SXF_ABSOLUTEVELOCITY))
{
// Same orientation issue here!
double newxvel = xvel * c + yvel * s;
yvel = xvel * s - yvel * c;
xvel = newxvel;
}
let mo = Spawn(missile, (pos, self.pos.Z - Floorclip + GetBobOffset() + zofs), ALLOW_REPLACE);
bool res = InitSpawnedItem(mo, flags);
if (res)
{
if (tid != 0)
{
mo.ChangeTid(tid);
}
mo.Vel = (xvel, yvel, zvel);
if (flags & SXF_MULTIPLYSPEED)
{
mo.Vel *= mo.Speed;
}
mo.Angle = angle;
}
return res, mo;
}
//===========================================================================
//
// A_ThrowGrenade
//
// Throws a grenade (like Hexen's fighter flechette)
//
//===========================================================================
action bool, Actor A_ThrowGrenade(class<Actor> missile, double zheight = 0, double xyvel = 0, double zvel = 0, bool useammo = true)
{
if (missile == NULL)
{
return false, null;
}
if (stateinfo != null && stateinfo.mStateType == STATE_Psprite)
{
let player = self.player;
if (player == null) return false, null;
let weapon = player.ReadyWeapon;
// Used from a weapon, so use some ammo
if (weapon == NULL || (useammo && !weapon.DepleteAmmo(weapon.bAltFire)))
{
return true, null;
}
}
let bo = Spawn(missile, pos + (0, 0, (-Floorclip + GetBobOffset() + zheight + 35 + (player? player.crouchoffset : 0.))), ALLOW_REPLACE);
if (bo)
{
self.PlaySpawnSound(bo);
if (xyvel != 0)
bo.Speed = xyvel;
bo.Angle = Angle + (random[grenade](-4, 3) * (360./256.));
let pitch = -self.Pitch;
let angle = bo.Angle;
// There are two vectors we are concerned about here: xy and z. We rotate
// them separately according to the shooter's pitch and then sum them to
// get the final velocity vector to shoot with.
double xy_xyscale = bo.Speed * cos(pitch);
double xy_velz = bo.Speed * sin(pitch);
double xy_velx = xy_xyscale * cos(angle);
double xy_vely = xy_xyscale * sin(angle);
pitch = self.Pitch;
double z_xyscale = zvel * sin(pitch);
double z_velz = zvel * cos(pitch);
double z_velx = z_xyscale * cos(angle);
double z_vely = z_xyscale * sin(angle);
bo.Vel.X = xy_velx + z_velx + Vel.X / 2;
bo.Vel.Y = xy_vely + z_vely + Vel.Y / 2;
bo.Vel.Z = xy_velz + z_velz;
bo.target = self;
if (!bo.CheckMissileSpawn(radius)) bo = null;
return true, bo;
}
else
{
return false, null;
}
}
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//---------------------------------------------------------------------------
//
// P_CheckSplash
//
// Checks for splashes caused by explosions
//
//---------------------------------------------------------------------------
void CheckSplash(double distance)
{
double floorh;
sector floorsec;
[floorh, floorsec] = curSector.LowestFloorAt(pos.XY);
if (pos.Z <= floorz + distance && floorsector == floorsec && curSector.GetHeightSec() == NULL && floorsec.heightsec == NULL)
{
// Explosion splashes never alert monsters. This is because A_Explode has
// a separate parameter for that so this would get in the way of proper
// behavior.
Vector3 pos = PosRelative(floorsec);
pos.Z = floorz;
HitWater (floorsec, pos, false, false);
}
}
//==========================================================================
//
// Parameterized version of A_Explode
//
//==========================================================================
int A_Explode(int damage = -1, int distance = -1, int flags = XF_HURTSOURCE, bool alert = false, int fulldamagedistance = 0, int nails = 0, int naildamage = 10, class<Actor> pufftype = "BulletPuff", name damagetype = "none")
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{
if (damage < 0) // get parameters from metadata
{
damage = ExplosionDamage;
distance = ExplosionRadius;
flags = !DontHurtShooter;
alert = false;
}
if (distance <= 0) distance = damage;
// NailBomb effect, from SMMU but not from its source code: instead it was implemented and
// generalized from the documentation at http://www.doomworld.com/eternity/engine/codeptrs.html
if (nails)
{
double ang;
for (int i = 0; i < nails; i++)
{
ang = i*360./nails;
// Comparing the results of a test wad with Eternity, it seems A_NailBomb does not aim
LineAttack(ang, MISSILERANGE, 0.,
//P_AimLineAttack (self, ang, MISSILERANGE),
naildamage, 'Hitscan', pufftype, bMissile ? LAF_TARGETISSOURCE : 0);
}
}
if (!(flags & XF_EXPLICITDAMAGETYPE) && damagetype == 'None')
{
damagetype = self.DamageType;
}
int pflags = 0;
if (flags & XF_HURTSOURCE) pflags |= RADF_HURTSOURCE;
if (flags & XF_NOTMISSILE) pflags |= RADF_SOURCEISSPOT;
if (flags & XF_THRUSTZ) pflags |= RADF_THRUSTZ;
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int count = RadiusAttack (target, damage, distance, damagetype, pflags, fulldamagedistance);
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if (!(flags & XF_NOSPLASH)) CheckSplash(distance);
if (alert && target != NULL && target.player != NULL)
{
SoundAlert(target);
}
return count;
}
//==========================================================================
//
// A_RadiusThrust
//
//==========================================================================
void A_RadiusThrust(int force = 128, int distance = -1, int flags = RTF_AFFECTSOURCE, int fullthrustdistance = 0)
{
if (force == 0) force = 128;
if (distance <= 0) distance = abs(force);
bool nothrust = false;
if (target)
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{
nothrust = target.bNoDamageThrust;
// Temporarily negate MF2_NODMGTHRUST on the shooter, since it renders this function useless.
if (!(flags & RTF_NOTMISSILE))
{
target.bNoDamageThrust = false;
}
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}
RadiusAttack (target, force, distance, DamageType, flags | RADF_NODAMAGE, fullthrustdistance);
CheckSplash(distance);
if (target) target.bNoDamageThrust = nothrust;
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}
//==========================================================================
//
// A_Detonate
// killough 8/9/98: same as A_Explode, except that the damage is variable
//
//==========================================================================
void A_Detonate()
{
int damage = GetMissileDamage(0, 1);
RadiusAttack (target, damage, damage, DamageType, RADF_HURTSOURCE);
CheckSplash(damage);
}
//==========================================================================
//
// old customizable attack functions which use actor parameters.
//
//==========================================================================
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private void DoAttack (bool domelee, bool domissile, int MeleeDamage, Sound MeleeSound, Class<Actor> MissileType,double MissileHeight)
{
let targ = target;
if (targ == NULL) return;
A_FaceTarget ();
if (domelee && MeleeDamage>0 && CheckMeleeRange ())
{
int damage = random[CustomMelee](1, 8) * MeleeDamage;
if (MeleeSound) A_StartSound (MeleeSound, CHAN_WEAPON);
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int newdam = targ.DamageMobj (self, self, damage, 'Melee');
targ.TraceBleed (newdam > 0 ? newdam : damage, self);
}
else if (domissile && MissileType != NULL)
{
// This seemingly senseless code is needed for proper aiming.
double add = MissileHeight + GetBobOffset() - 32;
AddZ(add);
Actor missile = SpawnMissileXYZ (Pos + (0, 0, 32), targ, MissileType, false);
AddZ(-add);
if (missile)
{
// automatic handling of seeker missiles
if (missile.bSeekerMissile)
{
missile.tracer = targ;
}
missile.CheckMissileSpawn(radius);
}
}
}
deprecated("2.3") void A_MeleeAttack()
{
DoAttack(true, false, MeleeDamage, MeleeSound, NULL, 0);
}
deprecated("2.3") void A_MissileAttack()
{
Class<Actor> MissileType = MissileName;
DoAttack(false, true, 0, 0, MissileType, MissileHeight);
}
deprecated("2.3") void A_ComboAttack()
{
Class<Actor> MissileType = MissileName;
DoAttack(true, true, MeleeDamage, MeleeSound, MissileType, MissileHeight);
}
void A_BasicAttack(int melee_damage, sound melee_sound, class<actor> missile_type, double missile_height)
{
DoAttack(true, true, melee_damage, melee_sound, missile_type, missile_height);
}
//==========================================================================
//
// called with the victim as 'self'
//
//==========================================================================
virtual void SpawnLineAttackBlood(Actor attacker, Vector3 bleedpos, double SrcAngleFromTarget, int originaldamage, int actualdamage)
{
if (!bNoBlood && !bDormant && !bInvulnerable)
{
let player = attacker.player;
let weapon = player? player.ReadyWeapon : null;
let axeBlood = (weapon && weapon.bAxeBlood);
let bloodsplatter = attacker.bBloodSplatter || axeBlood;
if (!bloodsplatter)
{
SpawnBlood(bleedpos, SrcAngleFromTarget, actualdamage > 0 ? actualdamage : originaldamage);
}
else if (originaldamage)
{
if (axeBlood)
{
BloodSplatter(bleedpos, SrcAngleFromTarget, true);
}
// No else here...
if (random[LineAttack]() < 192)
{
BloodSplatter(bleedpos, SrcAngleFromTarget, false);
}
}
}
}
}