#include "actor.h" #include "info.h" #include "s_sound.h" #include "m_random.h" #include "a_pickups.h" #include "a_doomglobal.h" #include "d_player.h" #include "p_pspr.h" #include "p_local.h" #include "gstrings.h" #include "p_effect.h" #include "gi.h" #include "templates.h" #include "thingdef.h" static FRandom pr_punch ("Punch"); static FRandom pr_saw ("Saw"); static FRandom pr_fireshotgun2 ("FireSG2"); static FRandom pr_fireplasma ("FirePlasma"); static FRandom pr_firerail ("FireRail"); static FRandom pr_bfgspray ("BFGSpray"); // Fist --------------------------------------------------------------------- void A_Punch (AActor *); class AFist : public AWeapon { DECLARE_ACTOR (AFist, AWeapon) }; FState AFist::States[] = { #define S_PUNCH 0 S_NORMAL (PUNG, 'A', 1, A_WeaponReady , &States[S_PUNCH]), #define S_PUNCHDOWN (S_PUNCH+1) S_NORMAL (PUNG, 'A', 1, A_Lower , &States[S_PUNCHDOWN]), #define S_PUNCHUP (S_PUNCHDOWN+1) S_NORMAL (PUNG, 'A', 1, A_Raise , &States[S_PUNCHUP]), #define S_PUNCH1 (S_PUNCHUP+1) S_NORMAL (PUNG, 'B', 4, NULL , &States[S_PUNCH1+1]), S_NORMAL (PUNG, 'C', 4, A_Punch , &States[S_PUNCH1+2]), S_NORMAL (PUNG, 'D', 5, NULL , &States[S_PUNCH1+3]), S_NORMAL (PUNG, 'C', 4, NULL , &States[S_PUNCH1+4]), S_NORMAL (PUNG, 'B', 5, A_ReFire , &States[S_PUNCH]) }; IMPLEMENT_ACTOR (AFist, Doom, -1, 0) PROP_Weapon_SelectionOrder (3700) PROP_Weapon_Flags (WIF_WIMPY_WEAPON|WIF_BOT_MELEE) PROP_Weapon_UpState (S_PUNCHUP) PROP_Weapon_DownState (S_PUNCHDOWN) PROP_Weapon_ReadyState (S_PUNCH) PROP_Weapon_AtkState (S_PUNCH1) PROP_Weapon_HoldAtkState (S_PUNCH1) PROP_Weapon_Kickback (100) PROP_Obituary("$OB_MPFIST") END_DEFAULTS // // A_Punch // void A_Punch (AActor *actor) { angle_t angle; int damage; int pitch; if (actor->player != NULL) { AWeapon *weapon = actor->player->ReadyWeapon; if (weapon != NULL) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return; } } damage = (pr_punch()%10+1)<<1; if (actor->FindInventory()) damage *= 10; angle = actor->angle; angle += pr_punch.Random2() << 18; pitch = P_AimLineAttack (actor, angle, MELEERANGE); P_LineAttack (actor, angle, MELEERANGE, pitch, damage, MOD_UNKNOWN, RUNTIME_CLASS(ABulletPuff)); // turn to face target if (linetarget) { S_Sound (actor, CHAN_WEAPON, "*fist", 1, ATTN_NORM); actor->angle = R_PointToAngle2 (actor->x, actor->y, linetarget->x, linetarget->y); } } // Pistol ------------------------------------------------------------------- void A_FirePistol (AActor *); class APistol : public AWeapon { DECLARE_ACTOR (APistol, AWeapon) }; FState APistol::States[] = { #define S_PISTOL 0 S_NORMAL (PISG, 'A', 1, A_WeaponReady , &States[S_PISTOL]), #define S_PISTOLDOWN (S_PISTOL+1) S_NORMAL (PISG, 'A', 1, A_Lower , &States[S_PISTOLDOWN]), #define S_PISTOLUP (S_PISTOLDOWN+1) S_NORMAL (PISG, 'A', 1, A_Raise , &States[S_PISTOLUP]), #define S_PISTOL1 (S_PISTOLUP+1) S_NORMAL (PISG, 'A', 4, NULL , &States[S_PISTOL1+1]), S_NORMAL (PISG, 'B', 6, A_FirePistol , &States[S_PISTOL1+2]), S_NORMAL (PISG, 'C', 4, NULL , &States[S_PISTOL1+3]), S_NORMAL (PISG, 'B', 5, A_ReFire , &States[S_PISTOL]), #define S_PISTOLFLASH (S_PISTOL1+4) S_BRIGHT (PISF, 'A', 7, A_Light1 , &AWeapon::States[S_LIGHTDONE]), // This next state is here just in case people want to shoot plasma balls or railguns // with the pistol using Dehacked. S_BRIGHT (PISF, 'A', 7, A_Light1 , &AWeapon::States[S_LIGHTDONE]) }; IMPLEMENT_ACTOR (APistol, Doom, -1, 0) PROP_Weapon_SelectionOrder (1900) PROP_Weapon_Flags (WIF_WIMPY_WEAPON) PROP_Weapon_AmmoUse1 (1) PROP_Weapon_AmmoGive1 (20) PROP_Weapon_UpState (S_PISTOLUP) PROP_Weapon_DownState (S_PISTOLDOWN) PROP_Weapon_ReadyState (S_PISTOL) PROP_Weapon_AtkState (S_PISTOL1) PROP_Weapon_HoldAtkState (S_PISTOL1) PROP_Weapon_FlashState (S_PISTOLFLASH) PROP_Weapon_Kickback (100) PROP_Weapon_MoveCombatDist (25000000) PROP_Weapon_AmmoType1 ("Clip") PROP_Obituary("$OB_MPPISTOL") END_DEFAULTS // // A_FirePistol // void A_FirePistol (AActor *actor) { bool accurate; if (actor->player != NULL) { AWeapon *weapon = actor->player->ReadyWeapon; if (weapon != NULL) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return; P_SetPsprite (actor->player, ps_flash, weapon->FlashState); } actor->player->mo->PlayAttacking2 (); accurate = !actor->player->refire; } else { accurate = true; } S_Sound (actor, CHAN_WEAPON, "weapons/pistol", 1, ATTN_NORM); P_BulletSlope (actor); P_GunShot (actor, accurate, RUNTIME_CLASS(ABulletPuff)); } // Chainsaw ----------------------------------------------------------------- void A_Saw (AActor *); class AChainsaw : public AWeapon { DECLARE_ACTOR (AChainsaw, AWeapon) }; FState AChainsaw::States[] = { #define S_SAW 0 S_NORMAL (SAWG, 'C', 4, A_WeaponReady , &States[S_SAW+1]), S_NORMAL (SAWG, 'D', 4, A_WeaponReady , &States[S_SAW+0]), #define S_SAWDOWN (S_SAW+2) S_NORMAL (SAWG, 'C', 1, A_Lower , &States[S_SAWDOWN]), #define S_SAWUP (S_SAWDOWN+1) S_NORMAL (SAWG, 'C', 1, A_Raise , &States[S_SAWUP]), #define S_SAW1 (S_SAWUP+1) S_NORMAL (SAWG, 'A', 4, A_Saw , &States[S_SAW1+1]), S_NORMAL (SAWG, 'B', 4, A_Saw , &States[S_SAW1+2]), S_NORMAL (SAWG, 'B', 0, A_ReFire , &States[S_SAW]), #define S_CSAW (S_SAW1+3) S_NORMAL (CSAW, 'A', -1, NULL , NULL) }; IMPLEMENT_ACTOR (AChainsaw, Doom, 2005, 32) PROP_RadiusFixed (20) PROP_HeightFixed (16) PROP_Flags (MF_SPECIAL) PROP_SpawnState (S_CSAW) PROP_Weapon_SelectionOrder (2200) PROP_Weapon_Flags (WIF_BOT_MELEE) PROP_Weapon_UpState (S_SAWUP) PROP_Weapon_DownState (S_SAWDOWN) PROP_Weapon_ReadyState (S_SAW) PROP_Weapon_AtkState (S_SAW1) PROP_Weapon_HoldAtkState (S_SAW1) PROP_Weapon_UpSound ("weapons/sawup") PROP_Weapon_ReadySound ("weapons/sawidle") PROP_Obituary("$OB_MPCHAINSAW") PROP_Inventory_PickupMessage("$GOTCHAINSAW") END_DEFAULTS // // A_Saw // void A_Saw (AActor *actor) { angle_t angle; int damage; player_t *player; if (NULL == (player = actor->player)) { return; } AWeapon *weapon = actor->player->ReadyWeapon; if (weapon != NULL) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return; } damage = 2 * (pr_saw()%10+1); angle = actor->angle; angle += pr_saw.Random2() << 18; // use meleerange + 1 so the puff doesn't skip the flash // [RH] What I think that really means is that they want the puff to show // up on walls. If the distance to P_LineAttack is <= MELEERANGE, then it // won't puff the wall, which is why the fist does not create puffs on // the walls. P_LineAttack (actor, angle, MELEERANGE+1, P_AimLineAttack (actor, angle, MELEERANGE+1), damage, MOD_UNKNOWN, RUNTIME_CLASS(ABulletPuff)); if (!linetarget) { S_Sound (actor, CHAN_WEAPON, "weapons/sawfull", 1, ATTN_NORM); return; } S_Sound (actor, CHAN_WEAPON, "weapons/sawhit", 1, ATTN_NORM); // turn to face target angle = R_PointToAngle2 (actor->x, actor->y, linetarget->x, linetarget->y); if (angle - actor->angle > ANG180) { if (angle - actor->angle < (angle_t)(-ANG90/20)) actor->angle = angle + ANG90/21; else actor->angle -= ANG90/20; } else { if (angle - actor->angle > ANG90/20) actor->angle = angle - ANG90/21; else actor->angle += ANG90/20; } actor->flags |= MF_JUSTATTACKED; } // Shotgun ------------------------------------------------------------------ void A_FireShotgun (AActor *); class AShotgun : public AWeapon { DECLARE_ACTOR (AShotgun, AWeapon) }; FState AShotgun::States[] = { #define S_SGUN 0 S_NORMAL (SHTG, 'A', 1, A_WeaponReady , &States[S_SGUN]), #define S_SGUNDOWN (S_SGUN+1) S_NORMAL (SHTG, 'A', 1, A_Lower , &States[S_SGUNDOWN]), #define S_SGUNUP (S_SGUNDOWN+1) S_NORMAL (SHTG, 'A', 1, A_Raise , &States[S_SGUNUP]), #define S_SGUN1 (S_SGUNUP+1) S_NORMAL (SHTG, 'A', 3, NULL , &States[S_SGUN1+1]), S_NORMAL (SHTG, 'A', 7, A_FireShotgun , &States[S_SGUN1+2]), S_NORMAL (SHTG, 'B', 5, NULL , &States[S_SGUN1+3]), S_NORMAL (SHTG, 'C', 5, NULL , &States[S_SGUN1+4]), S_NORMAL (SHTG, 'D', 4, NULL , &States[S_SGUN1+5]), S_NORMAL (SHTG, 'C', 5, NULL , &States[S_SGUN1+6]), S_NORMAL (SHTG, 'B', 5, NULL , &States[S_SGUN1+7]), S_NORMAL (SHTG, 'A', 3, NULL , &States[S_SGUN1+8]), S_NORMAL (SHTG, 'A', 7, A_ReFire , &States[S_SGUN]), #define S_SGUNFLASH (S_SGUN1+9) S_BRIGHT (SHTF, 'A', 4, A_Light1 , &States[S_SGUNFLASH+1]), S_BRIGHT (SHTF, 'B', 3, A_Light2 , &AWeapon::States[S_LIGHTDONE]), #define S_SHOT (S_SGUNFLASH+2) S_NORMAL (SHOT, 'A', -1, NULL , NULL) }; IMPLEMENT_ACTOR (AShotgun, Doom, 2001, 27) PROP_RadiusFixed (20) PROP_HeightFixed (16) PROP_Flags (MF_SPECIAL) PROP_SpawnState (S_SHOT) PROP_Weapon_SelectionOrder (1300) PROP_Weapon_AmmoUse1 (1) PROP_Weapon_AmmoGive1 (8) PROP_Weapon_UpState (S_SGUNUP) PROP_Weapon_DownState (S_SGUNDOWN) PROP_Weapon_ReadyState (S_SGUN) PROP_Weapon_AtkState (S_SGUN1) PROP_Weapon_HoldAtkState (S_SGUN1) PROP_Weapon_FlashState (S_SGUNFLASH) PROP_Weapon_Kickback (100) PROP_Weapon_MoveCombatDist (24000000) PROP_Weapon_AmmoType1 ("Shell") PROP_Obituary("$OB_MPSHOTGUN") PROP_Inventory_PickupMessage("$GOTSHOTGUN") END_DEFAULTS // // A_FireShotgun // void A_FireShotgun (AActor *actor) { int i; player_t *player; if (NULL == (player = actor->player)) { return; } S_Sound (actor, CHAN_WEAPON, "weapons/shotgf", 1, ATTN_NORM); AWeapon *weapon = actor->player->ReadyWeapon; if (weapon != NULL) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return; P_SetPsprite (player, ps_flash, weapon->FlashState); } player->mo->PlayAttacking2 (); P_BulletSlope (actor); for (i=0 ; i<7 ; i++) P_GunShot (actor, false, RUNTIME_CLASS(ABulletPuff)); } // Super Shotgun ------------------------------------------------------------ void A_FireShotgun2 (AActor *actor); void A_OpenShotgun2 (AActor *actor); void A_LoadShotgun2 (AActor *actor); void A_CloseShotgun2 (AActor *actor); class ASuperShotgun : public AWeapon { DECLARE_ACTOR (ASuperShotgun, AWeapon) }; FState ASuperShotgun::States[] = { #define S_DSGUN 0 S_NORMAL (SHT2, 'A', 1, A_WeaponReady , &States[S_DSGUN]), #define S_DSGUNDOWN (S_DSGUN+1) S_NORMAL (SHT2, 'A', 1, A_Lower , &States[S_DSGUNDOWN]), #define S_DSGUNUP (S_DSGUNDOWN+1) S_NORMAL (SHT2, 'A', 1, A_Raise , &States[S_DSGUNUP]), #define S_DSGUN1 (S_DSGUNUP+1) S_NORMAL (SHT2, 'A', 3, NULL , &States[S_DSGUN1+1]), S_NORMAL (SHT2, 'A', 7, A_FireShotgun2 , &States[S_DSGUN1+2]), S_NORMAL (SHT2, 'B', 7, NULL , &States[S_DSGUN1+3]), S_NORMAL (SHT2, 'C', 7, A_CheckReload , &States[S_DSGUN1+4]), S_NORMAL (SHT2, 'D', 7, A_OpenShotgun2 , &States[S_DSGUN1+5]), S_NORMAL (SHT2, 'E', 7, NULL , &States[S_DSGUN1+6]), S_NORMAL (SHT2, 'F', 7, A_LoadShotgun2 , &States[S_DSGUN1+7]), S_NORMAL (SHT2, 'G', 6, NULL , &States[S_DSGUN1+8]), S_NORMAL (SHT2, 'H', 6, A_CloseShotgun2 , &States[S_DSGUN1+9]), S_NORMAL (SHT2, 'A', 5, A_ReFire , &States[S_DSGUN]), #define S_DSNR (S_DSGUN1+10) S_NORMAL (SHT2, 'B', 7, NULL , &States[S_DSNR+1]), S_NORMAL (SHT2, 'A', 3, NULL , &States[S_DSGUNDOWN]), #define S_DSGUNFLASH (S_DSNR+2) S_BRIGHT (SHT2, 'I', 4, A_Light1 , &States[S_DSGUNFLASH+1]), S_BRIGHT (SHT2, 'J', 3, A_Light2 , &AWeapon::States[S_LIGHTDONE]), #define S_SHOT2 (S_DSGUNFLASH+2) S_NORMAL (SGN2, 'A', -1, NULL , NULL) }; IMPLEMENT_ACTOR (ASuperShotgun, Doom, 82, 33) PROP_RadiusFixed (20) PROP_HeightFixed (16) PROP_Flags (MF_SPECIAL) PROP_SpawnState (S_SHOT2) PROP_Weapon_SelectionOrder (400) PROP_Weapon_AmmoUse1 (2) PROP_Weapon_AmmoGive1 (8) PROP_Weapon_UpState (S_DSGUNUP) PROP_Weapon_DownState (S_DSGUNDOWN) PROP_Weapon_ReadyState (S_DSGUN) PROP_Weapon_AtkState (S_DSGUN1) PROP_Weapon_HoldAtkState (S_DSGUN1) PROP_Weapon_FlashState (S_DSGUNFLASH) PROP_Weapon_Kickback (100) PROP_Weapon_MoveCombatDist (15000000) PROP_Weapon_AmmoType1 ("Shell") PROP_Obituary("$OB_MPSSHOTGUN") PROP_Inventory_PickupMessage("$GOTSHOTGUN2") END_DEFAULTS // // A_FireShotgun2 // void A_FireShotgun2 (AActor *actor) { int i; angle_t angle; int damage; player_t *player; if (NULL == (player = actor->player)) { return; } S_Sound (actor, CHAN_WEAPON, "weapons/sshotf", 1, ATTN_NORM); AWeapon *weapon = actor->player->ReadyWeapon; if (weapon != NULL) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return; P_SetPsprite (player, ps_flash, weapon->FlashState); } player->mo->PlayAttacking2 (); P_BulletSlope (actor); for (i=0 ; i<20 ; i++) { damage = 5*(pr_fireshotgun2()%3+1); angle = actor->angle; angle += pr_fireshotgun2.Random2() << 19; // Doom adjusts the bullet slope by shifting a random number [-255,255] // left 5 places. At 2048 units away, this means the vertical position // of the shot can deviate as much as 255 units from nominal. So using // some simple trigonometry, that means the vertical angle of the shot // can deviate by as many as ~7.097 degrees or ~84676099 BAMs. P_LineAttack (actor, angle, PLAYERMISSILERANGE, bulletpitch + (pr_fireshotgun2.Random2() * 332063), damage, MOD_UNKNOWN, RUNTIME_CLASS(ABulletPuff)); } } void A_OpenShotgun2 (AActor *actor) { S_Sound (actor, CHAN_WEAPON, "weapons/sshoto", 1, ATTN_NORM); } void A_LoadShotgun2 (AActor *actor) { S_Sound (actor, CHAN_WEAPON, "weapons/sshotl", 1, ATTN_NORM); } void A_CloseShotgun2 (AActor *actor) { S_Sound (actor, CHAN_WEAPON, "weapons/sshotc", 1, ATTN_NORM); A_ReFire (actor); } // Chaingun ----------------------------------------------------------------- void A_FireCGun (AActor *); class AChaingun : public AWeapon { DECLARE_ACTOR (AChaingun, AWeapon) }; FState AChaingun::States[] = { #define S_CHAIN 0 S_NORMAL (CHGG, 'A', 1, A_WeaponReady , &States[S_CHAIN]), #define S_CHAINDOWN (S_CHAIN+1) S_NORMAL (CHGG, 'A', 1, A_Lower , &States[S_CHAINDOWN]), #define S_CHAINUP (S_CHAINDOWN+1) S_NORMAL (CHGG, 'A', 1, A_Raise , &States[S_CHAINUP]), #define S_CHAIN1 (S_CHAINUP+1) S_NORMAL (CHGG, 'A', 4, A_FireCGun , &States[S_CHAIN1+1]), S_NORMAL (CHGG, 'B', 4, A_FireCGun , &States[S_CHAIN1+2]), S_NORMAL (CHGG, 'B', 0, A_ReFire , &States[S_CHAIN]), #define S_CHAINFLASH (S_CHAIN1+3) S_BRIGHT (CHGF, 'A', 5, A_Light1 , &AWeapon::States[S_LIGHTDONE]), S_BRIGHT (CHGF, 'B', 5, A_Light2 , &AWeapon::States[S_LIGHTDONE]), #define S_MGUN (S_CHAINFLASH+2) S_NORMAL (MGUN, 'A', -1, NULL , NULL) }; IMPLEMENT_ACTOR (AChaingun, Doom, 2002, 28) PROP_RadiusFixed (20) PROP_HeightFixed (16) PROP_Flags (MF_SPECIAL) PROP_SpawnState (S_MGUN) PROP_Weapon_SelectionOrder (700) PROP_Weapon_AmmoUse1 (1) PROP_Weapon_AmmoGive1 (20) PROP_Weapon_UpState (S_CHAINUP) PROP_Weapon_DownState (S_CHAINDOWN) PROP_Weapon_ReadyState (S_CHAIN) PROP_Weapon_AtkState (S_CHAIN1) PROP_Weapon_HoldAtkState (S_CHAIN1) PROP_Weapon_FlashState (S_CHAINFLASH) PROP_Weapon_Kickback (100) PROP_Weapon_MoveCombatDist (27000000) PROP_Weapon_AmmoType1 ("Clip") PROP_Obituary("$OB_MPCHAINGUN") PROP_Inventory_PickupMessage("$GOTCHAINGUN") END_DEFAULTS // // A_FireCGun // void A_FireCGun (AActor *actor) { player_t *player; if (actor == NULL || NULL == (player = actor->player)) { return; } S_Sound (actor, CHAN_WEAPON, "weapons/chngun", 1, ATTN_NORM); AWeapon *weapon = player->ReadyWeapon; if (weapon != NULL) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return; if (weapon->FlashState != NULL) { // [RH] Fix for Sparky's messed-up Dehacked patch! Blargh! int theflash = clamp (int(players->psprites[ps_weapon].state - weapon->AtkState), 0, 1); if (weapon->FlashState[theflash].sprite.index != weapon->FlashState->sprite.index) { theflash = 0; } P_SetPsprite (player, ps_flash, weapon->FlashState + theflash); } } player->mo->PlayAttacking2 (); P_BulletSlope (actor); P_GunShot (actor, !player->refire, RUNTIME_CLASS(ABulletPuff)); } // Rocket launcher --------------------------------------------------------- void A_FireMissile (AActor *); void A_Explode (AActor *); class ARocketLauncher : public AWeapon { DECLARE_ACTOR (ARocketLauncher, AWeapon) }; FState ARocketLauncher::States[] = { #define S_MISSILE 0 S_NORMAL (MISG, 'A', 1, A_WeaponReady , &States[S_MISSILE]), #define S_MISSILEDOWN (S_MISSILE+1) S_NORMAL (MISG, 'A', 1, A_Lower , &States[S_MISSILEDOWN]), #define S_MISSILEUP (S_MISSILEDOWN+1) S_NORMAL (MISG, 'A', 1, A_Raise , &States[S_MISSILEUP]), #define S_MISSILE1 (S_MISSILEUP+1) S_NORMAL (MISG, 'B', 8, A_GunFlash , &States[S_MISSILE1+1]), S_NORMAL (MISG, 'B', 12, A_FireMissile , &States[S_MISSILE1+2]), S_NORMAL (MISG, 'B', 0, A_ReFire , &States[S_MISSILE]), #define S_MISSILEFLASH (S_MISSILE1+3) S_BRIGHT (MISF, 'A', 3, A_Light1 , &States[S_MISSILEFLASH+1]), S_BRIGHT (MISF, 'B', 4, NULL , &States[S_MISSILEFLASH+2]), S_BRIGHT (MISF, 'C', 4, A_Light2 , &States[S_MISSILEFLASH+3]), S_BRIGHT (MISF, 'D', 4, A_Light2 , &AWeapon::States[S_LIGHTDONE]), #define S_LAUN (S_MISSILEFLASH+4) S_NORMAL (LAUN, 'A', -1, NULL , NULL) }; IMPLEMENT_ACTOR (ARocketLauncher, Doom, 2003, 29) PROP_RadiusFixed (20) PROP_HeightFixed (16) PROP_Flags (MF_SPECIAL) PROP_SpawnState (S_LAUN) PROP_Weapon_SelectionOrder (2500) PROP_Weapon_Flags (WIF_NOAUTOFIRE|WIF_BOT_REACTION_SKILL_THING|WIF_BOT_EXPLOSIVE) PROP_Weapon_AmmoUse1 (1) PROP_Weapon_AmmoGive1 (2) PROP_Weapon_UpState (S_MISSILEUP) PROP_Weapon_DownState (S_MISSILEDOWN) PROP_Weapon_ReadyState (S_MISSILE) PROP_Weapon_AtkState (S_MISSILE1) PROP_Weapon_HoldAtkState (S_MISSILE1) PROP_Weapon_FlashState (S_MISSILEFLASH) PROP_Weapon_Kickback (100) PROP_Weapon_MoveCombatDist (18350080) PROP_Weapon_AmmoType1 ("RocketAmmo") PROP_Weapon_ProjectileType ("Rocket") PROP_Inventory_PickupMessage("$GOTLAUNCHER") END_DEFAULTS FState ARocket::States[] = { #define S_ROCKET 0 S_BRIGHT (MISL, 'A', 1, NULL , &States[S_ROCKET]), #define S_EXPLODE (S_ROCKET+1) S_BRIGHT (MISL, 'B', 8, A_Explode , &States[S_EXPLODE+1]), S_BRIGHT (MISL, 'C', 6, NULL , &States[S_EXPLODE+2]), S_BRIGHT (MISL, 'D', 4, NULL , NULL) }; IMPLEMENT_ACTOR (ARocket, Doom, -1, 127) PROP_RadiusFixed (11) PROP_HeightFixed (8) PROP_SpeedFixed (20) PROP_Damage (20) PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY) PROP_Flags2 (MF2_PCROSS|MF2_IMPACT|MF2_NOTELEPORT) PROP_Flags4 (MF4_RANDOMIZE) PROP_SpawnState (S_ROCKET) PROP_DeathState (S_EXPLODE) PROP_SeeSound ("weapons/rocklf") PROP_DeathSound ("weapons/rocklx") PROP_Obituary("$OB_MPROCKET") END_DEFAULTS void ARocket::BeginPlay () { Super::BeginPlay (); effects |= FX_ROCKET; } // // A_FireMissile // void A_FireMissile (AActor *actor) { player_t *player; if (NULL == (player = actor->player)) { return; } AWeapon *weapon = actor->player->ReadyWeapon; if (weapon != NULL) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return; } P_SpawnPlayerMissile (actor, RUNTIME_CLASS(ARocket)); } // Plasma rifle ------------------------------------------------------------ void A_FirePlasma (AActor *); class APlasmaRifle : public AWeapon { DECLARE_ACTOR (APlasmaRifle, AWeapon) }; FState APlasmaRifle::States[] = { #define S_PLASMA 0 S_NORMAL (PLSG, 'A', 1, A_WeaponReady , &States[S_PLASMA]), #define S_PLASMADOWN (S_PLASMA+1) S_NORMAL (PLSG, 'A', 1, A_Lower , &States[S_PLASMADOWN]), #define S_PLASMAUP (S_PLASMADOWN+1) S_NORMAL (PLSG, 'A', 1, A_Raise , &States[S_PLASMAUP]), #define S_PLASMA1 (S_PLASMAUP+1) S_NORMAL (PLSG, 'A', 3, A_FirePlasma , &States[S_PLASMA1+1]), S_NORMAL (PLSG, 'B', 20, A_ReFire , &States[S_PLASMA]), #define S_PLASMAFLASH (S_PLASMA1+2) S_BRIGHT (PLSF, 'A', 4, A_Light1 , &AWeapon::States[S_LIGHTDONE]), S_BRIGHT (PLSF, 'B', 4, A_Light1 , &AWeapon::States[S_LIGHTDONE]), #define S_PLAS (S_PLASMAFLASH+2) S_NORMAL (PLAS, 'A', -1, NULL , NULL) }; IMPLEMENT_ACTOR (APlasmaRifle, Doom, 2004, 30) PROP_RadiusFixed (20) PROP_HeightFixed (16) PROP_Flags (MF_SPECIAL) PROP_SpawnState (S_PLAS) PROP_Weapon_SelectionOrder (100) PROP_Weapon_AmmoUse1 (1) PROP_Weapon_AmmoGive1 (40) PROP_Weapon_UpState (S_PLASMAUP) PROP_Weapon_DownState (S_PLASMADOWN) PROP_Weapon_ReadyState (S_PLASMA) PROP_Weapon_AtkState (S_PLASMA1) PROP_Weapon_HoldAtkState (S_PLASMA1) PROP_Weapon_FlashState (S_PLASMAFLASH) PROP_Weapon_Kickback (100) PROP_Weapon_MoveCombatDist (27000000) PROP_Weapon_ProjectileType ("PlasmaBall") PROP_Weapon_AmmoType1 ("Cell") PROP_Inventory_PickupMessage("$GOTPLASMA") END_DEFAULTS FState APlasmaBall::States[] = { #define S_PLASBALL 0 S_BRIGHT (PLSS, 'A', 6, NULL , &States[S_PLASBALL+1]), S_BRIGHT (PLSS, 'B', 6, NULL , &States[S_PLASBALL]), #define S_PLASEXP (S_PLASBALL+2) S_BRIGHT (PLSE, 'A', 4, NULL , &States[S_PLASEXP+1]), S_BRIGHT (PLSE, 'B', 4, NULL , &States[S_PLASEXP+2]), S_BRIGHT (PLSE, 'C', 4, NULL , &States[S_PLASEXP+3]), S_BRIGHT (PLSE, 'D', 4, NULL , &States[S_PLASEXP+4]), S_BRIGHT (PLSE, 'E', 4, NULL , NULL) }; IMPLEMENT_ACTOR (APlasmaBall, Doom, -1, 51) PROP_RadiusFixed (13) PROP_HeightFixed (8) PROP_SpeedFixed (25) PROP_Damage (5) PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY) PROP_Flags2 (MF2_PCROSS|MF2_IMPACT|MF2_NOTELEPORT) PROP_Flags3 (MF3_WARNBOT) PROP_Flags4 (MF4_RANDOMIZE) PROP_RenderStyle (STYLE_Add) PROP_Alpha (TRANSLUC75) PROP_SpawnState (S_PLASBALL) PROP_DeathState (S_PLASEXP) PROP_SeeSound ("weapons/plasmaf") PROP_DeathSound ("weapons/plasmax") PROP_Obituary("$OB_MPPLASMARIFLE") END_DEFAULTS // // A_FirePlasma // void A_FirePlasma (AActor *actor) { player_t *player; if (NULL == (player = actor->player)) { return; } AWeapon *weapon = actor->player->ReadyWeapon; if (weapon != NULL) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return; if (weapon->FlashState != NULL) { P_SetPsprite (player, ps_flash, weapon->FlashState + (pr_fireplasma()&1)); } } P_SpawnPlayerMissile (actor, RUNTIME_CLASS(APlasmaBall)); } // // [RH] A_FireRailgun // static int RailOffset; void A_FireRailgun (AActor *actor) { int damage; player_t *player; if (NULL == (player = actor->player)) { return; } AWeapon *weapon = actor->player->ReadyWeapon; if (weapon != NULL) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return; if (weapon->FlashState != NULL) { P_SetPsprite (player, ps_flash, weapon->FlashState + (pr_firerail()&1)); } } damage = deathmatch ? 100 : 150; P_RailAttack (actor, damage, RailOffset); RailOffset = 0; } void A_FireRailgunRight (AActor *actor) { RailOffset = 10; A_FireRailgun (actor); } void A_FireRailgunLeft (AActor *actor) { RailOffset = -10; A_FireRailgun (actor); } void A_RailWait (AActor *actor) { // Okay, this was stupid. Just use a NULL function instead of this. } // BFG 9000 ----------------------------------------------------------------- void A_FireBFG (AActor *); void A_BFGSpray (AActor *); void A_BFGsound (AActor *); class ABFG9000 : public AWeapon { DECLARE_ACTOR (ABFG9000, AWeapon) }; class ABFGExtra : public AActor { DECLARE_ACTOR (ABFGExtra, AActor) }; FState ABFG9000::States[] = { #define S_BFG 0 S_NORMAL (BFGG, 'A', 1, A_WeaponReady , &States[S_BFG]), #define S_BFGDOWN (S_BFG+1) S_NORMAL (BFGG, 'A', 1, A_Lower , &States[S_BFGDOWN]), #define S_BFGUP (S_BFGDOWN+1) S_NORMAL (BFGG, 'A', 1, A_Raise , &States[S_BFGUP]), #define S_BFG1 (S_BFGUP+1) S_NORMAL (BFGG, 'A', 20, A_BFGsound , &States[S_BFG1+1]), S_NORMAL (BFGG, 'B', 10, A_GunFlash , &States[S_BFG1+2]), S_NORMAL (BFGG, 'B', 10, A_FireBFG , &States[S_BFG1+3]), S_NORMAL (BFGG, 'B', 20, A_ReFire , &States[S_BFG]), #define S_BFGFLASH (S_BFG1+4) S_BRIGHT (BFGF, 'A', 11, A_Light1 , &States[S_BFGFLASH+1]), S_BRIGHT (BFGF, 'B', 6, A_Light2 , &AWeapon::States[S_LIGHTDONE]), #define S_BFUG (S_BFGFLASH+2) S_NORMAL (BFUG, 'A', -1, NULL , NULL) }; IMPLEMENT_ACTOR (ABFG9000, Doom, 2006, 31) PROP_RadiusFixed (20) PROP_HeightFixed (20) PROP_Flags (MF_SPECIAL) PROP_SpawnState (S_BFUG) PROP_Weapon_Flags (WIF_NOAUTOFIRE|WIF_BOT_REACTION_SKILL_THING|WIF_BOT_BFG) PROP_Weapon_SelectionOrder (2800) PROP_Weapon_AmmoUse1 (40) PROP_Weapon_AmmoGive1 (40) PROP_Weapon_UpState (S_BFGUP) PROP_Weapon_DownState (S_BFGDOWN) PROP_Weapon_ReadyState (S_BFG) PROP_Weapon_AtkState (S_BFG1) PROP_Weapon_HoldAtkState (S_BFG1) PROP_Weapon_FlashState (S_BFGFLASH) PROP_Weapon_Kickback (100) PROP_Weapon_MoveCombatDist (10000000) PROP_Weapon_AmmoType1 ("Cell") PROP_Weapon_ProjectileType ("BFGBall") PROP_Inventory_PickupMessage("$GOTBFG9000") END_DEFAULTS FState ABFGBall::States[] = { #define S_BFGSHOT 0 S_BRIGHT (BFS1, 'A', 4, NULL , &States[S_BFGSHOT+1]), S_BRIGHT (BFS1, 'B', 4, NULL , &States[S_BFGSHOT]), #define S_BFGLAND (S_BFGSHOT+2) S_BRIGHT (BFE1, 'A', 8, NULL , &States[S_BFGLAND+1]), S_BRIGHT (BFE1, 'B', 8, NULL , &States[S_BFGLAND+2]), S_BRIGHT (BFE1, 'C', 8, A_BFGSpray , &States[S_BFGLAND+3]), S_BRIGHT (BFE1, 'D', 8, NULL , &States[S_BFGLAND+4]), S_BRIGHT (BFE1, 'E', 8, NULL , &States[S_BFGLAND+5]), S_BRIGHT (BFE1, 'F', 8, NULL , NULL) }; IMPLEMENT_ACTOR (ABFGBall, Doom, -1, 128) PROP_RadiusFixed (13) PROP_HeightFixed (8) PROP_SpeedFixed (25) PROP_Damage (100) PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY) PROP_Flags2 (MF2_PCROSS|MF2_IMPACT|MF2_NOTELEPORT) PROP_Flags4 (MF4_RANDOMIZE) PROP_RenderStyle (STYLE_Add) PROP_Alpha (TRANSLUC75) PROP_SpawnState (S_BFGSHOT) PROP_DeathState (S_BFGLAND) PROP_DeathSound ("weapons/bfgx") PROP_Obituary("$OB_MPBFG_BOOM") END_DEFAULTS FState ABFGExtra::States[] = { S_BRIGHT (BFE2, 'A', 8, NULL , &States[1]), S_BRIGHT (BFE2, 'B', 8, NULL , &States[2]), S_BRIGHT (BFE2, 'C', 8, NULL , &States[3]), S_BRIGHT (BFE2, 'D', 8, NULL , NULL) }; IMPLEMENT_ACTOR (ABFGExtra, Doom, -1, 0) PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY) PROP_RenderStyle (STYLE_Add) PROP_Alpha (TRANSLUC75) PROP_SpawnState (0) END_DEFAULTS // // A_FireBFG // void A_FireBFG (AActor *actor) { player_t *player; if (NULL == (player = actor->player)) { return; } // [RH] bfg can be forced to not use freeaim angle_t storedpitch = actor->pitch; int storedaimdist = player->userinfo.aimdist; AWeapon *weapon = actor->player->ReadyWeapon; if (weapon != NULL) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return; } if (dmflags2 & DF2_NO_FREEAIMBFG) { actor->pitch = 0; player->userinfo.aimdist = ANGLE_1*35; } P_SpawnPlayerMissile (actor, RUNTIME_CLASS(ABFGBall)); actor->pitch = storedpitch; player->userinfo.aimdist = storedaimdist; } // // A_BFGSpray // Spawn a BFG explosion on every monster in view // void A_BFGSpray (AActor *mo) { int i; int j; int damage; angle_t an; AActor *thingToHit; const PClass *spraytype = NULL; int numrays = 40; int damagecnt = 15; int index = CheckIndex (3, NULL); if (index >= 0) { spraytype = PClass::FindClass ((ENamedName)StateParameters[index]); numrays = EvalExpressionI (StateParameters[index+1], mo); if (numrays <= 0) numrays = 40; damagecnt = EvalExpressionI (StateParameters[index+2], mo); if (damagecnt <= 0) damagecnt = 15; } if (spraytype == NULL) { spraytype = RUNTIME_CLASS(ABFGExtra); } // [RH] Don't crash if no target if (!mo->target) return; // offset angles from its attack angle for (i = 0; i < numrays; i++) { an = mo->angle - ANG90/2 + ANG90/numrays*i; // mo->target is the originator (player) of the missile P_AimLineAttack (mo->target, an, 16*64*FRACUNIT, ANGLE_1*32); if (!linetarget) continue; Spawn (spraytype, linetarget->x, linetarget->y, linetarget->z + (linetarget->height>>2)); damage = 0; for (j = 0; j < damagecnt; ++j) damage += (pr_bfgspray() & 7) + 1; thingToHit = linetarget; P_DamageMobj (thingToHit, mo->target, mo->target, damage, MOD_BFG_SPLASH); P_TraceBleed (damage, thingToHit, mo->target); } } // // A_BFGsound // void A_BFGsound (AActor *actor) { S_Sound (actor, CHAN_WEAPON, "weapons/bfgf", 1, ATTN_NORM); }