/* #include "actor.h" #include "info.h" #include "s_sound.h" #include "m_random.h" #include "a_pickups.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/thingdef.h" #include "doomstat.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"); static FRandom pr_oldbfg ("OldBFG"); // // A_Punch // DEFINE_ACTION_FUNCTION(AActor, A_Punch) { PARAM_ACTION_PROLOGUE; angle_t angle; int damage; int pitch; FTranslatedLineTarget t; if (self->player != NULL) { AWeapon *weapon = self->player->ReadyWeapon; if (weapon != NULL && !(weapon->WeaponFlags & WIF_DEHAMMO) && ACTION_CALL_FROM_WEAPON()) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return 0; } } damage = (pr_punch()%10+1)<<1; if (self->FindInventory()) damage *= 10; angle = self->_f_angle(); angle += pr_punch.Random2() << 18; pitch = P_AimLineAttack (self, angle, MELEERANGE); P_LineAttack (self, angle, MELEERANGE, pitch, damage, NAME_Melee, NAME_BulletPuff, LAF_ISMELEEATTACK, &t); // turn to face target if (t.linetarget) { S_Sound (self, CHAN_WEAPON, "*fist", 1, ATTN_NORM); self->Angles.Yaw = t.angleFromSource; } return 0; } // // A_FirePistol // DEFINE_ACTION_FUNCTION(AActor, A_FirePistol) { PARAM_ACTION_PROLOGUE; bool accurate; if (self->player != NULL) { AWeapon *weapon = self->player->ReadyWeapon; if (weapon != NULL && ACTION_CALL_FROM_WEAPON()) { if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1)) return 0; P_SetPsprite (self->player, ps_flash, weapon->FindState(NAME_Flash)); } self->player->mo->PlayAttacking2 (); accurate = !self->player->refire; } else { accurate = true; } S_Sound (self, CHAN_WEAPON, "weapons/pistol", 1, ATTN_NORM); P_GunShot (self, accurate, PClass::FindActor(NAME_BulletPuff), P_BulletSlope (self)); return 0; } // // A_Saw // enum SAW_Flags { SF_NORANDOM = 1, SF_RANDOMLIGHTMISS = 2, SF_RANDOMLIGHTHIT = 4, SF_NOUSEAMMOMISS = 8, SF_NOUSEAMMO = 16, SF_NOPULLIN = 32, SF_NOTURN = 64, SF_STEALARMOR = 128, }; DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Saw) { PARAM_ACTION_PROLOGUE; PARAM_SOUND_OPT (fullsound) { fullsound = "weapons/sawfull"; } PARAM_SOUND_OPT (hitsound) { hitsound = "weapons/sawhit"; } PARAM_INT_OPT (damage) { damage = 2; } PARAM_CLASS_OPT (pufftype, AActor) { pufftype = NULL; } PARAM_INT_OPT (flags) { flags = 0; } PARAM_FIXED_OPT (range) { range = 0; } PARAM_ANGLE_OPT(spread_xy) { spread_xy = 33554432; /*angle_t(2.8125 * (ANGLE_90 / 90.0));*/ } // The floating point expression does not get optimized away. PARAM_ANGLE_OPT (spread_z) { spread_z = 0; } PARAM_FIXED_OPT (lifesteal) { lifesteal = 0; } PARAM_INT_OPT (lifestealmax) { lifestealmax = 0; } PARAM_CLASS_OPT (armorbonustype, ABasicArmorBonus) { armorbonustype = NULL; } angle_t angle; angle_t slope; player_t *player; FTranslatedLineTarget t; int actualdamage; if (NULL == (player = self->player)) { return 0; } if (pufftype == NULL) { pufftype = PClass::FindActor(NAME_BulletPuff); } if (damage == 0) { damage = 2; } if (!(flags & SF_NORANDOM)) { damage *= (pr_saw()%10+1); } if (range == 0) { // use meleerange + 1 so the puff doesn't skip the flash (i.e. plays all states) range = MELEERANGE+1; } angle = self->_f_angle() + (pr_saw.Random2() * (spread_xy / 255)); slope = P_AimLineAttack (self, angle, range, &t) + (pr_saw.Random2() * (spread_z / 255)); AWeapon *weapon = self->player->ReadyWeapon; if ((weapon != NULL) && !(flags & SF_NOUSEAMMO) && !(!t.linetarget && (flags & SF_NOUSEAMMOMISS)) && !(weapon->WeaponFlags & WIF_DEHAMMO) && ACTION_CALL_FROM_WEAPON()) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return 0; } P_LineAttack (self, angle, range, slope, damage, NAME_Melee, pufftype, false, &t, &actualdamage); if (!t.linetarget) { if ((flags & SF_RANDOMLIGHTMISS) && (pr_saw() > 64)) { player->extralight = !player->extralight; } S_Sound (self, CHAN_WEAPON, fullsound, 1, ATTN_NORM); return 0; } if (flags & SF_RANDOMLIGHTHIT) { int randVal = pr_saw(); if (randVal < 64) { player->extralight = 0; } else if (randVal < 160) { player->extralight = 1; } else { player->extralight = 2; } } if (lifesteal && !(t.linetarget->flags5 & MF5_DONTDRAIN)) { if (flags & SF_STEALARMOR) { if (armorbonustype == NULL) { armorbonustype = dyn_cast(PClass::FindClass("ArmorBonus")); } if (armorbonustype != NULL) { assert(armorbonustype->IsDescendantOf (RUNTIME_CLASS(ABasicArmorBonus))); ABasicArmorBonus *armorbonus = static_cast(Spawn(armorbonustype, 0,0,0, NO_REPLACE)); armorbonus->SaveAmount *= (actualdamage * lifesteal) >> FRACBITS; armorbonus->MaxSaveAmount = lifestealmax <= 0 ? armorbonus->MaxSaveAmount : lifestealmax; armorbonus->flags |= MF_DROPPED; armorbonus->ClearCounters(); if (!armorbonus->CallTryPickup (self)) { armorbonus->Destroy (); } } } else { P_GiveBody (self, (actualdamage * lifesteal) >> FRACBITS, lifestealmax); } } S_Sound (self, CHAN_WEAPON, hitsound, 1, ATTN_NORM); // turn to face target if (!(flags & SF_NOTURN)) { DAngle anglediff = deltaangle(self->Angles.Yaw, t.angleFromSource); if (anglediff < 0.0) { if (anglediff < -4.5) self->Angles.Yaw = angle + 90.0 / 21; else self->Angles.Yaw -= 4.5; } else { if (anglediff > 4.5) self->Angles.Yaw = angle - 90.0 / 21; else self->Angles.Yaw += 4.5; } } if (!(flags & SF_NOPULLIN)) self->flags |= MF_JUSTATTACKED; return 0; } // // A_FireShotgun // DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun) { PARAM_ACTION_PROLOGUE; int i; player_t *player; if (NULL == (player = self->player)) { return 0; } S_Sound (self, CHAN_WEAPON, "weapons/shotgf", 1, ATTN_NORM); AWeapon *weapon = self->player->ReadyWeapon; if (weapon != NULL && ACTION_CALL_FROM_WEAPON()) { if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1)) return 0; P_SetPsprite (player, ps_flash, weapon->FindState(NAME_Flash)); } player->mo->PlayAttacking2 (); angle_t pitch = P_BulletSlope (self); for (i = 0; i < 7; i++) { P_GunShot (self, false, PClass::FindActor(NAME_BulletPuff), pitch); } return 0; } // // A_FireShotgun2 // DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun2) { PARAM_ACTION_PROLOGUE; int i; angle_t angle; int damage; player_t *player; if (NULL == (player = self->player)) { return 0; } S_Sound (self, CHAN_WEAPON, "weapons/sshotf", 1, ATTN_NORM); AWeapon *weapon = self->player->ReadyWeapon; if (weapon != NULL && ACTION_CALL_FROM_WEAPON()) { if (!weapon->DepleteAmmo (weapon->bAltFire, true, 2)) return 0; P_SetPsprite (player, ps_flash, weapon->FindState(NAME_Flash)); } player->mo->PlayAttacking2 (); angle_t pitch = P_BulletSlope (self); for (i=0 ; i<20 ; i++) { damage = 5*(pr_fireshotgun2()%3+1); angle = self->_f_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 (self, angle, PLAYERMISSILERANGE, pitch + (pr_fireshotgun2.Random2() * 332063), damage, NAME_Hitscan, NAME_BulletPuff); } return 0; } DEFINE_ACTION_FUNCTION(AActor, A_OpenShotgun2) { PARAM_ACTION_PROLOGUE; S_Sound (self, CHAN_WEAPON, "weapons/sshoto", 1, ATTN_NORM); return 0; } DEFINE_ACTION_FUNCTION(AActor, A_LoadShotgun2) { PARAM_ACTION_PROLOGUE; S_Sound (self, CHAN_WEAPON, "weapons/sshotl", 1, ATTN_NORM); return 0; } DEFINE_ACTION_FUNCTION(AActor, A_CloseShotgun2) { PARAM_ACTION_PROLOGUE; S_Sound (self, CHAN_WEAPON, "weapons/sshotc", 1, ATTN_NORM); A_ReFire (self); return 0; } //------------------------------------------------------------------------------------ // // Setting a random flash like some of Doom's weapons can easily crash when the // definition is overridden incorrectly so let's check that the state actually exists. // Be aware though that this will not catch all DEHACKED related problems. But it will // find all DECORATE related ones. // //------------------------------------------------------------------------------------ void P_SetSafeFlash(AWeapon *weapon, player_t *player, FState *flashstate, int index) { PClassActor *cls = weapon->GetClass(); while (cls != RUNTIME_CLASS(AWeapon)) { if (flashstate >= cls->OwnedStates && flashstate < cls->OwnedStates + cls->NumOwnedStates) { // The flash state belongs to this class. // Now let's check if the actually wanted state does also if (flashstate + index < cls->OwnedStates + cls->NumOwnedStates) { // we're ok so set the state P_SetPsprite (player, ps_flash, flashstate + index); return; } else { // oh, no! The state is beyond the end of the state table so use the original flash state. P_SetPsprite (player, ps_flash, flashstate); return; } } // try again with parent class cls = static_cast(cls->ParentClass); } // if we get here the state doesn't seem to belong to any class in the inheritance chain // This can happen with Dehacked if the flash states are remapped. // The only way to check this would be to go through all Dehacked modifiable actors, convert // their states into a single flat array and find the correct one. // Rather than that, just check to make sure it belongs to something. if (FState::StaticFindStateOwner(flashstate + index) == NULL) { // Invalid state. With no index offset, it should at least be valid. index = 0; } P_SetPsprite (player, ps_flash, flashstate + index); } // // A_FireCGun // DEFINE_ACTION_FUNCTION(AActor, A_FireCGun) { PARAM_ACTION_PROLOGUE; player_t *player; if (self == NULL || NULL == (player = self->player)) { return 0; } AWeapon *weapon = player->ReadyWeapon; if (weapon != NULL && ACTION_CALL_FROM_WEAPON()) { if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1)) return 0; S_Sound (self, CHAN_WEAPON, "weapons/chngun", 1, ATTN_NORM); FState *flash = weapon->FindState(NAME_Flash); if (flash != NULL) { // [RH] Fix for Sparky's messed-up Dehacked patch! Blargh! FState * atk = weapon->FindState(NAME_Fire); int theflash = clamp (int(player->psprites[ps_weapon].state - atk), 0, 1); if (flash[theflash].sprite != flash->sprite) { theflash = 0; } P_SetSafeFlash (weapon, player, flash, theflash); } } player->mo->PlayAttacking2 (); P_GunShot (self, !player->refire, PClass::FindActor(NAME_BulletPuff), P_BulletSlope (self)); return 0; } // // A_FireMissile // DEFINE_ACTION_FUNCTION(AActor, A_FireMissile) { PARAM_ACTION_PROLOGUE; player_t *player; if (NULL == (player = self->player)) { return 0; } AWeapon *weapon = self->player->ReadyWeapon; if (weapon != NULL && ACTION_CALL_FROM_WEAPON()) { if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1)) return 0; } P_SpawnPlayerMissile (self, PClass::FindActor("Rocket")); return 0; } // // A_FireSTGrenade: not exactly backported from ST, but should work the same // DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireSTGrenade) { PARAM_ACTION_PROLOGUE; PARAM_CLASS_OPT(grenade, AActor) { grenade = PClass::FindActor("Grenade"); } player_t *player; if (grenade == NULL) return 0; if (NULL == (player = self->player)) { return 0; } AWeapon *weapon = self->player->ReadyWeapon; if (weapon != NULL && ACTION_CALL_FROM_WEAPON()) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return 0; } // Temporarily raise the pitch to send the grenade slightly upwards DAngle SavedPlayerPitch = self->Angles.Pitch; self->Angles.Pitch -= 6.328125; //(1152 << FRACBITS); P_SpawnPlayerMissile(self, grenade); self->Angles.Pitch = SavedPlayerPitch; return 0; } // // A_FirePlasma // DEFINE_ACTION_FUNCTION(AActor, A_FirePlasma) { PARAM_ACTION_PROLOGUE; player_t *player; if (NULL == (player = self->player)) { return 0; } AWeapon *weapon = self->player->ReadyWeapon; if (weapon != NULL && ACTION_CALL_FROM_WEAPON()) { if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1)) return 0; FState *flash = weapon->FindState(NAME_Flash); if (flash != NULL) { P_SetSafeFlash(weapon, player, flash, (pr_fireplasma()&1)); } } P_SpawnPlayerMissile (self, PClass::FindActor("PlasmaBall")); return 0; } // // [RH] A_FireRailgun // static void FireRailgun(AActor *self, int offset_xy, bool fromweapon) { int damage; player_t *player; if (NULL == (player = self->player)) { return; } AWeapon *weapon = self->player->ReadyWeapon; if (weapon != NULL && fromweapon) { if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1)) return; FState *flash = weapon->FindState(NAME_Flash); if (flash != NULL) { P_SetSafeFlash(weapon, player, flash, (pr_firerail()&1)); } } damage = deathmatch ? 100 : 150; P_RailAttack (self, damage, offset_xy); } DEFINE_ACTION_FUNCTION(AActor, A_FireRailgun) { PARAM_ACTION_PROLOGUE; FireRailgun(self, 0, ACTION_CALL_FROM_WEAPON()); return 0; } DEFINE_ACTION_FUNCTION(AActor, A_FireRailgunRight) { PARAM_ACTION_PROLOGUE; FireRailgun(self, 10, ACTION_CALL_FROM_WEAPON()); return 0; } DEFINE_ACTION_FUNCTION(AActor, A_FireRailgunLeft) { PARAM_ACTION_PROLOGUE; FireRailgun(self, -10, ACTION_CALL_FROM_WEAPON()); return 0; } DEFINE_ACTION_FUNCTION(AActor, A_RailWait) { // Okay, this was stupid. Just use a NULL function instead of this. return 0; } // // A_FireBFG // DEFINE_ACTION_FUNCTION(AActor, A_FireBFG) { PARAM_ACTION_PROLOGUE; player_t *player; if (NULL == (player = self->player)) { return 0; } AWeapon *weapon = self->player->ReadyWeapon; if (weapon != NULL && ACTION_CALL_FROM_WEAPON()) { if (!weapon->DepleteAmmo (weapon->bAltFire, true, deh.BFGCells)) return 0; } P_SpawnPlayerMissile (self, 0, 0, 0, PClass::FindActor("BFGBall"), self->_f_angle(), NULL, NULL, !!(dmflags2 & DF2_NO_FREEAIMBFG)); return 0; } // // A_BFGSpray // Spawn a BFG explosion on every monster in view // DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray) { PARAM_ACTION_PROLOGUE; PARAM_CLASS_OPT (spraytype, AActor) { spraytype = NULL; } PARAM_INT_OPT (numrays) { numrays = 40; } PARAM_INT_OPT (damagecnt) { damagecnt = 15; } PARAM_ANGLE_OPT (angle) { angle = ANGLE_90; } PARAM_FIXED_OPT (distance) { distance = 16*64*FRACUNIT; } PARAM_ANGLE_OPT (vrange) { vrange = 32*ANGLE_1; } PARAM_INT_OPT (defdamage) { defdamage = 0; } int i; int j; int damage; angle_t an; FTranslatedLineTarget t; if (spraytype == NULL) spraytype = PClass::FindActor("BFGExtra"); if (numrays <= 0) numrays = 40; if (damagecnt <= 0) damagecnt = 15; if (angle == 0) angle = ANG90; if (distance <= 0) distance = 16 * 64 * FRACUNIT; if (vrange == 0) vrange = ANGLE_1 * 32; // [RH] Don't crash if no target if (!self->target) return 0; // offset angles from its attack angle for (i = 0; i < numrays; i++) { an = self->_f_angle() - angle / 2 + angle / numrays*i; // self->target is the originator (player) of the missile P_AimLineAttack(self->target, an, distance, &t, vrange); if (t.linetarget != NULL) { AActor *spray = Spawn(spraytype, t.linetarget->PosPlusZ(t.linetarget->height >> 2), ALLOW_REPLACE); int dmgFlags = 0; FName dmgType = NAME_BFGSplash; if (spray != NULL) { if (spray->flags6 & MF6_MTHRUSPECIES && self->target->GetSpecies() == t.linetarget->GetSpecies()) { spray->Destroy(); // [MC] Remove it because technically, the spray isn't trying to "hit" them. continue; } if (spray->flags5 & MF5_PUFFGETSOWNER) spray->target = self->target; if (spray->flags3 & MF3_FOILINVUL) dmgFlags |= DMG_FOILINVUL; if (spray->flags7 & MF7_FOILBUDDHA) dmgFlags |= DMG_FOILBUDDHA; dmgType = spray->DamageType; } if (defdamage == 0) { damage = 0; for (j = 0; j < damagecnt; ++j) damage += (pr_bfgspray() & 7) + 1; } else { // if this is used, damagecnt will be ignored damage = defdamage; } int newdam = P_DamageMobj(t.linetarget, self->target, self->target, damage, dmgType, dmgFlags|DMG_USEANGLE, FLOAT2ANGLE(t.angleFromSource.Degrees)); P_TraceBleed(newdam > 0 ? newdam : damage, &t, self); } } return 0; } // // A_BFGsound // DEFINE_ACTION_FUNCTION(AActor, A_BFGsound) { PARAM_ACTION_PROLOGUE; S_Sound (self, CHAN_WEAPON, "weapons/bfgf", 1, ATTN_NORM); return 0; } // // A_FireOldBFG // // This function emulates Doom's Pre-Beta BFG // By Lee Killough 6/6/98, 7/11/98, 7/19/98, 8/20/98 // // This code may not be used in other mods without appropriate credit given. // Code leeches will be telefragged. DEFINE_ACTION_FUNCTION(AActor, A_FireOldBFG) { PARAM_ACTION_PROLOGUE; PClassActor *plasma[] = { PClass::FindActor("PlasmaBall1"), PClass::FindActor("PlasmaBall2") }; AActor * mo = NULL; player_t *player; bool doesautoaim = false; if (NULL == (player = self->player)) { return 0; } AWeapon *weapon = self->player->ReadyWeapon; if (!ACTION_CALL_FROM_WEAPON()) weapon = NULL; if (weapon != NULL) { if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1)) return 0; doesautoaim = !(weapon->WeaponFlags & WIF_NOAUTOAIM); weapon->WeaponFlags |= WIF_NOAUTOAIM; // No autoaiming that gun } self->player->extralight = 2; // Save values temporarily DAngle SavedPlayerAngle = self->Angles.Yaw; DAngle SavedPlayerPitch = self->Angles.Pitch; for (int i = 0; i < 2; i++) // Spawn two plasma balls in sequence { self->Angles.Yaw += ((pr_oldbfg()&127) - 64) * (90./768); self->Angles.Pitch += ((pr_oldbfg()&127) - 64) * (90./640); mo = P_SpawnPlayerMissile (self, plasma[i]); // Restore saved values self->Angles.Yaw = SavedPlayerAngle; self->Angles.Pitch = SavedPlayerPitch; } if (doesautoaim && weapon != NULL) { // Restore autoaim setting weapon->WeaponFlags &= ~WIF_NOAUTOAIM; } return 0; }