#include "actor.h" #include "gi.h" #include "m_random.h" #include "s_sound.h" #include "d_player.h" #include "a_action.h" #include "p_local.h" #include "p_enemy.h" #include "p_pspr.h" #include "gstrings.h" #include "a_hexenglobal.h" #include "a_weaponpiece.h" #include "thingdef/thingdef.h" static FRandom pr_quietusdrop ("QuietusDrop"); static FRandom pr_fswordflame ("FSwordFlame"); //========================================================================== class AFighterWeaponPiece : public AWeaponPiece { DECLARE_CLASS (AFighterWeaponPiece, AWeaponPiece) protected: bool TryPickup (AActor *toucher); }; IMPLEMENT_CLASS (AFighterWeaponPiece) bool AFighterWeaponPiece::TryPickup (AActor *toucher) { if (!toucher->IsKindOf (PClass::FindClass(NAME_ClericPlayer)) && !toucher->IsKindOf (PClass::FindClass(NAME_MagePlayer))) { return Super::TryPickup(toucher); } else { // Wrong class, but try to pick up for ammo if (ShouldStay()) { // Can't pick up weapons for other classes in coop netplay return false; } AWeapon * Defaults=(AWeapon*)GetDefaultByType(WeaponClass); bool gaveSome = !!(toucher->GiveAmmo (Defaults->AmmoType1, Defaults->AmmoGive1) + toucher->GiveAmmo (Defaults->AmmoType2, Defaults->AmmoGive2)); if (gaveSome) { GoAwayAndDie (); } return gaveSome; } } //============================================================================ // // A_DropQuietusPieces // //============================================================================ void A_DropWeaponPieces (AActor *actor) { int index=CheckIndex(3); if (index<0) return; for (int i = 0, j = 0, fineang = 0; i < 3; ++i) { const PClass *cls = PClass::FindClass((ENamedName)StateParameters[index+j]); if (cls) { AActor *piece = Spawn (cls, actor->x, actor->y, actor->z, ALLOW_REPLACE); if (piece != NULL) { piece->momx = actor->momx + finecosine[fineang]; piece->momy = actor->momy + finesine[fineang]; piece->momz = actor->momz; piece->flags |= MF_DROPPED; fineang += FINEANGLES/3; j = (j == 0) ? (pr_quietusdrop() & 1) + 1 : 3-j; } } } } // Fighter Sword Missile ---------------------------------------------------- class AFSwordMissile : public AActor { DECLARE_CLASS (AFSwordMissile, AActor) public: int DoSpecialDamage(AActor *victim, AActor *source, int damage); }; IMPLEMENT_CLASS (AFSwordMissile) int AFSwordMissile::DoSpecialDamage(AActor *victim, AActor *source, int damage) { if (victim->player) { damage -= damage >> 2; } return damage; } //============================================================================ // // A_FSwordAttack // //============================================================================ void A_FSwordAttack (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, 0, 0, -10*FRACUNIT, RUNTIME_CLASS(AFSwordMissile), actor->angle+ANGLE_45/4); P_SpawnPlayerMissile (actor, 0, 0, -5*FRACUNIT, RUNTIME_CLASS(AFSwordMissile), actor->angle+ANGLE_45/8); P_SpawnPlayerMissile (actor, 0, 0, 0, RUNTIME_CLASS(AFSwordMissile), actor->angle); P_SpawnPlayerMissile (actor, 0, 0, 5*FRACUNIT, RUNTIME_CLASS(AFSwordMissile), actor->angle-ANGLE_45/8); P_SpawnPlayerMissile (actor, 0, 0, 10*FRACUNIT, RUNTIME_CLASS(AFSwordMissile), actor->angle-ANGLE_45/4); S_Sound (actor, CHAN_WEAPON, "FighterSwordFire", 1, ATTN_NORM); } //============================================================================ // // A_FSwordFlames // //============================================================================ void A_FSwordFlames (AActor *actor) { int i; for (i = 1+(pr_fswordflame()&3); i; i--) { fixed_t x = actor->x+((pr_fswordflame()-128)<<12); fixed_t y = actor->y+((pr_fswordflame()-128)<<12); fixed_t z = actor->z+((pr_fswordflame()-128)<<11); Spawn ("FSwordFlame", x, y, z, ALLOW_REPLACE); } } //============================================================================ // // A_FighterAttack // //============================================================================ void A_FighterAttack (AActor *actor) { if (!actor->target) return; angle_t angle = actor->angle; P_SpawnMissileAngle (actor, RUNTIME_CLASS(AFSwordMissile), angle+ANG45/4, 0); P_SpawnMissileAngle (actor, RUNTIME_CLASS(AFSwordMissile), angle+ANG45/8, 0); P_SpawnMissileAngle (actor, RUNTIME_CLASS(AFSwordMissile), angle, 0); P_SpawnMissileAngle (actor, RUNTIME_CLASS(AFSwordMissile), angle-ANG45/8, 0); P_SpawnMissileAngle (actor, RUNTIME_CLASS(AFSwordMissile), angle-ANG45/4, 0); S_Sound (actor, CHAN_WEAPON, "FighterSwordFire", 1, ATTN_NORM); }