/* #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); 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) { angle_t angle; int damage; int pitch; int power; AActor *linetarget; power = MIN(10, self->player->mo->stamina / 10); damage = (pr_jabdagger() % (power + 8)) * (power + 2); if (self->FindInventory()) { damage *= 10; } angle = self->angle + (pr_jabdagger.Random2() << 18); pitch = P_AimLineAttack (self, angle, 80*FRACUNIT, &linetarget); P_LineAttack (self, angle, 80*FRACUNIT, pitch, damage, NAME_Melee, "StrifeSpark", true, &linetarget); // turn to face target if (linetarget) { S_Sound (self, CHAN_WEAPON, linetarget->flags & MF_NOBLOOD ? "misc/metalhit" : "misc/meathit", 1, ATTN_NORM); self->angle = R_PointToAngle2 (self->x, self->y, linetarget->x, linetarget->y); self->flags |= MF_JUSTATTACKED; P_DaggerAlert (self, linetarget); } else { S_Sound (self, CHAN_WEAPON, "misc/swish", 1, ATTN_NORM); } } //============================================================================ // // A_AlertMonsters // //============================================================================ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_AlertMonsters) { ACTION_PARAM_START(1); ACTION_PARAM_FIXED(maxdist, 0); if (self->player != NULL) { P_NoiseAlert(self, self, false, maxdist); } else if (self->target != NULL && self->target->player != NULL) { P_NoiseAlert (self->target, self, false, maxdist); } } // Poison Bolt -------------------------------------------------------------- class APoisonBolt : public AActor { DECLARE_CLASS (APoisonBolt, AActor) public: int DoSpecialDamage (AActor *target, int damage); }; IMPLEMENT_CLASS (APoisonBolt) int APoisonBolt::DoSpecialDamage (AActor *target, int damage) { 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) { player_t *player = self->player; if (player == NULL) return; P_SetPsprite (player, ps_flash, NULL); } //============================================================================ // // A_ShowElectricFlash // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_ShowElectricFlash) { if (self->player != NULL) { P_SetPsprite (self->player, ps_flash, self->player->ReadyWeapon->FindState(NAME_Flash)); } } //============================================================================ // // A_FireElectric // //============================================================================ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireArrow) { angle_t savedangle; ACTION_PARAM_START(1); ACTION_PARAM_CLASS(ti, 0); if (self->player == NULL) return; AWeapon *weapon = self->player->ReadyWeapon; if (weapon != NULL) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return; } if (ti) { savedangle = self->angle; self->angle += pr_electric.Random2 () << (18 - self->player->mo->accuracy * 5 / 100); self->player->mo->PlayAttacking2 (); P_SpawnPlayerMissile (self, ti); self->angle = savedangle; S_Sound (self, CHAN_WEAPON, "weapons/xbowshoot", 1, ATTN_NORM); } } // Assault Gun -------------------------------------------------------------- //============================================================================ // // P_StrifeGunShot // //============================================================================ void P_StrifeGunShot (AActor *mo, bool accurate, angle_t pitch) { angle_t angle; int damage; damage = 4*(pr_sgunshot()%3+1); angle = mo->angle; if (mo->player != NULL && !accurate) { angle += pr_sgunshot.Random2() << (20 - mo->player->mo->accuracy * 5 / 100); } P_LineAttack (mo, angle, PLAYERMISSILERANGE, pitch, damage, NAME_Hitscan, NAME_StrifePuff); } //============================================================================ // // A_FireAssaultGun // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_FireAssaultGun) { 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; } self->player->mo->PlayAttacking2 (); accurate = !self->player->refire; } else { accurate = true; } P_StrifeGunShot (self, accurate, P_BulletSlope (self)); } // Mini-Missile Launcher ---------------------------------------------------- //============================================================================ // // A_FireMiniMissile // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_FireMiniMissile) { player_t *player = self->player; angle_t savedangle; if (self->player == NULL) return; AWeapon *weapon = self->player->ReadyWeapon; if (weapon != NULL) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return; } savedangle = self->angle; self->angle += pr_minimissile.Random2() << (19 - player->mo->accuracy * 5 / 100); player->mo->PlayAttacking2 (); P_SpawnPlayerMissile (self, PClass::FindClass("MiniMissile")); self->angle = savedangle; } //============================================================================ // // A_RocketInFlight // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_RocketInFlight) { AActor *trail; S_Sound (self, CHAN_VOICE, "misc/missileinflight", 1, ATTN_NORM); P_SpawnPuff (self, PClass::FindClass("MiniMissilePuff"), self->x, self->y, self->z, self->angle - ANGLE_180, 2, PF_HITTHING); trail = Spawn("RocketTrail", self->x - self->velx, self->y - self->vely, self->z, ALLOW_REPLACE); if (trail != NULL) { trail->velz = FRACUNIT; } } // Flame Thrower ------------------------------------------------------------ //============================================================================ // // A_FlameDie // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_FlameDie) { self->flags |= MF_NOGRAVITY; self->velz = (pr_flamedie() & 3) << FRACBITS; } //============================================================================ // // A_FireFlamer // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_FireFlamer) { player_t *player = self->player; if (player != NULL) { AWeapon *weapon = self->player->ReadyWeapon; if (weapon != NULL) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return; } player->mo->PlayAttacking2 (); } self->angle += pr_flamethrower.Random2() << 18; self = P_SpawnPlayerMissile (self, PClass::FindClass("FlameMissile")); if (self != NULL) { self->velz += 5*FRACUNIT; } } // 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) { if (self->player != NULL) { AWeapon *weapon = self->player->ReadyWeapon; if (weapon != NULL) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return; } // 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); int bpitch = P_BulletSlope (self); for (int i = 0; i < 20; ++i) { int damage = 5 * (pr_mauler1() % 3 + 1); angle_t angle = self->angle + (pr_mauler1.Random2() << 19); int pitch = bpitch + (pr_mauler1.Random2() * 332063); // 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); } } //============================================================================ // // A_FireMauler2Pre // // Makes some noise and moves the psprite. // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_FireMauler2Pre) { 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; } } //============================================================================ // // A_FireMauler2Pre // // Fires the torpedo. // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_FireMauler2) { if (self->player != NULL) { AWeapon *weapon = self->player->ReadyWeapon; if (weapon != NULL) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return; } self->player->mo->PlayAttacking2 (); } P_SpawnPlayerMissile (self, PClass::FindClass("MaulerTorpedo")); P_DamageMobj (self, self, NULL, 20, self->DamageType); P_ThrustMobj (self, self->angle + ANGLE_180, 0x7D000); } //============================================================================ // // A_MaulerTorpedoWave // // Launches lots of balls when the torpedo hits something. // //============================================================================ AActor *P_SpawnSubMissile (AActor *source, const PClass *type, AActor *target); DEFINE_ACTION_FUNCTION(AActor, A_MaulerTorpedoWave) { AActor *wavedef = GetDefaultByName("MaulerTorpedoWave"); fixed_t savedz; self->angle += ANGLE_180; // If the torpedo hit the ceiling, it should still spawn the wave savedz = self->z; if (wavedef && self->ceilingz - self->z < wavedef->height) { self->z = self->ceilingz - wavedef->height; } for (int i = 0; i < 80; ++i) { self->angle += ANGLE_45/10; P_SpawnSubMissile (self, PClass::FindClass("MaulerTorpedoWave"), self->target); } self->z = savedz; } AActor *P_SpawnSubMissile (AActor *source, const PClass *type, AActor *target) { AActor *other = Spawn (type, source->x, source->y, source->z, ALLOW_REPLACE); if (other == NULL) { return NULL; } other->target = target; other->angle = source->angle; other->velx = FixedMul (other->Speed, finecosine[source->angle >> ANGLETOFINESHIFT]); other->vely = FixedMul (other->Speed, finesine[source->angle >> ANGLETOFINESHIFT]); 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)) { angle_t pitch = P_AimLineAttack (source, source->angle, 1024*FRACUNIT); other->velz = FixedMul (-finesine[pitch>>ANGLETOFINESHIFT], other->Speed); return other; } return NULL; } class APhosphorousFire : public AActor { DECLARE_CLASS (APhosphorousFire, AActor) public: int DoSpecialDamage (AActor *target, int damage); }; IMPLEMENT_CLASS (APhosphorousFire) int APhosphorousFire::DoSpecialDamage (AActor *target, int damage) { if (target->flags & MF_NOBLOOD) { return damage / 2; } return Super::DoSpecialDamage (target, damage); } DEFINE_ACTION_FUNCTION(AActor, A_BurnArea) { P_RadiusAttack (self, self->target, 128, 128, self->DamageType, true); } DEFINE_ACTION_FUNCTION(AActor, A_Burnination) { self->velz -= 8*FRACUNIT; self->velx += (pr_phburn.Random2 (3)) << FRACBITS; self->vely += (pr_phburn.Random2 (3)) << FRACBITS; 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; } fixed_t x = self->x + (xofs << FRACBITS); fixed_t y = self->y + (yofs << FRACBITS); sector_t * sector = P_PointInSector(x, y); // The sector's floor is too high so spawn the flame elsewhere. if (sector->floorplane.ZatPoint(x, y) > self->z + self->MaxStepHeight) { x = self->x; y = self->y; } AActor *drop = Spawn ( x, y, self->z + 4*FRACUNIT, ALLOW_REPLACE); if (drop != NULL) { drop->velx = self->velx + ((pr_phburn.Random2 (7)) << FRACBITS); drop->vely = self->vely + ((pr_phburn.Random2 (7)) << FRACBITS); drop->velz = self->velz - FRACUNIT; drop->reactiontime = (pr_phburn() & 3) + 2; drop->flags |= MF_DROPPED; } } } //============================================================================ // // A_FireGrenade // //============================================================================ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireGrenade) { player_t *player = self->player; AActor *grenade; angle_t an; fixed_t tworadii; AWeapon *weapon; ACTION_PARAM_START(3); ACTION_PARAM_CLASS(grenadetype, 0); ACTION_PARAM_ANGLE(Angle, 1); ACTION_PARAM_STATE(flash, 2); if (player == NULL || grenadetype == NULL) return; if ((weapon = player->ReadyWeapon) == NULL) return; if (!weapon->DepleteAmmo (weapon->bAltFire)) return; P_SetPsprite (player, ps_flash, flash); if (grenadetype != NULL) { self->z += 32*FRACUNIT; grenade = P_SpawnSubMissile (self, grenadetype, self); self->z -= 32*FRACUNIT; if (grenade == NULL) return; if (grenade->SeeSound != 0) { S_Sound (grenade, CHAN_VOICE, grenade->SeeSound, 1, ATTN_NORM); } grenade->velz = FixedMul (finetangent[FINEANGLES/4-(self->pitch>>ANGLETOFINESHIFT)], grenade->Speed) + 8*FRACUNIT; an = self->angle >> ANGLETOFINESHIFT; tworadii = self->radius + grenade->radius; grenade->x += FixedMul (finecosine[an], tworadii); grenade->y += FixedMul (finesine[an], tworadii); an = self->angle + Angle; an >>= ANGLETOFINESHIFT; grenade->x += FixedMul (finecosine[an], 15*FRACUNIT); grenade->y += FixedMul (finesine[an], 15*FRACUNIT); } } // 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(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 (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) { int pieces = MIN (static_cast(self)->NumPieces, 5); if (pieces > 1) { self->SetState (self->FindState("Spawn")+pieces); } } //============================================================================ // // 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) { int pieces; if (self->player == NULL) { return; } pieces = static_cast(self->player->ReadyWeapon)->NumPieces; P_SetPsprite (self->player, ps_weapon, self->player->psprites[ps_weapon].state + pieces); } //============================================================================ // // 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) { int pieces; if (self->player == NULL) { return; } pieces = static_cast(self->player->ReadyWeapon)->DownPieces; static_cast(self->player->ReadyWeapon)->DownPieces = 0; if (pieces == 0) { pieces = static_cast(self->player->ReadyWeapon)->NumPieces; } P_SetPsprite (self->player, ps_weapon, self->player->psprites[ps_weapon].state + pieces); } //============================================================================ // // A_SelectSigilAttack // // Same as A_SelectSigilView, but used just before attacking. // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilAttack) { int pieces; if (self->player == NULL) { return; } pieces = static_cast(self->player->ReadyWeapon)->NumPieces; P_SetPsprite (self->player, ps_weapon, self->player->psprites[ps_weapon].state + 4*pieces - 3); } //============================================================================ // // A_SigilCharge // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_SigilCharge) { S_Sound (self, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM); if (self->player != NULL) { self->player->extralight = 2; } } //============================================================================ // // A_LightInverse // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_LightInverse) { if (self->player != NULL) { self->player->extralight = INT_MIN; } } //============================================================================ // // A_FireSigil1 // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_FireSigil1) { AActor *spot; player_t *player = self->player; AActor *linetarget; if (player == NULL || player->ReadyWeapon == NULL) return; P_DamageMobj (self, self, NULL, 1*4, 0, DMG_NO_ARMOR); S_Sound (self, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM); P_BulletSlope (self, &linetarget); if (linetarget != NULL) { spot = Spawn("SpectralLightningSpot", linetarget->x, linetarget->y, linetarget->floorz, ALLOW_REPLACE); if (spot != NULL) { spot->tracer = linetarget; } } else { spot = Spawn("SpectralLightningSpot", self->x, self->y, self->z, ALLOW_REPLACE); if (spot != NULL) { spot->velx += 28 * finecosine[self->angle >> ANGLETOFINESHIFT]; spot->vely += 28 * finesine[self->angle >> ANGLETOFINESHIFT]; } } if (spot != NULL) { spot->SetFriendPlayer(player); spot->target = self; } } //============================================================================ // // A_FireSigil2 // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_FireSigil2) { player_t *player = self->player; if (player == NULL || player->ReadyWeapon == NULL) return; 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::FindClass("SpectralLightningH1")); } //============================================================================ // // A_FireSigil3 // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_FireSigil3) { AActor *spot; player_t *player = self->player; int i; if (player == NULL || player->ReadyWeapon == NULL) return; P_DamageMobj (self, self, NULL, 3*4, 0, DMG_NO_ARMOR); S_Sound (self, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM); self->angle -= ANGLE_90; for (i = 0; i < 20; ++i) { self->angle += ANGLE_180/20; spot = P_SpawnSubMissile (self, PClass::FindClass("SpectralLightningBall1"), self); if (spot != NULL) { spot->z = self->z + 32*FRACUNIT; } } self->angle -= (ANGLE_180/20)*10; } //============================================================================ // // A_FireSigil4 // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_FireSigil4) { AActor *spot; player_t *player = self->player; AActor *linetarget; if (player == NULL || player->ReadyWeapon == NULL) return; P_DamageMobj (self, self, NULL, 4*4, 0, DMG_NO_ARMOR); S_Sound (self, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM); P_BulletSlope (self, &linetarget); if (linetarget != NULL) { spot = P_SpawnPlayerMissile (self, 0,0,0, PClass::FindClass("SpectralLightningBigV1"), self->angle, &linetarget); if (spot != NULL) { spot->tracer = linetarget; } } else { spot = P_SpawnPlayerMissile (self, PClass::FindClass("SpectralLightningBigV1")); if (spot != NULL) { spot->velx += FixedMul (spot->Speed, finecosine[self->angle >> ANGLETOFINESHIFT]); spot->vely += FixedMul (spot->Speed, finesine[self->angle >> ANGLETOFINESHIFT]); } } } //============================================================================ // // A_FireSigil5 // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_FireSigil5) { player_t *player = self->player; if (player == NULL || player->ReadyWeapon == NULL) return; 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::FindClass("SpectralLightningBigBall1")); } //============================================================================ // // 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 (); if (sigil == NULL) { sigil = static_cast(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; } }