/* #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) { angle_t angle; int damage; int pitch; AActor *linetarget; 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; } } damage = (pr_punch()%10+1)<<1; if (self->FindInventory()) damage *= 10; angle = self->angle; angle += pr_punch.Random2() << 18; pitch = P_AimLineAttack (self, angle, MELEERANGE, &linetarget); P_LineAttack (self, angle, MELEERANGE, pitch, damage, NAME_Melee, NAME_BulletPuff, LAF_ISMELEEATTACK, &linetarget); // turn to face target if (linetarget) { S_Sound (self, CHAN_WEAPON, "*fist", 1, ATTN_NORM); self->angle = self->AngleTo(linetarget); } } // // A_FirePistol // DEFINE_ACTION_FUNCTION(AActor, A_FirePistol) { 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; 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::FindClass(NAME_BulletPuff), P_BulletSlope (self)); } // // 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) { angle_t angle; angle_t slope; player_t *player; AActor *linetarget; int actualdamage; ACTION_PARAM_START(11); ACTION_PARAM_SOUND(fullsound, 0); ACTION_PARAM_SOUND(hitsound, 1); ACTION_PARAM_INT(damage, 2); ACTION_PARAM_CLASS(pufftype, 3); ACTION_PARAM_INT(Flags, 4); ACTION_PARAM_FIXED(Range, 5); ACTION_PARAM_ANGLE(Spread_XY, 6); ACTION_PARAM_ANGLE(Spread_Z, 7); ACTION_PARAM_FIXED(LifeSteal, 8); ACTION_PARAM_INT(lifestealmax, 9); ACTION_PARAM_CLASS(armorbonustype, 10); if (NULL == (player = self->player)) { return; } if (pufftype == NULL) pufftype = PClass::FindClass(NAME_BulletPuff); if (damage == 0) damage = 2; if (!(Flags & SF_NORANDOM)) damage *= (pr_saw()%10+1); // use meleerange + 1 so the puff doesn't skip the flash (i.e. plays all states) if (Range == 0) Range = MELEERANGE+1; angle = self->angle + (pr_saw.Random2() * (Spread_XY / 255)); slope = P_AimLineAttack (self, angle, Range, &linetarget) + (pr_saw.Random2() * (Spread_Z / 255)); AWeapon *weapon = self->player->ReadyWeapon; if ((weapon != NULL) && !(Flags & SF_NOUSEAMMO) && !(!linetarget && (Flags & SF_NOUSEAMMOMISS)) && !(weapon->WeaponFlags & WIF_DEHAMMO) && ACTION_CALL_FROM_WEAPON()) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return; } P_LineAttack (self, angle, Range, slope, damage, NAME_Melee, pufftype, false, &linetarget, &actualdamage); if (!linetarget) { if ((Flags & SF_RANDOMLIGHTMISS) && (pr_saw() > 64)) { player->extralight = !player->extralight; } S_Sound (self, CHAN_WEAPON, fullsound, 1, ATTN_NORM); return; } 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 && !(linetarget->flags5 & MF5_DONTDRAIN)) { if (Flags & SF_STEALARMOR) { if (!armorbonustype) armorbonustype = PClass::FindClass("ArmorBonus"); if (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)) { angle = self->AngleTo(linetarget); if (angle - self->angle > ANG180) { if (angle - self->angle < (angle_t)(-ANG90 / 20)) self->angle = angle + ANG90 / 21; else self->angle -= ANG90 / 20; } else { if (angle - self->angle > ANG90 / 20) self->angle = angle - ANG90 / 21; else self->angle += ANG90 / 20; } } if (!(Flags & SF_NOPULLIN)) self->flags |= MF_JUSTATTACKED; } // // A_FireShotgun // DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun) { int i; player_t *player; if (NULL == (player = self->player)) { return; } 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; 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::FindClass(NAME_BulletPuff), pitch); } // // A_FireShotgun2 // DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun2) { int i; angle_t angle; int damage; player_t *player; if (NULL == (player = self->player)) { return; } 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; 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->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); } } DEFINE_ACTION_FUNCTION(AActor, A_OpenShotgun2) { S_Sound (self, CHAN_WEAPON, "weapons/sshoto", 1, ATTN_NORM); } DEFINE_ACTION_FUNCTION(AActor, A_LoadShotgun2) { S_Sound (self, CHAN_WEAPON, "weapons/sshotl", 1, ATTN_NORM); } DEFINE_ACTION_FUNCTION(AActor, A_CloseShotgun2) { S_Sound (self, CHAN_WEAPON, "weapons/sshotc", 1, ATTN_NORM); A_ReFire (self); } //------------------------------------------------------------------------------------ // // 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) { const PClass * cls = weapon->GetClass(); while (cls != RUNTIME_CLASS(AWeapon)) { FActorInfo * info = cls->ActorInfo; if (flashstate >= info->OwnedStates && flashstate < info->OwnedStates + info->NumOwnedStates) { // The flash state belongs to this class. // Now let's check if the actually wanted state does also if (flashstate+index < info->OwnedStates + info->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 = 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) { player_t *player; if (self == NULL || NULL == (player = self->player)) { return; } AWeapon *weapon = player->ReadyWeapon; if (weapon != NULL && ACTION_CALL_FROM_WEAPON()) { if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1)) return; 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::FindClass(NAME_BulletPuff), P_BulletSlope (self)); } // // A_FireMissile // DEFINE_ACTION_FUNCTION(AActor, A_FireMissile) { player_t *player; if (NULL == (player = self->player)) { return; } AWeapon *weapon = self->player->ReadyWeapon; if (weapon != NULL && ACTION_CALL_FROM_WEAPON()) { if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1)) return; } P_SpawnPlayerMissile (self, PClass::FindClass("Rocket")); } // // A_FireSTGrenade: not exactly backported from ST, but should work the same // DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireSTGrenade) { player_t *player; ACTION_PARAM_START(1); ACTION_PARAM_CLASS(grenade, 0); if (grenade == NULL) return; if (NULL == (player = self->player)) { return; } AWeapon *weapon = self->player->ReadyWeapon; if (weapon != NULL && ACTION_CALL_FROM_WEAPON()) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return; } // Temporarily raise the pitch to send the grenade slightly upwards fixed_t SavedPlayerPitch = self->pitch; self->pitch -= (1152 << FRACBITS); P_SpawnPlayerMissile(self, grenade); self->pitch = SavedPlayerPitch; } // // A_FirePlasma // DEFINE_ACTION_FUNCTION(AActor, A_FirePlasma) { player_t *player; if (NULL == (player = self->player)) { return; } AWeapon *weapon = self->player->ReadyWeapon; if (weapon != NULL && ACTION_CALL_FROM_WEAPON()) { if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1)) return; FState *flash = weapon->FindState(NAME_Flash); if (flash != NULL) { P_SetSafeFlash(weapon, player, flash, (pr_fireplasma()&1)); } } P_SpawnPlayerMissile (self, PClass::FindClass("PlasmaBall")); } // // [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) { FireRailgun(self, 0, ACTION_CALL_FROM_WEAPON()); } DEFINE_ACTION_FUNCTION(AActor, A_FireRailgunRight) { FireRailgun(self, 10, ACTION_CALL_FROM_WEAPON()); } DEFINE_ACTION_FUNCTION(AActor, A_FireRailgunLeft) { FireRailgun(self, -10, ACTION_CALL_FROM_WEAPON()); } DEFINE_ACTION_FUNCTION(AActor, A_RailWait) { // Okay, this was stupid. Just use a NULL function instead of this. } // // A_FireBFG // DEFINE_ACTION_FUNCTION(AActor, A_FireBFG) { player_t *player; if (NULL == (player = self->player)) { return; } AWeapon *weapon = self->player->ReadyWeapon; if (weapon != NULL && ACTION_CALL_FROM_WEAPON()) { if (!weapon->DepleteAmmo (weapon->bAltFire, true, deh.BFGCells)) return; } P_SpawnPlayerMissile (self, 0, 0, 0, PClass::FindClass("BFGBall"), self->angle, NULL, NULL, !!(dmflags2 & DF2_NO_FREEAIMBFG)); } // // A_BFGSpray // Spawn a BFG explosion on every monster in view // DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray) { int i; int j; int damage; angle_t an; AActor *linetarget; ACTION_PARAM_START(7); ACTION_PARAM_CLASS(spraytype, 0); ACTION_PARAM_INT(numrays, 1); ACTION_PARAM_INT(damagecnt, 2); ACTION_PARAM_ANGLE(angle, 3); ACTION_PARAM_FIXED(distance, 4); ACTION_PARAM_ANGLE(vrange, 5); ACTION_PARAM_INT(defdamage, 6); if (spraytype == NULL) spraytype = PClass::FindClass("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; // offset angles from its attack angle for (i = 0; i < numrays; i++) { an = self->angle - angle / 2 + angle / numrays*i; // self->target is the originator (player) of the missile P_AimLineAttack(self->target, an, distance, &linetarget, vrange); if (linetarget != NULL) { AActor *spray = Spawn(spraytype, linetarget->PosPlusZ(linetarget->height >> 2), ALLOW_REPLACE); int dmgFlags = 0; FName dmgType = NAME_BFGSplash; if (spray != NULL) { if (spray->flags6 & MF6_MTHRUSPECIES && self->target->GetSpecies() == 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(linetarget, self->target, self->target, damage, dmgType, dmgFlags); P_TraceBleed(newdam > 0 ? newdam : damage, linetarget, self->target); } } } // // A_BFGsound // DEFINE_ACTION_FUNCTION(AActor, A_BFGsound) { S_Sound (self, CHAN_WEAPON, "weapons/bfgf", 1, ATTN_NORM); } // // 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) { const PClass * plasma[] = {PClass::FindClass("PlasmaBall1"), PClass::FindClass("PlasmaBall2")}; AActor * mo = NULL; player_t *player; bool doesautoaim = false; if (NULL == (player = self->player)) { return; } AWeapon *weapon = self->player->ReadyWeapon; if (!ACTION_CALL_FROM_WEAPON()) weapon = NULL; if (weapon != NULL) { if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1)) return; doesautoaim = !(weapon->WeaponFlags & WIF_NOAUTOAIM); weapon->WeaponFlags |= WIF_NOAUTOAIM; // No autoaiming that gun } self->player->extralight = 2; // Save values temporarily angle_t SavedPlayerAngle = self->angle; fixed_t SavedPlayerPitch = self->pitch; for (int i = 0; i < 2; i++) // Spawn two plasma balls in sequence { self->angle += ((pr_oldbfg()&127) - 64) * (ANG90/768); self->pitch += ((pr_oldbfg()&127) - 64) * (ANG90/640); mo = P_SpawnPlayerMissile (self, plasma[i]); // Restore saved values self->angle = SavedPlayerAngle; self->pitch = SavedPlayerPitch; } if (doesautoaim && weapon != NULL) weapon->WeaponFlags &= ~WIF_NOAUTOAIM; // Restore autoaim setting }