#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" // 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 *); IMPLEMENT_STATELESS_ACTOR (AStrifeWeapon, Strife, -1, 0) PROP_Weapon_Kickback (100) END_DEFAULTS // Same as the bullet puff for Doom ----------------------------------------- FState AStrifePuff::States[] = { // When you don't hit an actor S_BRIGHT (PUFY, 'A', 4, NULL, &States[1]), S_NORMAL (PUFY, 'B', 4, NULL, &States[2]), S_NORMAL (PUFY, 'C', 4, NULL, &States[3]), S_NORMAL (PUFY, 'D', 4, NULL, NULL), // When you do hit an actor S_NORMAL (POW3, 'A', 3, NULL, &States[5]), S_NORMAL (POW3, 'B', 3, NULL, &States[6]), S_NORMAL (POW3, 'C', 3, NULL, &States[7]), S_NORMAL (POW3, 'D', 3, NULL, &States[8]), S_NORMAL (POW3, 'E', 3, NULL, &States[9]), S_NORMAL (POW3, 'F', 3, NULL, &States[10]), S_NORMAL (POW3, 'G', 3, NULL, &States[11]), S_NORMAL (POW3, 'H', 3, NULL, NULL), }; IMPLEMENT_ACTOR (AStrifePuff, Strife, -1, 0) PROP_SpawnState (4) PROP_CrashState (0) PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY) PROP_Flags4 (MF4_ALLOWPARTICLES) PROP_Alpha (TRANSLUC25) PROP_RenderStyle (STYLE_Translucent) END_DEFAULTS // A spark when you hit something that doesn't bleed ------------------------ // Only used by the dagger. class AStrifeSpark : public AActor { DECLARE_ACTOR (AStrifeSpark, AActor) }; FState AStrifeSpark::States[] = { // When you hit an actor S_NORMAL (POW3, 'A', 3, NULL, &States[1]), S_NORMAL (POW3, 'B', 3, NULL, &States[2]), S_NORMAL (POW3, 'C', 3, NULL, &States[3]), S_NORMAL (POW3, 'D', 3, NULL, &States[4]), S_NORMAL (POW3, 'E', 3, NULL, &States[5]), S_NORMAL (POW3, 'F', 3, NULL, &States[6]), S_NORMAL (POW3, 'G', 3, NULL, &States[7]), S_NORMAL (POW3, 'H', 3, NULL, NULL), // When you hit something else S_NORMAL (POW2, 'A', 4, NULL, &States[9]), S_NORMAL (POW2, 'B', 4, NULL, &States[10]), S_NORMAL (POW2, 'C', 4, NULL, &States[11]), S_NORMAL (POW2, 'D', 4, NULL, NULL) }; IMPLEMENT_ACTOR (AStrifeSpark, Strife, -1, 0) PROP_SpawnState (0) PROP_CrashState (8) PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY) PROP_Flags4 (MF4_ALLOWPARTICLES) PROP_RenderStyle (STYLE_Add) PROP_Alpha (TRANSLUC25) END_DEFAULTS // Punch Dagger ------------------------------------------------------------- void A_JabDagger (AActor *); class APunchDagger : public AStrifeWeapon { DECLARE_ACTOR (APunchDagger, AStrifeWeapon) }; FState APunchDagger::States[] = { #define S_PUNCH 0 S_NORMAL (PNCH, 'A', 1, A_WeaponReady , &States[S_PUNCH]), #define S_PUNCHDOWN (S_PUNCH+1) S_NORMAL (PNCH, 'A', 1, A_Lower , &States[S_PUNCHDOWN]), #define S_PUNCHUP (S_PUNCHDOWN+1) S_NORMAL (PNCH, 'A', 1, A_Raise , &States[S_PUNCHUP]), #define S_PUNCH1 (S_PUNCHUP+1) S_NORMAL (PNCH, 'B', 4, NULL , &States[S_PUNCH1+1]), S_NORMAL (PNCH, 'C', 4, A_JabDagger , &States[S_PUNCH1+2]), S_NORMAL (PNCH, 'D', 5, NULL , &States[S_PUNCH1+3]), S_NORMAL (PNCH, 'C', 4, NULL , &States[S_PUNCH1+4]), S_NORMAL (PNCH, 'B', 5, A_ReFire , &States[S_PUNCH]) }; IMPLEMENT_ACTOR (APunchDagger, Strife, -1, 0) PROP_Weapon_SelectionOrder (3900) PROP_Weapon_Flags (WIF_NOALERT) PROP_Weapon_UpState (S_PUNCHUP) PROP_Weapon_DownState (S_PUNCHDOWN) PROP_Weapon_ReadyState (S_PUNCH) PROP_Weapon_AtkState (S_PUNCH1) END_DEFAULTS //============================================================================ // // 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_SoundID (looker, CHAN_VOICE, looker->SeeSound, 1, ATTN_NORM); } looker->SetState (looker->SeeState); looker->flags4 |= MF4_INCOMBAT; } } } //============================================================================ // // A_JabDagger // //============================================================================ void A_JabDagger (AActor *actor) { angle_t angle; int damage; int pitch; int power; power = MIN(10, actor->player->stamina / 10); damage = (pr_jabdagger() % (power + 8)) * (power + 2); if (actor->FindInventory()) { damage *= 10; } angle = actor->angle + (pr_jabdagger.Random2() << 18); pitch = P_AimLineAttack (actor, angle, 80*FRACUNIT); P_LineAttack (actor, angle, 80*FRACUNIT, pitch, damage, NAME_Melee, RUNTIME_CLASS(AStrifeSpark)); // turn to face target if (linetarget) { S_Sound (actor, CHAN_WEAPON, linetarget->flags & MF_NOBLOOD ? "misc/metalhit" : "misc/meathit", 1, ATTN_NORM); actor->angle = R_PointToAngle2 (actor->x, actor->y, linetarget->x, linetarget->y); actor->flags |= MF_JUSTATTACKED; P_DaggerAlert (actor, linetarget); } else { S_Sound (actor, CHAN_WEAPON, "misc/swish", 1, ATTN_NORM); } } // The base for Strife projectiles that die with ZAP1 ----------------------- void A_AlertMonsters (AActor *); class AStrifeZap1 : public AActor { DECLARE_ACTOR (AStrifeZap1, AActor) }; FState AStrifeZap1::States[] = { S_NORMAL (ZAP1, 'A', 3, A_AlertMonsters, &States[1]), S_NORMAL (ZAP1, 'B', 3, NULL, &States[2]), S_NORMAL (ZAP1, 'C', 3, NULL, &States[3]), S_NORMAL (ZAP1, 'D', 3, NULL, &States[4]), S_NORMAL (ZAP1, 'E', 3, NULL, &States[5]), S_NORMAL (ZAP1, 'F', 3, NULL, &States[6]), S_NORMAL (ZAP1, 'E', 3, NULL, &States[7]), S_NORMAL (ZAP1, 'D', 3, NULL, &States[8]), S_NORMAL (ZAP1, 'C', 3, NULL, &States[9]), S_NORMAL (ZAP1, 'B', 3, NULL, &States[10]), S_NORMAL (ZAP1, 'A', 3, NULL, NULL), }; IMPLEMENT_ACTOR (AStrifeZap1, Strife, -1, 0) PROP_DeathState (0) // The spawn state is here just to allow it to be spawned on its own. // Strife doesn't contain any actual mobjinfo that will spawn this; // it is always the death state for something else. PROP_SpawnState (0) PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF) END_DEFAULTS //============================================================================ // // A_AlertMonsters // //============================================================================ void A_AlertMonsters (AActor *self) { if (self->player != NULL) { P_NoiseAlert(self, self); } else if (self->target != NULL && self->target->player != NULL) { P_NoiseAlert (self->target, self); } } // Electric Bolt ------------------------------------------------------------ class AElectricBolt : public AStrifeZap1 { DECLARE_ACTOR (AElectricBolt, AStrifeZap1) }; FState AElectricBolt::States[] = { S_NORMAL (AROW, 'A', 10, A_LoopActiveSound, &States[0]), }; IMPLEMENT_ACTOR (AElectricBolt, Strife, -1, 0) PROP_SpawnState (0) PROP_SpeedFixed (30) PROP_RadiusFixed (10) PROP_HeightFixed (10) PROP_Damage (10) PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE) PROP_Flags2 (MF2_NOTELEPORT|MF2_PCROSS|MF2_IMPACT) PROP_Flags4 (MF4_STRIFEDAMAGE) PROP_MaxStepHeight (4) PROP_StrifeType (102) PROP_SeeSound ("misc/swish") PROP_ActiveSound ("misc/swish") PROP_DeathSound ("weapons/xbowhit") END_DEFAULTS // Poison Bolt -------------------------------------------------------------- class APoisonBolt : public AActor { DECLARE_ACTOR (APoisonBolt, AActor) public: int DoSpecialDamage (AActor *target, int damage); }; FState APoisonBolt::States[] = { S_NORMAL (ARWP, 'A', 10, A_LoopActiveSound, &States[0]), S_NORMAL (AROW, 'A', 1, NULL, NULL) }; IMPLEMENT_ACTOR (APoisonBolt, Strife, -1, 0) PROP_SpawnState (0) PROP_DeathState (1) PROP_SpeedFixed (30) PROP_RadiusFixed (10) PROP_HeightFixed (10) PROP_DamageLong (500) PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE) PROP_Flags2 (MF2_NOTELEPORT|MF2_PCROSS|MF2_IMPACT) PROP_Flags4 (MF4_STRIFEDAMAGE) PROP_MaxStepHeight (4) PROP_StrifeType (103) PROP_SeeSound ("misc/swish") PROP_ActiveSound ("misc/swish") END_DEFAULTS int APoisonBolt::DoSpecialDamage (AActor *target, int damage) { if (target->flags & MF_NOBLOOD) { return -1; } if (target->health < 1000000) { return target->health + 10; } return 1; } // Strife's Crossbow -------------------------------------------------------- void A_XBowReFire (AActor *); void A_ClearFlash (AActor *); void A_ShowElectricFlash (AActor *); void A_FireElectric (AActor *); void A_FirePoison (AActor *); class AStrifeCrossbow : public AStrifeWeapon { DECLARE_ACTOR (AStrifeCrossbow, AStrifeWeapon) }; FState AStrifeCrossbow::States[] = { S_NORMAL (CBOW, 'A', -1, NULL, &States[0]), // Electric #define S_EXBOW 1 S_NORMAL (XBOW, 'A', 0, A_ShowElectricFlash, &States[S_EXBOW+1]), S_NORMAL (XBOW, 'A', 1, A_WeaponReady, &States[S_EXBOW+1]), #define S_EXBOWDOWN (S_EXBOW+2) S_NORMAL (XBOW, 'A', 1, A_Lower, &States[S_EXBOWDOWN]), #define S_EXBOWUP (S_EXBOWDOWN+1) S_NORMAL (XBOW, 'A', 1, A_Raise, &States[S_EXBOWUP]), #define S_EXBOWATK (S_EXBOWUP+1) S_NORMAL (XBOW, 'A', 3, A_ClearFlash, &States[S_EXBOWATK+1]), S_NORMAL (XBOW, 'B', 6, A_FireElectric, &States[S_EXBOWATK+2]), S_NORMAL (XBOW, 'C', 4, NULL, &States[S_EXBOWATK+3]), S_NORMAL (XBOW, 'D', 6, NULL, &States[S_EXBOWATK+4]), S_NORMAL (XBOW, 'E', 3, NULL, &States[S_EXBOWATK+5]), S_NORMAL (XBOW, 'F', 5, NULL, &States[S_EXBOWATK+6]), S_NORMAL (XBOW, 'G', 5, A_XBowReFire, &States[S_EXBOW]), #define S_EXBOWARROWHEAD (S_EXBOWATK+7) S_NORMAL (XBOW, 'K', 5, NULL, &States[S_EXBOWARROWHEAD+1]), S_NORMAL (XBOW, 'L', 5, NULL, &States[S_EXBOWARROWHEAD+2]), S_NORMAL (XBOW, 'M', 5, NULL, &States[S_EXBOWARROWHEAD]), // Poison #define S_PXBOW (S_EXBOWARROWHEAD+3) S_NORMAL (XBOW, 'H', 1, A_WeaponReady, &States[S_PXBOW]), #define S_PXBOWDOWN (S_PXBOW+1) S_NORMAL (XBOW, 'H', 1, A_Lower, &States[S_PXBOWDOWN]), #define S_PXBOWUP (S_PXBOWDOWN+1) S_NORMAL (XBOW, 'H', 1, A_Raise, &States[S_PXBOWUP]), #define S_PXBOWATK (S_PXBOWUP+1) S_NORMAL (XBOW, 'H', 3, NULL, &States[S_PXBOWATK+1]), S_NORMAL (XBOW, 'B', 6, A_FirePoison, &States[S_PXBOWATK+2]), S_NORMAL (XBOW, 'C', 4, NULL, &States[S_PXBOWATK+3]), S_NORMAL (XBOW, 'D', 6, NULL, &States[S_PXBOWATK+4]), S_NORMAL (XBOW, 'E', 3, NULL, &States[S_PXBOWATK+5]), S_NORMAL (XBOW, 'I', 5, NULL, &States[S_PXBOWATK+6]), S_NORMAL (XBOW, 'J', 5, A_XBowReFire, &States[S_PXBOW]), }; // The electric version IMPLEMENT_ACTOR (AStrifeCrossbow, Strife, 2001, 0) PROP_Flags (MF_SPECIAL) PROP_Flags2 (MF2_FLOORCLIP) PROP_SpawnState (0) PROP_StrifeType (194) PROP_StrifeTeaserType (188) PROP_StrifeTeaserType2 (192) PROP_Weapon_SelectionOrder (1200) PROP_Weapon_Flags (WIF_NOALERT) PROP_Weapon_AmmoUse1 (1) PROP_Weapon_AmmoGive1 (8) PROP_Weapon_UpState (S_EXBOWUP) PROP_Weapon_DownState (S_EXBOWDOWN) PROP_Weapon_ReadyState (S_EXBOW) PROP_Weapon_AtkState (S_EXBOWATK) PROP_Weapon_MoveCombatDist (24000000) PROP_Weapon_AmmoType1 ("ElectricBolts") PROP_Weapon_SisterType ("StrifeCrossbow2") PROP_Weapon_ProjectileType ("ElectricBolt") PROP_Inventory_PickupMessage("$TXT_STRIFECROSSBOW") PROP_Inventory_Icon ("CBOWA0") PROP_Tag ("crossbow") END_DEFAULTS // Poison Crossbow ---------------------------------------------------------- class AStrifeCrossbow2 : public AStrifeCrossbow { DECLARE_STATELESS_ACTOR (AStrifeCrossbow2, AStrifeCrossbow) }; IMPLEMENT_STATELESS_ACTOR (AStrifeCrossbow2, Strife, -1, 0) PROP_Weapon_SelectionOrder (2700) PROP_Weapon_Flags (WIF_NOALERT) PROP_Weapon_AmmoUse1 (1) PROP_Weapon_AmmoGive1 (0) PROP_Weapon_UpState (S_PXBOWUP) PROP_Weapon_DownState (S_PXBOWDOWN) PROP_Weapon_ReadyState (S_PXBOW) PROP_Weapon_AtkState (S_PXBOWATK) PROP_Weapon_AmmoType1 ("PoisonBolts") PROP_Weapon_SisterType ("StrifeCrossbow") PROP_Weapon_ProjectileType ("PoisonBolt") END_DEFAULTS //============================================================================ // // A_ClearFlash // //============================================================================ void A_ClearFlash (AActor *self) { player_t *player = self->player; if (player == NULL) return; P_SetPsprite (player, ps_flash, NULL); } //============================================================================ // // A_ShowElectricFlash // //============================================================================ void A_ShowElectricFlash (AActor *self) { if (self->player != NULL) { P_SetPsprite (self->player, ps_flash, &AStrifeCrossbow::States[S_EXBOWARROWHEAD]); } } //============================================================================ // // A_FireElectric // //============================================================================ void A_FireElectric (AActor *self) { 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_electric.Random2 () << (18 - self->player->accuracy * 5 / 100); self->player->mo->PlayAttacking2 (); P_SpawnPlayerMissile (self, RUNTIME_CLASS(AElectricBolt)); self->angle = savedangle; S_Sound (self, CHAN_WEAPON, "weapons/xbowshoot", 1, ATTN_NORM); } //============================================================================ // // A_FirePoison // //============================================================================ void A_FirePoison (AActor *self) { 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_electric.Random2 () << (18 - self->player->accuracy * 5 / 100); self->player->mo->PlayAttacking2 (); P_SpawnPlayerMissile (self, RUNTIME_CLASS(APoisonBolt)); self->angle = savedangle; S_Sound (self, CHAN_WEAPON, "weapons/xbowshoot", 1, ATTN_NORM); } //============================================================================ // // A_XBowReFire // //============================================================================ void A_XBowReFire (AActor *self) { player_t *player = self->player; if (player == NULL) return; AWeapon *weapon = player->ReadyWeapon; if (weapon == NULL) return; weapon->CheckAmmo (weapon->bAltFire ? AWeapon::AltFire : AWeapon::PrimaryFire, true); if (weapon->GetClass() == RUNTIME_CLASS(AStrifeCrossbow)) { P_SetPsprite (player, ps_flash, &AStrifeCrossbow::States[S_EXBOWARROWHEAD]); } } // Assault Gun -------------------------------------------------------------- class AAssaultGun : public AStrifeWeapon { DECLARE_ACTOR (AAssaultGun, AStrifeWeapon) public: bool HandlePickup (AInventory *item); }; class AAssaultGunStanding : public AAssaultGun { DECLARE_ACTOR (AAssaultGunStanding, AAssaultGun) public: AInventory *CreateCopy (AActor *other); }; void A_FireAssaultGun (AActor *); FState AAssaultGun::States[] = { S_NORMAL (RIFL, 'A', -1, NULL, &States[0]), #define S_ASSAULT 1 S_NORMAL (RIFG, 'A', 1, A_WeaponReady, &States[S_ASSAULT]), #define S_ASSAULTDOWN (S_ASSAULT+1) S_NORMAL (RIFG, 'B', 1, A_Lower, &States[S_ASSAULTDOWN]), #define S_ASSAULTUP (S_ASSAULTDOWN+1) S_NORMAL (RIFG, 'A', 1, A_Raise, &States[S_ASSAULTUP]), #define S_ASSAULTATK (S_ASSAULTUP+1) S_NORMAL (RIFF, 'A', 3, A_FireAssaultGun, &States[S_ASSAULTATK+1]), S_NORMAL (RIFF, 'B', 3, A_FireAssaultGun, &States[S_ASSAULTATK+2]), S_NORMAL (RIFG, 'D', 3, A_FireAssaultGun, &States[S_ASSAULTATK+3]), S_NORMAL (RIFG, 'C', 0, A_ReFire, &States[S_ASSAULTATK+4]), S_NORMAL (RIFG, 'B', 2, NULL, &States[S_ASSAULT]) }; IMPLEMENT_ACTOR (AAssaultGun, Strife, 2002, 0) PROP_Flags (MF_SPECIAL) PROP_Flags2 (MF2_FLOORCLIP) PROP_SpawnState (0) PROP_StrifeType (188) PROP_StrifeTeaserType (182) PROP_StrifeTeaserType2 (186) PROP_Weapon_SelectionOrder (600) PROP_Weapon_AmmoUse1 (1) PROP_Weapon_AmmoGive1 (20) PROP_Weapon_UpState (S_ASSAULTUP) PROP_Weapon_DownState (S_ASSAULTDOWN) PROP_Weapon_ReadyState (S_ASSAULT) PROP_Weapon_AtkState (S_ASSAULTATK) PROP_Weapon_MoveCombatDist (27000000) PROP_Weapon_AmmoType1 ("ClipOfBullets") PROP_Inventory_Icon ("RIFLA0") PROP_Tag ("assault_gun") PROP_Inventory_PickupMessage("$TXT_ASSAULTGUN") END_DEFAULTS //============================================================================ // // AAssaultGun :: HandlePickup // // Picking up the standing assault gun is the same as picking up a regular // one. // //============================================================================ bool AAssaultGun::HandlePickup (AInventory *item) { if (item->GetClass() == RUNTIME_CLASS(AAssaultGunStanding) || item->GetClass() == GetClass()) { if (static_cast(item)->PickupForAmmo (this)) { item->ItemFlags |= IF_PICKUPGOOD; } return true; } if (Inventory != NULL) { return Inventory->HandlePickup (item); } return false; } //============================================================================ // // P_StrifeGunShot // //============================================================================ void P_StrifeGunShot (AActor *mo, bool accurate) { 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->accuracy * 5 / 100); } P_LineAttack (mo, angle, PLAYERMISSILERANGE, bulletpitch, damage, NAME_None, RUNTIME_CLASS(AStrifePuff)); } //============================================================================ // // A_FireAssaultGun // //============================================================================ void A_FireAssaultGun (AActor *self) { 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_BulletSlope (self); P_StrifeGunShot (self, accurate); } // Standing variant of the assault gun -------------------------------------- FState AAssaultGunStanding::States[] = { S_NORMAL (RIFL, 'B', -1, NULL, &States[0]), }; IMPLEMENT_ACTOR (AAssaultGunStanding, Strife, 2006, 0) PROP_SpawnState (0) PROP_StrifeType (189) PROP_StrifeTeaserType (183) PROP_StrifeTeaserType2 (187) // "pulse_rifle" in the Teaser END_DEFAULTS //============================================================================ // // AAssaultGunStanding :: CreateCopy // // This is just a different look for the standard assault gun. It is not a // gun in its own right, so give the player an AssaultGun, not this. // //============================================================================ AInventory *AAssaultGunStanding::CreateCopy (AActor *other) { AAssaultGun *copy = Spawn (0,0,0, NO_REPLACE); copy->AmmoGive1 = AmmoGive1; copy->AmmoGive2 = AmmoGive2; GoAwayAndDie (); return copy; } // Mini-Missile Launcher ---------------------------------------------------- void A_FireMiniMissile (AActor *); class AMiniMissileLauncher : public AStrifeWeapon { DECLARE_ACTOR (AMiniMissileLauncher, AStrifeWeapon) }; FState AMiniMissileLauncher::States[] = { S_NORMAL (MMSL, 'A', -1, NULL, NULL), #define S_MMISSILE 1 S_NORMAL (MMIS, 'A', 1, A_WeaponReady, &States[S_MMISSILE]), #define S_MMISSILEDOWN (S_MMISSILE+1) S_NORMAL (MMIS, 'A', 1, A_Lower, &States[S_MMISSILEDOWN]), #define S_MMISSILEUP (S_MMISSILEDOWN+1) S_NORMAL (MMIS, 'A', 1, A_Raise, &States[S_MMISSILEUP]), #define S_MMISSILEATK (S_MMISSILEUP+1) S_NORMAL (MMIS, 'A', 4, A_FireMiniMissile, &States[S_MMISSILEATK+1]), S_NORMAL (MMIS, 'B', 4, A_Light1, &States[S_MMISSILEATK+2]), S_BRIGHT (MMIS, 'C', 5, NULL, &States[S_MMISSILEATK+3]), S_BRIGHT (MMIS, 'D', 2, A_Light2, &States[S_MMISSILEATK+4]), S_BRIGHT (MMIS, 'E', 2, NULL, &States[S_MMISSILEATK+5]), S_BRIGHT (MMIS, 'F', 2, A_Light0, &States[S_MMISSILEATK+6]), S_NORMAL (MMIS, 'F', 0, A_ReFire, &States[S_MMISSILE]) }; IMPLEMENT_ACTOR (AMiniMissileLauncher, Strife, 2003, 0) PROP_Flags (MF_SPECIAL) PROP_Flags2 (MF2_FLOORCLIP) PROP_SpawnState (0) PROP_StrifeType (192) PROP_StrifeTeaserType (186) PROP_StrifeTeaserType2 (190) PROP_Weapon_SelectionOrder (1800) PROP_Weapon_AmmoUse1 (1) PROP_Weapon_AmmoGive1 (8) PROP_Weapon_UpState (S_MMISSILEUP) PROP_Weapon_DownState (S_MMISSILEDOWN) PROP_Weapon_ReadyState (S_MMISSILE) PROP_Weapon_AtkState (S_MMISSILEATK) PROP_Weapon_MoveCombatDist (18350080) PROP_Weapon_AmmoType1 ("MiniMissiles") PROP_Inventory_Icon ("MMSLA0") PROP_Tag ("mini_missile_launcher") // "missile_gun" in the Teaser PROP_Inventory_PickupMessage("$TXT_MMLAUNCHER") END_DEFAULTS // Rocket Trail ------------------------------------------------------------- class ARocketTrail : public AActor { DECLARE_ACTOR (ARocketTrail, AActor); }; FState ARocketTrail::States[] = { S_NORMAL (PUFY, 'B', 4, NULL, &States[1]), S_NORMAL (PUFY, 'C', 4, NULL, &States[2]), S_NORMAL (PUFY, 'B', 4, NULL, &States[3]), S_NORMAL (PUFY, 'C', 4, NULL, &States[4]), S_NORMAL (PUFY, 'D', 4, NULL, NULL), }; IMPLEMENT_ACTOR (ARocketTrail, Strife, -1, 0) PROP_SpawnState (0) PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY) PROP_Alpha (TRANSLUC25) PROP_RenderStyle (STYLE_Translucent) PROP_StrifeType (51) PROP_SeeSound ("misc/missileinflight") END_DEFAULTS // Rocket Puff -------------------------------------------------------------- class AMiniMissilePuff : public AStrifePuff { DECLARE_STATELESS_ACTOR (AMiniMissilePuff, AStrifePuff) }; IMPLEMENT_STATELESS_ACTOR (AMiniMissilePuff, Strife, -1, 0) PROP_SpawnState (0) END_DEFAULTS // Mini Missile ------------------------------------------------------------- void A_RocketInFlight (AActor *); class AMiniMissile : public AActor { DECLARE_ACTOR (AMiniMissile, AActor); public: void PreExplode () { S_StopSound (this, CHAN_VOICE); RenderStyle = STYLE_Add; } void GetExplodeParms (int &damage, int &dist, bool &hurtSource) { damage = dist = 64; } }; FState AMiniMissile::States[] = { S_BRIGHT (MICR, 'A', 6, A_RocketInFlight, &States[0]), S_BRIGHT (SMIS, 'A', 5, A_ExplodeAndAlert, &States[2]), S_BRIGHT (SMIS, 'B', 5, NULL, &States[3]), S_BRIGHT (SMIS, 'C', 4, NULL, &States[4]), S_BRIGHT (SMIS, 'D', 2, NULL, &States[5]), S_BRIGHT (SMIS, 'E', 2, NULL, &States[6]), S_BRIGHT (SMIS, 'F', 2, NULL, &States[7]), S_BRIGHT (SMIS, 'G', 2, NULL, NULL), }; IMPLEMENT_ACTOR (AMiniMissile, Strife, -1, 0) PROP_SpawnState (0) PROP_DeathState (1) PROP_SpeedFixed (20) PROP_RadiusFixed (10) PROP_HeightFixed (14) PROP_Damage (10) PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE) PROP_Flags2 (MF2_NOTELEPORT|MF2_PCROSS|MF2_IMPACT) PROP_Flags4 (MF4_STRIFEDAMAGE) PROP_MaxStepHeight (4) PROP_StrifeType (99) PROP_SeeSound ("weapons/minimissile") PROP_DeathSound ("weapons/minimissilehit") END_DEFAULTS //============================================================================ // // A_FireMiniMissile // //============================================================================ void A_FireMiniMissile (AActor *self) { 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->accuracy * 5 / 100); player->mo->PlayAttacking2 (); P_SpawnPlayerMissile (self, RUNTIME_CLASS(AMiniMissile)); self->angle = savedangle; } //============================================================================ // // A_RocketInFlight // //============================================================================ void A_RocketInFlight (AActor *self) { AActor *trail; S_Sound (self, CHAN_VOICE, "misc/missileinflight", 1, ATTN_NORM); P_SpawnPuff (RUNTIME_CLASS(AMiniMissilePuff), self->x, self->y, self->z, self->angle - ANGLE_180, 2, true); trail = Spawn (self->x - self->momx, self->y - self->momy, self->z, ALLOW_REPLACE); if (trail != NULL) { trail->momz = FRACUNIT; } } // Flame Thrower ------------------------------------------------------------ void A_FireFlamer (AActor *); FState AFlameThrower::States[] = { S_NORMAL (FLAM, 'A', -1, NULL, NULL), #define S_FLAMER 1 S_NORMAL (FLMT, 'A', 3, A_WeaponReady, &States[S_FLAMER+1]), S_NORMAL (FLMT, 'B', 3, A_WeaponReady, &States[S_FLAMER+0]), #define S_FLAMERDOWN (S_FLAMER+2) S_NORMAL (FLMT, 'A', 1, A_Lower, &States[S_FLAMERDOWN]), #define S_FLAMERUP (S_FLAMERDOWN+1) S_NORMAL (FLMT, 'A', 1, A_Raise, &States[S_FLAMERUP]), #define S_FLAMERATK (S_FLAMERUP+1) S_NORMAL (FLMF, 'A', 2, A_FireFlamer, &States[S_FLAMERATK+1]), S_NORMAL (FLMF, 'B', 3, A_ReFire, &States[S_FLAMER]) }; IMPLEMENT_ACTOR (AFlameThrower, Strife, 2005, 0) PROP_Flags (MF_SPECIAL) PROP_Flags2 (MF2_FLOORCLIP) PROP_SpawnState (0) PROP_StrifeType (190) PROP_StrifeTeaserType (184) PROP_StrifeTeaserType2 (188) PROP_Weapon_SelectionOrder (2100) PROP_Weapon_Flags (WIF_BOT_MELEE) PROP_Weapon_Kickback (0) PROP_Weapon_AmmoUse1 (1) PROP_Weapon_AmmoGive1 (100) PROP_Weapon_UpState (S_FLAMERUP) PROP_Weapon_DownState (S_FLAMERDOWN) PROP_Weapon_ReadyState (S_FLAMER) PROP_Weapon_AtkState (S_FLAMERATK) PROP_Weapon_UpSound ("weapons/flameidle") PROP_Weapon_ReadySound ("weapons/flameidle") PROP_Weapon_AmmoType1 ("EnergyPod") PROP_Weapon_ProjectileType ("FlameMissile") PROP_Inventory_Icon ("FLAMA0") PROP_Tag ("flame_thrower") PROP_Inventory_PickupMessage("$TXT_FLAMER") END_DEFAULTS // Flame Thrower Projectile ------------------------------------------------- void A_FlameDie (AActor *); FState AFlameMissile::States[] = { #define S_FLAME 0 S_BRIGHT (FRBL, 'A', 3, NULL, &States[S_FLAME+1]), S_BRIGHT (FRBL, 'B', 3, NULL, &States[S_FLAME+2]), S_BRIGHT (FRBL, 'C', 3, A_Countdown, &States[S_FLAME]), #define S_FLAMEDIE (S_FLAME+3) S_BRIGHT (FRBL, 'D', 5, A_FlameDie, &States[S_FLAMEDIE+1]), S_BRIGHT (FRBL, 'E', 5, NULL, &States[S_FLAMEDIE+2]), S_BRIGHT (FRBL, 'F', 5, NULL, &States[S_FLAMEDIE+3]), S_BRIGHT (FRBL, 'G', 5, NULL, &States[S_FLAMEDIE+4]), S_BRIGHT (FRBL, 'H', 5, NULL, &States[S_FLAMEDIE+5]), S_BRIGHT (FRBL, 'I', 5, NULL, NULL), }; IMPLEMENT_ACTOR (AFlameMissile, Strife, -1, 0) PROP_SpawnState (S_FLAME) PROP_DeathState (S_FLAMEDIE) PROP_SpeedFixed (15) PROP_RadiusFixed (8) PROP_HeightFixed (11) PROP_Mass (10) PROP_Damage (4) PROP_DamageType (NAME_Fire) PROP_ReactionTime (8) PROP_Flags (MF_NOBLOCKMAP|MF_DROPOFF|MF_MISSILE) PROP_Flags2 (MF2_NOTELEPORT|MF2_PCROSS|MF2_IMPACT) PROP_Flags4 (MF4_STRIFEDAMAGE) PROP_MaxStepHeight (4) PROP_RenderStyle (STYLE_Add) PROP_Alpha (OPAQUE) PROP_SeeSound ("weapons/flamethrower") END_DEFAULTS //============================================================================ // // A_FlameDie // //============================================================================ void A_FlameDie (AActor *self) { self->flags |= MF_NOGRAVITY; self->momz = (pr_flamedie() & 3) << FRACBITS; } //============================================================================ // // A_FireFlamer // //============================================================================ void A_FireFlamer (AActor *self) { 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, RUNTIME_CLASS(AFlameMissile)); if (self != NULL) { self->momz += 5*FRACUNIT; } } // Mauler ------------------------------------------------------------------- void A_FireMauler1 (AActor *); void A_FireMauler2Pre (AActor *); void A_FireMauler2 (AActor *); void A_MaulerTorpedoWave (AActor *); class AMauler : public AStrifeWeapon { DECLARE_ACTOR (AMauler, AStrifeWeapon) }; FState AMauler::States[] = { S_NORMAL (TRPD, 'A', -1, NULL, NULL), #define S_MAULER1 1 S_NORMAL (MAUL, 'F', 6, A_WeaponReady, &States[S_MAULER1+1]), S_NORMAL (MAUL, 'G', 6, A_WeaponReady, &States[S_MAULER1+2]), S_NORMAL (MAUL, 'H', 6, A_WeaponReady, &States[S_MAULER1+3]), S_NORMAL (MAUL, 'A', 6, A_WeaponReady, &States[S_MAULER1]), #define S_MAULER1DOWN (S_MAULER1+4) S_NORMAL (MAUL, 'A', 1, A_Lower, &States[S_MAULER1DOWN]), #define S_MAULER1UP (S_MAULER1DOWN+1) S_NORMAL (MAUL, 'A', 1, A_Raise, &States[S_MAULER1UP]), #define S_MAULER1ATK (S_MAULER1UP+1) // Why does the firing picture have its own sprite? S_BRIGHT (BLSF, 'A', 5, A_FireMauler1, &States[S_MAULER1ATK+1]), S_BRIGHT (MAUL, 'B', 3, A_Light1, &States[S_MAULER1ATK+2]), S_NORMAL (MAUL, 'C', 2, A_Light2, &States[S_MAULER1ATK+3]), S_NORMAL (MAUL, 'D', 2, NULL, &States[S_MAULER1ATK+4]), S_NORMAL (MAUL, 'E', 2, NULL, &States[S_MAULER1ATK+5]), S_NORMAL (MAUL, 'A', 7, A_Light0, &States[S_MAULER1ATK+6]), S_NORMAL (MAUL, 'H', 7, NULL, &States[S_MAULER1ATK+7]), S_NORMAL (MAUL, 'G', 7, A_CheckReload, &States[S_MAULER1]), #define S_MAULER2 (S_MAULER1ATK+8) S_NORMAL (MAUL, 'I', 7, A_WeaponReady, &States[S_MAULER2+1]), S_NORMAL (MAUL, 'J', 7, A_WeaponReady, &States[S_MAULER2+2]), S_NORMAL (MAUL, 'K', 7, A_WeaponReady, &States[S_MAULER2+3]), S_NORMAL (MAUL, 'L', 7, A_WeaponReady, &States[S_MAULER2]), #define S_MAULER2DOWN (S_MAULER2+4) S_NORMAL (MAUL, 'I', 1, A_Lower, &States[S_MAULER2DOWN]), #define S_MAULER2UP (S_MAULER2DOWN+1) S_NORMAL (MAUL, 'I', 1, A_Raise, &States[S_MAULER2UP]), #define S_MAULER2ATK (S_MAULER2UP+1) S_NORMAL (MAUL, 'I', 20, A_FireMauler2Pre, &States[S_MAULER2ATK+1]), S_NORMAL (MAUL, 'J', 10, A_Light1, &States[S_MAULER2ATK+2]), S_BRIGHT (BLSF, 'A', 10, A_FireMauler2, &States[S_MAULER2ATK+3]), S_BRIGHT (MAUL, 'B', 10, A_Light2, &States[S_MAULER2ATK+4]), S_NORMAL (MAUL, 'C', 2, NULL, &States[S_MAULER2ATK+5]), S_NORMAL (MAUL, 'D', 2, A_Light0, &States[S_MAULER2ATK+6]), S_NORMAL (MAUL, 'E', 2, A_ReFire, &States[S_MAULER2]), }; // The scatter version IMPLEMENT_ACTOR (AMauler, Strife, 2004, 0) PROP_Flags (MF_SPECIAL) PROP_Flags2 (MF2_FLOORCLIP) PROP_SpawnState (0) PROP_StrifeType (193) PROP_StrifeTeaserType (187) PROP_StrifeTeaserType2 (191) PROP_Weapon_SelectionOrder (300) PROP_Weapon_AmmoUse1 (20) PROP_Weapon_AmmoGive1 (40) PROP_Weapon_UpState (S_MAULER1UP) PROP_Weapon_DownState (S_MAULER1DOWN) PROP_Weapon_ReadyState (S_MAULER1) PROP_Weapon_AtkState (S_MAULER1ATK) PROP_Weapon_MoveCombatDist (15000000) PROP_Weapon_AmmoType1 ("EnergyPod") PROP_Weapon_SisterType ("Mauler2") PROP_Inventory_Icon ("TRPDA0") PROP_Tag ("mauler") // "blaster" in the Teaser PROP_Inventory_PickupMessage("$TXT_MAULER") END_DEFAULTS // Mauler Torpedo version --------------------------------------------------- class AMauler2 : public AMauler { DECLARE_STATELESS_ACTOR (AMauler2, AMauler) }; // The torpedo version IMPLEMENT_STATELESS_ACTOR (AMauler2, Strife, -1, 0) PROP_Weapon_SelectionOrder (3300) PROP_Weapon_AmmoUse1 (30) PROP_Weapon_AmmoGive1 (0) PROP_Weapon_UpState (S_MAULER2UP) PROP_Weapon_DownState (S_MAULER2DOWN) PROP_Weapon_ReadyState (S_MAULER2) PROP_Weapon_AtkState (S_MAULER2ATK) PROP_Weapon_MoveCombatDist (10000000) PROP_Weapon_AmmoType1 ("EnergyPod") PROP_Weapon_SisterType ("Mauler") PROP_Weapon_ProjectileType ("MaulerTorpedo") END_DEFAULTS // Mauler "Bullet" Puff ----------------------------------------------------- class AMaulerPuff : public AActor { DECLARE_ACTOR (AMaulerPuff, AActor) }; FState AMaulerPuff::States[] = { S_NORMAL (MPUF, 'A', 5, NULL, &States[1]), S_NORMAL (MPUF, 'B', 5, NULL, &States[2]), S_NORMAL (POW1, 'A', 4, NULL, &States[3]), S_NORMAL (POW1, 'B', 4, NULL, &States[4]), S_NORMAL (POW1, 'C', 4, NULL, &States[5]), S_NORMAL (POW1, 'D', 4, NULL, &States[6]), S_NORMAL (POW1, 'E', 4, NULL, NULL) }; IMPLEMENT_ACTOR (AMaulerPuff, Strife, -1, 0) PROP_SpawnState (0) PROP_DamageType (NAME_Disintegrate) PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY) PROP_Flags3 (MF3_PUFFONACTORS) PROP_RenderStyle (STYLE_Add) END_DEFAULTS // The Mauler's Torpedo ----------------------------------------------------- class AMaulerTorpedo : public AActor { DECLARE_ACTOR (AMaulerTorpedo, AActor) }; FState AMaulerTorpedo::States[] = { S_BRIGHT (TORP, 'A', 4, NULL, &States[1]), S_BRIGHT (TORP, 'B', 4, NULL, &States[2]), S_BRIGHT (TORP, 'C', 4, NULL, &States[3]), S_BRIGHT (TORP, 'D', 4, NULL, &States[0]), S_BRIGHT (THIT, 'A', 8, NULL, &States[5]), S_BRIGHT (THIT, 'B', 8, NULL, &States[6]), S_BRIGHT (THIT, 'C', 8, A_MaulerTorpedoWave, &States[7]), S_BRIGHT (THIT, 'D', 8, NULL, &States[8]), S_BRIGHT (THIT, 'E', 8, NULL, NULL) }; IMPLEMENT_ACTOR (AMaulerTorpedo, Strife, -1, 0) PROP_SpawnState (0) PROP_DeathState (4) PROP_SpeedFixed (20) PROP_RadiusFixed (13) PROP_HeightFixed (8) PROP_Damage (1) PROP_DamageType (NAME_Disintegrate) PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE) PROP_Flags2 (MF2_NOTELEPORT|MF2_PCROSS|MF2_IMPACT) PROP_Flags4 (MF4_STRIFEDAMAGE) PROP_MaxStepHeight (4) PROP_RenderStyle (STYLE_Add) PROP_SeeSound ("weapons/mauler2fire") PROP_DeathSound ("weapons/mauler2hit") END_DEFAULTS // The mini torpedoes shot by the big torpedo -------------------------------- class AMaulerTorpedoWave : public AActor { DECLARE_ACTOR (AMaulerTorpedoWave, AActor) }; FState AMaulerTorpedoWave::States[] = { S_BRIGHT (TWAV, 'A', 9, NULL, &States[1]), S_BRIGHT (TWAV, 'B', 9, NULL, &States[2]), S_BRIGHT (TWAV, 'C', 9, NULL, NULL) }; IMPLEMENT_ACTOR (AMaulerTorpedoWave, Strife, -1, 0) PROP_SpawnState (0) PROP_DeathState (2) PROP_SpeedFixed (35) PROP_RadiusFixed (13) PROP_HeightFixed (13) PROP_Damage (10) PROP_DamageType (NAME_Disintegrate) PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE) PROP_Flags2 (MF2_NOTELEPORT|MF2_PCROSS|MF2_IMPACT) PROP_Flags4 (MF4_STRIFEDAMAGE) PROP_MaxStepHeight (4) PROP_RenderStyle (STYLE_Add) END_DEFAULTS //============================================================================ // // A_FireMauler1 // // Hey! This is exactly the same as a super shotgun except for the sound // and the bullet puffs and the disintegration death. // //============================================================================ void A_FireMauler1 (AActor *self) { 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); 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 = bulletpitch + (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_Disintegrate, RUNTIME_CLASS(AMaulerPuff)); } } //============================================================================ // // A_FireMauler2Pre // // Makes some noise and moves the psprite. // //============================================================================ void A_FireMauler2Pre (AActor *self) { 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. // //============================================================================ void A_FireMauler2 (AActor *self) { 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, RUNTIME_CLASS(AMaulerTorpedo)); 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, PClass *type, AActor *target); void A_MaulerTorpedoWave (AActor *self) { fixed_t savedz; self->angle += ANGLE_180; // If the torpedo hit the ceiling, it should still spawn the wave savedz = self->z; if (self->ceilingz - self->z < GetDefault()->height) { self->z = self->ceilingz - GetDefault()->height; } for (int i = 0; i < 80; ++i) { self->angle += ANGLE_45/10; P_SpawnSubMissile (self, RUNTIME_CLASS(AMaulerTorpedoWave), self->target); } self->z = savedz; } AActor *P_SpawnSubMissile (AActor *source, 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->momx = FixedMul (other->Speed, finecosine[source->angle >> ANGLETOFINESHIFT]); other->momy = FixedMul (other->Speed, finesine[source->angle >> ANGLETOFINESHIFT]); if (P_CheckMissileSpawn (other)) { angle_t pitch = P_AimLineAttack (source, source->angle, 1024*FRACUNIT); other->momz = FixedMul (-finesine[pitch>>ANGLETOFINESHIFT], other->Speed); return other; } return NULL; } // High-Explosive Grenade --------------------------------------------------- class AHEGrenade : public AActor { DECLARE_ACTOR (AHEGrenade, AActor) public: void PreExplode (); void GetExplodeParms (int &damage, int &dist, bool &hurtSource); }; FState AHEGrenade::States[] = { S_NORMAL (GRAP, 'A', 3, A_Countdown, &States[1]), S_NORMAL (GRAP, 'B', 3, A_Countdown, &States[0]), S_BRIGHT (BNG4, 'A', 2, A_ExplodeAndAlert, &States[3]), S_BRIGHT (BNG4, 'B', 3, NULL, &States[4]), S_BRIGHT (BNG4, 'C', 3, NULL, &States[5]), S_BRIGHT (BNG4, 'D', 3, NULL, &States[6]), S_BRIGHT (BNG4, 'E', 3, NULL, &States[7]), S_BRIGHT (BNG4, 'F', 3, NULL, &States[8]), S_BRIGHT (BNG4, 'G', 3, NULL, &States[9]), S_BRIGHT (BNG4, 'H', 3, NULL, &States[10]), S_BRIGHT (BNG4, 'I', 3, NULL, &States[11]), S_BRIGHT (BNG4, 'J', 3, NULL, &States[12]), S_BRIGHT (BNG4, 'K', 3, NULL, &States[13]), S_BRIGHT (BNG4, 'L', 3, NULL, &States[14]), S_BRIGHT (BNG4, 'M', 3, NULL, &States[15]), S_BRIGHT (BNG4, 'N', 3, NULL, NULL) }; IMPLEMENT_ACTOR (AHEGrenade, Strife, -1, 0) PROP_SpawnState (0) PROP_DeathState (2) PROP_SpeedFixed (15) PROP_RadiusFixed (13) PROP_HeightFixed (13) PROP_Mass (20) PROP_Damage (1) PROP_ReactionTime (30) PROP_Flags (MF_NOBLOCKMAP|MF_DROPOFF|MF_MISSILE) PROP_Flags2 (MF2_FLOORCLIP|MF2_NOTELEPORT|MF2_PCROSS|MF2_IMPACT|MF2_DOOMBOUNCE) PROP_Flags3 (MF3_CANBOUNCEWATER) PROP_Flags4 (MF4_STRIFEDAMAGE|MF4_NOBOUNCESOUND) PROP_Flags5 (MF5_BOUNCEONACTORS|MF5_EXPLODEONWATER) PROP_MaxStepHeight (4) PROP_StrifeType (106) PROP_BounceFactor((FRACUNIT*5/10)) PROP_BounceCount(2) PROP_SeeSound ("weapons/hegrenadeshoot") PROP_DeathSound ("weapons/hegrenadebang") END_DEFAULTS void AHEGrenade::PreExplode () { RenderStyle = STYLE_Add; flags |= MF_NOGRAVITY; } void AHEGrenade::GetExplodeParms (int &damage, int &dist, bool &hurtSource) { damage = dist = 192; hurtSource = true; } // White Phosphorous Grenade ------------------------------------------------ void A_SpawnBurn (AActor *); class APhosphorousGrenade : public AActor { DECLARE_ACTOR (APhosphorousGrenade, AActor) }; FState APhosphorousGrenade::States[] = { S_NORMAL (GRIN, 'A', 3, A_Countdown, &States[1]), S_NORMAL (GRIN, 'B', 3, A_Countdown, &States[0]), S_BRIGHT (BNG3, 'A', 2, A_SpawnBurn, NULL) }; IMPLEMENT_ACTOR (APhosphorousGrenade, Strife, -1, 0) PROP_SpawnState (0) PROP_DeathState (2) PROP_SpeedFixed (15) PROP_RadiusFixed (13) PROP_HeightFixed (13) PROP_Mass (20) PROP_Damage (1) PROP_ReactionTime (40) PROP_Flags (MF_NOBLOCKMAP|MF_DROPOFF|MF_MISSILE) PROP_Flags2 (MF2_FLOORCLIP|MF2_NOTELEPORT|MF2_PCROSS|MF2_IMPACT|MF2_DOOMBOUNCE) PROP_Flags3 (MF3_CANBOUNCEWATER) PROP_Flags4 (MF4_STRIFEDAMAGE|MF4_NOBOUNCESOUND) PROP_Flags5 (MF5_BOUNCEONACTORS|MF5_EXPLODEONWATER) PROP_MaxStepHeight (4) PROP_StrifeType (107) PROP_BounceFactor((FRACUNIT*5/10)) PROP_BounceCount(2) PROP_SeeSound ("weapons/phgrenadeshoot") PROP_DeathSound ("weapons/phgrenadebang") END_DEFAULTS // Fire from the Phoshorous Grenade ----------------------------------------- void A_Burnination (AActor *self); class APhosphorousFire : public AActor { DECLARE_ACTOR (APhosphorousFire, AActor) public: int DoSpecialDamage (AActor *target, int damage); }; void A_BurnArea (AActor *); FState APhosphorousFire::States[] = { #define S_BURNINATION 0 S_BRIGHT (BNG3, 'B', 2, A_BurnArea, &States[S_BURNINATION+1]), S_BRIGHT (BNG3, 'C', 2, A_Countdown, &States[S_BURNINATION+2]), S_BRIGHT (FLBE, 'A', 2, A_Burnination, &States[S_BURNINATION+3]), S_BRIGHT (FLBE, 'B', 2, A_Countdown, &States[S_BURNINATION+4]), S_BRIGHT (FLBE, 'C', 2, A_BurnArea, &States[S_BURNINATION+5]), S_BRIGHT (FLBE, 'D', 3, A_Countdown, &States[S_BURNINATION+6]), S_BRIGHT (FLBE, 'E', 3, A_BurnArea, &States[S_BURNINATION+7]), S_BRIGHT (FLBE, 'F', 3, A_Countdown, &States[S_BURNINATION+8]), S_BRIGHT (FLBE, 'G', 3, A_Burnination, &States[S_BURNINATION+5]), #define S_BURNDWINDLE (S_BURNINATION+9) S_BRIGHT (FLBE, 'H', 2, NULL, &States[S_BURNDWINDLE+1]), S_BRIGHT (FLBE, 'I', 2, A_Burnination, &States[S_BURNDWINDLE+2]), S_BRIGHT (FLBE, 'J', 2, NULL, &States[S_BURNDWINDLE+3]), S_BRIGHT (FLBE, 'K', 2, NULL, NULL), }; IMPLEMENT_ACTOR (APhosphorousFire, Strife, -1, 0) PROP_SpawnState (S_BURNINATION) PROP_DeathState (S_BURNDWINDLE) PROP_ReactionTime (120) PROP_DamageType (NAME_Fire) PROP_Flags (MF_NOBLOCKMAP) PROP_Flags2 (MF2_FLOORCLIP|MF2_NOTELEPORT|MF2_NODMGTHRUST) PROP_RenderStyle (STYLE_Add) END_DEFAULTS int APhosphorousFire::DoSpecialDamage (AActor *target, int damage) { if (target->flags & MF_NOBLOOD) { return damage / 2; } return Super::DoSpecialDamage (target, damage); } void A_SpawnBurn (AActor *self) { Spawn (self->x, self->y, self->z, ALLOW_REPLACE); } void A_BurnArea (AActor *self) { P_RadiusAttack (self, self->target, 128, 128, self->DamageType, true); } void A_Burnination (AActor *self) { self->momz -= 8*FRACUNIT; self->momx += (pr_phburn.Random2 (3)) << FRACBITS; self->momy += (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->momx = self->momx + ((pr_phburn.Random2 (7)) << FRACBITS); drop->momy = self->momy + ((pr_phburn.Random2 (7)) << FRACBITS); drop->momz = self->momz - FRACUNIT; drop->reactiontime = (pr_phburn() & 3) + 2; drop->flags |= MF_DROPPED; } } } // High-Explosive Grenade Launcher ------------------------------------------ void A_FireGrenade (AActor *); class AStrifeGrenadeLauncher : public AStrifeWeapon { DECLARE_ACTOR (AStrifeGrenadeLauncher, AStrifeWeapon) }; FState AStrifeGrenadeLauncher::States[] = { #define S_HEPICKUP 0 S_NORMAL (GRND, 'A', -1, NULL, NULL), #define S_HEGRENADE (S_HEPICKUP+1) S_NORMAL (GREN, 'A', 1, A_WeaponReady, &States[S_HEGRENADE]), #define S_HEGRENADE_DOWN (S_HEGRENADE+1) S_NORMAL (GREN, 'A', 1, A_Lower, &States[S_HEGRENADE_DOWN]), #define S_HEGRENADE_UP (S_HEGRENADE_DOWN+1) S_NORMAL (GREN, 'A', 1, A_Raise, &States[S_HEGRENADE_UP]), #define S_HEGRENADE_ATK (S_HEGRENADE_UP+1) S_NORMAL (GREN, 'A', 5, A_FireGrenade, &States[S_HEGRENADE_ATK+1]), S_NORMAL (GREN, 'B', 10, NULL, &States[S_HEGRENADE_ATK+2]), S_NORMAL (GREN, 'A', 5, A_FireGrenade, &States[S_HEGRENADE_ATK+3]), S_NORMAL (GREN, 'C', 10, NULL, &States[S_HEGRENADE_ATK+4]), S_NORMAL (GREN, 'A', 0, A_ReFire, &States[S_HEGRENADE]), #define S_HEGRENADE_FLASH (S_HEGRENADE_ATK+5) S_BRIGHT (GREF, 'A', 5, A_Light1, &AWeapon::States[S_LIGHTDONE]), S_NORMAL (GREF, 'A', 10, A_Light0, &AWeapon::States[S_LIGHTDONE]), S_BRIGHT (GREF, 'B', 5, A_Light2, &AWeapon::States[S_LIGHTDONE]), #define S_PHGRENADE (S_HEGRENADE_FLASH+3) S_NORMAL (GREN, 'D', 1, A_WeaponReady, &States[S_PHGRENADE]), #define S_PHGRENADE_DOWN (S_PHGRENADE+1) S_NORMAL (GREN, 'D', 1, A_Lower, &States[S_PHGRENADE_DOWN]), #define S_PHGRENADE_UP (S_PHGRENADE_DOWN+1) S_NORMAL (GREN, 'D', 1, A_Raise, &States[S_PHGRENADE_UP]), #define S_PHGRENADE_ATK (S_PHGRENADE_UP+1) S_NORMAL (GREN, 'D', 5, A_FireGrenade, &States[S_PHGRENADE_ATK+1]), S_NORMAL (GREN, 'E', 10, NULL, &States[S_PHGRENADE_ATK+2]), S_NORMAL (GREN, 'D', 5, A_FireGrenade, &States[S_PHGRENADE_ATK+3]), S_NORMAL (GREN, 'F', 10, NULL, &States[S_PHGRENADE_ATK+4]), S_NORMAL (GREN, 'A', 0, A_ReFire, &States[S_PHGRENADE]), #define S_PHGRENADE_FLASH (S_PHGRENADE_ATK+5) S_BRIGHT (GREF, 'C', 5, A_Light1, &AWeapon::States[S_LIGHTDONE]), S_NORMAL (GREF, 'C', 10, A_Light0, &AWeapon::States[S_LIGHTDONE]), S_BRIGHT (GREF, 'D', 5, A_Light2, &AWeapon::States[S_LIGHTDONE]), }; IMPLEMENT_ACTOR (AStrifeGrenadeLauncher, Strife, 154, 0) PROP_Flags (MF_SPECIAL) PROP_Flags2 (MF2_FLOORCLIP) PROP_SpawnState (S_HEPICKUP) PROP_StrifeType (195) PROP_StrifeTeaserType (189) PROP_StrifeTeaserType2 (193) PROP_Weapon_SelectionOrder (2400) PROP_Weapon_AmmoUse1 (1) PROP_Weapon_AmmoGive1 (12) PROP_Weapon_UpState (S_HEGRENADE_UP) PROP_Weapon_DownState (S_HEGRENADE_DOWN) PROP_Weapon_ReadyState (S_HEGRENADE) PROP_Weapon_AtkState (S_HEGRENADE_ATK) PROP_Weapon_FlashState (S_HEGRENADE_FLASH) PROP_Weapon_MoveCombatDist (18350080) PROP_Weapon_AmmoType1 ("HEGrenadeRounds") PROP_Weapon_SisterType ("StrifeGrenadeLauncher2") PROP_Weapon_ProjectileType ("HEGrenade") PROP_Inventory_Icon ("GRNDA0") PROP_Tag ("Grenade_launcher") PROP_Inventory_PickupMessage("$TXT_GLAUNCHER") END_DEFAULTS // White Phosphorous Grenade Launcher --------------------------------------- class AStrifeGrenadeLauncher2 : public AStrifeGrenadeLauncher { DECLARE_STATELESS_ACTOR (AStrifeGrenadeLauncher2, AStrifeGrenadeLauncher) }; IMPLEMENT_STATELESS_ACTOR (AStrifeGrenadeLauncher2, Strife, -1, 0) PROP_Weapon_SelectionOrder (3200) PROP_Weapon_AmmoUse1 (1) PROP_Weapon_AmmoGive1 (0) PROP_Weapon_UpState (S_PHGRENADE_UP) PROP_Weapon_DownState (S_PHGRENADE_DOWN) PROP_Weapon_ReadyState (S_PHGRENADE) PROP_Weapon_AtkState (S_PHGRENADE_ATK) PROP_Weapon_FlashState (S_PHGRENADE_FLASH) PROP_Weapon_AmmoType1 ("PhosphorusGrenadeRounds") PROP_Weapon_SisterType ("StrifeGrenadeLauncher") PROP_Weapon_ProjectileType ("PhosphorousGrenade") END_DEFAULTS //============================================================================ // // A_FireGrenade // //============================================================================ void A_FireGrenade (AActor *self) { PClass *grenadetype; player_t *player = self->player; AActor *grenade; angle_t an; fixed_t tworadii; AWeapon *weapon; if (player == NULL) return; if ((weapon = player->ReadyWeapon) == NULL) return; if (weapon->GetClass() == RUNTIME_CLASS(AStrifeGrenadeLauncher)) { grenadetype = RUNTIME_CLASS(AHEGrenade); } else { grenadetype = RUNTIME_CLASS(APhosphorousGrenade); } if (!weapon->DepleteAmmo (weapon->bAltFire)) return; // Make it flash P_SetPsprite (player, ps_flash, weapon->FindState(NAME_Flash) + (player->psprites[ps_weapon].state - weapon->GetAtkState(false))); self->z += 32*FRACUNIT; grenade = P_SpawnSubMissile (self, grenadetype, self); self->z -= 32*FRACUNIT; if (grenade == NULL) return; if (grenade->SeeSound != 0) { S_SoundID (grenade, CHAN_VOICE, grenade->SeeSound, 1, ATTN_NORM); } grenade->momz = 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); if (weapon->GetAtkState(false) == player->psprites[ps_weapon].state) { an = self->angle - ANGLE_90; } else { an = self->angle + ANGLE_90; } an >>= ANGLETOFINESHIFT; grenade->x += FixedMul (finecosine[an], 15*FRACUNIT); grenade->y += FixedMul (finesine[an], 15*FRACUNIT); } // The Almighty Sigil! ------------------------------------------------------ void A_SelectPiece (AActor *); void A_SelectSigilView (AActor *); void A_SelectSigilDown (AActor *); void A_SelectSigilAttack (AActor *); void A_SigilCharge (AActor *); void A_FireSigil1 (AActor *); void A_FireSigil2 (AActor *); void A_FireSigil3 (AActor *); void A_FireSigil4 (AActor *); void A_FireSigil5 (AActor *); void A_LightInverse (AActor *); FState ASigil::States[] = { S_NORMAL (SIGL, 'A', 0, NULL, &States[1]), S_NORMAL (SIGL, 'A', -1, A_SelectPiece, NULL), S_NORMAL (SIGL, 'B', -1, NULL, NULL), S_NORMAL (SIGL, 'C', -1, NULL, NULL), S_NORMAL (SIGL, 'D', -1, NULL, NULL), S_NORMAL (SIGL, 'E', -1, NULL, NULL), #define S_SIGIL 6 S_BRIGHT (SIGH, 'A', 0, A_SelectSigilView, &States[S_SIGIL+1]), S_BRIGHT (SIGH, 'A', 1, A_WeaponReady, &States[S_SIGIL+1]), S_BRIGHT (SIGH, 'B', 1, A_WeaponReady, &States[S_SIGIL+2]), S_BRIGHT (SIGH, 'C', 1, A_WeaponReady, &States[S_SIGIL+3]), S_BRIGHT (SIGH, 'D', 1, A_WeaponReady, &States[S_SIGIL+4]), S_BRIGHT (SIGH, 'E', 1, A_WeaponReady, &States[S_SIGIL+5]), #define S_SIGILDOWN (S_SIGIL+6) S_BRIGHT (SIGH, 'A', 0, A_SelectSigilDown, &States[S_SIGILDOWN+1]), S_BRIGHT (SIGH, 'A', 1, A_Lower, &States[S_SIGILDOWN+1]), S_BRIGHT (SIGH, 'B', 1, A_Lower, &States[S_SIGILDOWN+2]), S_BRIGHT (SIGH, 'C', 1, A_Lower, &States[S_SIGILDOWN+3]), S_BRIGHT (SIGH, 'D', 1, A_Lower, &States[S_SIGILDOWN+4]), S_BRIGHT (SIGH, 'E', 1, A_Lower, &States[S_SIGILDOWN+5]), #define S_SIGILUP (S_SIGILDOWN+6) S_BRIGHT (SIGH, 'A', 0, A_SelectSigilView, &States[S_SIGILUP+1]), S_BRIGHT (SIGH, 'A', 1, A_Raise, &States[S_SIGILUP+1]), S_BRIGHT (SIGH, 'B', 1, A_Raise, &States[S_SIGILUP+2]), S_BRIGHT (SIGH, 'C', 1, A_Raise, &States[S_SIGILUP+3]), S_BRIGHT (SIGH, 'D', 1, A_Raise, &States[S_SIGILUP+4]), S_BRIGHT (SIGH, 'E', 1, A_Raise, &States[S_SIGILUP+5]), #define S_SIGILATK (S_SIGILUP+6) S_BRIGHT (SIGH, 'A', 0, A_SelectSigilAttack, &States[S_SIGILATK+1]), S_BRIGHT (SIGH, 'A', 18, A_SigilCharge, &States[S_SIGILATK+2]), S_BRIGHT (SIGH, 'A', 3, A_GunFlash, &States[S_SIGILATK+3]), S_NORMAL (SIGH, 'A', 10, A_FireSigil1, &States[S_SIGILATK+4]), S_NORMAL (SIGH, 'A', 5, NULL, &States[S_SIGIL]), S_BRIGHT (SIGH, 'B', 18, A_SigilCharge, &States[S_SIGILATK+6]), S_BRIGHT (SIGH, 'B', 3, A_GunFlash, &States[S_SIGILATK+7]), S_NORMAL (SIGH, 'B', 10, A_FireSigil2, &States[S_SIGILATK+8]), S_NORMAL (SIGH, 'B', 5, NULL, &States[S_SIGIL]), S_BRIGHT (SIGH, 'C', 18, A_SigilCharge, &States[S_SIGILATK+10]), S_BRIGHT (SIGH, 'C', 3, A_GunFlash, &States[S_SIGILATK+11]), S_NORMAL (SIGH, 'C', 10, A_FireSigil3, &States[S_SIGILATK+12]), S_NORMAL (SIGH, 'C', 5, NULL, &States[S_SIGIL]), S_BRIGHT (SIGH, 'D', 18, A_SigilCharge, &States[S_SIGILATK+14]), S_BRIGHT (SIGH, 'D', 3, A_GunFlash, &States[S_SIGILATK+15]), S_NORMAL (SIGH, 'D', 10, A_FireSigil4, &States[S_SIGILATK+16]), S_NORMAL (SIGH, 'D', 5, NULL, &States[S_SIGIL]), S_BRIGHT (SIGH, 'E', 18, A_SigilCharge, &States[S_SIGILATK+18]), S_BRIGHT (SIGH, 'E', 3, A_GunFlash, &States[S_SIGILATK+19]), S_NORMAL (SIGH, 'E', 10, A_FireSigil5, &States[S_SIGILATK+20]), S_NORMAL (SIGH, 'E', 5, NULL, &States[S_SIGIL]), #define S_SIGILFLASH (S_SIGILATK+1+4*5) S_BRIGHT (SIGF, 'A', 4, A_Light2, &States[S_SIGILFLASH+1]), S_BRIGHT (SIGF, 'B', 6, A_LightInverse, &States[S_SIGILFLASH+2]), S_BRIGHT (SIGF, 'C', 4, A_Light1, &States[S_SIGILFLASH+3]), S_BRIGHT (SIGF, 'C', 0, A_Light0, NULL) }; IMPLEMENT_ACTOR (ASigil, Strife, -1, 0) PROP_Weapon_SelectionOrder (4000) PROP_Weapon_UpState (S_SIGILUP) PROP_Weapon_DownState (S_SIGILDOWN) PROP_Weapon_ReadyState (S_SIGIL) PROP_Weapon_AtkState (S_SIGILATK) PROP_Weapon_FlashState (S_SIGILFLASH) PROP_Sigil_NumPieces (1) PROP_SpawnState (0) PROP_Flags (MF_SPECIAL) PROP_Flags2 (MF2_FLOORCLIP) PROP_Weapon_FlagsSet (WIF_CHEATNOTWEAPON) PROP_Inventory_PickupSound("weapons/sigilcharge") PROP_Tag ("SIGIL") PROP_Inventory_Icon ("I_SGL1") PROP_Inventory_PickupMessage("$TXT_SIGIL") END_DEFAULTS // Sigil 1 ------------------------------------------------------------------ class ASigil1 : public ASigil { DECLARE_STATELESS_ACTOR (ASigil1, ASigil) }; IMPLEMENT_STATELESS_ACTOR (ASigil1, Strife, 77, 0) PROP_Sigil_NumPieces (1) PROP_StrifeType (196) PROP_StrifeTeaserType (190) PROP_StrifeTeaserType2 (194) PROP_Tag ("SIGIL") PROP_Inventory_Icon ("I_SGL1") END_DEFAULTS // Sigil 2 ------------------------------------------------------------------ class ASigil2 : public ASigil { DECLARE_STATELESS_ACTOR (ASigil2, ASigil) }; IMPLEMENT_STATELESS_ACTOR (ASigil2, Strife, 78, 0) PROP_Sigil_NumPieces (2) PROP_StrifeType (197) PROP_StrifeTeaserType (191) PROP_StrifeTeaserType2 (195) PROP_Tag ("SIGIL") PROP_Inventory_Icon ("I_SGL2") END_DEFAULTS // Sigil 3 ------------------------------------------------------------------ class ASigil3 : public ASigil { DECLARE_STATELESS_ACTOR (ASigil3, ASigil) }; IMPLEMENT_STATELESS_ACTOR (ASigil3, Strife, 79, 0) PROP_Sigil_NumPieces (3) PROP_StrifeType (198) PROP_StrifeTeaserType (192) PROP_StrifeTeaserType2 (196) PROP_Tag ("SIGIL") PROP_Inventory_Icon ("I_SGL3") END_DEFAULTS // Sigil 4 ------------------------------------------------------------------ class ASigil4 : public ASigil { DECLARE_STATELESS_ACTOR (ASigil4, ASigil) }; IMPLEMENT_STATELESS_ACTOR (ASigil4, Strife, 80, 0) PROP_Sigil_NumPieces (4) PROP_StrifeType (199) PROP_StrifeTeaserType (193) PROP_StrifeTeaserType2 (197) PROP_Tag ("SIGIL") PROP_Inventory_Icon ("I_SGL4") END_DEFAULTS // Sigil 5 ------------------------------------------------------------------ class ASigil5 : public ASigil { DECLARE_STATELESS_ACTOR (ASigil5, ASigil) }; IMPLEMENT_STATELESS_ACTOR (ASigil5, Strife, 81, 0) PROP_Sigil_NumPieces (5) PROP_StrifeType (200) PROP_StrifeTeaserType (194) PROP_StrifeTeaserType2 (198) PROP_Tag ("SIGIL") PROP_Inventory_Icon ("I_SGL5") END_DEFAULTS //============================================================================ // // 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. // //============================================================================ void A_SelectPiece (AActor *self) { int pieces = MIN (static_cast(self)->NumPieces, 5); if (pieces > 1) { self->SetState (&ASigil::States[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. // //============================================================================ void A_SelectSigilView (AActor *self) { 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. // //============================================================================ void A_SelectSigilDown (AActor *self) { 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. // //============================================================================ void A_SelectSigilAttack (AActor *self) { 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 // //============================================================================ void A_SigilCharge (AActor *self) { S_Sound (self, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM); if (self->player != NULL) { self->player->extralight = 2; } } //============================================================================ // // A_LightInverse // //============================================================================ void A_LightInverse (AActor *actor) { if (actor->player != NULL) { actor->player->extralight = INT_MIN; } } //============================================================================ // // A_FireSigil1 // //============================================================================ void A_FireSigil1 (AActor *actor) { AActor *spot; player_t *player = actor->player; if (player == NULL || player->ReadyWeapon == NULL) return; P_DamageMobj (actor, actor, NULL, 1*4, 0, DMG_NO_ARMOR); S_Sound (actor, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM); P_BulletSlope (actor); if (linetarget != NULL) { spot = Spawn (linetarget->x, linetarget->y, ONFLOORZ, ALLOW_REPLACE); if (spot != NULL) { spot->tracer = linetarget; } } else { spot = Spawn (actor->x, actor->y, actor->z, ALLOW_REPLACE); if (spot != NULL) { spot->momx += 28 * finecosine[actor->angle >> ANGLETOFINESHIFT]; spot->momy += 28 * finesine[actor->angle >> ANGLETOFINESHIFT]; } } if (spot != NULL) { spot->health = -1; spot->target = actor; } } //============================================================================ // // A_FireSigil2 // //============================================================================ void A_FireSigil2 (AActor *actor) { AActor *spot; player_t *player = actor->player; if (player == NULL || player->ReadyWeapon == NULL) return; P_DamageMobj (actor, actor, NULL, 2*4, 0, DMG_NO_ARMOR); S_Sound (actor, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM); spot = P_SpawnPlayerMissile (actor, RUNTIME_CLASS(ASpectralLightningH1)); if (spot != NULL) { spot->health = -1; } } //============================================================================ // // A_FireSigil3 // //============================================================================ void A_FireSigil3 (AActor *actor) { AActor *spot; player_t *player = actor->player; int i; if (player == NULL || player->ReadyWeapon == NULL) return; P_DamageMobj (actor, actor, NULL, 3*4, 0, DMG_NO_ARMOR); S_Sound (actor, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM); actor->angle -= ANGLE_90; for (i = 0; i < 20; ++i) { actor->angle += ANGLE_180/20; spot = P_SpawnSubMissile (actor, RUNTIME_CLASS(ASpectralLightningBall1), actor); if (spot != NULL) { spot->health = -1; spot->z = actor->z + 32*FRACUNIT; } } actor->angle -= (ANGLE_180/20)*10; } //============================================================================ // // A_FireSigil4 // //============================================================================ void A_FireSigil4 (AActor *actor) { AActor *spot; player_t *player = actor->player; if (player == NULL || player->ReadyWeapon == NULL) return; P_DamageMobj (actor, actor, NULL, 4*4, 0, DMG_NO_ARMOR); S_Sound (actor, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM); P_BulletSlope (actor); if (linetarget != NULL) { spot = P_SpawnPlayerMissile (actor, RUNTIME_CLASS(ASpectralLightningBigV1)); if (spot != NULL) { spot->tracer = linetarget; spot->health = -1; } } else { spot = P_SpawnPlayerMissile (actor, RUNTIME_CLASS(ASpectralLightningBigV1)); if (spot != NULL) { spot->momx += FixedMul (spot->Speed, finecosine[actor->angle >> ANGLETOFINESHIFT]); spot->momy += FixedMul (spot->Speed, finesine[actor->angle >> ANGLETOFINESHIFT]); spot->health = -1; } } } //============================================================================ // // A_FireSigil5 // //============================================================================ void A_FireSigil5 (AActor *actor) { AActor *spot; player_t *player = actor->player; if (player == NULL || player->ReadyWeapon == NULL) return; P_DamageMobj (actor, actor, NULL, 5*4, 0, DMG_NO_ARMOR); S_Sound (actor, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM); spot = P_SpawnPlayerMissile (actor, RUNTIME_CLASS(ASpectralLightningBigBall1)); if (spot != NULL) { spot->health = -1; } } //============================================================================ // // 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 = Spawn (0,0,0, NO_REPLACE); if (!sigil->TryPickup (receiver)) { sigil->Destroy (); } return 0; } else if (sigil->NumPieces < 5) { ++sigil->NumPieces; static const PClass *const sigils[5] = { RUNTIME_CLASS(ASigil1), RUNTIME_CLASS(ASigil2), RUNTIME_CLASS(ASigil3), RUNTIME_CLASS(ASigil4), RUNTIME_CLASS(ASigil5) }; sigil->Icon = ((AInventory*)GetDefaultByType (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; } }