mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-08 05:51:09 +00:00
b695330e90
pieces. - Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris. - Added aWeaponGiver class to generalize the standing AssaultGun. - converted a_Strifeweapons.cpp to DECORATE, except for the Sigil. SVN r1129 (trunk)
175 lines
4.9 KiB
C++
175 lines
4.9 KiB
C++
#include "actor.h"
|
|
#include "gi.h"
|
|
#include "m_random.h"
|
|
#include "s_sound.h"
|
|
#include "d_player.h"
|
|
#include "a_action.h"
|
|
#include "p_local.h"
|
|
#include "p_enemy.h"
|
|
#include "p_pspr.h"
|
|
#include "gstrings.h"
|
|
#include "a_hexenglobal.h"
|
|
#include "a_weaponpiece.h"
|
|
#include "thingdef/thingdef.h"
|
|
|
|
static FRandom pr_quietusdrop ("QuietusDrop");
|
|
static FRandom pr_fswordflame ("FSwordFlame");
|
|
|
|
//==========================================================================
|
|
|
|
class AFighterWeaponPiece : public AWeaponPiece
|
|
{
|
|
DECLARE_CLASS (AFighterWeaponPiece, AWeaponPiece)
|
|
protected:
|
|
bool TryPickup (AActor *toucher);
|
|
};
|
|
|
|
IMPLEMENT_CLASS (AFighterWeaponPiece)
|
|
|
|
bool AFighterWeaponPiece::TryPickup (AActor *toucher)
|
|
{
|
|
if (!toucher->IsKindOf (PClass::FindClass(NAME_ClericPlayer)) &&
|
|
!toucher->IsKindOf (PClass::FindClass(NAME_MagePlayer)))
|
|
{
|
|
return Super::TryPickup(toucher);
|
|
}
|
|
else
|
|
{ // Wrong class, but try to pick up for ammo
|
|
if (ShouldStay())
|
|
{
|
|
// Can't pick up weapons for other classes in coop netplay
|
|
return false;
|
|
}
|
|
|
|
AWeapon * Defaults=(AWeapon*)GetDefaultByType(WeaponClass);
|
|
|
|
bool gaveSome = !!(toucher->GiveAmmo (Defaults->AmmoType1, Defaults->AmmoGive1) +
|
|
toucher->GiveAmmo (Defaults->AmmoType2, Defaults->AmmoGive2));
|
|
|
|
if (gaveSome)
|
|
{
|
|
GoAwayAndDie ();
|
|
}
|
|
return gaveSome;
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_DropQuietusPieces
|
|
//
|
|
//============================================================================
|
|
|
|
void A_DropWeaponPieces (AActor *actor)
|
|
{
|
|
int index=CheckIndex(3);
|
|
if (index<0) return;
|
|
|
|
for (int i = 0, j = 0, fineang = 0; i < 3; ++i)
|
|
{
|
|
const PClass *cls = PClass::FindClass((ENamedName)StateParameters[index+j]);
|
|
if (cls)
|
|
{
|
|
AActor *piece = Spawn (cls, actor->x, actor->y, actor->z, ALLOW_REPLACE);
|
|
if (piece != NULL)
|
|
{
|
|
piece->momx = actor->momx + finecosine[fineang];
|
|
piece->momy = actor->momy + finesine[fineang];
|
|
piece->momz = actor->momz;
|
|
piece->flags |= MF_DROPPED;
|
|
fineang += FINEANGLES/3;
|
|
j = (j == 0) ? (pr_quietusdrop() & 1) + 1 : 3-j;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
// Fighter Sword Missile ----------------------------------------------------
|
|
|
|
class AFSwordMissile : public AActor
|
|
{
|
|
DECLARE_CLASS (AFSwordMissile, AActor)
|
|
public:
|
|
int DoSpecialDamage(AActor *victim, AActor *source, int damage);
|
|
};
|
|
|
|
IMPLEMENT_CLASS (AFSwordMissile)
|
|
|
|
int AFSwordMissile::DoSpecialDamage(AActor *victim, AActor *source, int damage)
|
|
{
|
|
if (victim->player)
|
|
{
|
|
damage -= damage >> 2;
|
|
}
|
|
return damage;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_FSwordAttack
|
|
//
|
|
//============================================================================
|
|
|
|
void A_FSwordAttack (AActor *actor)
|
|
{
|
|
player_t *player;
|
|
|
|
if (NULL == (player = actor->player))
|
|
{
|
|
return;
|
|
}
|
|
AWeapon *weapon = actor->player->ReadyWeapon;
|
|
if (weapon != NULL)
|
|
{
|
|
if (!weapon->DepleteAmmo (weapon->bAltFire))
|
|
return;
|
|
}
|
|
P_SpawnPlayerMissile (actor, 0, 0, -10*FRACUNIT, RUNTIME_CLASS(AFSwordMissile), actor->angle+ANGLE_45/4);
|
|
P_SpawnPlayerMissile (actor, 0, 0, -5*FRACUNIT, RUNTIME_CLASS(AFSwordMissile), actor->angle+ANGLE_45/8);
|
|
P_SpawnPlayerMissile (actor, 0, 0, 0, RUNTIME_CLASS(AFSwordMissile), actor->angle);
|
|
P_SpawnPlayerMissile (actor, 0, 0, 5*FRACUNIT, RUNTIME_CLASS(AFSwordMissile), actor->angle-ANGLE_45/8);
|
|
P_SpawnPlayerMissile (actor, 0, 0, 10*FRACUNIT, RUNTIME_CLASS(AFSwordMissile), actor->angle-ANGLE_45/4);
|
|
S_Sound (actor, CHAN_WEAPON, "FighterSwordFire", 1, ATTN_NORM);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_FSwordFlames
|
|
//
|
|
//============================================================================
|
|
|
|
void A_FSwordFlames (AActor *actor)
|
|
{
|
|
int i;
|
|
|
|
for (i = 1+(pr_fswordflame()&3); i; i--)
|
|
{
|
|
fixed_t x = actor->x+((pr_fswordflame()-128)<<12);
|
|
fixed_t y = actor->y+((pr_fswordflame()-128)<<12);
|
|
fixed_t z = actor->z+((pr_fswordflame()-128)<<11);
|
|
Spawn ("FSwordFlame", x, y, z, ALLOW_REPLACE);
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_FighterAttack
|
|
//
|
|
//============================================================================
|
|
|
|
void A_FighterAttack (AActor *actor)
|
|
{
|
|
if (!actor->target) return;
|
|
|
|
angle_t angle = actor->angle;
|
|
|
|
P_SpawnMissileAngle (actor, RUNTIME_CLASS(AFSwordMissile), angle+ANG45/4, 0);
|
|
P_SpawnMissileAngle (actor, RUNTIME_CLASS(AFSwordMissile), angle+ANG45/8, 0);
|
|
P_SpawnMissileAngle (actor, RUNTIME_CLASS(AFSwordMissile), angle, 0);
|
|
P_SpawnMissileAngle (actor, RUNTIME_CLASS(AFSwordMissile), angle-ANG45/8, 0);
|
|
P_SpawnMissileAngle (actor, RUNTIME_CLASS(AFSwordMissile), angle-ANG45/4, 0);
|
|
S_Sound (actor, CHAN_WEAPON, "FighterSwordFire", 1, ATTN_NORM);
|
|
}
|
|
|