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e90b86acce
- bumped savegame version for flechette type changes. SVN r3085 (trunk)
391 lines
9.9 KiB
C++
391 lines
9.9 KiB
C++
/*
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#include "actor.h"
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#include "info.h"
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#include "a_pickups.h"
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#include "a_artifacts.h"
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#include "gstrings.h"
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#include "p_local.h"
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#include "s_sound.h"
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#include "m_random.h"
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#include "a_action.h"
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#include "a_hexenglobal.h"
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#include "w_wad.h"
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#include "thingdef/thingdef.h"
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#include "g_level.h"
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*/
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static FRandom pr_poisonbag ("PoisonBag");
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static FRandom pr_poisoncloud ("PoisonCloud");
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static FRandom pr_poisoncloudd ("PoisonCloudDamage");
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DECLARE_ACTION(A_CheckThrowBomb)
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// Poison Bag Artifact (Flechette) ------------------------------------------
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class AArtiPoisonBag : public AInventory
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{
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DECLARE_CLASS (AArtiPoisonBag, AInventory)
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public:
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bool HandlePickup (AInventory *item);
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AInventory *CreateCopy (AActor *other);
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void BeginPlay ();
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};
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IMPLEMENT_CLASS (AArtiPoisonBag)
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// Poison Bag 1 (The Cleric's) ----------------------------------------------
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class AArtiPoisonBag1 : public AArtiPoisonBag
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{
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DECLARE_CLASS (AArtiPoisonBag1, AArtiPoisonBag)
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public:
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bool Use (bool pickup);
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};
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IMPLEMENT_CLASS (AArtiPoisonBag1)
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bool AArtiPoisonBag1::Use (bool pickup)
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{
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angle_t angle = Owner->angle >> ANGLETOFINESHIFT;
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AActor *mo;
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mo = Spawn ("PoisonBag",
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Owner->x+16*finecosine[angle],
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Owner->y+24*finesine[angle], Owner->z-
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Owner->floorclip+8*FRACUNIT, ALLOW_REPLACE);
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if (mo)
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{
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mo->target = Owner;
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return true;
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}
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return false;
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}
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// Poison Bag 2 (The Mage's) ------------------------------------------------
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class AArtiPoisonBag2 : public AArtiPoisonBag
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{
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DECLARE_CLASS (AArtiPoisonBag2, AArtiPoisonBag)
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public:
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bool Use (bool pickup);
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};
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IMPLEMENT_CLASS (AArtiPoisonBag2)
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bool AArtiPoisonBag2::Use (bool pickup)
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{
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angle_t angle = Owner->angle >> ANGLETOFINESHIFT;
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AActor *mo;
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mo = Spawn ("FireBomb",
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Owner->x+16*finecosine[angle],
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Owner->y+24*finesine[angle], Owner->z-
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Owner->floorclip+8*FRACUNIT, ALLOW_REPLACE);
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if (mo)
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{
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mo->target = Owner;
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return true;
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}
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return false;
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}
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// Poison Bag 3 (The Fighter's) ---------------------------------------------
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class AArtiPoisonBag3 : public AArtiPoisonBag
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{
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DECLARE_CLASS (AArtiPoisonBag3, AArtiPoisonBag)
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public:
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bool Use (bool pickup);
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};
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IMPLEMENT_CLASS (AArtiPoisonBag3)
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bool AArtiPoisonBag3::Use (bool pickup)
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{
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AActor *mo;
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mo = Spawn("ThrowingBomb", Owner->x, Owner->y,
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Owner->z-Owner->floorclip+35*FRACUNIT + (Owner->player? Owner->player->crouchoffset : 0), ALLOW_REPLACE);
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if (mo)
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{
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mo->angle = Owner->angle + (((pr_poisonbag()&7) - 4) << 24);
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/* Original flight code from Hexen
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* mo->momz = 4*FRACUNIT+((player->lookdir)<<(FRACBITS-4));
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* mo->z += player->lookdir<<(FRACBITS-4);
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* P_ThrustMobj(mo, mo->angle, mo->info->speed);
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* mo->momx += player->mo->momx>>1;
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* mo->momy += player->mo->momy>>1;
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*/
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// When looking straight ahead, it uses a z velocity of 4 while the xy velocity
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// is as set by the projectile. To accomodate this with a proper trajectory, we
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// aim the projectile ~20 degrees higher than we're looking at and increase the
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// speed we fire at accordingly.
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angle_t orgpitch = angle_t(-Owner->pitch) >> ANGLETOFINESHIFT;
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angle_t modpitch = angle_t(0xDC00000 - Owner->pitch) >> ANGLETOFINESHIFT;
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angle_t angle = mo->angle >> ANGLETOFINESHIFT;
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fixed_t speed = fixed_t(sqrt((double)mo->Speed*mo->Speed + (4.0*65536*4*65536)));
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fixed_t xyscale = FixedMul(speed, finecosine[modpitch]);
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mo->velz = FixedMul(speed, finesine[modpitch]);
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mo->velx = FixedMul(xyscale, finecosine[angle]) + (Owner->velx >> 1);
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mo->vely = FixedMul(xyscale, finesine[angle]) + (Owner->vely >> 1);
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mo->z += FixedMul(mo->Speed, finesine[orgpitch]);
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mo->target = Owner;
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mo->tics -= pr_poisonbag()&3;
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P_CheckMissileSpawn(mo);
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return true;
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}
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return false;
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}
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//============================================================================
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//
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// GetFlechetteType
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//
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//============================================================================
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const PClass *GetFlechetteType(AActor *other)
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{
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const PClass *spawntype = NULL;
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if (other->IsKindOf(RUNTIME_CLASS(APlayerPawn)))
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{
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spawntype = static_cast<APlayerPawn*>(other)->FlechetteType;
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}
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if (spawntype == NULL)
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{
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// default fallback if nothing valid defined.
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spawntype = RUNTIME_CLASS(AArtiPoisonBag3);
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}
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return spawntype;
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}
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//============================================================================
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//
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// AArtiPoisonBag :: HandlePickup
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//
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//============================================================================
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bool AArtiPoisonBag::HandlePickup (AInventory *item)
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{
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// Only do special handling when picking up the base class
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if (item->GetClass() != RUNTIME_CLASS(AArtiPoisonBag))
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{
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return Super::HandlePickup (item);
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}
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if (GetClass() == GetFlechetteType(Owner))
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{
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if (Amount < MaxAmount)
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{
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Amount += item->Amount;
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if (Amount > MaxAmount)
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{
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Amount = MaxAmount;
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}
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item->ItemFlags |= IF_PICKUPGOOD;
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}
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return true;
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}
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if (Inventory != NULL)
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{
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return Inventory->HandlePickup (item);
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}
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return false;
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}
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//============================================================================
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//
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// AArtiPoisonBag :: CreateCopy
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//
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//============================================================================
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AInventory *AArtiPoisonBag::CreateCopy (AActor *other)
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{
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// Only the base class gets special handling
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if (GetClass() != RUNTIME_CLASS(AArtiPoisonBag))
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{
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return Super::CreateCopy (other);
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}
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AInventory *copy;
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const PClass *spawntype = GetFlechetteType(other);
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copy = static_cast<AInventory *>(Spawn (spawntype, 0, 0, 0, NO_REPLACE));
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copy->Amount = Amount;
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copy->MaxAmount = MaxAmount;
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GoAwayAndDie ();
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return copy;
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}
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//============================================================================
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//
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// AArtiPoisonBag :: BeginPlay
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//
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//============================================================================
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void AArtiPoisonBag::BeginPlay ()
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{
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Super::BeginPlay ();
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// If a subclass's specific icon is not defined, let it use the base class's.
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if (!Icon.isValid())
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{
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AInventory *defbag;
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// Why doesn't this work?
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//defbag = GetDefault<AArtiPoisonBag>();
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defbag = (AInventory *)GetDefaultByType (RUNTIME_CLASS(AArtiPoisonBag));
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Icon = defbag->Icon;
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}
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}
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// Poison Cloud -------------------------------------------------------------
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class APoisonCloud : public AActor
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{
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DECLARE_CLASS (APoisonCloud, AActor)
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public:
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int DoSpecialDamage (AActor *target, int damage);
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void BeginPlay ();
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};
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IMPLEMENT_CLASS (APoisonCloud)
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void APoisonCloud::BeginPlay ()
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{
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velx = 1; // missile objects must move to impact other objects
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special1 = 24+(pr_poisoncloud()&7);
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special2 = 0;
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}
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int APoisonCloud::DoSpecialDamage (AActor *victim, int damage)
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{
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if (victim->player)
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{
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bool mate = (target != NULL && victim->player != target->player && victim->IsTeammate (target));
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bool dopoison;
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if (!mate)
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{
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dopoison = victim->player->poisoncount < 4;
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}
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else
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{
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dopoison = victim->player->poisoncount < (int)(4.f * level.teamdamage);
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}
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if (dopoison)
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{
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int damage = 15 + (pr_poisoncloudd()&15);
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if (mate)
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{
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damage = (int)((float)damage * level.teamdamage);
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}
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if (damage > 0)
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{
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P_PoisonDamage (victim->player, this,
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15+(pr_poisoncloudd()&15), false); // Don't play painsound
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// If successful, play the posion sound.
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if (P_PoisonPlayer (victim->player, this, this->target, 50))
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S_Sound (victim, CHAN_VOICE, "*poison", 1, ATTN_NORM);
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}
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}
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return -1;
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}
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else if (!(victim->flags3 & MF3_ISMONSTER))
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{ // only damage monsters/players with the poison cloud
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return -1;
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}
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return damage;
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}
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//===========================================================================
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//
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// A_PoisonBagInit
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_PoisonBagInit)
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{
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AActor *mo;
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mo = Spawn<APoisonCloud> (self->x, self->y, self->z+28*FRACUNIT, ALLOW_REPLACE);
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if (mo)
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{
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mo->target = self->target;
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}
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}
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//===========================================================================
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//
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// A_PoisonBagCheck
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_PoisonBagCheck)
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{
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if (--self->special1 <= 0)
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{
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self->SetState (self->FindState ("Death"));
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}
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else
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{
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return;
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}
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}
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//===========================================================================
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//
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// A_PoisonBagDamage
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_PoisonBagDamage)
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{
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int bobIndex;
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P_RadiusAttack (self, self->target, 4, 40, self->DamageType, true);
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bobIndex = self->special2;
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self->z += FloatBobOffsets[bobIndex]>>4;
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self->special2 = (bobIndex+1)&63;
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}
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//===========================================================================
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//
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// A_CheckThrowBomb
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_CheckThrowBomb)
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{
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if (--self->health <= 0)
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{
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self->SetState (self->FindState(NAME_Death));
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}
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}
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//===========================================================================
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//
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// A_CheckThrowBomb2
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_CheckThrowBomb2)
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{
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// [RH] Check using actual velocity, although the velz < 2 check still stands
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//if (abs(self->velx) < FRACUNIT*3/2 && abs(self->vely) < FRACUNIT*3/2
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// && self->velz < 2*FRACUNIT)
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if (self->velz < 2*FRACUNIT &&
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TMulScale32 (self->velx, self->velx, self->vely, self->vely, self->velz, self->velz)
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< (3*3)/(2*2))
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{
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self->SetState (self->SpawnState + 6);
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self->z = self->floorz;
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self->velz = 0;
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self->BounceFlags = BOUNCE_None;
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self->flags &= ~MF_MISSILE;
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}
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CALL_ACTION(A_CheckThrowBomb, self);
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}
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