gzdoom/src/g_strife/a_strifeweapons.cpp
2016-11-28 14:39:25 +01:00

700 lines
17 KiB
C++

/*
#include "a_pickups.h"
#include "p_local.h"
#include "m_random.h"
#include "a_strifeglobal.h"
#include "s_sound.h"
#include "p_enemy.h"
#include "templates.h"
#include "vm.h"
#include "doomstat.h"
*/
// Note: Strife missiles do 1-4 times their damage amount.
// Doom missiles do 1-8 times their damage amount, so to
// make the strife missiles do proper damage without
// hacking more stuff in the executable, be sure to give
// all Strife missiles the MF4_STRIFEDAMAGE flag.
static FRandom pr_jabdagger ("JabDagger");
static FRandom pr_electric ("FireElectric");
static FRandom pr_sgunshot ("StrifeGunShot");
static FRandom pr_minimissile ("MiniMissile");
static FRandom pr_flamethrower ("FlameThrower");
static FRandom pr_flamedie ("FlameDie");
static FRandom pr_mauler1 ("Mauler1");
static FRandom pr_mauler2 ("Mauler2");
static FRandom pr_phburn ("PhBurn");
void A_LoopActiveSound (AActor *);
void A_Countdown (AActor *);
// Punch Dagger -------------------------------------------------------------
//============================================================================
//
// P_DaggerAlert
//
//============================================================================
void P_DaggerAlert (AActor *target, AActor *emitter)
{
AActor *looker;
sector_t *sec = emitter->Sector;
if (emitter->LastHeard != NULL)
return;
if (emitter->health <= 0)
return;
if (!(emitter->flags3 & MF3_ISMONSTER))
return;
if (emitter->flags4 & MF4_INCOMBAT)
return;
emitter->flags4 |= MF4_INCOMBAT;
emitter->target = target;
FState *painstate = emitter->FindState(NAME_Pain, NAME_Dagger);
if (painstate != NULL)
{
emitter->SetState (painstate);
}
for (looker = sec->thinglist; looker != NULL; looker = looker->snext)
{
if (looker == emitter || looker == target)
continue;
if (looker->health <= 0)
continue;
if (!(looker->flags4 & MF4_SEESDAGGERS))
continue;
if (!(looker->flags4 & MF4_INCOMBAT))
{
if (!P_CheckSight (looker, target) && !P_CheckSight (looker, emitter))
continue;
looker->target = target;
if (looker->SeeSound)
{
S_Sound (looker, CHAN_VOICE, looker->SeeSound, 1, ATTN_NORM);
}
looker->SetState (looker->SeeState);
looker->flags4 |= MF4_INCOMBAT;
}
}
}
//============================================================================
//
// A_JabDagger
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_JabDagger)
{
PARAM_ACTION_PROLOGUE(AActor);
DAngle angle;
int damage;
DAngle pitch;
int power;
FTranslatedLineTarget t;
power = MIN(10, self->player->mo->stamina / 10);
damage = (pr_jabdagger() % (power + 8)) * (power + 2);
if (self->FindInventory<APowerStrength>())
{
damage *= 10;
}
angle = self->Angles.Yaw + pr_jabdagger.Random2() * (5.625 / 256);
pitch = P_AimLineAttack (self, angle, 80.);
P_LineAttack (self, angle, 80., pitch, damage, NAME_Melee, "StrifeSpark", true, &t);
// turn to face target
if (t.linetarget)
{
S_Sound (self, CHAN_WEAPON,
t.linetarget->flags & MF_NOBLOOD ? "misc/metalhit" : "misc/meathit",
1, ATTN_NORM);
self->Angles.Yaw = t.angleFromSource;
self->flags |= MF_JUSTATTACKED;
P_DaggerAlert (self, t.linetarget);
}
else
{
S_Sound (self, CHAN_WEAPON, "misc/swish", 1, ATTN_NORM);
}
return 0;
}
//============================================================================
//
// A_AlertMonsters
//
//============================================================================
enum
{
AMF_TARGETEMITTER = 1,
AMF_TARGETNONPLAYER = 2,
AMF_EMITFROMTARGET = 4,
};
DEFINE_ACTION_FUNCTION(AActor, A_AlertMonsters)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT_DEF(maxdist);
PARAM_INT_DEF(Flags);
AActor * target = NULL;
AActor * emitter = self;
if (self->player != NULL || (Flags & AMF_TARGETEMITTER))
{
target = self;
}
else if (self->target != NULL && (Flags & AMF_TARGETNONPLAYER))
{
target = self->target;
}
else if (self->target != NULL && self->target->player != NULL)
{
target = self->target;
}
if (Flags & AMF_EMITFROMTARGET) emitter = target;
if (target != NULL && emitter != NULL)
{
P_NoiseAlert(target, emitter, false, maxdist);
}
return 0;
}
// Poison Bolt --------------------------------------------------------------
class APoisonBolt : public AActor
{
DECLARE_CLASS (APoisonBolt, AActor)
public:
int DoSpecialDamage (AActor *target, int damage, FName damagetype);
};
IMPLEMENT_CLASS(APoisonBolt, false, false)
int APoisonBolt::DoSpecialDamage (AActor *target, int damage, FName damagetype)
{
if (target->flags & MF_NOBLOOD)
{
return -1;
}
if (target->health < 1000000)
{
if (!(target->flags2 & MF2_BOSS))
return target->health + 10;
else
return 50;
}
return 1;
}
// Strife's Crossbow --------------------------------------------------------
//============================================================================
//
// A_ClearFlash
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_ClearFlash)
{
PARAM_ACTION_PROLOGUE(AActor);
player_t *player = self->player;
if (player == nullptr)
return 0;
P_SetPsprite (player, PSP_FLASH, nullptr);
return 0;
}
//============================================================================
//
// A_ShowElectricFlash
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_ShowElectricFlash)
{
PARAM_ACTION_PROLOGUE(AActor);
if (self->player != nullptr)
{
P_SetPsprite (self->player, PSP_FLASH, self->player->ReadyWeapon->FindState(NAME_Flash));
}
return 0;
}
//============================================================================
//
// A_FireElectric
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FireArrow)
{
PARAM_ACTION_PROLOGUE(AActor);
PARAM_CLASS(ti, AActor);
DAngle savedangle;
if (self->player == NULL)
return 0;
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return 0;
}
if (ti)
{
savedangle = self->Angles.Yaw;
self->Angles.Yaw += pr_electric.Random2() * (5.625/256) * self->player->mo->AccuracyFactor();
self->player->mo->PlayAttacking2 ();
P_SpawnPlayerMissile (self, ti);
self->Angles.Yaw = savedangle;
S_Sound (self, CHAN_WEAPON, "weapons/xbowshoot", 1, ATTN_NORM);
}
return 0;
}
// Assault Gun --------------------------------------------------------------
//============================================================================
//
// P_StrifeGunShot
//
//============================================================================
void P_StrifeGunShot (AActor *mo, bool accurate, DAngle pitch)
{
DAngle angle;
int damage;
damage = 4*(pr_sgunshot()%3+1);
angle = mo->Angles.Yaw;
if (mo->player != NULL && !accurate)
{
angle += pr_sgunshot.Random2() * (22.5 / 256) * mo->player->mo->AccuracyFactor();
}
P_LineAttack (mo, angle, PLAYERMISSILERANGE, pitch, damage, NAME_Hitscan, NAME_StrifePuff);
}
//============================================================================
//
// A_FireAssaultGun
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FireAssaultGun)
{
PARAM_ACTION_PROLOGUE(AActor);
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 0;
}
self->player->mo->PlayAttacking2 ();
accurate = !self->player->refire;
}
else
{
accurate = true;
}
P_StrifeGunShot (self, accurate, P_BulletSlope (self));
return 0;
}
// Mini-Missile Launcher ----------------------------------------------------
//============================================================================
//
// A_FireMiniMissile
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FireMiniMissile)
{
PARAM_ACTION_PROLOGUE(AActor);
player_t *player = self->player;
DAngle savedangle;
if (self->player == NULL)
return 0;
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return 0;
}
savedangle = self->Angles.Yaw;
self->Angles.Yaw += pr_minimissile.Random2() * (11.25 / 256) * player->mo->AccuracyFactor();
player->mo->PlayAttacking2 ();
P_SpawnPlayerMissile (self, PClass::FindActor("MiniMissile"));
self->Angles.Yaw = savedangle;
return 0;
}
//============================================================================
//
// A_RocketInFlight
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_RocketInFlight)
{
PARAM_SELF_PROLOGUE(AActor);
AActor *trail;
S_Sound (self, CHAN_VOICE, "misc/missileinflight", 1, ATTN_NORM);
P_SpawnPuff (self, PClass::FindActor("MiniMissilePuff"), self->Pos(), self->Angles.Yaw - 180, self->Angles.Yaw - 180, 2, PF_HITTHING);
trail = Spawn("RocketTrail", self->Vec3Offset(-self->Vel.X, -self->Vel.Y, 0.), ALLOW_REPLACE);
if (trail != NULL)
{
trail->Vel.Z = 1;
}
return 0;
}
// Flame Thrower ------------------------------------------------------------
//============================================================================
//
// A_FlameDie
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FlameDie)
{
PARAM_SELF_PROLOGUE(AActor);
self->flags |= MF_NOGRAVITY;
self->Vel.Z = pr_flamedie() & 3;
return 0;
}
//============================================================================
//
// A_FireFlamer
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FireFlamer)
{
PARAM_ACTION_PROLOGUE(AActor);
player_t *player = self->player;
if (player != NULL)
{
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return 0;
}
player->mo->PlayAttacking2 ();
}
self->Angles.Yaw += pr_flamethrower.Random2() * (5.625/256.);
self = P_SpawnPlayerMissile (self, PClass::FindActor("FlameMissile"));
if (self != NULL)
{
self->Vel.Z += 5;
}
return 0;
}
// Mauler -------------------------------------------------------------------
//============================================================================
//
// A_FireMauler1
//
// Hey! This is exactly the same as a super shotgun except for the sound
// and the bullet puffs and the disintegration death.
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FireMauler1)
{
PARAM_ACTION_PROLOGUE(AActor);
if (self->player != NULL)
{
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return 0;
}
// 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);
DAngle bpitch = P_BulletSlope (self);
for (int i = 0; i < 20; ++i)
{
int damage = 5 * (pr_mauler1() % 3 + 1);
DAngle angle = self->Angles.Yaw + pr_mauler1.Random2() * (11.25 / 256);
DAngle pitch = bpitch + pr_mauler1.Random2() * (7.097 / 256);
// Strife used a range of 2112 units for the mauler to signal that
// it should use a different puff. ZDoom's default range is longer
// than this, so let's not handicap it by being too faithful to the
// original.
P_LineAttack (self, angle, PLAYERMISSILERANGE, pitch, damage, NAME_Hitscan, NAME_MaulerPuff);
}
return 0;
}
//============================================================================
//
// A_FireMauler2Pre
//
// Makes some noise and moves the psprite.
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FireMauler2Pre)
{
PARAM_ACTION_PROLOGUE(AActor);
S_Sound (self, CHAN_WEAPON, "weapons/mauler2charge", 1, ATTN_NORM);
if (self->player != nullptr)
{
self->player->GetPSprite(PSP_WEAPON)->x += pr_mauler2.Random2() / 64.;
self->player->GetPSprite(PSP_WEAPON)->y += pr_mauler2.Random2() / 64.;
}
return 0;
}
//============================================================================
//
// A_FireMauler2Pre
//
// Fires the torpedo.
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FireMauler2)
{
PARAM_ACTION_PROLOGUE(AActor);
if (self->player != NULL)
{
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return 0;
}
self->player->mo->PlayAttacking2 ();
}
P_SpawnPlayerMissile (self, PClass::FindActor("MaulerTorpedo"));
P_DamageMobj (self, self, NULL, 20, self->DamageType);
self->Thrust(self->Angles.Yaw+180., 7.8125);
return 0;
}
//============================================================================
//
// A_MaulerTorpedoWave
//
// Launches lots of balls when the torpedo hits something.
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_MaulerTorpedoWave)
{
PARAM_SELF_PROLOGUE(AActor);
AActor *wavedef = GetDefaultByName("MaulerTorpedoWave");
double savedz;
self->Angles.Yaw += 180.;
// If the torpedo hit the ceiling, it should still spawn the wave
savedz = self->Z();
if (wavedef && self->ceilingz < self->Z() + wavedef->Height)
{
self->SetZ(self->ceilingz - wavedef->Height);
}
for (int i = 0; i < 80; ++i)
{
self->Angles.Yaw += 4.5;
P_SpawnSubMissile (self, PClass::FindActor("MaulerTorpedoWave"), self->target);
}
self->SetZ(savedz);
return 0;
}
class APhosphorousFire : public AActor
{
DECLARE_CLASS (APhosphorousFire, AActor)
public:
int DoSpecialDamage (AActor *target, int damage, FName damagetype);
};
IMPLEMENT_CLASS(APhosphorousFire, false, false)
int APhosphorousFire::DoSpecialDamage (AActor *target, int damage, FName damagetype)
{
if (target->flags & MF_NOBLOOD)
{
return damage / 2;
}
return Super::DoSpecialDamage (target, damage, damagetype);
}
DEFINE_ACTION_FUNCTION(AActor, A_BurnArea)
{
PARAM_SELF_PROLOGUE(AActor);
P_RadiusAttack (self, self->target, 128, 128, self->DamageType, RADF_HURTSOURCE);
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_Burnination)
{
PARAM_SELF_PROLOGUE(AActor);
self->Vel.Z -= 8;
self->Vel.X += (pr_phburn.Random2 (3));
self->Vel.Y += (pr_phburn.Random2 (3));
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) << F.RACBITS);
//
// 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;
}
DVector2 pos = self->Vec2Offset((double)xofs, (double)yofs);
sector_t * sector = P_PointInSector(pos);
// The sector's floor is too high so spawn the flame elsewhere.
if (sector->floorplane.ZatPoint(pos) > self->Z() + self->MaxStepHeight)
{
pos = self->Pos();
}
AActor *drop = Spawn<APhosphorousFire> (DVector3(pos, self->Z() + 4.), ALLOW_REPLACE);
if (drop != NULL)
{
drop->Vel.X = self->Vel.X + pr_phburn.Random2 (7);
drop->Vel.Y = self->Vel.Y + pr_phburn.Random2 (7);
drop->Vel.Z = self->Vel.Z - 1;
drop->reactiontime = (pr_phburn() & 3) + 2;
drop->flags |= MF_DROPPED;
}
}
return 0;
}
//============================================================================
//
// A_FireGrenade
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FireGrenade)
{
PARAM_ACTION_PROLOGUE(AActor);
PARAM_CLASS(grenadetype, AActor);
PARAM_ANGLE(angleofs);
PARAM_STATE(flash)
player_t *player = self->player;
AActor *grenade;
DAngle an;
AWeapon *weapon;
if (player == nullptr || grenadetype == nullptr)
return 0;
if ((weapon = player->ReadyWeapon) == nullptr)
return 0;
if (!weapon->DepleteAmmo (weapon->bAltFire))
return 0;
P_SetPsprite (player, PSP_FLASH, flash, true);
if (grenadetype != nullptr)
{
self->AddZ(32);
grenade = P_SpawnSubMissile (self, grenadetype, self);
self->AddZ(-32);
if (grenade == nullptr)
return 0;
if (grenade->SeeSound != 0)
{
S_Sound (grenade, CHAN_VOICE, grenade->SeeSound, 1, ATTN_NORM);
}
grenade->Vel.Z = (-self->Angles.Pitch.TanClamped()) * grenade->Speed + 8;
DVector2 offset = self->Angles.Yaw.ToVector(self->radius + grenade->radius);
DAngle an = self->Angles.Yaw + angleofs;
offset += an.ToVector(15);
grenade->SetOrigin(grenade->Vec3Offset(offset.X, offset.Y, 0.), false);
}
return 0;
}