gzdoom/src/g_strife/a_strifeweapons.cpp
2013-01-23 03:46:12 +00:00

1103 lines
29 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 "thingdef/thingdef.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)
{
angle_t angle;
int damage;
int pitch;
int power;
AActor *linetarget;
power = MIN(10, self->player->mo->stamina / 10);
damage = (pr_jabdagger() % (power + 8)) * (power + 2);
if (self->FindInventory<APowerStrength>())
{
damage *= 10;
}
angle = self->angle + (pr_jabdagger.Random2() << 18);
pitch = P_AimLineAttack (self, angle, 80*FRACUNIT, &linetarget);
P_LineAttack (self, angle, 80*FRACUNIT, pitch, damage, NAME_Melee, "StrifeSpark", true, &linetarget);
// turn to face target
if (linetarget)
{
S_Sound (self, CHAN_WEAPON,
linetarget->flags & MF_NOBLOOD ? "misc/metalhit" : "misc/meathit",
1, ATTN_NORM);
self->angle = R_PointToAngle2 (self->x,
self->y,
linetarget->x,
linetarget->y);
self->flags |= MF_JUSTATTACKED;
P_DaggerAlert (self, linetarget);
}
else
{
S_Sound (self, CHAN_WEAPON, "misc/swish", 1, ATTN_NORM);
}
}
//============================================================================
//
// A_AlertMonsters
//
//============================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_AlertMonsters)
{
ACTION_PARAM_START(1);
ACTION_PARAM_FIXED(maxdist, 0);
if (self->player != NULL)
{
P_NoiseAlert(self, self, false, maxdist);
}
else if (self->target != NULL && self->target->player != NULL)
{
P_NoiseAlert (self->target, self, false, maxdist);
}
}
// Poison Bolt --------------------------------------------------------------
class APoisonBolt : public AActor
{
DECLARE_CLASS (APoisonBolt, AActor)
public:
int DoSpecialDamage (AActor *target, int damage, FName damagetype);
};
IMPLEMENT_CLASS (APoisonBolt)
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)
{
player_t *player = self->player;
if (player == NULL)
return;
P_SetPsprite (player, ps_flash, NULL);
}
//============================================================================
//
// A_ShowElectricFlash
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_ShowElectricFlash)
{
if (self->player != NULL)
{
P_SetPsprite (self->player, ps_flash, self->player->ReadyWeapon->FindState(NAME_Flash));
}
}
//============================================================================
//
// A_FireElectric
//
//============================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireArrow)
{
angle_t savedangle;
ACTION_PARAM_START(1);
ACTION_PARAM_CLASS(ti, 0);
if (self->player == NULL)
return;
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
}
if (ti)
{
savedangle = self->angle;
self->angle += pr_electric.Random2 () << (18 - self->player->mo->accuracy * 5 / 100);
self->player->mo->PlayAttacking2 ();
P_SpawnPlayerMissile (self, ti);
self->angle = savedangle;
S_Sound (self, CHAN_WEAPON, "weapons/xbowshoot", 1, ATTN_NORM);
}
}
// Assault Gun --------------------------------------------------------------
//============================================================================
//
// P_StrifeGunShot
//
//============================================================================
void P_StrifeGunShot (AActor *mo, bool accurate, angle_t pitch)
{
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->mo->accuracy * 5 / 100);
}
P_LineAttack (mo, angle, PLAYERMISSILERANGE, pitch, damage, NAME_Hitscan, NAME_StrifePuff);
}
//============================================================================
//
// A_FireAssaultGun
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FireAssaultGun)
{
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_StrifeGunShot (self, accurate, P_BulletSlope (self));
}
// Mini-Missile Launcher ----------------------------------------------------
//============================================================================
//
// A_FireMiniMissile
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FireMiniMissile)
{
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->mo->accuracy * 5 / 100);
player->mo->PlayAttacking2 ();
P_SpawnPlayerMissile (self, PClass::FindClass("MiniMissile"));
self->angle = savedangle;
}
//============================================================================
//
// A_RocketInFlight
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_RocketInFlight)
{
AActor *trail;
S_Sound (self, CHAN_VOICE, "misc/missileinflight", 1, ATTN_NORM);
P_SpawnPuff (self, PClass::FindClass("MiniMissilePuff"), self->x, self->y, self->z, self->angle - ANGLE_180, 2, PF_HITTHING);
trail = Spawn("RocketTrail", self->x - self->velx, self->y - self->vely, self->z, ALLOW_REPLACE);
if (trail != NULL)
{
trail->velz = FRACUNIT;
}
}
// Flame Thrower ------------------------------------------------------------
//============================================================================
//
// A_FlameDie
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FlameDie)
{
self->flags |= MF_NOGRAVITY;
self->velz = (pr_flamedie() & 3) << FRACBITS;
}
//============================================================================
//
// A_FireFlamer
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FireFlamer)
{
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, PClass::FindClass("FlameMissile"));
if (self != NULL)
{
self->velz += 5*FRACUNIT;
}
}
// 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)
{
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);
int bpitch = 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 = bpitch + (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_Hitscan, NAME_MaulerPuff);
}
}
//============================================================================
//
// A_FireMauler2Pre
//
// Makes some noise and moves the psprite.
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FireMauler2Pre)
{
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.
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FireMauler2)
{
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, PClass::FindClass("MaulerTorpedo"));
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, const PClass *type, AActor *target);
DEFINE_ACTION_FUNCTION(AActor, A_MaulerTorpedoWave)
{
AActor *wavedef = GetDefaultByName("MaulerTorpedoWave");
fixed_t savedz;
self->angle += ANGLE_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->z = self->ceilingz - wavedef->height;
}
for (int i = 0; i < 80; ++i)
{
self->angle += ANGLE_45/10;
P_SpawnSubMissile (self, PClass::FindClass("MaulerTorpedoWave"), self->target);
}
self->z = savedz;
}
AActor *P_SpawnSubMissile (AActor *source, const 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->velx = FixedMul (other->Speed, finecosine[source->angle >> ANGLETOFINESHIFT]);
other->vely = FixedMul (other->Speed, finesine[source->angle >> ANGLETOFINESHIFT]);
if (other->flags4 & MF4_SPECTRAL)
{
if (source->flags & MF_MISSILE && source->flags4 & MF4_SPECTRAL)
{
other->FriendPlayer = source->FriendPlayer;
}
else
{
other->SetFriendPlayer(target->player);
}
}
if (P_CheckMissileSpawn (other))
{
angle_t pitch = P_AimLineAttack (source, source->angle, 1024*FRACUNIT);
other->velz = FixedMul (-finesine[pitch>>ANGLETOFINESHIFT], other->Speed);
return other;
}
return NULL;
}
class APhosphorousFire : public AActor
{
DECLARE_CLASS (APhosphorousFire, AActor)
public:
int DoSpecialDamage (AActor *target, int damage, FName damagetype);
};
IMPLEMENT_CLASS (APhosphorousFire)
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)
{
P_RadiusAttack (self, self->target, 128, 128, self->DamageType, RADF_HURTSOURCE);
}
DEFINE_ACTION_FUNCTION(AActor, A_Burnination)
{
self->velz -= 8*FRACUNIT;
self->velx += (pr_phburn.Random2 (3)) << FRACBITS;
self->vely += (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<APhosphorousFire> (
x, y,
self->z + 4*FRACUNIT, ALLOW_REPLACE);
if (drop != NULL)
{
drop->velx = self->velx + ((pr_phburn.Random2 (7)) << FRACBITS);
drop->vely = self->vely + ((pr_phburn.Random2 (7)) << FRACBITS);
drop->velz = self->velz - FRACUNIT;
drop->reactiontime = (pr_phburn() & 3) + 2;
drop->flags |= MF_DROPPED;
}
}
}
//============================================================================
//
// A_FireGrenade
//
//============================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireGrenade)
{
player_t *player = self->player;
AActor *grenade;
angle_t an;
fixed_t tworadii;
AWeapon *weapon;
ACTION_PARAM_START(3);
ACTION_PARAM_CLASS(grenadetype, 0);
ACTION_PARAM_ANGLE(Angle, 1);
ACTION_PARAM_STATE(flash, 2);
if (player == NULL || grenadetype == NULL)
return;
if ((weapon = player->ReadyWeapon) == NULL)
return;
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
P_SetPsprite (player, ps_flash, flash);
if (grenadetype != NULL)
{
self->z += 32*FRACUNIT;
grenade = P_SpawnSubMissile (self, grenadetype, self);
self->z -= 32*FRACUNIT;
if (grenade == NULL)
return;
if (grenade->SeeSound != 0)
{
S_Sound (grenade, CHAN_VOICE, grenade->SeeSound, 1, ATTN_NORM);
}
grenade->velz = 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);
an = self->angle + Angle;
an >>= ANGLETOFINESHIFT;
grenade->x += FixedMul (finecosine[an], 15*FRACUNIT);
grenade->y += FixedMul (finesine[an], 15*FRACUNIT);
}
}
// The Almighty Sigil! ------------------------------------------------------
IMPLEMENT_CLASS(ASigil)
//============================================================================
//
// ASigil :: Serialize
//
//============================================================================
void ASigil::BeginPlay()
{
NumPieces = health;
}
//============================================================================
//
// 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<ASigil*>(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<ASigil> (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.
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SelectPiece)
{
int pieces = MIN (static_cast<ASigil*>(self)->NumPieces, 5);
if (pieces > 1)
{
self->SetState (self->FindState("Spawn")+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.
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilView)
{
int pieces;
if (self->player == NULL)
{
return;
}
pieces = static_cast<ASigil*>(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.
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilDown)
{
int pieces;
if (self->player == NULL)
{
return;
}
pieces = static_cast<ASigil*>(self->player->ReadyWeapon)->DownPieces;
static_cast<ASigil*>(self->player->ReadyWeapon)->DownPieces = 0;
if (pieces == 0)
{
pieces = static_cast<ASigil*>(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.
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilAttack)
{
int pieces;
if (self->player == NULL)
{
return;
}
pieces = static_cast<ASigil*>(self->player->ReadyWeapon)->NumPieces;
P_SetPsprite (self->player, ps_weapon,
self->player->psprites[ps_weapon].state + 4*pieces - 3);
}
//============================================================================
//
// A_SigilCharge
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SigilCharge)
{
S_Sound (self, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM);
if (self->player != NULL)
{
self->player->extralight = 2;
}
}
//============================================================================
//
// A_LightInverse
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_LightInverse)
{
if (self->player != NULL)
{
self->player->extralight = INT_MIN;
}
}
//============================================================================
//
// A_FireSigil1
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FireSigil1)
{
AActor *spot;
player_t *player = self->player;
AActor *linetarget;
if (player == NULL || player->ReadyWeapon == NULL)
return;
P_DamageMobj (self, self, NULL, 1*4, 0, DMG_NO_ARMOR);
S_Sound (self, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM);
P_BulletSlope (self, &linetarget);
if (linetarget != NULL)
{
spot = Spawn("SpectralLightningSpot", linetarget->x, linetarget->y, linetarget->floorz, ALLOW_REPLACE);
if (spot != NULL)
{
spot->tracer = linetarget;
}
}
else
{
spot = Spawn("SpectralLightningSpot", self->x, self->y, self->z, ALLOW_REPLACE);
if (spot != NULL)
{
spot->velx += 28 * finecosine[self->angle >> ANGLETOFINESHIFT];
spot->vely += 28 * finesine[self->angle >> ANGLETOFINESHIFT];
}
}
if (spot != NULL)
{
spot->SetFriendPlayer(player);
spot->target = self;
}
}
//============================================================================
//
// A_FireSigil2
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FireSigil2)
{
player_t *player = self->player;
if (player == NULL || player->ReadyWeapon == NULL)
return;
P_DamageMobj (self, self, NULL, 2*4, 0, DMG_NO_ARMOR);
S_Sound (self, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM);
P_SpawnPlayerMissile (self, PClass::FindClass("SpectralLightningH1"));
}
//============================================================================
//
// A_FireSigil3
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FireSigil3)
{
AActor *spot;
player_t *player = self->player;
int i;
if (player == NULL || player->ReadyWeapon == NULL)
return;
P_DamageMobj (self, self, NULL, 3*4, 0, DMG_NO_ARMOR);
S_Sound (self, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM);
self->angle -= ANGLE_90;
for (i = 0; i < 20; ++i)
{
self->angle += ANGLE_180/20;
spot = P_SpawnSubMissile (self, PClass::FindClass("SpectralLightningBall1"), self);
if (spot != NULL)
{
spot->z = self->z + 32*FRACUNIT;
}
}
self->angle -= (ANGLE_180/20)*10;
}
//============================================================================
//
// A_FireSigil4
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FireSigil4)
{
AActor *spot;
player_t *player = self->player;
AActor *linetarget;
if (player == NULL || player->ReadyWeapon == NULL)
return;
P_DamageMobj (self, self, NULL, 4*4, 0, DMG_NO_ARMOR);
S_Sound (self, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM);
P_BulletSlope (self, &linetarget);
if (linetarget != NULL)
{
spot = P_SpawnPlayerMissile (self, 0,0,0, PClass::FindClass("SpectralLightningBigV1"), self->angle, &linetarget);
if (spot != NULL)
{
spot->tracer = linetarget;
}
}
else
{
spot = P_SpawnPlayerMissile (self, PClass::FindClass("SpectralLightningBigV1"));
if (spot != NULL)
{
spot->velx += FixedMul (spot->Speed, finecosine[self->angle >> ANGLETOFINESHIFT]);
spot->vely += FixedMul (spot->Speed, finesine[self->angle >> ANGLETOFINESHIFT]);
}
}
}
//============================================================================
//
// A_FireSigil5
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FireSigil5)
{
player_t *player = self->player;
if (player == NULL || player->ReadyWeapon == NULL)
return;
P_DamageMobj (self, self, NULL, 5*4, 0, DMG_NO_ARMOR);
S_Sound (self, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM);
P_SpawnPlayerMissile (self, PClass::FindClass("SpectralLightningBigBall1"));
}
//============================================================================
//
// 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<ASigil> ();
if (sigil == NULL)
{
sigil = static_cast<ASigil*>(Spawn("Sigil1", 0,0,0, NO_REPLACE));
if (!sigil->CallTryPickup (receiver))
{
sigil->Destroy ();
}
return 0;
}
else if (sigil->NumPieces < 5)
{
++sigil->NumPieces;
static const char* sigils[5] =
{
"Sigil1", "Sigil2", "Sigil3", "Sigil4", "Sigil5"
};
sigil->Icon = ((AInventory*)GetDefaultByName (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;
}
}