gzdoom/src/g_doom/a_doomweaps.cpp

788 lines
19 KiB
C++

/*
#include "actor.h"
#include "info.h"
#include "s_sound.h"
#include "m_random.h"
#include "a_pickups.h"
#include "d_player.h"
#include "p_pspr.h"
#include "p_local.h"
#include "gstrings.h"
#include "p_effect.h"
#include "gi.h"
#include "templates.h"
#include "thingdef/thingdef.h"
#include "doomstat.h"
*/
static FRandom pr_punch ("Punch");
static FRandom pr_saw ("Saw");
static FRandom pr_fireshotgun2 ("FireSG2");
static FRandom pr_fireplasma ("FirePlasma");
static FRandom pr_firerail ("FireRail");
static FRandom pr_bfgspray ("BFGSpray");
static FRandom pr_oldbfg ("OldBFG");
//
// A_Punch
//
DEFINE_ACTION_FUNCTION(AActor, A_Punch)
{
PARAM_ACTION_PROLOGUE;
DAngle angle;
int damage;
DAngle pitch;
FTranslatedLineTarget t;
if (self->player != NULL)
{
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL && !(weapon->WeaponFlags & WIF_DEHAMMO) && ACTION_CALL_FROM_WEAPON())
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return 0;
}
}
damage = (pr_punch()%10+1)<<1;
if (self->FindInventory<APowerStrength>())
damage *= 10;
angle = self->Angles.Yaw + pr_punch.Random2() * (5.625 / 256);
pitch = P_AimLineAttack (self, angle, MELEERANGE);
P_LineAttack (self, angle, MELEERANGE, pitch, damage, NAME_Melee, NAME_BulletPuff, LAF_ISMELEEATTACK, &t);
// turn to face target
if (t.linetarget)
{
S_Sound (self, CHAN_WEAPON, "*fist", 1, ATTN_NORM);
self->Angles.Yaw = t.angleFromSource;
}
return 0;
}
//
// A_FirePistol
//
DEFINE_ACTION_FUNCTION(AActor, A_FirePistol)
{
PARAM_ACTION_PROLOGUE;
bool accurate;
if (self->player != NULL)
{
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL && ACTION_CALL_FROM_WEAPON())
{
if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
return 0;
P_SetPsprite (self->player, ps_flash, weapon->FindState(NAME_Flash));
self->player->psprites[ps_flash].processPending = true;
}
self->player->mo->PlayAttacking2 ();
accurate = !self->player->refire;
}
else
{
accurate = true;
}
S_Sound (self, CHAN_WEAPON, "weapons/pistol", 1, ATTN_NORM);
P_GunShot (self, accurate, PClass::FindActor(NAME_BulletPuff), P_BulletSlope (self));
return 0;
}
//
// A_Saw
//
enum SAW_Flags
{
SF_NORANDOM = 1,
SF_RANDOMLIGHTMISS = 2,
SF_RANDOMLIGHTHIT = 4,
SF_NOUSEAMMOMISS = 8,
SF_NOUSEAMMO = 16,
SF_NOPULLIN = 32,
SF_NOTURN = 64,
SF_STEALARMOR = 128,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Saw)
{
PARAM_ACTION_PROLOGUE;
PARAM_SOUND_OPT (fullsound) { fullsound = "weapons/sawfull"; }
PARAM_SOUND_OPT (hitsound) { hitsound = "weapons/sawhit"; }
PARAM_INT_OPT (damage) { damage = 2; }
PARAM_CLASS_OPT (pufftype, AActor) { pufftype = NULL; }
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_FLOAT_OPT (range) { range = 0; }
PARAM_ANGLE_OPT (spread_xy) { spread_xy = 2.8125; }
PARAM_ANGLE_OPT (spread_z) { spread_z = 0.; }
PARAM_FLOAT_OPT (lifesteal) { lifesteal = 0; }
PARAM_INT_OPT (lifestealmax) { lifestealmax = 0; }
PARAM_CLASS_OPT (armorbonustype, ABasicArmorBonus) { armorbonustype = NULL; }
DAngle angle;
DAngle slope;
player_t *player;
FTranslatedLineTarget t;
int actualdamage;
if (NULL == (player = self->player))
{
return 0;
}
if (pufftype == NULL)
{
pufftype = PClass::FindActor(NAME_BulletPuff);
}
if (damage == 0)
{
damage = 2;
}
if (!(flags & SF_NORANDOM))
{
damage *= (pr_saw()%10+1);
}
if (range == 0)
{
range = SAWRANGE;
}
angle = self->Angles.Yaw + spread_xy * (pr_saw.Random2() / 255.);
slope = P_AimLineAttack (self, angle, range, &t) + spread_z * (pr_saw.Random2() / 255.);
AWeapon *weapon = self->player->ReadyWeapon;
if ((weapon != NULL) && !(flags & SF_NOUSEAMMO) && !(!t.linetarget && (flags & SF_NOUSEAMMOMISS)) && !(weapon->WeaponFlags & WIF_DEHAMMO) && ACTION_CALL_FROM_WEAPON())
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return 0;
}
P_LineAttack (self, angle, range, slope, damage, NAME_Melee, pufftype, false, &t, &actualdamage);
if (!t.linetarget)
{
if ((flags & SF_RANDOMLIGHTMISS) && (pr_saw() > 64))
{
player->extralight = !player->extralight;
}
S_Sound (self, CHAN_WEAPON, fullsound, 1, ATTN_NORM);
return 0;
}
if (flags & SF_RANDOMLIGHTHIT)
{
int randVal = pr_saw();
if (randVal < 64)
{
player->extralight = 0;
}
else if (randVal < 160)
{
player->extralight = 1;
}
else
{
player->extralight = 2;
}
}
if (lifesteal && !(t.linetarget->flags5 & MF5_DONTDRAIN))
{
if (flags & SF_STEALARMOR)
{
if (armorbonustype == NULL)
{
armorbonustype = dyn_cast<ABasicArmorBonus::MetaClass>(PClass::FindClass("ArmorBonus"));
}
if (armorbonustype != NULL)
{
assert(armorbonustype->IsDescendantOf (RUNTIME_CLASS(ABasicArmorBonus)));
ABasicArmorBonus *armorbonus = static_cast<ABasicArmorBonus *>(Spawn(armorbonustype));
armorbonus->SaveAmount = int(armorbonus->SaveAmount * actualdamage * lifesteal);
armorbonus->MaxSaveAmount = lifestealmax <= 0 ? armorbonus->MaxSaveAmount : lifestealmax;
armorbonus->flags |= MF_DROPPED;
armorbonus->ClearCounters();
if (!armorbonus->CallTryPickup (self))
{
armorbonus->Destroy ();
}
}
}
else
{
P_GiveBody (self, int(actualdamage * lifesteal), lifestealmax);
}
}
S_Sound (self, CHAN_WEAPON, hitsound, 1, ATTN_NORM);
// turn to face target
if (!(flags & SF_NOTURN))
{
DAngle anglediff = deltaangle(self->Angles.Yaw, t.angleFromSource);
if (anglediff < 0.0)
{
if (anglediff < -4.5)
self->Angles.Yaw = angle + 90.0 / 21;
else
self->Angles.Yaw -= 4.5;
}
else
{
if (anglediff > 4.5)
self->Angles.Yaw = angle - 90.0 / 21;
else
self->Angles.Yaw += 4.5;
}
}
if (!(flags & SF_NOPULLIN))
self->flags |= MF_JUSTATTACKED;
return 0;
}
//
// A_FireShotgun
//
DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun)
{
PARAM_ACTION_PROLOGUE;
int i;
player_t *player;
if (NULL == (player = self->player))
{
return 0;
}
S_Sound (self, CHAN_WEAPON, "weapons/shotgf", 1, ATTN_NORM);
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL && ACTION_CALL_FROM_WEAPON())
{
if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
return 0;
P_SetPsprite (player, ps_flash, weapon->FindState(NAME_Flash));
self->player->psprites[ps_flash].processPending = true;
}
player->mo->PlayAttacking2 ();
DAngle pitch = P_BulletSlope (self);
for (i = 0; i < 7; i++)
{
P_GunShot (self, false, PClass::FindActor(NAME_BulletPuff), pitch);
}
return 0;
}
//
// A_FireShotgun2
//
DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun2)
{
PARAM_ACTION_PROLOGUE;
int i;
DAngle angle;
int damage;
player_t *player;
if (NULL == (player = self->player))
{
return 0;
}
S_Sound (self, CHAN_WEAPON, "weapons/sshotf", 1, ATTN_NORM);
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL && ACTION_CALL_FROM_WEAPON())
{
if (!weapon->DepleteAmmo (weapon->bAltFire, true, 2))
return 0;
P_SetPsprite (player, ps_flash, weapon->FindState(NAME_Flash));
self->player->psprites[ps_flash].processPending = true;
}
player->mo->PlayAttacking2 ();
DAngle pitch = P_BulletSlope (self);
for (i=0 ; i<20 ; i++)
{
damage = 5*(pr_fireshotgun2()%3+1);
angle = self->Angles.Yaw + pr_fireshotgun2.Random2() * (11.25 / 256);
// Doom adjusts the bullet slope by shifting a random number [-255,255]
// left 5 places. At 2048 units away, this means the vertical position
// of the shot can deviate as much as 255 units from nominal. So using
// some simple trigonometry, that means the vertical angle of the shot
// can deviate by as many as ~7.097 degrees or ~84676099 BAMs.
P_LineAttack (self,
angle,
PLAYERMISSILERANGE,
pitch + pr_fireshotgun2.Random2() * (7.097 / 256), damage,
NAME_Hitscan, NAME_BulletPuff);
}
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_OpenShotgun2)
{
PARAM_ACTION_PROLOGUE;
S_Sound (self, CHAN_WEAPON, "weapons/sshoto", 1, ATTN_NORM);
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_LoadShotgun2)
{
PARAM_ACTION_PROLOGUE;
S_Sound (self, CHAN_WEAPON, "weapons/sshotl", 1, ATTN_NORM);
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_CloseShotgun2)
{
PARAM_ACTION_PROLOGUE;
S_Sound (self, CHAN_WEAPON, "weapons/sshotc", 1, ATTN_NORM);
A_ReFire (self);
return 0;
}
//------------------------------------------------------------------------------------
//
// Setting a random flash like some of Doom's weapons can easily crash when the
// definition is overridden incorrectly so let's check that the state actually exists.
// Be aware though that this will not catch all DEHACKED related problems. But it will
// find all DECORATE related ones.
//
//------------------------------------------------------------------------------------
void P_SetSafeFlash(AWeapon *weapon, player_t *player, FState *flashstate, int index)
{
PClassActor *cls = weapon->GetClass();
while (cls != RUNTIME_CLASS(AWeapon))
{
if (flashstate >= cls->OwnedStates && flashstate < cls->OwnedStates + cls->NumOwnedStates)
{
// The flash state belongs to this class.
// Now let's check if the actually wanted state does also
if (flashstate + index < cls->OwnedStates + cls->NumOwnedStates)
{
// we're ok so set the state
P_SetPsprite (player, ps_flash, flashstate + index);
player->psprites[ps_flash].processPending = true;
return;
}
else
{
// oh, no! The state is beyond the end of the state table so use the original flash state.
P_SetPsprite (player, ps_flash, flashstate);
player->psprites[ps_flash].processPending = true;
return;
}
}
// try again with parent class
cls = static_cast<PClassActor *>(cls->ParentClass);
}
// if we get here the state doesn't seem to belong to any class in the inheritance chain
// This can happen with Dehacked if the flash states are remapped.
// The only way to check this would be to go through all Dehacked modifiable actors, convert
// their states into a single flat array and find the correct one.
// Rather than that, just check to make sure it belongs to something.
if (FState::StaticFindStateOwner(flashstate + index) == NULL)
{ // Invalid state. With no index offset, it should at least be valid.
index = 0;
}
P_SetPsprite (player, ps_flash, flashstate + index);
player->psprites[ps_flash].processPending = true;
}
//
// A_FireCGun
//
DEFINE_ACTION_FUNCTION(AActor, A_FireCGun)
{
PARAM_ACTION_PROLOGUE;
player_t *player;
if (self == NULL || NULL == (player = self->player))
{
return 0;
}
AWeapon *weapon = player->ReadyWeapon;
if (weapon != NULL && ACTION_CALL_FROM_WEAPON())
{
if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
return 0;
S_Sound (self, CHAN_WEAPON, "weapons/chngun", 1, ATTN_NORM);
FState *flash = weapon->FindState(NAME_Flash);
if (flash != NULL)
{
// [RH] Fix for Sparky's messed-up Dehacked patch! Blargh!
FState * atk = weapon->FindState(NAME_Fire);
int theflash = clamp (int(player->psprites[ps_weapon].state - atk), 0, 1);
if (flash[theflash].sprite != flash->sprite)
{
theflash = 0;
}
P_SetSafeFlash (weapon, player, flash, theflash);
}
}
player->mo->PlayAttacking2 ();
P_GunShot (self, !player->refire, PClass::FindActor(NAME_BulletPuff), P_BulletSlope (self));
return 0;
}
//
// A_FireMissile
//
DEFINE_ACTION_FUNCTION(AActor, A_FireMissile)
{
PARAM_ACTION_PROLOGUE;
player_t *player;
if (NULL == (player = self->player))
{
return 0;
}
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL && ACTION_CALL_FROM_WEAPON())
{
if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
return 0;
}
P_SpawnPlayerMissile (self, PClass::FindActor("Rocket"));
return 0;
}
//
// A_FireSTGrenade: not exactly backported from ST, but should work the same
//
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireSTGrenade)
{
PARAM_ACTION_PROLOGUE;
PARAM_CLASS_OPT(grenade, AActor) { grenade = PClass::FindActor("Grenade"); }
player_t *player;
if (grenade == NULL)
return 0;
if (NULL == (player = self->player))
{
return 0;
}
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL && ACTION_CALL_FROM_WEAPON())
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return 0;
}
// Temporarily raise the pitch to send the grenade slightly upwards
DAngle SavedPlayerPitch = self->Angles.Pitch;
self->Angles.Pitch -= 6.328125; //(1152 << F RACBITS);
P_SpawnPlayerMissile(self, grenade);
self->Angles.Pitch = SavedPlayerPitch;
return 0;
}
//
// A_FirePlasma
//
DEFINE_ACTION_FUNCTION(AActor, A_FirePlasma)
{
PARAM_ACTION_PROLOGUE;
player_t *player;
if (NULL == (player = self->player))
{
return 0;
}
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL && ACTION_CALL_FROM_WEAPON())
{
if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
return 0;
FState *flash = weapon->FindState(NAME_Flash);
if (flash != NULL)
{
P_SetSafeFlash(weapon, player, flash, (pr_fireplasma()&1));
}
}
P_SpawnPlayerMissile (self, PClass::FindActor("PlasmaBall"));
return 0;
}
//
// [RH] A_FireRailgun
//
static void FireRailgun(AActor *self, int offset_xy, bool fromweapon)
{
int damage;
player_t *player;
if (NULL == (player = self->player))
{
return;
}
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL && fromweapon)
{
if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
return;
FState *flash = weapon->FindState(NAME_Flash);
if (flash != NULL)
{
P_SetSafeFlash(weapon, player, flash, (pr_firerail()&1));
}
}
damage = deathmatch ? 100 : 150;
FRailParams p;
p.source = self;
p.damage = damage;
p.offset_xy = offset_xy;
P_RailAttack (&p);
}
DEFINE_ACTION_FUNCTION(AActor, A_FireRailgun)
{
PARAM_ACTION_PROLOGUE;
FireRailgun(self, 0, ACTION_CALL_FROM_WEAPON());
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_FireRailgunRight)
{
PARAM_ACTION_PROLOGUE;
FireRailgun(self, 10, ACTION_CALL_FROM_WEAPON());
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_FireRailgunLeft)
{
PARAM_ACTION_PROLOGUE;
FireRailgun(self, -10, ACTION_CALL_FROM_WEAPON());
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_RailWait)
{
// Okay, this was stupid. Just use a NULL function instead of this.
return 0;
}
//
// A_FireBFG
//
DEFINE_ACTION_FUNCTION(AActor, A_FireBFG)
{
PARAM_ACTION_PROLOGUE;
player_t *player;
if (NULL == (player = self->player))
{
return 0;
}
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL && ACTION_CALL_FROM_WEAPON())
{
if (!weapon->DepleteAmmo (weapon->bAltFire, true, deh.BFGCells))
return 0;
}
P_SpawnPlayerMissile (self, 0, 0, 0, PClass::FindActor("BFGBall"), self->Angles.Yaw, NULL, NULL, !!(dmflags2 & DF2_NO_FREEAIMBFG));
return 0;
}
//
// A_BFGSpray
// Spawn a BFG explosion on every monster in view
//
enum BFG_Flags
{
BFGF_HURTSOURCE = 1,
BFGF_MISSILEORIGIN = 2,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray)
{
PARAM_ACTION_PROLOGUE;
PARAM_CLASS_OPT (spraytype, AActor) { spraytype = NULL; }
PARAM_INT_OPT (numrays) { numrays = 0; }
PARAM_INT_OPT (damagecnt) { damagecnt = 0; }
PARAM_ANGLE_OPT (angle) { angle = 0.; }
PARAM_FLOAT_OPT (distance) { distance = 0; }
PARAM_ANGLE_OPT (vrange) { vrange = 0.; }
PARAM_INT_OPT (defdamage) { defdamage = 0; }
PARAM_INT_OPT (flags) { flags = 0; }
int i;
int j;
int damage;
DAngle an;
FTranslatedLineTarget t;
AActor *originator;
if (spraytype == NULL) spraytype = PClass::FindActor("BFGExtra");
if (numrays <= 0) numrays = 40;
if (damagecnt <= 0) damagecnt = 15;
if (angle == 0) angle = 90.;
if (distance <= 0) distance = 16 * 64;
if (vrange == 0) vrange = 32.;
// [RH] Don't crash if no target
if (!self->target)
return 0;
// [XA] Set the originator of the attack to the projectile (self) if
// the new flag is set, else set it to the player (self->target)
originator = (flags & BFGF_MISSILEORIGIN) ? self : self->target;
// offset angles from its attack angle
for (i = 0; i < numrays; i++)
{
an = self->Angles.Yaw - angle / 2 + angle / numrays*i;
P_AimLineAttack(originator, an, distance, &t, vrange);
if (t.linetarget != NULL)
{
AActor *spray = Spawn(spraytype, t.linetarget->PosPlusZ(t.linetarget->Height / 4), ALLOW_REPLACE);
int dmgFlags = 0;
FName dmgType = NAME_BFGSplash;
if (spray != NULL)
{
if ((spray->flags6 & MF6_MTHRUSPECIES && self->target->GetSpecies() == t.linetarget->GetSpecies()) ||
(!(flags & BFGF_HURTSOURCE) && self->target == t.linetarget)) // [XA] Don't hit oneself unless we say so.
{
spray->Destroy(); // [MC] Remove it because technically, the spray isn't trying to "hit" them.
continue;
}
if (spray->flags5 & MF5_PUFFGETSOWNER) spray->target = self->target;
if (spray->flags3 & MF3_FOILINVUL) dmgFlags |= DMG_FOILINVUL;
if (spray->flags7 & MF7_FOILBUDDHA) dmgFlags |= DMG_FOILBUDDHA;
dmgType = spray->DamageType;
}
if (defdamage == 0)
{
damage = 0;
for (j = 0; j < damagecnt; ++j)
damage += (pr_bfgspray() & 7) + 1;
}
else
{
// if this is used, damagecnt will be ignored
damage = defdamage;
}
int newdam = P_DamageMobj(t.linetarget, originator, self->target, damage, dmgType, dmgFlags|DMG_USEANGLE, t.angleFromSource.Degrees);
P_TraceBleed(newdam > 0 ? newdam : damage, &t, self);
}
}
return 0;
}
//
// A_BFGsound
//
DEFINE_ACTION_FUNCTION(AActor, A_BFGsound)
{
PARAM_ACTION_PROLOGUE;
S_Sound (self, CHAN_WEAPON, "weapons/bfgf", 1, ATTN_NORM);
return 0;
}
//
// A_FireOldBFG
//
// This function emulates Doom's Pre-Beta BFG
// By Lee Killough 6/6/98, 7/11/98, 7/19/98, 8/20/98
//
// This code may not be used in other mods without appropriate credit given.
// Code leeches will be telefragged.
DEFINE_ACTION_FUNCTION(AActor, A_FireOldBFG)
{
PARAM_ACTION_PROLOGUE;
PClassActor *plasma[] = { PClass::FindActor("PlasmaBall1"), PClass::FindActor("PlasmaBall2") };
AActor * mo = NULL;
player_t *player;
bool doesautoaim = false;
if (NULL == (player = self->player))
{
return 0;
}
AWeapon *weapon = self->player->ReadyWeapon;
if (!ACTION_CALL_FROM_WEAPON()) weapon = NULL;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
return 0;
doesautoaim = !(weapon->WeaponFlags & WIF_NOAUTOAIM);
weapon->WeaponFlags |= WIF_NOAUTOAIM; // No autoaiming that gun
}
self->player->extralight = 2;
// Save values temporarily
DAngle SavedPlayerAngle = self->Angles.Yaw;
DAngle SavedPlayerPitch = self->Angles.Pitch;
for (int i = 0; i < 2; i++) // Spawn two plasma balls in sequence
{
self->Angles.Yaw += ((pr_oldbfg()&127) - 64) * (90./768);
self->Angles.Pitch += ((pr_oldbfg()&127) - 64) * (90./640);
mo = P_SpawnPlayerMissile (self, plasma[i]);
// Restore saved values
self->Angles.Yaw = SavedPlayerAngle;
self->Angles.Pitch = SavedPlayerPitch;
}
if (doesautoaim && weapon != NULL)
{ // Restore autoaim setting
weapon->WeaponFlags &= ~WIF_NOAUTOAIM;
}
return 0;
}