qzdoom-gpl/src/g_hexen/a_flechette.cpp

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/*
#include "actor.h"
#include "info.h"
#include "a_pickups.h"
#include "a_artifacts.h"
#include "gstrings.h"
#include "p_local.h"
#include "s_sound.h"
#include "m_random.h"
#include "a_action.h"
#include "a_hexenglobal.h"
#include "w_wad.h"
#include "thingdef/thingdef.h"
#include "g_level.h"
*/
EXTERN_CVAR(Bool, sv_unlimited_pickup)
static FRandom pr_poisonbag ("PoisonBag");
static FRandom pr_poisoncloud ("PoisonCloud");
static FRandom pr_poisoncloudd ("PoisonCloudDamage");
DECLARE_ACTION(A_CheckThrowBomb)
// Poison Bag Artifact (Flechette) ------------------------------------------
class AArtiPoisonBag : public AInventory
{
DECLARE_CLASS (AArtiPoisonBag, AInventory)
public:
bool HandlePickup (AInventory *item);
AInventory *CreateCopy (AActor *other);
void BeginPlay ();
};
IMPLEMENT_CLASS (AArtiPoisonBag)
// Poison Bag 1 (The Cleric's) ----------------------------------------------
class AArtiPoisonBag1 : public AArtiPoisonBag
{
DECLARE_CLASS (AArtiPoisonBag1, AArtiPoisonBag)
public:
bool Use (bool pickup);
};
IMPLEMENT_CLASS (AArtiPoisonBag1)
bool AArtiPoisonBag1::Use (bool pickup)
{
angle_t angle = Owner->angle >> ANGLETOFINESHIFT;
AActor *mo;
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mo = Spawn ("PoisonBag", Owner->Vec3Offset(
16*finecosine[angle],
24*finesine[angle],
-Owner->floorclip+8*FRACUNIT), ALLOW_REPLACE);
if (mo)
{
mo->target = Owner;
return true;
}
return false;
}
// Poison Bag 2 (The Mage's) ------------------------------------------------
class AArtiPoisonBag2 : public AArtiPoisonBag
{
DECLARE_CLASS (AArtiPoisonBag2, AArtiPoisonBag)
public:
bool Use (bool pickup);
};
IMPLEMENT_CLASS (AArtiPoisonBag2)
bool AArtiPoisonBag2::Use (bool pickup)
{
angle_t angle = Owner->angle >> ANGLETOFINESHIFT;
AActor *mo;
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mo = Spawn ("FireBomb", Owner->Vec3Offset(
16*finecosine[angle],
24*finesine[angle],
-Owner->floorclip+8*FRACUNIT), ALLOW_REPLACE);
if (mo)
{
mo->target = Owner;
return true;
}
return false;
}
// Poison Bag 3 (The Fighter's) ---------------------------------------------
class AArtiPoisonBag3 : public AArtiPoisonBag
{
DECLARE_CLASS (AArtiPoisonBag3, AArtiPoisonBag)
public:
bool Use (bool pickup);
};
IMPLEMENT_CLASS (AArtiPoisonBag3)
bool AArtiPoisonBag3::Use (bool pickup)
{
AActor *mo;
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mo = Spawn("ThrowingBomb", Owner->PosPlusZ(-Owner->floorclip+35*FRACUNIT + (Owner->player? Owner->player->crouchoffset : 0)), ALLOW_REPLACE);
if (mo)
{
mo->angle = Owner->angle + (((pr_poisonbag()&7) - 4) << 24);
/* Original flight code from Hexen
* mo->momz = 4*FRACUNIT+((player->lookdir)<<(FRACBITS-4));
* mo->z += player->lookdir<<(FRACBITS-4);
* P_ThrustMobj(mo, mo->angle, mo->info->speed);
* mo->momx += player->mo->momx>>1;
* mo->momy += player->mo->momy>>1;
*/
// When looking straight ahead, it uses a z velocity of 4 while the xy velocity
// is as set by the projectile. To accommodate this with a proper trajectory, we
// aim the projectile ~20 degrees higher than we're looking at and increase the
// speed we fire at accordingly.
angle_t orgpitch = angle_t(-Owner->pitch) >> ANGLETOFINESHIFT;
angle_t modpitch = angle_t(0xDC00000 - Owner->pitch) >> ANGLETOFINESHIFT;
angle_t angle = mo->angle >> ANGLETOFINESHIFT;
fixed_t speed = fixed_t(sqrt((double)mo->Speed*mo->Speed + (4.0*65536*4*65536)));
fixed_t xyscale = FixedMul(speed, finecosine[modpitch]);
mo->velz = FixedMul(speed, finesine[modpitch]);
mo->velx = FixedMul(xyscale, finecosine[angle]) + (Owner->velx >> 1);
mo->vely = FixedMul(xyscale, finesine[angle]) + (Owner->vely >> 1);
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mo->SetZ(mo->Z() + FixedMul(mo->Speed, finesine[orgpitch]));
mo->target = Owner;
mo->tics -= pr_poisonbag()&3;
P_CheckMissileSpawn(mo, Owner->radius);
return true;
}
return false;
}
// Poison Bag 4 (Generic Giver) ----------------------------------------------
class AArtiPoisonBagGiver : public AArtiPoisonBag
{
DECLARE_CLASS (AArtiPoisonBagGiver, AArtiPoisonBag)
public:
bool Use (bool pickup);
};
IMPLEMENT_CLASS (AArtiPoisonBagGiver)
bool AArtiPoisonBagGiver::Use (bool pickup)
{
const PClass *MissileType = PClass::FindClass((ENamedName) this->GetClass()->Meta.GetMetaInt (ACMETA_MissileName, NAME_None));
if (MissileType != NULL)
{
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AActor *mo = Spawn (MissileType, Owner->Pos(), ALLOW_REPLACE);
if (mo != NULL)
{
if (mo->IsKindOf(RUNTIME_CLASS(AInventory)))
{
AInventory *inv = static_cast<AInventory *>(mo);
if (inv->CallTryPickup(Owner))
return true;
}
mo->Destroy(); // Destroy if not inventory or couldn't be picked up
}
}
return false;
}
// Poison Bag 5 (Generic Thrower) ----------------------------------------------
class AArtiPoisonBagShooter : public AArtiPoisonBag
{
DECLARE_CLASS (AArtiPoisonBagShooter, AArtiPoisonBag)
public:
bool Use (bool pickup);
};
IMPLEMENT_CLASS (AArtiPoisonBagShooter)
bool AArtiPoisonBagShooter::Use (bool pickup)
{
const PClass *MissileType = PClass::FindClass((ENamedName) this->GetClass()->Meta.GetMetaInt (ACMETA_MissileName, NAME_None));
if (MissileType != NULL)
{
AActor *mo = P_SpawnPlayerMissile(Owner, MissileType);
if (mo != NULL)
{
// automatic handling of seeker missiles
if (mo->flags2 & MF2_SEEKERMISSILE)
{
mo->tracer = Owner->target;
}
return true;
}
}
return false;
}
//============================================================================
//
// GetFlechetteType
//
//============================================================================
const PClass *GetFlechetteType(AActor *other)
{
const PClass *spawntype = NULL;
if (other->IsKindOf(RUNTIME_CLASS(APlayerPawn)))
{
spawntype = static_cast<APlayerPawn*>(other)->FlechetteType;
}
if (spawntype == NULL)
{
// default fallback if nothing valid defined.
spawntype = RUNTIME_CLASS(AArtiPoisonBag3);
}
return spawntype;
}
//============================================================================
//
// AArtiPoisonBag :: HandlePickup
//
//============================================================================
bool AArtiPoisonBag::HandlePickup (AInventory *item)
{
// Only do special handling when picking up the base class
if (item->GetClass() != RUNTIME_CLASS(AArtiPoisonBag))
{
return Super::HandlePickup (item);
}
if (GetClass() == GetFlechetteType(Owner))
{
if (Amount < MaxAmount || sv_unlimited_pickup)
{
Amount += item->Amount;
if (Amount > MaxAmount && !sv_unlimited_pickup)
{
Amount = MaxAmount;
}
item->ItemFlags |= IF_PICKUPGOOD;
}
return true;
}
if (Inventory != NULL)
{
return Inventory->HandlePickup (item);
}
return false;
}
//============================================================================
//
// AArtiPoisonBag :: CreateCopy
//
//============================================================================
AInventory *AArtiPoisonBag::CreateCopy (AActor *other)
{
// Only the base class gets special handling
if (GetClass() != RUNTIME_CLASS(AArtiPoisonBag))
{
return Super::CreateCopy (other);
}
AInventory *copy;
const PClass *spawntype = GetFlechetteType(other);
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copy = static_cast<AInventory *>(Spawn (spawntype, 0, 0, 0, NO_REPLACE));
copy->Amount = Amount;
copy->MaxAmount = MaxAmount;
GoAwayAndDie ();
return copy;
}
//============================================================================
//
// AArtiPoisonBag :: BeginPlay
//
//============================================================================
void AArtiPoisonBag::BeginPlay ()
{
Super::BeginPlay ();
// If a subclass's specific icon is not defined, let it use the base class's.
if (!Icon.isValid())
{
AInventory *defbag;
// Why doesn't this work?
//defbag = GetDefault<AArtiPoisonBag>();
defbag = (AInventory *)GetDefaultByType (RUNTIME_CLASS(AArtiPoisonBag));
Icon = defbag->Icon;
}
}
// Poison Cloud -------------------------------------------------------------
class APoisonCloud : public AActor
{
DECLARE_CLASS (APoisonCloud, AActor)
public:
int DoSpecialDamage (AActor *target, int damage, FName damagetype);
void BeginPlay ();
};
IMPLEMENT_CLASS (APoisonCloud)
void APoisonCloud::BeginPlay ()
{
velx = 1; // missile objects must move to impact other objects
special1 = 24+(pr_poisoncloud()&7);
special2 = 0;
}
int APoisonCloud::DoSpecialDamage (AActor *victim, int damage, FName damagetype)
{
if (victim->player)
{
bool mate = (target != NULL && victim->player != target->player && victim->IsTeammate (target));
bool dopoison;
if (!mate)
{
dopoison = victim->player->poisoncount < 4;
}
else
{
dopoison = victim->player->poisoncount < (int)(4.f * level.teamdamage);
}
if (dopoison)
{
int damage = 15 + (pr_poisoncloudd()&15);
if (mate)
{
damage = (int)((float)damage * level.teamdamage);
}
// Handle passive damage modifiers (e.g. PowerProtection)
if (victim->Inventory != NULL)
{
victim->Inventory->ModifyDamage(damage, damagetype, damage, true);
}
// Modify with damage factors
damage = FixedMul(damage, victim->DamageFactor);
if (damage > 0)
{
damage = DamageTypeDefinition::ApplyMobjDamageFactor(damage, damagetype, victim->GetClass()->ActorInfo->DamageFactors);
}
if (damage > 0)
{
P_PoisonDamage (victim->player, this,
15+(pr_poisoncloudd()&15), false); // Don't play painsound
// If successful, play the poison sound.
if (P_PoisonPlayer (victim->player, this, this->target, 50))
S_Sound (victim, CHAN_VOICE, "*poison", 1, ATTN_NORM);
}
}
return -1;
}
else if (!(victim->flags3 & MF3_ISMONSTER))
{ // only damage monsters/players with the poison cloud
return -1;
}
return damage;
}
//===========================================================================
//
// A_PoisonBagInit
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_PoisonBagInit)
{
AActor *mo;
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mo = Spawn<APoisonCloud> (self->PosPlusZ(28*FRACUNIT), ALLOW_REPLACE);
if (mo)
{
mo->target = self->target;
}
}
//===========================================================================
//
// A_PoisonBagCheck
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_PoisonBagCheck)
{
if (--self->special1 <= 0)
{
self->SetState (self->FindState ("Death"));
}
else
{
return;
}
}
//===========================================================================
//
// A_PoisonBagDamage
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_PoisonBagDamage)
{
int bobIndex;
P_RadiusAttack (self, self->target, 4, 40, self->DamageType, RADF_HURTSOURCE);
bobIndex = self->special2;
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self->SetZ(self->Z() + finesine[bobIndex << BOBTOFINESHIFT] >> 1);
self->special2 = (bobIndex + 1) & 63;
}
//===========================================================================
//
// A_CheckThrowBomb
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_CheckThrowBomb)
{
if (--self->health <= 0)
{
self->SetState (self->FindState(NAME_Death));
}
}
//===========================================================================
//
// A_CheckThrowBomb2
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_CheckThrowBomb2)
{
// [RH] Check using actual velocity, although the velz < 2 check still stands
//if (abs(self->velx) < FRACUNIT*3/2 && abs(self->vely) < FRACUNIT*3/2
// && self->velz < 2*FRACUNIT)
if (self->velz < 2*FRACUNIT &&
TMulScale32 (self->velx, self->velx, self->vely, self->vely, self->velz, self->velz)
< (3*3)/(2*2))
{
self->SetState (self->SpawnState + 6);
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self->SetZ(self->floorz);
self->velz = 0;
self->BounceFlags = BOUNCE_None;
self->flags &= ~MF_MISSILE;
}
CALL_ACTION(A_CheckThrowBomb, self);
}