mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-15 08:41:59 +00:00
- Added Gez's A_Blast submission.
SVN r1886 (trunk)
This commit is contained in:
parent
f2c77c5f08
commit
6d357b84b4
7 changed files with 142 additions and 146 deletions
|
@ -1,3 +1,6 @@
|
|||
September 28, 2009 (Changes by Graf Zahl)
|
||||
- Added Gez's A_Blast submission.
|
||||
|
||||
September 27, 2009 (Changes by Graf Zahl)
|
||||
- Fixed: Floor and ceiling huggers' velocity was wrong when used with
|
||||
P_SpawnPlayerMissile.
|
||||
|
|
|
@ -8,87 +8,21 @@
|
|||
#include "s_sound.h"
|
||||
*/
|
||||
|
||||
/* For reference, the default values:
|
||||
#define BLAST_RADIUS_DIST 255*FRACUNIT
|
||||
#define BLAST_SPEED 20*FRACUNIT
|
||||
#define BLAST_FULLSTRENGTH 255
|
||||
*/
|
||||
|
||||
// Disc of Repulsion --------------------------------------------------------
|
||||
|
||||
class AArtiBlastRadius : public AInventory
|
||||
{
|
||||
DECLARE_CLASS (AArtiBlastRadius, AInventory)
|
||||
public:
|
||||
bool Use (bool pickup);
|
||||
protected:
|
||||
void BlastActor (AActor *victim, fixed_t strength);
|
||||
};
|
||||
|
||||
IMPLEMENT_CLASS (AArtiBlastRadius)
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// AArtiBlastRadius :: Activate
|
||||
//
|
||||
// Blast all actors away
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
bool AArtiBlastRadius::Use (bool pickup)
|
||||
{
|
||||
AActor *mo;
|
||||
TThinkerIterator<AActor> iterator;
|
||||
fixed_t dist;
|
||||
|
||||
S_Sound (Owner, CHAN_AUTO, "BlastRadius", 1, ATTN_NORM);
|
||||
P_NoiseAlert (Owner, Owner);
|
||||
|
||||
while ( (mo = iterator.Next ()) )
|
||||
{
|
||||
if ((mo == Owner) || (mo->flags2 & MF2_BOSS))
|
||||
{ // Not a valid monster
|
||||
continue;
|
||||
}
|
||||
if ((mo->flags & MF_ICECORPSE) || (mo->flags3 & MF3_CANBLAST))
|
||||
{
|
||||
// Let these special cases go
|
||||
}
|
||||
else if ((mo->flags3 & MF3_ISMONSTER) && (mo->health <= 0))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
else if (!(mo->flags3 & MF3_ISMONSTER) &&
|
||||
!(mo->player) &&
|
||||
!(mo->flags & MF_MISSILE) &&
|
||||
!(mo->flags3 & MF3_CANBLAST) &&
|
||||
!(mo->flags6 & MF6_TOUCHY))
|
||||
{ // Must be monster, player, missile, or touchy
|
||||
continue;
|
||||
}
|
||||
if (mo->flags2 & MF2_DORMANT)
|
||||
{
|
||||
continue; // no dormant creatures
|
||||
}
|
||||
if (mo->flags3 & MF3_DONTBLAST)
|
||||
{ // A few things that would normally be blastable should not be blasted
|
||||
continue;
|
||||
}
|
||||
dist = P_AproxDistance (Owner->x - mo->x, Owner->y - mo->y);
|
||||
if (dist > BLAST_RADIUS_DIST)
|
||||
{ // Out of range
|
||||
continue;
|
||||
}
|
||||
BlastActor (mo, BLAST_FULLSTRENGTH);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// AArtiBlastRadius :: BlastActor
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void AArtiBlastRadius::BlastActor (AActor *victim, fixed_t strength)
|
||||
void BlastActor (AActor *victim, fixed_t strength, fixed_t speed, AActor * Owner, const PClass * blasteffect)
|
||||
{
|
||||
angle_t angle,ang;
|
||||
AActor *mo;
|
||||
|
@ -101,72 +35,116 @@ void AArtiBlastRadius::BlastActor (AActor *victim, fixed_t strength)
|
|||
|
||||
angle = R_PointToAngle2 (Owner->x, Owner->y, victim->x, victim->y);
|
||||
angle >>= ANGLETOFINESHIFT;
|
||||
if (strength < BLAST_FULLSTRENGTH)
|
||||
victim->velx = FixedMul (speed, finecosine[angle]);
|
||||
victim->vely = FixedMul (speed, finesine[angle]);
|
||||
|
||||
// Spawn blast puff
|
||||
ang = R_PointToAngle2 (victim->x, victim->y, Owner->x, Owner->y);
|
||||
ang >>= ANGLETOFINESHIFT;
|
||||
x = victim->x + FixedMul (victim->radius+FRACUNIT, finecosine[ang]);
|
||||
y = victim->y + FixedMul (victim->radius+FRACUNIT, finesine[ang]);
|
||||
z = victim->z - victim->floorclip + (victim->height>>1);
|
||||
mo = Spawn (blasteffect, x, y, z, ALLOW_REPLACE);
|
||||
if (mo)
|
||||
{
|
||||
victim->velx = FixedMul (strength, finecosine[angle]);
|
||||
victim->vely = FixedMul (strength, finesine[angle]);
|
||||
if (victim->player)
|
||||
mo->velx = victim->velx;
|
||||
mo->vely = victim->vely;
|
||||
}
|
||||
if (victim->flags & MF_MISSILE)
|
||||
{
|
||||
// [RH] Floor and ceiling huggers should not be blasted vertically.
|
||||
if (!(victim->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
|
||||
{
|
||||
// Players handled automatically
|
||||
}
|
||||
else
|
||||
{
|
||||
victim->flags2 |= MF2_BLASTED;
|
||||
victim->velz = 8*FRACUNIT;
|
||||
mo->velz = victim->velz;
|
||||
}
|
||||
}
|
||||
else // full strength blast from artifact
|
||||
else
|
||||
{
|
||||
if (victim->flags & MF_MISSILE)
|
||||
{
|
||||
#if 0
|
||||
if (victim->IsKindOf (RUNTIME_CLASS(AMageStaffFX2)))
|
||||
{ // Reflect to originator
|
||||
victim->special1 = (int)victim->target;
|
||||
victim->target = Owner;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
victim->velx = FixedMul (BLAST_SPEED, finecosine[angle]);
|
||||
victim->vely = FixedMul (BLAST_SPEED, finesine[angle]);
|
||||
|
||||
// Spawn blast puff
|
||||
ang = R_PointToAngle2 (victim->x, victim->y, Owner->x, Owner->y);
|
||||
ang >>= ANGLETOFINESHIFT;
|
||||
x = victim->x + FixedMul (victim->radius+FRACUNIT, finecosine[ang]);
|
||||
y = victim->y + FixedMul (victim->radius+FRACUNIT, finesine[ang]);
|
||||
z = victim->z - victim->floorclip + (victim->height>>1);
|
||||
mo = Spawn ("BlastEffect", x, y, z, ALLOW_REPLACE);
|
||||
if (mo)
|
||||
{
|
||||
mo->velx = victim->velx;
|
||||
mo->vely = victim->vely;
|
||||
}
|
||||
|
||||
if (victim->flags & MF_MISSILE)
|
||||
{
|
||||
// [RH] Floor and ceiling huggers should not be blasted vertically.
|
||||
if (!(victim->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
|
||||
{
|
||||
victim->velz = 8*FRACUNIT;
|
||||
mo->velz = victim->velz;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
victim->velz = (1000 / victim->Mass) << FRACBITS;
|
||||
}
|
||||
if (victim->player)
|
||||
{
|
||||
// Players handled automatically
|
||||
}
|
||||
else
|
||||
{
|
||||
victim->flags2 |= MF2_BLASTED;
|
||||
}
|
||||
if (victim->flags6 & MF6_TOUCHY)
|
||||
{ // Touchy objects die when blasted
|
||||
victim->flags6 &= ~MF6_ARMED; // Disarm
|
||||
P_DamageMobj(victim, Owner, Owner, victim->health, NAME_Melee, DMG_FORCED);
|
||||
}
|
||||
victim->velz = (1000 / victim->Mass) << FRACBITS;
|
||||
}
|
||||
if (victim->player)
|
||||
{
|
||||
// Players handled automatically
|
||||
}
|
||||
else
|
||||
{
|
||||
victim->flags2 |= MF2_BLASTED;
|
||||
}
|
||||
if (victim->flags6 & MF6_TOUCHY)
|
||||
{ // Touchy objects die when blasted
|
||||
victim->flags6 &= ~MF6_ARMED; // Disarm
|
||||
P_DamageMobj(victim, Owner, Owner, victim->health, NAME_Melee, DMG_FORCED);
|
||||
}
|
||||
}
|
||||
|
||||
enum
|
||||
{
|
||||
BF_USEAMMO = 1,
|
||||
BF_DONTWARN = 2,
|
||||
BF_AFFECTBOSSES = 4,
|
||||
};
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// AArtiBlastRadius :: Activate
|
||||
//
|
||||
// Blast all actors away
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS (AActor, A_Blast)
|
||||
{
|
||||
ACTION_PARAM_START(6);
|
||||
ACTION_PARAM_INT (blastflags, 0);
|
||||
ACTION_PARAM_FIXED(strength, 1);
|
||||
ACTION_PARAM_FIXED(radius, 2);
|
||||
ACTION_PARAM_FIXED(speed, 3);
|
||||
ACTION_PARAM_CLASS(blasteffect, 4);
|
||||
ACTION_PARAM_SOUND(blastsound, 5);
|
||||
|
||||
AActor *mo;
|
||||
TThinkerIterator<AActor> iterator;
|
||||
fixed_t dist;
|
||||
|
||||
if (self->player && (blastflags & BF_USEAMMO))
|
||||
{
|
||||
AWeapon * weapon = self->player->ReadyWeapon;
|
||||
if (!weapon->DepleteAmmo(weapon->bAltFire))
|
||||
return;
|
||||
}
|
||||
|
||||
S_Sound (self, CHAN_AUTO, blastsound, 1, ATTN_NORM);
|
||||
|
||||
if (!(blastflags & BF_DONTWARN)) P_NoiseAlert (self, self);
|
||||
|
||||
while ( (mo = iterator.Next ()) )
|
||||
{
|
||||
if ((mo == self) || ((mo->flags2 & MF2_BOSS) && !(blastflags & BF_AFFECTBOSSES))
|
||||
|| (mo->flags2 & MF2_DORMANT) || (mo->flags3 & MF3_DONTBLAST))
|
||||
{ // Not a valid monster: originator, boss, dormant, or otherwise protected
|
||||
continue;
|
||||
}
|
||||
if ((mo->flags & MF_ICECORPSE) || (mo->flags3 & MF3_CANBLAST))
|
||||
{
|
||||
// Let these special cases go
|
||||
}
|
||||
else if ((mo->flags3 & MF3_ISMONSTER) && (mo->health <= 0))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
else if (!(mo->player) &&
|
||||
!(mo->flags & MF_MISSILE) &&
|
||||
!(mo->flags3 & (MF3_ISMONSTER|MF3_CANBLAST)) &&
|
||||
!(mo->flags6 & (MF6_TOUCHY|MF6_VULNERABLE)))
|
||||
{ // Must be monster, player, missile, touchy or vulnerable
|
||||
continue;
|
||||
}
|
||||
dist = P_AproxDistance (self->x - mo->x, self->y - mo->y);
|
||||
if (dist > radius)
|
||||
{ // Out of range
|
||||
continue;
|
||||
}
|
||||
BlastActor (mo, strength, speed, self, blasteffect);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -227,6 +227,7 @@ ACTOR Actor native //: Thinker
|
|||
action native A_CustomMeleeAttack(int damage = 0, sound meleesound = "", sound misssound = "", name damagetype = "none", bool bleed = true);
|
||||
action native A_CustomComboAttack(class<Actor> missiletype, float spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true);
|
||||
action native A_Burst(class<Actor> chunktype);
|
||||
action native A_Blast(int flags = 0, int strength = 255, int radius = 255, float speed = 20, class<Actor> blasteffect = "BlastEffect", sound blastsound = "BlastRadius");
|
||||
action native A_RadiusThrust(int force = 128, int distance = -1, bool affectsource = true);
|
||||
action native A_Explode(int damage = -1, int distance = -1, bool hurtsource = true, bool alert = false, int fulldamagedistance = 0, int nails = 0, int naildamage = 10);
|
||||
action native A_Stop();
|
||||
|
|
|
@ -71,6 +71,11 @@ const int RGF_NOPIERCING = 2;
|
|||
const int MSF_Standard = 0;
|
||||
const int MSF_Classic = 1;
|
||||
|
||||
// Flags for A_Blast
|
||||
const int BF_USEAMMO = 1;
|
||||
const int BF_DONTWARN = 2;
|
||||
const int BF_AFFECTBOSSES = 4;
|
||||
|
||||
// Activation flags
|
||||
enum
|
||||
{
|
||||
|
@ -82,6 +87,14 @@ enum
|
|||
THINGSPEC_MissileTrigger = 16,
|
||||
THINGSPEC_ClearSpecial = 32,
|
||||
};
|
||||
// Shorter aliases for same
|
||||
const int AF_Default = 0;
|
||||
const int AF_ThingActs = 1;
|
||||
const int AF_ThingTargets = 2;
|
||||
const int AF_TriggerTargets = 4;
|
||||
const int AF_MonsterTrigger = 8;
|
||||
const int AF_MissileTrigger = 16;
|
||||
const int AF_ClearSpecial = 32;
|
||||
|
||||
// constants for A_PlaySound
|
||||
enum
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
|
||||
ACTOR ArtiBlastRadius : Inventory 10110 native
|
||||
ACTOR ArtiBlastRadius : CustomInventory 10110
|
||||
{
|
||||
Game Hexen
|
||||
SpawnID 74
|
||||
|
@ -15,6 +15,8 @@ ACTOR ArtiBlastRadius : Inventory 10110 native
|
|||
Spawn:
|
||||
BLST ABCDEFGH 4 Bright
|
||||
Loop
|
||||
Use:
|
||||
TNT1 A 0 A_Blast
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1,20 +1,19 @@
|
|||
ACTOR MBFHelperDog 888
|
||||
{
|
||||
Game Doom
|
||||
Health 500
|
||||
Speed 10
|
||||
Speed 10
|
||||
PainChance 180
|
||||
Radius 12
|
||||
Height 28
|
||||
Mass 100
|
||||
Monster
|
||||
+JUMPDOWN
|
||||
ActiveSound "dog/active"
|
||||
AttackSound "dog/attack"
|
||||
DeathSound "dog/death"
|
||||
PainSound "dog/pain"
|
||||
SeeSound "dog/sight"
|
||||
Obituary "$OB_DOG"
|
||||
Radius 12
|
||||
Height 28
|
||||
Mass 100
|
||||
Monster
|
||||
+JUMPDOWN
|
||||
ActiveSound "dog/active"
|
||||
AttackSound "dog/attack"
|
||||
DeathSound "dog/death"
|
||||
PainSound "dog/pain"
|
||||
SeeSound "dog/sight"
|
||||
Obituary "$OB_DOG"
|
||||
States
|
||||
{
|
||||
Spawn:
|
|
@ -28,6 +28,7 @@
|
|||
#include "actors/shared/setcolor.txt"
|
||||
#include "actors/shared/sectoraction.txt"
|
||||
#include "actors/shared/action.txt"
|
||||
#include "actors/shared/dog.txt"
|
||||
|
||||
#include "actors/doom/doomplayer.txt"
|
||||
#include "actors/doom/possessed.txt"
|
||||
|
@ -45,7 +46,6 @@
|
|||
#include "actors/doom/spidermaster.txt"
|
||||
#include "actors/doom/keen.txt"
|
||||
#include "actors/doom/bossbrain.txt"
|
||||
#include "actors/doom/dog.txt"
|
||||
|
||||
#include "actors/doom/deadthings.txt"
|
||||
#include "actors/doom/doomammo.txt"
|
||||
|
|
Loading…
Reference in a new issue