/* #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) { PARAM_ACTION_PROLOGUE; angle_t angle; int damage; int pitch; int power; FTranslatedLineTarget t; power = MIN(10, self->player->mo->stamina / 10); damage = (pr_jabdagger() % (power + 8)) * (power + 2); if (self->FindInventory()) { damage *= 10; } angle = self->_f_angle() + (pr_jabdagger.Random2() << 18); pitch = P_AimLineAttack (self, angle, 80*FRACUNIT); P_LineAttack (self, angle, 80*FRACUNIT, 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_PARAMS(AActor, A_AlertMonsters) { PARAM_ACTION_PROLOGUE; PARAM_FIXED_OPT(maxdist) { maxdist = 0; } PARAM_INT_OPT(Flags) { Flags = 0; } 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) 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; player_t *player = self->player; if (player == NULL) return 0; P_SetPsprite (player, ps_flash, NULL); return 0; } //============================================================================ // // A_ShowElectricFlash // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_ShowElectricFlash) { PARAM_ACTION_PROLOGUE; if (self->player != NULL) { P_SetPsprite (self->player, ps_flash, self->player->ReadyWeapon->FindState(NAME_Flash)); } return 0; } //============================================================================ // // A_FireElectric // //============================================================================ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireArrow) { PARAM_ACTION_PROLOGUE; 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 += ANGLE2DBL(pr_electric.Random2() << (18 - self->player->mo->accuracy * 5 / 100)); 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, angle_t pitch) { angle_t angle; int damage; damage = 4*(pr_sgunshot()%3+1); angle = mo->_f_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) { PARAM_ACTION_PROLOGUE; 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; 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 += ANGLE2DBL(pr_minimissile.Random2() << (19 - player->mo->accuracy * 5 / 100)); player->mo->PlayAttacking2 (); P_SpawnPlayerMissile (self, PClass::FindActor("MiniMissile")); self->Angles.Yaw = savedangle; return 0; } //============================================================================ // // A_RocketInFlight // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_RocketInFlight) { PARAM_ACTION_PROLOGUE; AActor *trail; S_Sound (self, CHAN_VOICE, "misc/missileinflight", 1, ATTN_NORM); P_SpawnPuff (self, PClass::FindActor("MiniMissilePuff"), self->Pos(), self->_f_angle() - ANGLE_180, 2, PF_HITTHING); trail = Spawn("RocketTrail", self->Vec3Offset(-self->vel.x, -self->vel.y, 0), ALLOW_REPLACE); if (trail != NULL) { trail->vel.z = FRACUNIT; } return 0; } // Flame Thrower ------------------------------------------------------------ //============================================================================ // // A_FlameDie // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_FlameDie) { PARAM_ACTION_PROLOGUE; self->flags |= MF_NOGRAVITY; self->vel.z = (pr_flamedie() & 3) << FRACBITS; return 0; } //============================================================================ // // A_FireFlamer // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_FireFlamer) { PARAM_ACTION_PROLOGUE; 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*FRACUNIT; } 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; 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); int bpitch = P_BulletSlope (self); for (int i = 0; i < 20; ++i) { int damage = 5 * (pr_mauler1() % 3 + 1); angle_t angle = self->_f_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); } return 0; } //============================================================================ // // A_FireMauler2Pre // // Makes some noise and moves the psprite. // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_FireMauler2Pre) { PARAM_ACTION_PROLOGUE; 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; } return 0; } //============================================================================ // // A_FireMauler2Pre // // Fires the torpedo. // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_FireMauler2) { PARAM_ACTION_PROLOGUE; 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); P_ThrustMobj (self, self->_f_angle() + ANGLE_180, 0x7D000); return 0; } //============================================================================ // // A_MaulerTorpedoWave // // Launches lots of balls when the torpedo hits something. // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_MaulerTorpedoWave) { PARAM_ACTION_PROLOGUE; AActor *wavedef = GetDefaultByName("MaulerTorpedoWave"); fixed_t 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; } AActor *P_SpawnSubMissile (AActor *source, PClassActor *type, AActor *target) { AActor *other = Spawn (type, source->Pos(), ALLOW_REPLACE); if (other == NULL) { return NULL; } other->target = target; other->Angles.Yaw = source->Angles.Yaw; other->VelFromAngle(); 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, source->radius)) { angle_t pitch = P_AimLineAttack (source, source->_f_angle(), 1024*FRACUNIT); other->vel.z = 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) { PARAM_ACTION_PROLOGUE; P_RadiusAttack (self, self->target, 128, 128, self->DamageType, RADF_HURTSOURCE); return 0; } DEFINE_ACTION_FUNCTION(AActor, A_Burnination) { PARAM_ACTION_PROLOGUE; self->vel.z -= 8*FRACUNIT; self->vel.x += (pr_phburn.Random2 (3)) << FRACBITS; self->vel.y += (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; } fixedvec2 pos = self->Vec2Offset(xofs << FRACBITS, yofs << FRACBITS); sector_t * sector = P_PointInSector(pos.x, pos.y); // The sector's floor is too high so spawn the flame elsewhere. if (sector->floorplane.ZatPoint(pos.x, pos.y) > self->Z() + self->MaxStepHeight) { pos.x = self->X(); pos.y = self->Y(); } AActor *drop = Spawn ( pos.x, pos.y, self->Z() + 4*FRACUNIT, ALLOW_REPLACE); if (drop != NULL) { drop->vel.x = self->vel.x + ((pr_phburn.Random2 (7)) << FRACBITS); drop->vel.y = self->vel.y + ((pr_phburn.Random2 (7)) << FRACBITS); drop->vel.z = self->vel.z - FRACUNIT; drop->reactiontime = (pr_phburn() & 3) + 2; drop->flags |= MF_DROPPED; } } return 0; } //============================================================================ // // A_FireGrenade // //============================================================================ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireGrenade) { PARAM_ACTION_PROLOGUE; PARAM_CLASS(grenadetype, AActor); PARAM_ANGLE(angleofs); PARAM_STATE(flash) player_t *player = self->player; AActor *grenade; angle_t an; fixed_t tworadii; AWeapon *weapon; if (player == NULL || grenadetype == NULL) return 0; if ((weapon = player->ReadyWeapon) == NULL) return 0; if (!weapon->DepleteAmmo (weapon->bAltFire)) return 0; P_SetPsprite (player, ps_flash, flash); if (grenadetype != NULL) { self->AddZ(32*FRACUNIT); grenade = P_SpawnSubMissile (self, grenadetype, self); self->AddZ(-32*FRACUNIT); if (grenade == NULL) return 0; if (grenade->SeeSound != 0) { S_Sound (grenade, CHAN_VOICE, grenade->SeeSound, 1, ATTN_NORM); } grenade->vel.z = FixedMul (finetangent[FINEANGLES/4-(self->_f_pitch()>>ANGLETOFINESHIFT)], grenade->Speed) + 8*FRACUNIT; fixedvec2 offset; an = self->_f_angle() >> ANGLETOFINESHIFT; tworadii = self->radius + grenade->radius; offset.x = FixedMul (finecosine[an], tworadii); offset.y = FixedMul (finesine[an], tworadii); an = self->_f_angle() + angleofs; an >>= ANGLETOFINESHIFT; offset.x += FixedMul (finecosine[an], 15*FRACUNIT); offset.y += FixedMul (finesine[an], 15*FRACUNIT); fixedvec2 newpos = grenade->Vec2Offset(offset.x, offset.y); grenade->SetOrigin(newpos.x, newpos.y, grenade->Z(), false); } return 0; } // 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(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 (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) { PARAM_ACTION_PROLOGUE; int pieces = MIN (static_cast(self)->NumPieces, 5); if (pieces > 1) { self->SetState (self->FindState("Spawn")+pieces); } return 0; } //============================================================================ // // 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) { PARAM_ACTION_PROLOGUE; int pieces; if (self->player == NULL) { return 0; } pieces = static_cast(self->player->ReadyWeapon)->NumPieces; P_SetPsprite (self->player, ps_weapon, self->player->psprites[ps_weapon].state + pieces); return 0; } //============================================================================ // // 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) { PARAM_ACTION_PROLOGUE; int pieces; if (self->player == NULL) { return 0; } pieces = static_cast(self->player->ReadyWeapon)->DownPieces; static_cast(self->player->ReadyWeapon)->DownPieces = 0; if (pieces == 0) { pieces = static_cast(self->player->ReadyWeapon)->NumPieces; } P_SetPsprite (self->player, ps_weapon, self->player->psprites[ps_weapon].state + pieces); return 0; } //============================================================================ // // A_SelectSigilAttack // // Same as A_SelectSigilView, but used just before attacking. // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilAttack) { PARAM_ACTION_PROLOGUE; int pieces; if (self->player == NULL) { return 0; } pieces = static_cast(self->player->ReadyWeapon)->NumPieces; P_SetPsprite (self->player, ps_weapon, self->player->psprites[ps_weapon].state + 4*pieces - 3); return 0; } //============================================================================ // // A_SigilCharge // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_SigilCharge) { PARAM_ACTION_PROLOGUE; S_Sound (self, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM); if (self->player != NULL) { self->player->extralight = 2; } return 0; } //============================================================================ // // A_LightInverse // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_LightInverse) { PARAM_ACTION_PROLOGUE; if (self->player != NULL) { self->player->extralight = INT_MIN; } return 0; } //============================================================================ // // A_FireSigil1 // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_FireSigil1) { PARAM_ACTION_PROLOGUE; AActor *spot; player_t *player = self->player; FTranslatedLineTarget t; if (player == NULL || player->ReadyWeapon == NULL) return 0; P_DamageMobj (self, self, NULL, 1*4, 0, DMG_NO_ARMOR); S_Sound (self, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM); P_BulletSlope (self, &t, ALF_PORTALRESTRICT); if (t.linetarget != NULL) { spot = Spawn("SpectralLightningSpot", t.linetarget->X(), t.linetarget->Y(), t.linetarget->floorz, ALLOW_REPLACE); if (spot != NULL) { spot->tracer = t.linetarget; } } else { spot = Spawn("SpectralLightningSpot", self->Pos(), ALLOW_REPLACE); if (spot != NULL) { spot->vel.x += 28 * finecosine[self->_f_angle() >> ANGLETOFINESHIFT]; spot->vel.y += 28 * finesine[self->_f_angle() >> ANGLETOFINESHIFT]; } } if (spot != NULL) { spot->SetFriendPlayer(player); spot->target = self; } return 0; } //============================================================================ // // A_FireSigil2 // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_FireSigil2) { PARAM_ACTION_PROLOGUE; player_t *player = self->player; if (player == NULL || player->ReadyWeapon == NULL) return 0; 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::FindActor("SpectralLightningH1")); return 0; } //============================================================================ // // A_FireSigil3 // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_FireSigil3) { PARAM_ACTION_PROLOGUE; AActor *spot; player_t *player = self->player; int i; if (player == NULL || player->ReadyWeapon == NULL) return 0; P_DamageMobj (self, self, NULL, 3*4, 0, DMG_NO_ARMOR); S_Sound (self, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM); self->Angles.Yaw -= 90.; for (i = 0; i < 20; ++i) { self->Angles.Yaw += 9.; spot = P_SpawnSubMissile (self, PClass::FindActor("SpectralLightningBall1"), self); if (spot != NULL) { spot->SetZ(self->Z() + 32*FRACUNIT); } } self->Angles.Yaw -= 90.; return 0; } //============================================================================ // // A_FireSigil4 // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_FireSigil4) { PARAM_ACTION_PROLOGUE; AActor *spot; player_t *player = self->player; FTranslatedLineTarget t; if (player == NULL || player->ReadyWeapon == NULL) return 0; P_DamageMobj (self, self, NULL, 4*4, 0, DMG_NO_ARMOR); S_Sound (self, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM); P_BulletSlope (self, &t, ALF_PORTALRESTRICT); if (t.linetarget != NULL) { spot = P_SpawnPlayerMissile (self, 0,0,0, PClass::FindActor("SpectralLightningBigV1"), self->_f_angle(), &t, NULL, false, false, ALF_PORTALRESTRICT); if (spot != NULL) { spot->tracer = t.linetarget; } } else { spot = P_SpawnPlayerMissile (self, PClass::FindActor("SpectralLightningBigV1")); if (spot != NULL) { spot->vel.x += FixedMul (spot->Speed, finecosine[self->_f_angle() >> ANGLETOFINESHIFT]); spot->vel.y += FixedMul (spot->Speed, finesine[self->_f_angle() >> ANGLETOFINESHIFT]); } } return 0; } //============================================================================ // // A_FireSigil5 // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_FireSigil5) { PARAM_ACTION_PROLOGUE; player_t *player = self->player; if (player == NULL || player->ReadyWeapon == NULL) return 0; 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::FindActor("SpectralLightningBigBall1")); return 0; } //============================================================================ // // 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 (); if (sigil == NULL) { sigil = static_cast(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; } }