mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2025-01-09 17:50:48 +00:00
f1602882c8
- started converting g_hexen. Most importantly this removes CHolyWeave as it is just a specialized version of A_Weave with far more convoluted use of parameters.
158 lines
3.9 KiB
C++
158 lines
3.9 KiB
C++
/*
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#include "info.h"
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#include "a_pickups.h"
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#include "a_artifacts.h"
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#include "gstrings.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "s_sound.h"
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*/
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/* For reference, the default values:
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#define BLAST_RADIUS_DIST 255*F.RACUNIT
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#define BLAST_SPEED 20*F.RACUNIT
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#define BLAST_FULLSTRENGTH 255
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*/
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// Disc of Repulsion --------------------------------------------------------
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//==========================================================================
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//
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// AArtiBlastRadius :: BlastActor
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//
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//==========================================================================
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void BlastActor (AActor *victim, double strength, double speed, AActor *Owner, PClassActor *blasteffect, bool dontdamage)
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{
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DAngle angle;
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AActor *mo;
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DVector3 pos;
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if (!victim->SpecialBlastHandling (Owner, strength))
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{
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return;
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}
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angle = Owner->AngleTo(victim);
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DVector2 move = angle.ToVector(speed);
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victim->Vel.X = move.X;
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victim->Vel.Y = move.Y;
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// Spawn blast puff
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angle -= 180.;
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pos = victim->Vec3Offset(
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(victim->radius + 1) * angle.Cos(),
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(victim->radius + 1) * angle.Sin(),
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(victim->Height / 2) - victim->Floorclip);
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mo = Spawn (blasteffect, pos, ALLOW_REPLACE);
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if (mo)
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{
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mo->Vel.X = victim->Vel.X;
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mo->Vel.Y = victim->Vel.Y;
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}
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if (victim->flags & MF_MISSILE)
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{
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// [RH] Floor and ceiling huggers should not be blasted vertically.
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if (!(victim->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
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{
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mo->Vel.Z = victim->Vel.Z = 8;
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}
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}
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else
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{
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victim->Vel.Z = 1000. / victim->Mass;
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}
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if (victim->player)
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{
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// Players handled automatically
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}
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else if (!dontdamage)
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{
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victim->flags2 |= MF2_BLASTED;
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}
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if (victim->flags6 & MF6_TOUCHY)
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{ // Touchy objects die when blasted
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victim->flags6 &= ~MF6_ARMED; // Disarm
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P_DamageMobj(victim, Owner, Owner, victim->health, NAME_Melee, DMG_FORCED);
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}
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}
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enum
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{
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BF_USEAMMO = 1,
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BF_DONTWARN = 2,
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BF_AFFECTBOSSES = 4,
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BF_NOIMPACTDAMAGE = 8,
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};
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//==========================================================================
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//
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// AArtiBlastRadius :: Activate
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//
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// Blast all actors away
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS (AActor, A_Blast)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_INT_OPT (blastflags) { blastflags = 0; }
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PARAM_FLOAT_OPT (strength) { strength = 255; }
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PARAM_FLOAT_OPT (radius) { radius = 255; }
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PARAM_FLOAT_OPT (speed) { speed = 20; }
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PARAM_CLASS_OPT (blasteffect, AActor) { blasteffect = PClass::FindActor("BlastEffect"); }
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PARAM_SOUND_OPT (blastsound) { blastsound = "BlastRadius"; }
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AActor *mo;
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TThinkerIterator<AActor> iterator;
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if (self->player && (blastflags & BF_USEAMMO) && ACTION_CALL_FROM_WEAPON())
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{
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AWeapon *weapon = self->player->ReadyWeapon;
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if (weapon != NULL && !weapon->DepleteAmmo(weapon->bAltFire))
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{
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return 0;
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}
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}
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S_Sound (self, CHAN_AUTO, blastsound, 1, ATTN_NORM);
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if (!(blastflags & BF_DONTWARN))
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{
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P_NoiseAlert (self, self);
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}
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while ( (mo = iterator.Next ()) )
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{
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if ((mo == self) || ((mo->flags2 & MF2_BOSS) && !(blastflags & BF_AFFECTBOSSES))
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|| (mo->flags2 & MF2_DORMANT) || (mo->flags3 & MF3_DONTBLAST))
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{ // Not a valid monster: originator, boss, dormant, or otherwise protected
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continue;
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}
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if ((mo->flags & MF_ICECORPSE) || (mo->flags3 & MF3_CANBLAST))
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{
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// Let these special cases go
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}
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else if ((mo->flags3 & MF3_ISMONSTER) && (mo->health <= 0))
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{
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continue;
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}
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else if (!(mo->player) &&
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!(mo->flags & MF_MISSILE) &&
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!(mo->flags3 & (MF3_ISMONSTER|MF3_CANBLAST)) &&
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!(mo->flags6 & (MF6_TOUCHY|MF6_VULNERABLE)))
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{ // Must be monster, player, missile, touchy or vulnerable
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continue;
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}
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if (self->Distance2D(mo) > radius)
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{ // Out of range
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continue;
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}
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if (mo->Sector->PortalGroup != self->Sector->PortalGroup && !P_CheckSight(self, mo))
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{
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// in another region and cannot be seen.
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continue;
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}
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BlastActor (mo, strength, speed, self, blasteffect, !!(blastflags & BF_NOIMPACTDAMAGE));
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}
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return 0;
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}
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