qzdoom-gpl/src/g_hexen/a_clericstaff.cpp
Christoph Oelckers 85c683e0c7 - Reintroduced Doom.exe's player_t::usedown variable so that respawning a
player does not immediately activate switches. oldbuttons was not usable
  for this. This also required that CopyPlayer preserves this info.
- Fixed: When restarting the music there was a NULL pointer check missing
  so it crashed when the game was started wi
- Fixed: If the Use key is used to respawn the player it must be cleared
  so that it doesn't trigger any subsequent actions after respawning.
- Fixed: Resurrecting a monster did not restore flags5 and flags6.
- Fixed: Projectiles which killed a non-monster were unable to determine
  what precisely they hit because MF_CORPSE is only valid for monsters.
  A new flag, MF6_KILLED that gets set for all objects that die, was added
  for this case.
- Added a generic A_Weave function that exposes all possible options of
  A_BishopMissileWeave and A_CStaffMissileSlither. These 2 functions are
  no longer needed from DECORATE and therefore deprecated.


SVN r2045 (trunk)
2009-12-25 11:09:56 +00:00

190 lines
5 KiB
C++

/*
#include "actor.h"
#include "gi.h"
#include "m_random.h"
#include "s_sound.h"
#include "d_player.h"
#include "a_action.h"
#include "p_local.h"
#include "a_action.h"
#include "p_pspr.h"
#include "gstrings.h"
#include "a_hexenglobal.h"
#include "thingdef/thingdef.h"
*/
static FRandom pr_staffcheck ("CStaffCheck");
static FRandom pr_blink ("CStaffBlink");
// Serpent Staff Missile ----------------------------------------------------
class ACStaffMissile : public AActor
{
DECLARE_CLASS (ACStaffMissile, AActor)
public:
int DoSpecialDamage (AActor *target, int damage);
};
IMPLEMENT_CLASS (ACStaffMissile)
int ACStaffMissile::DoSpecialDamage (AActor *target, int damage)
{
// Cleric Serpent Staff does poison damage
if (target->player)
{
P_PoisonPlayer (target->player, this, this->target, 20);
damage >>= 1;
}
return damage;
}
//============================================================================
//
// A_CStaffCheck
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheck)
{
APlayerPawn *pmo;
int damage;
int newLife, max;
angle_t angle;
int slope;
int i;
player_t *player;
AActor *linetarget;
if (NULL == (player = self->player))
{
return;
}
AWeapon *weapon = self->player->ReadyWeapon;
pmo = player->mo;
damage = 20+(pr_staffcheck()&15);
max = pmo->GetMaxHealth();
for (i = 0; i < 3; i++)
{
angle = pmo->angle+i*(ANG45/16);
slope = P_AimLineAttack (pmo, angle, fixed_t(1.5*MELEERANGE), &linetarget, 0, false, true);
if (linetarget)
{
P_LineAttack (pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, NAME_Melee, PClass::FindClass ("CStaffPuff"));
pmo->angle = R_PointToAngle2 (pmo->x, pmo->y,
linetarget->x, linetarget->y);
if (((linetarget->player && (!linetarget->IsTeammate (pmo) || level.teamdamage != 0))|| linetarget->flags3&MF3_ISMONSTER)
&& (!(linetarget->flags2&(MF2_DORMANT+MF2_INVULNERABLE))))
{
newLife = player->health+(damage>>3);
newLife = newLife > max ? max : newLife;
if (newLife > player->health)
{
pmo->health = player->health = newLife;
}
P_SetPsprite (player, ps_weapon, weapon->FindState ("Drain"));
}
if (weapon != NULL)
{
weapon->DepleteAmmo (weapon->bAltFire, false);
}
break;
}
angle = pmo->angle-i*(ANG45/16);
slope = P_AimLineAttack (player->mo, angle, fixed_t(1.5*MELEERANGE), &linetarget, 0, false, true);
if (linetarget)
{
P_LineAttack (pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, NAME_Melee, PClass::FindClass ("CStaffPuff"));
pmo->angle = R_PointToAngle2 (pmo->x, pmo->y,
linetarget->x, linetarget->y);
if ((linetarget->player && (!linetarget->IsTeammate (pmo) || level.teamdamage != 0)) || linetarget->flags3&MF3_ISMONSTER)
{
newLife = player->health+(damage>>4);
newLife = newLife > max ? max : newLife;
pmo->health = player->health = newLife;
P_SetPsprite (player, ps_weapon, weapon->FindState ("Drain"));
}
weapon->DepleteAmmo (weapon->bAltFire, false);
break;
}
}
}
//============================================================================
//
// A_CStaffAttack
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_CStaffAttack)
{
AActor *mo;
player_t *player;
if (NULL == (player = self->player))
{
return;
}
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
}
mo = P_SpawnPlayerMissile (self, RUNTIME_CLASS(ACStaffMissile), self->angle-(ANG45/15));
if (mo)
{
mo->WeaveIndexXY = 32;
}
mo = P_SpawnPlayerMissile (self, RUNTIME_CLASS(ACStaffMissile), self->angle+(ANG45/15));
if (mo)
{
mo->WeaveIndexXY = 0;
}
S_Sound (self, CHAN_WEAPON, "ClericCStaffFire", 1, ATTN_NORM);
}
//============================================================================
//
// A_CStaffMissileSlither
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_CStaffMissileSlither)
{
A_Weave(self, 3, 0, FRACUNIT, 0);
}
//============================================================================
//
// A_CStaffInitBlink
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_CStaffInitBlink)
{
self->special1 = (pr_blink()>>1)+20;
}
//============================================================================
//
// A_CStaffCheckBlink
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheckBlink)
{
if (self->player && self->player->ReadyWeapon)
{
if (!--self->special1)
{
P_SetPsprite (self->player, ps_weapon, self->player->ReadyWeapon->FindState ("Blink"));
self->special1 = (pr_blink()+50)>>2;
}
else
{
DoReadyWeapon(self);
}
}
}