qzdoom/src/g_strife/a_strifeweapons.cpp

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2016-03-01 15:47:10 +00:00
/*
#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;
DAngle angle;
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int damage;
DAngle pitch;
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int power;
FTranslatedLineTarget t;
power = MIN(10, self->player->mo->stamina / 10);
damage = (pr_jabdagger() % (power + 8)) * (power + 2);
if (self->FindInventory<APowerStrength>())
{
damage *= 10;
}
angle = self->Angles.Yaw + pr_jabdagger.Random2() * (5.625 / 256);
pitch = P_AimLineAttack (self, angle, 80.);
P_LineAttack (self, angle, 80., pitch, damage, NAME_Melee, "StrifeSpark", true, &t);
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// 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;
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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);
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DAngle savedangle;
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if (self->player == NULL)
return 0;
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return 0;
}
if (ti)
{
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savedangle = self->Angles.Yaw;
self->Angles.Yaw += pr_electric.Random2() * (5.625/256) * self->player->mo->AccuracyFactor();
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self->player->mo->PlayAttacking2 ();
P_SpawnPlayerMissile (self, ti);
self->Angles.Yaw = savedangle;
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S_Sound (self, CHAN_WEAPON, "weapons/xbowshoot", 1, ATTN_NORM);
}
return 0;
}
// Assault Gun --------------------------------------------------------------
//============================================================================
//
// P_StrifeGunShot
//
//============================================================================
void P_StrifeGunShot (AActor *mo, bool accurate, DAngle pitch)
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{
DAngle angle;
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int damage;
damage = 4*(pr_sgunshot()%3+1);
angle = mo->Angles.Yaw;
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if (mo->player != NULL && !accurate)
{
angle += pr_sgunshot.Random2() * (22.5 / 256) * mo->player->mo->AccuracyFactor();
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}
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;
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DAngle savedangle;
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if (self->player == NULL)
return 0;
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return 0;
}
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savedangle = self->Angles.Yaw;
self->Angles.Yaw += pr_minimissile.Random2() * (11.25 / 256) * player->mo->AccuracyFactor();
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player->mo->PlayAttacking2 ();
P_SpawnPlayerMissile (self, PClass::FindActor("MiniMissile"));
self->Angles.Yaw = savedangle;
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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->_f_Pos(), self->_f_angle() - ANGLE_180, 2, PF_HITTHING);
trail = Spawn("RocketTrail", self->Vec3Offset(-self->_f_velx(), -self->_f_vely(), 0), ALLOW_REPLACE);
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if (trail != NULL)
{
trail->Vel.Z = 1;
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}
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;
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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.);
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self = P_SpawnPlayerMissile (self, PClass::FindActor("FlameMissile"));
if (self != NULL)
{
self->Vel.Z += 5;
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}
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);
DAngle bpitch = P_BulletSlope (self);
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for (int i = 0; i < 20; ++i)
{
int damage = 5 * (pr_mauler1() % 3 + 1);
DAngle angle = self->Angles.Yaw + pr_mauler1.Random2() * (11.25 / 256);
DAngle pitch = bpitch + pr_mauler1.Random2() * (7.097 / 256);
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// 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)
{
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self->player->psprites[ps_weapon].sx += pr_mauler2.Random2() / 64.;
self->player->psprites[ps_weapon].sy += pr_mauler2.Random2() / 64.;
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}
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);
self->Thrust(self->Angles.Yaw+180., 7.8125);
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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.;
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// If the torpedo hit the ceiling, it should still spawn the wave
savedz = self->_f_Z();
if (wavedef && self->ceilingz < wavedef->Top())
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{
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self->SetZ(self->ceilingz - wavedef->Height);
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}
for (int i = 0; i < 80; ++i)
{
self->Angles.Yaw += 4.5;
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P_SpawnSubMissile (self, PClass::FindActor("MaulerTorpedoWave"), self->target);
}
self->_f_SetZ(savedz);
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return 0;
}
AActor *P_SpawnSubMissile (AActor *source, PClassActor *type, AActor *target)
{
AActor *other = Spawn (type, source->Pos(), ALLOW_REPLACE);
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if (other == NULL)
{
return NULL;
}
other->target = target;
other->Angles.Yaw = source->Angles.Yaw;
other->VelFromAngle();
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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))
{
DAngle pitch = P_AimLineAttack (source, source->Angles.Yaw, 1024.);
other->Vel.Z = -other->Speed * pitch.Sin();
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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;
self->Vel.X += (pr_phburn.Random2 (3));
self->Vel.Y += (pr_phburn.Random2 (3));
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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->_f_Z() + self->MaxStepHeight)
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{
pos.x = self->_f_X();
pos.y = self->_f_Y();
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}
AActor *drop = Spawn<APhosphorousFire> (
pos.x, pos.y,
self->_f_Z() + 4*FRACUNIT, ALLOW_REPLACE);
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if (drop != NULL)
{
drop->Vel.X = self->Vel.X + pr_phburn.Random2 (7);
drop->Vel.Y = self->Vel.Y + pr_phburn.Random2 (7);
drop->Vel.Z = self->Vel.Z - 1;
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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->_f_AddZ(32*FRACUNIT);
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grenade = P_SpawnSubMissile (self, grenadetype, self);
self->_f_AddZ(-32*FRACUNIT);
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if (grenade == NULL)
return 0;
if (grenade->SeeSound != 0)
{
S_Sound (grenade, CHAN_VOICE, grenade->SeeSound, 1, ATTN_NORM);
}
grenade->Vel.Z = (-self->Angles.Pitch.TanClamped()) * grenade->Speed + 8;
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fixedvec2 offset;
an = self->_f_angle() >> ANGLETOFINESHIFT;
tworadii = self->_f_radius() + grenade->_f_radius();
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offset.x = FixedMul (finecosine[an], tworadii);
offset.y = FixedMul (finesine[an], tworadii);
an = self->_f_angle() + angleofs;
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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->_f_Z(), false);
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}
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<ASigil*>(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<ASigil> ();
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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<ASigil*>(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<ASigil*>(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<ASigil*>(self->player->ReadyWeapon)->DownPieces;
static_cast<ASigil*>(self->player->ReadyWeapon)->DownPieces = 0;
if (pieces == 0)
{
pieces = static_cast<ASigil*>(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<ASigil*>(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)
{
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spot = Spawn("SpectralLightningSpot", t.linetarget->PosAtZ(t.linetarget->floorz), ALLOW_REPLACE);
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if (spot != NULL)
{
spot->tracer = t.linetarget;
}
}
else
{
spot = Spawn("SpectralLightningSpot", self->_f_Pos(), ALLOW_REPLACE);
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if (spot != NULL)
{
spot->VelFromAngle(self->Angles.Yaw, 28.);
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}
}
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.;
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for (i = 0; i < 20; ++i)
{
self->Angles.Yaw += 9.;
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spot = P_SpawnSubMissile (self, PClass::FindActor("SpectralLightningBall1"), self);
if (spot != NULL)
{
spot->SetZ(self->Z() + 32);
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}
}
self->Angles.Yaw -= 90.;
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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->Angles.Yaw, &t, NULL, false, false, ALF_PORTALRESTRICT);
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if (spot != NULL)
{
spot->tracer = t.linetarget;
}
}
else
{
spot = P_SpawnPlayerMissile (self, PClass::FindActor("SpectralLightningBigV1"));
if (spot != NULL)
{
spot->VelFromAngle(self->Angles.Yaw, spot->Speed);
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}
}
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<ASigil> ();
if (sigil == NULL)
{
sigil = static_cast<ASigil*>(Spawn("Sigil1"));
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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;
}
}