qzdoom/src/g_strife/a_strifeweapons.cpp

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#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"
// 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 *);
IMPLEMENT_STATELESS_ACTOR (AStrifeWeapon, Strife, -1, 0)
PROP_Weapon_Kickback (100)
END_DEFAULTS
// Same as the bullet puff for Doom -----------------------------------------
FState AStrifePuff::States[] =
{
// When you don't hit an actor
S_BRIGHT (PUFY, 'A', 4, NULL, &States[1]),
S_NORMAL (PUFY, 'B', 4, NULL, &States[2]),
S_NORMAL (PUFY, 'C', 4, NULL, &States[3]),
S_NORMAL (PUFY, 'D', 4, NULL, NULL),
// When you do hit an actor
S_NORMAL (POW3, 'A', 3, NULL, &States[5]),
S_NORMAL (POW3, 'B', 3, NULL, &States[6]),
S_NORMAL (POW3, 'C', 3, NULL, &States[7]),
S_NORMAL (POW3, 'D', 3, NULL, &States[8]),
S_NORMAL (POW3, 'E', 3, NULL, &States[9]),
S_NORMAL (POW3, 'F', 3, NULL, &States[10]),
S_NORMAL (POW3, 'G', 3, NULL, &States[11]),
S_NORMAL (POW3, 'H', 3, NULL, NULL),
};
IMPLEMENT_ACTOR (AStrifePuff, Strife, -1, 0)
PROP_SpawnState (4)
PROP_CrashState (0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
PROP_Flags4 (MF4_ALLOWPARTICLES)
PROP_Alpha (TRANSLUC25)
PROP_RenderStyle (STYLE_Translucent)
END_DEFAULTS
// A spark when you hit something that doesn't bleed ------------------------
// Only used by the dagger.
class AStrifeSpark : public AActor
{
DECLARE_ACTOR (AStrifeSpark, AActor)
};
FState AStrifeSpark::States[] =
{
// When you hit an actor
S_NORMAL (POW3, 'A', 3, NULL, &States[1]),
S_NORMAL (POW3, 'B', 3, NULL, &States[2]),
S_NORMAL (POW3, 'C', 3, NULL, &States[3]),
S_NORMAL (POW3, 'D', 3, NULL, &States[4]),
S_NORMAL (POW3, 'E', 3, NULL, &States[5]),
S_NORMAL (POW3, 'F', 3, NULL, &States[6]),
S_NORMAL (POW3, 'G', 3, NULL, &States[7]),
S_NORMAL (POW3, 'H', 3, NULL, NULL),
// When you hit something else
S_NORMAL (POW2, 'A', 4, NULL, &States[9]),
S_NORMAL (POW2, 'B', 4, NULL, &States[10]),
S_NORMAL (POW2, 'C', 4, NULL, &States[11]),
S_NORMAL (POW2, 'D', 4, NULL, NULL)
};
IMPLEMENT_ACTOR (AStrifeSpark, Strife, -1, 0)
PROP_SpawnState (0)
PROP_CrashState (8)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
PROP_Flags4 (MF4_ALLOWPARTICLES)
PROP_RenderStyle (STYLE_Add)
PROP_Alpha (TRANSLUC25)
END_DEFAULTS
// Punch Dagger -------------------------------------------------------------
void A_JabDagger (AActor *);
class APunchDagger : public AStrifeWeapon
{
DECLARE_ACTOR (APunchDagger, AStrifeWeapon)
};
FState APunchDagger::States[] =
{
#define S_PUNCH 0
S_NORMAL (PNCH, 'A', 1, A_WeaponReady , &States[S_PUNCH]),
#define S_PUNCHDOWN (S_PUNCH+1)
S_NORMAL (PNCH, 'A', 1, A_Lower , &States[S_PUNCHDOWN]),
#define S_PUNCHUP (S_PUNCHDOWN+1)
S_NORMAL (PNCH, 'A', 1, A_Raise , &States[S_PUNCHUP]),
#define S_PUNCH1 (S_PUNCHUP+1)
S_NORMAL (PNCH, 'B', 4, NULL , &States[S_PUNCH1+1]),
S_NORMAL (PNCH, 'C', 4, A_JabDagger , &States[S_PUNCH1+2]),
S_NORMAL (PNCH, 'D', 5, NULL , &States[S_PUNCH1+3]),
S_NORMAL (PNCH, 'C', 4, NULL , &States[S_PUNCH1+4]),
S_NORMAL (PNCH, 'B', 5, A_ReFire , &States[S_PUNCH])
};
IMPLEMENT_ACTOR (APunchDagger, Strife, -1, 0)
PROP_Weapon_SelectionOrder (3900)
PROP_Weapon_Flags (WIF_NOALERT)
PROP_Weapon_UpState (S_PUNCHUP)
PROP_Weapon_DownState (S_PUNCHDOWN)
PROP_Weapon_ReadyState (S_PUNCH)
PROP_Weapon_AtkState (S_PUNCH1)
END_DEFAULTS
//============================================================================
//
// 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);
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
//
//============================================================================
void A_JabDagger (AActor *actor)
{
angle_t angle;
int damage;
int pitch;
int power;
AActor *linetarget;
power = MIN(10, actor->player->stamina / 10);
2006-04-10 21:54:50 +00:00
damage = (pr_jabdagger() % (power + 8)) * (power + 2);
if (actor->FindInventory<APowerStrength>())
{
damage *= 10;
}
angle = actor->angle + (pr_jabdagger.Random2() << 18);
pitch = P_AimLineAttack (actor, angle, 80*FRACUNIT, &linetarget);
P_LineAttack (actor, angle, 80*FRACUNIT, pitch, damage, NAME_Melee, RUNTIME_CLASS(AStrifeSpark), true);
// turn to face target
if (linetarget)
{
S_Sound (actor, CHAN_WEAPON,
linetarget->flags & MF_NOBLOOD ? "misc/metalhit" : "misc/meathit",
1, ATTN_NORM);
actor->angle = R_PointToAngle2 (actor->x,
actor->y,
linetarget->x,
linetarget->y);
actor->flags |= MF_JUSTATTACKED;
P_DaggerAlert (actor, linetarget);
}
else
{
S_Sound (actor, CHAN_WEAPON, "misc/swish", 1, ATTN_NORM);
}
}
// The base for Strife projectiles that die with ZAP1 -----------------------
void A_AlertMonsters (AActor *);
class AStrifeZap1 : public AActor
{
DECLARE_ACTOR (AStrifeZap1, AActor)
};
FState AStrifeZap1::States[] =
{
S_NORMAL (ZAP1, 'A', 3, A_AlertMonsters, &States[1]),
S_NORMAL (ZAP1, 'B', 3, NULL, &States[2]),
S_NORMAL (ZAP1, 'C', 3, NULL, &States[3]),
S_NORMAL (ZAP1, 'D', 3, NULL, &States[4]),
S_NORMAL (ZAP1, 'E', 3, NULL, &States[5]),
S_NORMAL (ZAP1, 'F', 3, NULL, &States[6]),
S_NORMAL (ZAP1, 'E', 3, NULL, &States[7]),
S_NORMAL (ZAP1, 'D', 3, NULL, &States[8]),
S_NORMAL (ZAP1, 'C', 3, NULL, &States[9]),
S_NORMAL (ZAP1, 'B', 3, NULL, &States[10]),
S_NORMAL (ZAP1, 'A', 3, NULL, NULL),
};
IMPLEMENT_ACTOR (AStrifeZap1, Strife, -1, 0)
PROP_DeathState (0)
// The spawn state is here just to allow it to be spawned on its own.
// Strife doesn't contain any actual mobjinfo that will spawn this;
// it is always the death state for something else.
PROP_SpawnState (0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF)
END_DEFAULTS
//============================================================================
//
// A_AlertMonsters
//
//============================================================================
void A_AlertMonsters (AActor *self)
{
if (self->player != NULL)
{
P_NoiseAlert(self, self);
}
else if (self->target != NULL && self->target->player != NULL)
{
P_NoiseAlert (self->target, self);
}
}
// Electric Bolt ------------------------------------------------------------
class AElectricBolt : public AStrifeZap1
{
DECLARE_ACTOR (AElectricBolt, AStrifeZap1)
};
FState AElectricBolt::States[] =
{
S_NORMAL (AROW, 'A', 10, A_LoopActiveSound, &States[0]),
};
IMPLEMENT_ACTOR (AElectricBolt, Strife, -1, 0)
PROP_SpawnState (0)
PROP_SpeedFixed (30)
PROP_RadiusFixed (10)
PROP_HeightFixed (10)
PROP_Damage (10)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
PROP_Flags2 (MF2_NOTELEPORT|MF2_PCROSS|MF2_IMPACT)
PROP_Flags4 (MF4_STRIFEDAMAGE)
PROP_MaxStepHeight (4)
PROP_StrifeType (102)
PROP_SeeSound ("misc/swish")
PROP_ActiveSound ("misc/swish")
PROP_DeathSound ("weapons/xbowhit")
END_DEFAULTS
// Poison Bolt --------------------------------------------------------------
class APoisonBolt : public AActor
{
DECLARE_ACTOR (APoisonBolt, AActor)
public:
int DoSpecialDamage (AActor *target, int damage);
};
FState APoisonBolt::States[] =
{
S_NORMAL (ARWP, 'A', 10, A_LoopActiveSound, &States[0]),
S_NORMAL (AROW, 'A', 1, NULL, NULL)
};
IMPLEMENT_ACTOR (APoisonBolt, Strife, -1, 0)
PROP_SpawnState (0)
PROP_DeathState (1)
PROP_SpeedFixed (30)
PROP_RadiusFixed (10)
PROP_HeightFixed (10)
PROP_DamageLong (500)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
PROP_Flags2 (MF2_NOTELEPORT|MF2_PCROSS|MF2_IMPACT)
PROP_Flags4 (MF4_STRIFEDAMAGE)
PROP_MaxStepHeight (4)
PROP_StrifeType (103)
PROP_SeeSound ("misc/swish")
PROP_ActiveSound ("misc/swish")
END_DEFAULTS
int APoisonBolt::DoSpecialDamage (AActor *target, int damage)
{
if (target->flags & MF_NOBLOOD)
{
return -1;
}
if (target->health < 1000000)
{
return target->health + 10;
}
return 1;
}
// Strife's Crossbow --------------------------------------------------------
void A_XBowReFire (AActor *);
void A_ClearFlash (AActor *);
void A_ShowElectricFlash (AActor *);
void A_FireElectric (AActor *);
void A_FirePoison (AActor *);
class AStrifeCrossbow : public AStrifeWeapon
{
DECLARE_ACTOR (AStrifeCrossbow, AStrifeWeapon)
};
FState AStrifeCrossbow::States[] =
{
S_NORMAL (CBOW, 'A', -1, NULL, &States[0]),
// Electric
#define S_EXBOW 1
S_NORMAL (XBOW, 'A', 0, A_ShowElectricFlash, &States[S_EXBOW+1]),
S_NORMAL (XBOW, 'A', 1, A_WeaponReady, &States[S_EXBOW+1]),
#define S_EXBOWDOWN (S_EXBOW+2)
S_NORMAL (XBOW, 'A', 1, A_Lower, &States[S_EXBOWDOWN]),
#define S_EXBOWUP (S_EXBOWDOWN+1)
S_NORMAL (XBOW, 'A', 1, A_Raise, &States[S_EXBOWUP]),
#define S_EXBOWATK (S_EXBOWUP+1)
S_NORMAL (XBOW, 'A', 3, A_ClearFlash, &States[S_EXBOWATK+1]),
S_NORMAL (XBOW, 'B', 6, A_FireElectric, &States[S_EXBOWATK+2]),
S_NORMAL (XBOW, 'C', 4, NULL, &States[S_EXBOWATK+3]),
S_NORMAL (XBOW, 'D', 6, NULL, &States[S_EXBOWATK+4]),
S_NORMAL (XBOW, 'E', 3, NULL, &States[S_EXBOWATK+5]),
S_NORMAL (XBOW, 'F', 5, NULL, &States[S_EXBOWATK+6]),
S_NORMAL (XBOW, 'G', 5, A_XBowReFire, &States[S_EXBOW]),
#define S_EXBOWARROWHEAD (S_EXBOWATK+7)
S_NORMAL (XBOW, 'K', 5, NULL, &States[S_EXBOWARROWHEAD+1]),
S_NORMAL (XBOW, 'L', 5, NULL, &States[S_EXBOWARROWHEAD+2]),
S_NORMAL (XBOW, 'M', 5, NULL, &States[S_EXBOWARROWHEAD]),
// Poison
#define S_PXBOW (S_EXBOWARROWHEAD+3)
S_NORMAL (XBOW, 'H', 1, A_WeaponReady, &States[S_PXBOW]),
#define S_PXBOWDOWN (S_PXBOW+1)
S_NORMAL (XBOW, 'H', 1, A_Lower, &States[S_PXBOWDOWN]),
#define S_PXBOWUP (S_PXBOWDOWN+1)
S_NORMAL (XBOW, 'H', 1, A_Raise, &States[S_PXBOWUP]),
#define S_PXBOWATK (S_PXBOWUP+1)
S_NORMAL (XBOW, 'H', 3, NULL, &States[S_PXBOWATK+1]),
S_NORMAL (XBOW, 'B', 6, A_FirePoison, &States[S_PXBOWATK+2]),
S_NORMAL (XBOW, 'C', 4, NULL, &States[S_PXBOWATK+3]),
S_NORMAL (XBOW, 'D', 6, NULL, &States[S_PXBOWATK+4]),
S_NORMAL (XBOW, 'E', 3, NULL, &States[S_PXBOWATK+5]),
S_NORMAL (XBOW, 'I', 5, NULL, &States[S_PXBOWATK+6]),
S_NORMAL (XBOW, 'J', 5, A_XBowReFire, &States[S_PXBOW]),
};
// The electric version
IMPLEMENT_ACTOR (AStrifeCrossbow, Strife, 2001, 0)
PROP_Flags (MF_SPECIAL)
PROP_Flags2 (MF2_FLOORCLIP)
PROP_SpawnState (0)
PROP_StrifeType (194)
PROP_StrifeTeaserType (188)
PROP_StrifeTeaserType2 (192)
PROP_Weapon_SelectionOrder (1200)
PROP_Weapon_Flags (WIF_NOALERT)
PROP_Weapon_AmmoUse1 (1)
PROP_Weapon_AmmoGive1 (8)
PROP_Weapon_UpState (S_EXBOWUP)
PROP_Weapon_DownState (S_EXBOWDOWN)
PROP_Weapon_ReadyState (S_EXBOW)
PROP_Weapon_AtkState (S_EXBOWATK)
PROP_Weapon_MoveCombatDist (24000000)
PROP_Weapon_AmmoType1 ("ElectricBolts")
PROP_Weapon_SisterType ("StrifeCrossbow2")
PROP_Weapon_ProjectileType ("ElectricBolt")
PROP_Inventory_PickupMessage("$TXT_STRIFECROSSBOW")
PROP_Inventory_Icon ("CBOWA0")
PROP_Tag ("crossbow")
END_DEFAULTS
// Poison Crossbow ----------------------------------------------------------
class AStrifeCrossbow2 : public AStrifeCrossbow
{
DECLARE_STATELESS_ACTOR (AStrifeCrossbow2, AStrifeCrossbow)
};
IMPLEMENT_STATELESS_ACTOR (AStrifeCrossbow2, Strife, -1, 0)
PROP_Weapon_SelectionOrder (2700)
PROP_Weapon_Flags (WIF_NOALERT)
PROP_Weapon_AmmoUse1 (1)
PROP_Weapon_AmmoGive1 (0)
PROP_Weapon_UpState (S_PXBOWUP)
PROP_Weapon_DownState (S_PXBOWDOWN)
PROP_Weapon_ReadyState (S_PXBOW)
PROP_Weapon_AtkState (S_PXBOWATK)
PROP_Weapon_AmmoType1 ("PoisonBolts")
PROP_Weapon_SisterType ("StrifeCrossbow")
PROP_Weapon_ProjectileType ("PoisonBolt")
END_DEFAULTS
//============================================================================
//
// A_ClearFlash
//
//============================================================================
void A_ClearFlash (AActor *self)
{
player_t *player = self->player;
if (player == NULL)
return;
P_SetPsprite (player, ps_flash, NULL);
}
//============================================================================
//
// A_ShowElectricFlash
//
//============================================================================
void A_ShowElectricFlash (AActor *self)
{
if (self->player != NULL)
{
P_SetPsprite (self->player, ps_flash, &AStrifeCrossbow::States[S_EXBOWARROWHEAD]);
}
}
//============================================================================
//
// A_FireElectric
//
//============================================================================
void A_FireElectric (AActor *self)
{
angle_t savedangle;
if (self->player == NULL)
return;
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
}
savedangle = self->angle;
self->angle += pr_electric.Random2 () << (18 - self->player->accuracy * 5 / 100);
self->player->mo->PlayAttacking2 ();
P_SpawnPlayerMissile (self, RUNTIME_CLASS(AElectricBolt));
self->angle = savedangle;
S_Sound (self, CHAN_WEAPON, "weapons/xbowshoot", 1, ATTN_NORM);
}
//============================================================================
//
// A_FirePoison
//
//============================================================================
void A_FirePoison (AActor *self)
{
angle_t savedangle;
if (self->player == NULL)
return;
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
}
savedangle = self->angle;
self->angle += pr_electric.Random2 () << (18 - self->player->accuracy * 5 / 100);
self->player->mo->PlayAttacking2 ();
P_SpawnPlayerMissile (self, RUNTIME_CLASS(APoisonBolt));
self->angle = savedangle;
S_Sound (self, CHAN_WEAPON, "weapons/xbowshoot", 1, ATTN_NORM);
}
//============================================================================
//
// A_XBowReFire
//
//============================================================================
void A_XBowReFire (AActor *self)
{
player_t *player = self->player;
if (player == NULL)
return;
AWeapon *weapon = player->ReadyWeapon;
if (weapon == NULL)
return;
weapon->CheckAmmo (weapon->bAltFire ? AWeapon::AltFire : AWeapon::PrimaryFire, true);
if (weapon->GetClass() == RUNTIME_CLASS(AStrifeCrossbow))
{
P_SetPsprite (player, ps_flash, &AStrifeCrossbow::States[S_EXBOWARROWHEAD]);
}
}
// Assault Gun --------------------------------------------------------------
class AAssaultGun : public AStrifeWeapon
{
DECLARE_ACTOR (AAssaultGun, AStrifeWeapon)
public:
bool HandlePickup (AInventory *item);
};
class AAssaultGunStanding : public AAssaultGun
{
DECLARE_ACTOR (AAssaultGunStanding, AAssaultGun)
public:
AInventory *CreateCopy (AActor *other);
};
void A_FireAssaultGun (AActor *);
FState AAssaultGun::States[] =
{
S_NORMAL (RIFL, 'A', -1, NULL, &States[0]),
#define S_ASSAULT 1
S_NORMAL (RIFG, 'A', 1, A_WeaponReady, &States[S_ASSAULT]),
#define S_ASSAULTDOWN (S_ASSAULT+1)
S_NORMAL (RIFG, 'B', 1, A_Lower, &States[S_ASSAULTDOWN]),
#define S_ASSAULTUP (S_ASSAULTDOWN+1)
S_NORMAL (RIFG, 'A', 1, A_Raise, &States[S_ASSAULTUP]),
#define S_ASSAULTATK (S_ASSAULTUP+1)
S_NORMAL (RIFF, 'A', 3, A_FireAssaultGun, &States[S_ASSAULTATK+1]),
S_NORMAL (RIFF, 'B', 3, A_FireAssaultGun, &States[S_ASSAULTATK+2]),
S_NORMAL (RIFG, 'D', 3, A_FireAssaultGun, &States[S_ASSAULTATK+3]),
S_NORMAL (RIFG, 'C', 0, A_ReFire, &States[S_ASSAULTATK+4]),
S_NORMAL (RIFG, 'B', 2, NULL, &States[S_ASSAULT])
};
IMPLEMENT_ACTOR (AAssaultGun, Strife, 2002, 0)
PROP_Flags (MF_SPECIAL)
PROP_Flags2 (MF2_FLOORCLIP)
PROP_SpawnState (0)
PROP_StrifeType (188)
PROP_StrifeTeaserType (182)
PROP_StrifeTeaserType2 (186)
PROP_Weapon_SelectionOrder (600)
PROP_Weapon_AmmoUse1 (1)
PROP_Weapon_AmmoGive1 (20)
PROP_Weapon_UpState (S_ASSAULTUP)
PROP_Weapon_DownState (S_ASSAULTDOWN)
PROP_Weapon_ReadyState (S_ASSAULT)
PROP_Weapon_AtkState (S_ASSAULTATK)
PROP_Weapon_MoveCombatDist (27000000)
PROP_Weapon_AmmoType1 ("ClipOfBullets")
PROP_Inventory_Icon ("RIFLA0")
PROP_Tag ("assault_gun")
PROP_Inventory_PickupMessage("$TXT_ASSAULTGUN")
END_DEFAULTS
//============================================================================
//
// AAssaultGun :: HandlePickup
//
// Picking up the standing assault gun is the same as picking up a regular
// one.
//
//============================================================================
bool AAssaultGun::HandlePickup (AInventory *item)
{
if (item->GetClass() == RUNTIME_CLASS(AAssaultGunStanding) ||
item->GetClass() == GetClass())
{
if (static_cast<AWeapon *>(item)->PickupForAmmo (this))
{
item->ItemFlags |= IF_PICKUPGOOD;
}
return true;
}
if (Inventory != NULL)
{
return Inventory->HandlePickup (item);
}
return false;
}
//============================================================================
//
// 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->angle;
if (mo->player != NULL && !accurate)
{
angle += pr_sgunshot.Random2() << (20 - mo->player->accuracy * 5 / 100);
}
P_LineAttack (mo, angle, PLAYERMISSILERANGE, pitch, damage, NAME_None, RUNTIME_CLASS(AStrifePuff));
}
//============================================================================
//
// A_FireAssaultGun
//
//============================================================================
void A_FireAssaultGun (AActor *self)
{
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;
}
self->player->mo->PlayAttacking2 ();
accurate = !self->player->refire;
}
else
{
accurate = true;
}
P_StrifeGunShot (self, accurate, P_BulletSlope (self));
}
// Standing variant of the assault gun --------------------------------------
FState AAssaultGunStanding::States[] =
{
S_NORMAL (RIFL, 'B', -1, NULL, &States[0]),
};
IMPLEMENT_ACTOR (AAssaultGunStanding, Strife, 2006, 0)
PROP_SpawnState (0)
PROP_StrifeType (189)
PROP_StrifeTeaserType (183)
PROP_StrifeTeaserType2 (187)
// "pulse_rifle" in the Teaser
END_DEFAULTS
//============================================================================
//
// AAssaultGunStanding :: CreateCopy
//
// This is just a different look for the standard assault gun. It is not a
// gun in its own right, so give the player an AssaultGun, not this.
//
//============================================================================
AInventory *AAssaultGunStanding::CreateCopy (AActor *other)
{
2006-07-16 09:10:45 +00:00
AAssaultGun *copy = Spawn<AAssaultGun> (0,0,0, NO_REPLACE);
copy->AmmoGive1 = AmmoGive1;
copy->AmmoGive2 = AmmoGive2;
GoAwayAndDie ();
return copy;
}
// Mini-Missile Launcher ----------------------------------------------------
void A_FireMiniMissile (AActor *);
class AMiniMissileLauncher : public AStrifeWeapon
{
DECLARE_ACTOR (AMiniMissileLauncher, AStrifeWeapon)
};
FState AMiniMissileLauncher::States[] =
{
S_NORMAL (MMSL, 'A', -1, NULL, NULL),
#define S_MMISSILE 1
S_NORMAL (MMIS, 'A', 1, A_WeaponReady, &States[S_MMISSILE]),
#define S_MMISSILEDOWN (S_MMISSILE+1)
S_NORMAL (MMIS, 'A', 1, A_Lower, &States[S_MMISSILEDOWN]),
#define S_MMISSILEUP (S_MMISSILEDOWN+1)
S_NORMAL (MMIS, 'A', 1, A_Raise, &States[S_MMISSILEUP]),
#define S_MMISSILEATK (S_MMISSILEUP+1)
S_NORMAL (MMIS, 'A', 4, A_FireMiniMissile, &States[S_MMISSILEATK+1]),
S_NORMAL (MMIS, 'B', 4, A_Light1, &States[S_MMISSILEATK+2]),
S_BRIGHT (MMIS, 'C', 5, NULL, &States[S_MMISSILEATK+3]),
S_BRIGHT (MMIS, 'D', 2, A_Light2, &States[S_MMISSILEATK+4]),
S_BRIGHT (MMIS, 'E', 2, NULL, &States[S_MMISSILEATK+5]),
S_BRIGHT (MMIS, 'F', 2, A_Light0, &States[S_MMISSILEATK+6]),
S_NORMAL (MMIS, 'F', 0, A_ReFire, &States[S_MMISSILE])
};
IMPLEMENT_ACTOR (AMiniMissileLauncher, Strife, 2003, 0)
PROP_Flags (MF_SPECIAL)
PROP_Flags2 (MF2_FLOORCLIP)
PROP_SpawnState (0)
PROP_StrifeType (192)
PROP_StrifeTeaserType (186)
PROP_StrifeTeaserType2 (190)
PROP_Weapon_SelectionOrder (1800)
PROP_Weapon_AmmoUse1 (1)
PROP_Weapon_AmmoGive1 (8)
PROP_Weapon_UpState (S_MMISSILEUP)
PROP_Weapon_DownState (S_MMISSILEDOWN)
PROP_Weapon_ReadyState (S_MMISSILE)
PROP_Weapon_AtkState (S_MMISSILEATK)
PROP_Weapon_MoveCombatDist (18350080)
PROP_Weapon_AmmoType1 ("MiniMissiles")
PROP_Inventory_Icon ("MMSLA0")
PROP_Tag ("mini_missile_launcher") // "missile_gun" in the Teaser
PROP_Inventory_PickupMessage("$TXT_MMLAUNCHER")
END_DEFAULTS
// Rocket Trail -------------------------------------------------------------
class ARocketTrail : public AActor
{
DECLARE_ACTOR (ARocketTrail, AActor);
};
FState ARocketTrail::States[] =
{
S_NORMAL (PUFY, 'B', 4, NULL, &States[1]),
S_NORMAL (PUFY, 'C', 4, NULL, &States[2]),
S_NORMAL (PUFY, 'B', 4, NULL, &States[3]),
S_NORMAL (PUFY, 'C', 4, NULL, &States[4]),
S_NORMAL (PUFY, 'D', 4, NULL, NULL),
};
IMPLEMENT_ACTOR (ARocketTrail, Strife, -1, 0)
PROP_SpawnState (0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
PROP_Alpha (TRANSLUC25)
PROP_RenderStyle (STYLE_Translucent)
PROP_StrifeType (51)
PROP_SeeSound ("misc/missileinflight")
END_DEFAULTS
// Rocket Puff --------------------------------------------------------------
class AMiniMissilePuff : public AStrifePuff
{
DECLARE_STATELESS_ACTOR (AMiniMissilePuff, AStrifePuff)
};
IMPLEMENT_STATELESS_ACTOR (AMiniMissilePuff, Strife, -1, 0)
PROP_SpawnState (0)
END_DEFAULTS
// Mini Missile -------------------------------------------------------------
void A_RocketInFlight (AActor *);
class AMiniMissile : public AActor
{
DECLARE_ACTOR (AMiniMissile, AActor);
public:
void PreExplode ()
{
S_StopSound (this, CHAN_VOICE);
RenderStyle = STYLE_Add;
}
void GetExplodeParms (int &damage, int &dist, bool &hurtSource)
{
damage = dist = 64;
}
};
FState AMiniMissile::States[] =
{
S_BRIGHT (MICR, 'A', 6, A_RocketInFlight, &States[0]),
S_BRIGHT (SMIS, 'A', 5, A_ExplodeAndAlert, &States[2]),
S_BRIGHT (SMIS, 'B', 5, NULL, &States[3]),
S_BRIGHT (SMIS, 'C', 4, NULL, &States[4]),
S_BRIGHT (SMIS, 'D', 2, NULL, &States[5]),
S_BRIGHT (SMIS, 'E', 2, NULL, &States[6]),
S_BRIGHT (SMIS, 'F', 2, NULL, &States[7]),
S_BRIGHT (SMIS, 'G', 2, NULL, NULL),
};
IMPLEMENT_ACTOR (AMiniMissile, Strife, -1, 0)
PROP_SpawnState (0)
PROP_DeathState (1)
PROP_SpeedFixed (20)
PROP_RadiusFixed (10)
PROP_HeightFixed (14)
PROP_Damage (10)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
PROP_Flags2 (MF2_NOTELEPORT|MF2_PCROSS|MF2_IMPACT)
PROP_Flags4 (MF4_STRIFEDAMAGE)
PROP_MaxStepHeight (4)
PROP_StrifeType (99)
PROP_SeeSound ("weapons/minimissile")
PROP_DeathSound ("weapons/minimissilehit")
END_DEFAULTS
//============================================================================
//
// A_FireMiniMissile
//
//============================================================================
void A_FireMiniMissile (AActor *self)
{
player_t *player = self->player;
angle_t savedangle;
if (self->player == NULL)
return;
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
}
savedangle = self->angle;
self->angle += pr_minimissile.Random2() << (19 - player->accuracy * 5 / 100);
player->mo->PlayAttacking2 ();
P_SpawnPlayerMissile (self, RUNTIME_CLASS(AMiniMissile));
self->angle = savedangle;
}
//============================================================================
//
// A_RocketInFlight
//
//============================================================================
void A_RocketInFlight (AActor *self)
{
AActor *trail;
S_Sound (self, CHAN_VOICE, "misc/missileinflight", 1, ATTN_NORM);
P_SpawnPuff (self, RUNTIME_CLASS(AMiniMissilePuff), self->x, self->y, self->z, self->angle - ANGLE_180, 2, PF_HITTHING);
2006-07-16 09:10:45 +00:00
trail = Spawn<ARocketTrail> (self->x - self->momx, self->y - self->momy, self->z, ALLOW_REPLACE);
if (trail != NULL)
{
trail->momz = FRACUNIT;
}
}
// Flame Thrower ------------------------------------------------------------
void A_FireFlamer (AActor *);
2006-04-18 22:15:05 +00:00
FState AFlameThrower::States[] =
{
S_NORMAL (FLAM, 'A', -1, NULL, NULL),
#define S_FLAMER 1
S_NORMAL (FLMT, 'A', 3, A_WeaponReady, &States[S_FLAMER+1]),
S_NORMAL (FLMT, 'B', 3, A_WeaponReady, &States[S_FLAMER+0]),
#define S_FLAMERDOWN (S_FLAMER+2)
S_NORMAL (FLMT, 'A', 1, A_Lower, &States[S_FLAMERDOWN]),
#define S_FLAMERUP (S_FLAMERDOWN+1)
S_NORMAL (FLMT, 'A', 1, A_Raise, &States[S_FLAMERUP]),
#define S_FLAMERATK (S_FLAMERUP+1)
S_NORMAL (FLMF, 'A', 2, A_FireFlamer, &States[S_FLAMERATK+1]),
S_NORMAL (FLMF, 'B', 3, A_ReFire, &States[S_FLAMER])
};
IMPLEMENT_ACTOR (AFlameThrower, Strife, 2005, 0)
PROP_Flags (MF_SPECIAL)
PROP_Flags2 (MF2_FLOORCLIP)
PROP_SpawnState (0)
PROP_StrifeType (190)
PROP_StrifeTeaserType (184)
PROP_StrifeTeaserType2 (188)
PROP_Weapon_SelectionOrder (2100)
PROP_Weapon_Flags (WIF_BOT_MELEE)
PROP_Weapon_Kickback (0)
PROP_Weapon_AmmoUse1 (1)
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PROP_Weapon_AmmoGive1 (100)
PROP_Weapon_UpState (S_FLAMERUP)
PROP_Weapon_DownState (S_FLAMERDOWN)
PROP_Weapon_ReadyState (S_FLAMER)
PROP_Weapon_AtkState (S_FLAMERATK)
PROP_Weapon_UpSound ("weapons/flameidle")
PROP_Weapon_ReadySound ("weapons/flameidle")
PROP_Weapon_AmmoType1 ("EnergyPod")
PROP_Weapon_ProjectileType ("FlameMissile")
PROP_Inventory_Icon ("FLAMA0")
PROP_Tag ("flame_thrower")
PROP_Inventory_PickupMessage("$TXT_FLAMER")
END_DEFAULTS
// Flame Thrower Projectile -------------------------------------------------
void A_FlameDie (AActor *);
FState AFlameMissile::States[] =
{
#define S_FLAME 0
S_BRIGHT (FRBL, 'A', 3, NULL, &States[S_FLAME+1]),
S_BRIGHT (FRBL, 'B', 3, NULL, &States[S_FLAME+2]),
S_BRIGHT (FRBL, 'C', 3, A_Countdown, &States[S_FLAME]),
#define S_FLAMEDIE (S_FLAME+3)
S_BRIGHT (FRBL, 'D', 5, A_FlameDie, &States[S_FLAMEDIE+1]),
S_BRIGHT (FRBL, 'E', 5, NULL, &States[S_FLAMEDIE+2]),
S_BRIGHT (FRBL, 'F', 5, NULL, &States[S_FLAMEDIE+3]),
S_BRIGHT (FRBL, 'G', 5, NULL, &States[S_FLAMEDIE+4]),
S_BRIGHT (FRBL, 'H', 5, NULL, &States[S_FLAMEDIE+5]),
S_BRIGHT (FRBL, 'I', 5, NULL, NULL),
};
IMPLEMENT_ACTOR (AFlameMissile, Strife, -1, 0)
PROP_SpawnState (S_FLAME)
PROP_DeathState (S_FLAMEDIE)
PROP_SpeedFixed (15)
PROP_RadiusFixed (8)
PROP_HeightFixed (11)
PROP_Mass (10)
PROP_Damage (4)
PROP_DamageType (NAME_Fire)
PROP_ReactionTime (8)
PROP_Flags (MF_NOBLOCKMAP|MF_DROPOFF|MF_MISSILE)
PROP_Flags2 (MF2_NOTELEPORT|MF2_PCROSS|MF2_IMPACT)
PROP_Flags4 (MF4_STRIFEDAMAGE)
PROP_MaxStepHeight (4)
PROP_RenderStyle (STYLE_Add)
PROP_Alpha (OPAQUE)
PROP_SeeSound ("weapons/flamethrower")
END_DEFAULTS
//============================================================================
//
// A_FlameDie
//
//============================================================================
void A_FlameDie (AActor *self)
{
self->flags |= MF_NOGRAVITY;
self->momz = (pr_flamedie() & 3) << FRACBITS;
}
//============================================================================
//
// A_FireFlamer
//
//============================================================================
void A_FireFlamer (AActor *self)
{
player_t *player = self->player;
if (player != NULL)
{
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
}
player->mo->PlayAttacking2 ();
}
self->angle += pr_flamethrower.Random2() << 18;
self = P_SpawnPlayerMissile (self, RUNTIME_CLASS(AFlameMissile));
if (self != NULL)
{
self->momz += 5*FRACUNIT;
}
}
// Mauler -------------------------------------------------------------------
void A_FireMauler1 (AActor *);
void A_FireMauler2Pre (AActor *);
void A_FireMauler2 (AActor *);
void A_MaulerTorpedoWave (AActor *);
class AMauler : public AStrifeWeapon
{
DECLARE_ACTOR (AMauler, AStrifeWeapon)
};
FState AMauler::States[] =
{
S_NORMAL (TRPD, 'A', -1, NULL, NULL),
#define S_MAULER1 1
S_NORMAL (MAUL, 'F', 6, A_WeaponReady, &States[S_MAULER1+1]),
S_NORMAL (MAUL, 'G', 6, A_WeaponReady, &States[S_MAULER1+2]),
S_NORMAL (MAUL, 'H', 6, A_WeaponReady, &States[S_MAULER1+3]),
S_NORMAL (MAUL, 'A', 6, A_WeaponReady, &States[S_MAULER1]),
#define S_MAULER1DOWN (S_MAULER1+4)
S_NORMAL (MAUL, 'A', 1, A_Lower, &States[S_MAULER1DOWN]),
#define S_MAULER1UP (S_MAULER1DOWN+1)
S_NORMAL (MAUL, 'A', 1, A_Raise, &States[S_MAULER1UP]),
#define S_MAULER1ATK (S_MAULER1UP+1)
// Why does the firing picture have its own sprite?
S_BRIGHT (BLSF, 'A', 5, A_FireMauler1, &States[S_MAULER1ATK+1]),
S_BRIGHT (MAUL, 'B', 3, A_Light1, &States[S_MAULER1ATK+2]),
S_NORMAL (MAUL, 'C', 2, A_Light2, &States[S_MAULER1ATK+3]),
S_NORMAL (MAUL, 'D', 2, NULL, &States[S_MAULER1ATK+4]),
S_NORMAL (MAUL, 'E', 2, NULL, &States[S_MAULER1ATK+5]),
S_NORMAL (MAUL, 'A', 7, A_Light0, &States[S_MAULER1ATK+6]),
S_NORMAL (MAUL, 'H', 7, NULL, &States[S_MAULER1ATK+7]),
S_NORMAL (MAUL, 'G', 7, A_CheckReload, &States[S_MAULER1]),
#define S_MAULER2 (S_MAULER1ATK+8)
S_NORMAL (MAUL, 'I', 7, A_WeaponReady, &States[S_MAULER2+1]),
S_NORMAL (MAUL, 'J', 7, A_WeaponReady, &States[S_MAULER2+2]),
S_NORMAL (MAUL, 'K', 7, A_WeaponReady, &States[S_MAULER2+3]),
S_NORMAL (MAUL, 'L', 7, A_WeaponReady, &States[S_MAULER2]),
#define S_MAULER2DOWN (S_MAULER2+4)
S_NORMAL (MAUL, 'I', 1, A_Lower, &States[S_MAULER2DOWN]),
#define S_MAULER2UP (S_MAULER2DOWN+1)
S_NORMAL (MAUL, 'I', 1, A_Raise, &States[S_MAULER2UP]),
#define S_MAULER2ATK (S_MAULER2UP+1)
S_NORMAL (MAUL, 'I', 20, A_FireMauler2Pre, &States[S_MAULER2ATK+1]),
S_NORMAL (MAUL, 'J', 10, A_Light1, &States[S_MAULER2ATK+2]),
S_BRIGHT (BLSF, 'A', 10, A_FireMauler2, &States[S_MAULER2ATK+3]),
S_BRIGHT (MAUL, 'B', 10, A_Light2, &States[S_MAULER2ATK+4]),
S_NORMAL (MAUL, 'C', 2, NULL, &States[S_MAULER2ATK+5]),
S_NORMAL (MAUL, 'D', 2, A_Light0, &States[S_MAULER2ATK+6]),
S_NORMAL (MAUL, 'E', 2, A_ReFire, &States[S_MAULER2]),
};
// The scatter version
IMPLEMENT_ACTOR (AMauler, Strife, 2004, 0)
PROP_Flags (MF_SPECIAL)
PROP_Flags2 (MF2_FLOORCLIP)
PROP_SpawnState (0)
PROP_StrifeType (193)
PROP_StrifeTeaserType (187)
PROP_StrifeTeaserType2 (191)
PROP_Weapon_SelectionOrder (300)
PROP_Weapon_AmmoUse1 (20)
PROP_Weapon_AmmoGive1 (40)
PROP_Weapon_UpState (S_MAULER1UP)
PROP_Weapon_DownState (S_MAULER1DOWN)
PROP_Weapon_ReadyState (S_MAULER1)
PROP_Weapon_AtkState (S_MAULER1ATK)
PROP_Weapon_MoveCombatDist (15000000)
PROP_Weapon_AmmoType1 ("EnergyPod")
PROP_Weapon_SisterType ("Mauler2")
PROP_Inventory_Icon ("TRPDA0")
PROP_Tag ("mauler") // "blaster" in the Teaser
PROP_Inventory_PickupMessage("$TXT_MAULER")
END_DEFAULTS
// Mauler Torpedo version ---------------------------------------------------
class AMauler2 : public AMauler
{
DECLARE_STATELESS_ACTOR (AMauler2, AMauler)
};
// The torpedo version
IMPLEMENT_STATELESS_ACTOR (AMauler2, Strife, -1, 0)
PROP_Weapon_SelectionOrder (3300)
PROP_Weapon_AmmoUse1 (30)
PROP_Weapon_AmmoGive1 (0)
PROP_Weapon_UpState (S_MAULER2UP)
PROP_Weapon_DownState (S_MAULER2DOWN)
PROP_Weapon_ReadyState (S_MAULER2)
PROP_Weapon_AtkState (S_MAULER2ATK)
PROP_Weapon_MoveCombatDist (10000000)
PROP_Weapon_AmmoType1 ("EnergyPod")
PROP_Weapon_SisterType ("Mauler")
PROP_Weapon_ProjectileType ("MaulerTorpedo")
END_DEFAULTS
// Mauler "Bullet" Puff -----------------------------------------------------
class AMaulerPuff : public AActor
{
DECLARE_ACTOR (AMaulerPuff, AActor)
};
FState AMaulerPuff::States[] =
{
S_NORMAL (MPUF, 'A', 5, NULL, &States[1]),
S_NORMAL (MPUF, 'B', 5, NULL, &States[2]),
S_NORMAL (POW1, 'A', 4, NULL, &States[3]),
S_NORMAL (POW1, 'B', 4, NULL, &States[4]),
S_NORMAL (POW1, 'C', 4, NULL, &States[5]),
S_NORMAL (POW1, 'D', 4, NULL, &States[6]),
S_NORMAL (POW1, 'E', 4, NULL, NULL)
};
IMPLEMENT_ACTOR (AMaulerPuff, Strife, -1, 0)
PROP_SpawnState (0)
PROP_DamageType (NAME_Disintegrate)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
PROP_Flags3 (MF3_PUFFONACTORS)
PROP_RenderStyle (STYLE_Add)
END_DEFAULTS
// The Mauler's Torpedo -----------------------------------------------------
class AMaulerTorpedo : public AActor
{
DECLARE_ACTOR (AMaulerTorpedo, AActor)
};
FState AMaulerTorpedo::States[] =
{
S_BRIGHT (TORP, 'A', 4, NULL, &States[1]),
S_BRIGHT (TORP, 'B', 4, NULL, &States[2]),
S_BRIGHT (TORP, 'C', 4, NULL, &States[3]),
S_BRIGHT (TORP, 'D', 4, NULL, &States[0]),
S_BRIGHT (THIT, 'A', 8, NULL, &States[5]),
S_BRIGHT (THIT, 'B', 8, NULL, &States[6]),
S_BRIGHT (THIT, 'C', 8, A_MaulerTorpedoWave, &States[7]),
S_BRIGHT (THIT, 'D', 8, NULL, &States[8]),
S_BRIGHT (THIT, 'E', 8, NULL, NULL)
};
IMPLEMENT_ACTOR (AMaulerTorpedo, Strife, -1, 0)
PROP_SpawnState (0)
PROP_DeathState (4)
PROP_SpeedFixed (20)
PROP_RadiusFixed (13)
PROP_HeightFixed (8)
PROP_Damage (1)
PROP_DamageType (NAME_Disintegrate)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
PROP_Flags2 (MF2_NOTELEPORT|MF2_PCROSS|MF2_IMPACT)
PROP_Flags4 (MF4_STRIFEDAMAGE)
PROP_MaxStepHeight (4)
PROP_RenderStyle (STYLE_Add)
PROP_SeeSound ("weapons/mauler2fire")
PROP_DeathSound ("weapons/mauler2hit")
END_DEFAULTS
// The mini torpedoes shot by the big torpedo --------------------------------
class AMaulerTorpedoWave : public AActor
{
DECLARE_ACTOR (AMaulerTorpedoWave, AActor)
};
FState AMaulerTorpedoWave::States[] =
{
S_BRIGHT (TWAV, 'A', 9, NULL, &States[1]),
S_BRIGHT (TWAV, 'B', 9, NULL, &States[2]),
S_BRIGHT (TWAV, 'C', 9, NULL, NULL)
};
IMPLEMENT_ACTOR (AMaulerTorpedoWave, Strife, -1, 0)
PROP_SpawnState (0)
PROP_DeathState (2)
PROP_SpeedFixed (35)
PROP_RadiusFixed (13)
PROP_HeightFixed (13)
PROP_Damage (10)
PROP_DamageType (NAME_Disintegrate)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
PROP_Flags2 (MF2_NOTELEPORT|MF2_PCROSS|MF2_IMPACT)
PROP_Flags4 (MF4_STRIFEDAMAGE)
PROP_MaxStepHeight (4)
PROP_RenderStyle (STYLE_Add)
END_DEFAULTS
//============================================================================
//
// A_FireMauler1
//
// Hey! This is exactly the same as a super shotgun except for the sound
// and the bullet puffs and the disintegration death.
//
//============================================================================
void A_FireMauler1 (AActor *self)
{
if (self->player != NULL)
{
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
}
// 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->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_Disintegrate, RUNTIME_CLASS(AMaulerPuff));
}
}
//============================================================================
//
// A_FireMauler2Pre
//
// Makes some noise and moves the psprite.
//
//============================================================================
void A_FireMauler2Pre (AActor *self)
{
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;
}
}
//============================================================================
//
// A_FireMauler2Pre
//
// Fires the torpedo.
//
//============================================================================
void A_FireMauler2 (AActor *self)
{
if (self->player != NULL)
{
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
}
self->player->mo->PlayAttacking2 ();
}
P_SpawnPlayerMissile (self, RUNTIME_CLASS(AMaulerTorpedo));
P_DamageMobj (self, self, NULL, 20, self->DamageType);
P_ThrustMobj (self, self->angle + ANGLE_180, 0x7D000);
}
//============================================================================
//
// A_MaulerTorpedoWave
//
// Launches lots of balls when the torpedo hits something.
//
//============================================================================
AActor *P_SpawnSubMissile (AActor *source, PClass *type, AActor *target);
void A_MaulerTorpedoWave (AActor *self)
{
fixed_t savedz;
self->angle += ANGLE_180;
// If the torpedo hit the ceiling, it should still spawn the wave
savedz = self->z;
if (self->ceilingz - self->z < GetDefault<AMaulerTorpedoWave>()->height)
{
self->z = self->ceilingz - GetDefault<AMaulerTorpedoWave>()->height;
}
for (int i = 0; i < 80; ++i)
{
self->angle += ANGLE_45/10;
P_SpawnSubMissile (self, RUNTIME_CLASS(AMaulerTorpedoWave), self->target);
}
self->z = savedz;
}
AActor *P_SpawnSubMissile (AActor *source, PClass *type, AActor *target)
{
2006-07-16 09:10:45 +00:00
AActor *other = Spawn (type, source->x, source->y, source->z, ALLOW_REPLACE);
if (other == NULL)
{
return NULL;
}
other->target = target;
other->angle = source->angle;
other->momx = FixedMul (other->Speed, finecosine[source->angle >> ANGLETOFINESHIFT]);
other->momy = FixedMul (other->Speed, finesine[source->angle >> ANGLETOFINESHIFT]);
if (P_CheckMissileSpawn (other))
{
angle_t pitch = P_AimLineAttack (source, source->angle, 1024*FRACUNIT);
other->momz = FixedMul (-finesine[pitch>>ANGLETOFINESHIFT], other->Speed);
return other;
}
return NULL;
}
// High-Explosive Grenade ---------------------------------------------------
class AHEGrenade : public AActor
{
DECLARE_ACTOR (AHEGrenade, AActor)
public:
void PreExplode ();
void GetExplodeParms (int &damage, int &dist, bool &hurtSource);
};
FState AHEGrenade::States[] =
{
S_NORMAL (GRAP, 'A', 3, A_Countdown, &States[1]),
S_NORMAL (GRAP, 'B', 3, A_Countdown, &States[0]),
S_BRIGHT (BNG4, 'A', 2, A_ExplodeAndAlert, &States[3]),
S_BRIGHT (BNG4, 'B', 3, NULL, &States[4]),
S_BRIGHT (BNG4, 'C', 3, NULL, &States[5]),
S_BRIGHT (BNG4, 'D', 3, NULL, &States[6]),
S_BRIGHT (BNG4, 'E', 3, NULL, &States[7]),
S_BRIGHT (BNG4, 'F', 3, NULL, &States[8]),
S_BRIGHT (BNG4, 'G', 3, NULL, &States[9]),
S_BRIGHT (BNG4, 'H', 3, NULL, &States[10]),
S_BRIGHT (BNG4, 'I', 3, NULL, &States[11]),
S_BRIGHT (BNG4, 'J', 3, NULL, &States[12]),
S_BRIGHT (BNG4, 'K', 3, NULL, &States[13]),
S_BRIGHT (BNG4, 'L', 3, NULL, &States[14]),
S_BRIGHT (BNG4, 'M', 3, NULL, &States[15]),
S_BRIGHT (BNG4, 'N', 3, NULL, NULL)
};
IMPLEMENT_ACTOR (AHEGrenade, Strife, -1, 0)
PROP_SpawnState (0)
PROP_DeathState (2)
PROP_SpeedFixed (15)
PROP_RadiusFixed (13)
PROP_HeightFixed (13)
PROP_Mass (20)
PROP_Damage (1)
PROP_ReactionTime (30)
PROP_Flags (MF_NOBLOCKMAP|MF_DROPOFF|MF_MISSILE)
PROP_Flags2 (MF2_FLOORCLIP|MF2_NOTELEPORT|MF2_PCROSS|MF2_IMPACT|MF2_DOOMBOUNCE)
PROP_Flags3 (MF3_CANBOUNCEWATER)
2006-04-11 16:27:41 +00:00
PROP_Flags4 (MF4_STRIFEDAMAGE|MF4_NOBOUNCESOUND)
2006-04-18 22:15:05 +00:00
PROP_Flags5 (MF5_BOUNCEONACTORS|MF5_EXPLODEONWATER)
PROP_MaxStepHeight (4)
PROP_StrifeType (106)
2006-04-11 16:27:41 +00:00
PROP_BounceFactor((FRACUNIT*5/10))
2006-04-18 22:15:05 +00:00
PROP_BounceCount(2)
PROP_SeeSound ("weapons/hegrenadeshoot")
PROP_DeathSound ("weapons/hegrenadebang")
END_DEFAULTS
void AHEGrenade::PreExplode ()
{
RenderStyle = STYLE_Add;
flags |= MF_NOGRAVITY;
}
void AHEGrenade::GetExplodeParms (int &damage, int &dist, bool &hurtSource)
{
damage = dist = 192;
hurtSource = true;
}
// White Phosphorous Grenade ------------------------------------------------
void A_SpawnBurn (AActor *);
class APhosphorousGrenade : public AActor
{
DECLARE_ACTOR (APhosphorousGrenade, AActor)
};
FState APhosphorousGrenade::States[] =
{
S_NORMAL (GRIN, 'A', 3, A_Countdown, &States[1]),
S_NORMAL (GRIN, 'B', 3, A_Countdown, &States[0]),
S_BRIGHT (BNG3, 'A', 2, A_SpawnBurn, NULL)
};
IMPLEMENT_ACTOR (APhosphorousGrenade, Strife, -1, 0)
PROP_SpawnState (0)
PROP_DeathState (2)
PROP_SpeedFixed (15)
PROP_RadiusFixed (13)
PROP_HeightFixed (13)
PROP_Mass (20)
PROP_Damage (1)
PROP_ReactionTime (40)
PROP_Flags (MF_NOBLOCKMAP|MF_DROPOFF|MF_MISSILE)
PROP_Flags2 (MF2_FLOORCLIP|MF2_NOTELEPORT|MF2_PCROSS|MF2_IMPACT|MF2_DOOMBOUNCE)
PROP_Flags3 (MF3_CANBOUNCEWATER)
2006-04-11 16:27:41 +00:00
PROP_Flags4 (MF4_STRIFEDAMAGE|MF4_NOBOUNCESOUND)
2006-04-18 22:15:05 +00:00
PROP_Flags5 (MF5_BOUNCEONACTORS|MF5_EXPLODEONWATER)
PROP_MaxStepHeight (4)
PROP_StrifeType (107)
2006-04-11 16:27:41 +00:00
PROP_BounceFactor((FRACUNIT*5/10))
2006-04-18 22:15:05 +00:00
PROP_BounceCount(2)
PROP_SeeSound ("weapons/phgrenadeshoot")
PROP_DeathSound ("weapons/phgrenadebang")
END_DEFAULTS
// Fire from the Phoshorous Grenade -----------------------------------------
void A_Burnination (AActor *self);
class APhosphorousFire : public AActor
{
DECLARE_ACTOR (APhosphorousFire, AActor)
public:
int DoSpecialDamage (AActor *target, int damage);
};
void A_BurnArea (AActor *);
FState APhosphorousFire::States[] =
{
#define S_BURNINATION 0
S_BRIGHT (BNG3, 'B', 2, A_BurnArea, &States[S_BURNINATION+1]),
S_BRIGHT (BNG3, 'C', 2, A_Countdown, &States[S_BURNINATION+2]),
S_BRIGHT (FLBE, 'A', 2, A_Burnination, &States[S_BURNINATION+3]),
S_BRIGHT (FLBE, 'B', 2, A_Countdown, &States[S_BURNINATION+4]),
S_BRIGHT (FLBE, 'C', 2, A_BurnArea, &States[S_BURNINATION+5]),
S_BRIGHT (FLBE, 'D', 3, A_Countdown, &States[S_BURNINATION+6]),
S_BRIGHT (FLBE, 'E', 3, A_BurnArea, &States[S_BURNINATION+7]),
S_BRIGHT (FLBE, 'F', 3, A_Countdown, &States[S_BURNINATION+8]),
S_BRIGHT (FLBE, 'G', 3, A_Burnination, &States[S_BURNINATION+5]),
#define S_BURNDWINDLE (S_BURNINATION+9)
S_BRIGHT (FLBE, 'H', 2, NULL, &States[S_BURNDWINDLE+1]),
S_BRIGHT (FLBE, 'I', 2, A_Burnination, &States[S_BURNDWINDLE+2]),
S_BRIGHT (FLBE, 'J', 2, NULL, &States[S_BURNDWINDLE+3]),
S_BRIGHT (FLBE, 'K', 2, NULL, NULL),
};
IMPLEMENT_ACTOR (APhosphorousFire, Strife, -1, 0)
PROP_SpawnState (S_BURNINATION)
PROP_DeathState (S_BURNDWINDLE)
PROP_ReactionTime (120)
PROP_DamageType (NAME_Fire)
PROP_Flags (MF_NOBLOCKMAP)
PROP_Flags2 (MF2_FLOORCLIP|MF2_NOTELEPORT|MF2_NODMGTHRUST)
PROP_RenderStyle (STYLE_Add)
END_DEFAULTS
int APhosphorousFire::DoSpecialDamage (AActor *target, int damage)
{
if (target->flags & MF_NOBLOOD)
{
return damage / 2;
}
return Super::DoSpecialDamage (target, damage);
}
void A_SpawnBurn (AActor *self)
{
2006-07-16 09:10:45 +00:00
Spawn<APhosphorousFire> (self->x, self->y, self->z, ALLOW_REPLACE);
}
void A_BurnArea (AActor *self)
{
P_RadiusAttack (self, self->target, 128, 128, self->DamageType, true);
}
void A_Burnination (AActor *self)
{
self->momz -= 8*FRACUNIT;
self->momx += (pr_phburn.Random2 (3)) << FRACBITS;
self->momy += (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.
- Added some hackery at the start of MouseRead_Win32() that prevents it from yanking the mouse around if they keys haven't been read yet to combat the same situation that causes the keyboard to return DIERR_NOTACQUIRED in KeyRead(): The window is sort of in focus and sort of not. User.dll considers it to be focused and it's drawn as such, but another focused window is on top of it, and DirectInput doesn't see it as focused. - Fixed: KeyRead() should handle DIERR_NOTACQUIRED errors the same way it handles DIERR_INPUTLOST errors. This can happen if our window had the focus stolen away from it before we tried to acquire the keyboard in DI_Init2(). Strangely, MouseRead_DI() already did this. - When a stack overflow occurs, report.txt now only includes the first and last 16KB of the stack to make it more manageable. - Limited StreamEditBinary() to the first 64KB of the file to keep it from taking too long on large dumps. - And now I know why gathering crash information in the same process that crashed can be bad: Stack overflows. You get one spare page to play with when the stack overflows. MiniDumpWriteDump() needs more than that and causes an access violation when it runs out of leftover stack, silently terminating the application. Windows XP x64 offers SetThreadStackGuarantee() to increase this, but that isn't available on anything older, including 32-bit XP. To get around this, a new thread is created to write the mini dump when the stack overflows. - Changed A_Burnination() to be closer to Strife's. - Fixed: When playing back demos, DoAddBot() can be called without an associated call to SpawnBot(). So if the bot can't spawn, botnum can go negative, which will cause problems later in DCajunMaster::Main() when it sees that wanted_botnum (0) is higher than botnum (-1). - Fixed: Stopping demo recording in multiplayer games should not abruptly drop the recorder out of the game without notifying the other players. In fact, there's no reason why it should drop them out of multiplayer at all. - Fixed: Earthquakes were unreliable in multiplayer games because P_PredictPlayer() did not preserve the player's xviewshift. - Fixed: PlayerIsGone() needs to stop any scripts that belong to the player who left, in addition to executing disconnect scripts. - Fixed: APlayerPawn::AddInventory() should also check for a NULL player->mo in case the player left but somebody still has a reference to their actor. - Fixed: DDrawFB::PaintToWindow() should simulate proper unlocking behavior and set Buffer to NULL. - Improved feedback for network game initialization with the console ticker. - Moved i_net.cpp and i_net.h out of sdl/ and win32/ and into the main source directory. They are identical, so keeping two copies of them is bad. - Fixed: (At least with Creative's driver's,) EAX settings are global and not per-application. So if you play a multiplayer ZDoom game on one computer (or even another EAX-using application), ZDoom needs to restore the environment when it regains focus. - Maybe fixed: (See http://forum.zdoom.org/potato.php?t=10689) Apparently, PacketGet can receive ECONNRESET from nodes that aren't in the game. It should be safe to just ignore these packets. - Fixed: PlayerIsGone() should set the gone player's camera to NULL in case the player who left was player 0. This is because if a remaining player receives a "recoverable" error, they will become player 0. Once that happens, they game will try to update sounds through their camera and crash in FMODSoundRenderer::UpdateListener() because the zones array is now NULL. G_NewInit() should also clear all the player structures. SVN r233 (trunk)
2006-06-30 02:13:26 +00:00
int xofs, xrand = pr_phburn();
int yofs, yrand = pr_phburn();
- Added some hackery at the start of MouseRead_Win32() that prevents it from yanking the mouse around if they keys haven't been read yet to combat the same situation that causes the keyboard to return DIERR_NOTACQUIRED in KeyRead(): The window is sort of in focus and sort of not. User.dll considers it to be focused and it's drawn as such, but another focused window is on top of it, and DirectInput doesn't see it as focused. - Fixed: KeyRead() should handle DIERR_NOTACQUIRED errors the same way it handles DIERR_INPUTLOST errors. This can happen if our window had the focus stolen away from it before we tried to acquire the keyboard in DI_Init2(). Strangely, MouseRead_DI() already did this. - When a stack overflow occurs, report.txt now only includes the first and last 16KB of the stack to make it more manageable. - Limited StreamEditBinary() to the first 64KB of the file to keep it from taking too long on large dumps. - And now I know why gathering crash information in the same process that crashed can be bad: Stack overflows. You get one spare page to play with when the stack overflows. MiniDumpWriteDump() needs more than that and causes an access violation when it runs out of leftover stack, silently terminating the application. Windows XP x64 offers SetThreadStackGuarantee() to increase this, but that isn't available on anything older, including 32-bit XP. To get around this, a new thread is created to write the mini dump when the stack overflows. - Changed A_Burnination() to be closer to Strife's. - Fixed: When playing back demos, DoAddBot() can be called without an associated call to SpawnBot(). So if the bot can't spawn, botnum can go negative, which will cause problems later in DCajunMaster::Main() when it sees that wanted_botnum (0) is higher than botnum (-1). - Fixed: Stopping demo recording in multiplayer games should not abruptly drop the recorder out of the game without notifying the other players. In fact, there's no reason why it should drop them out of multiplayer at all. - Fixed: Earthquakes were unreliable in multiplayer games because P_PredictPlayer() did not preserve the player's xviewshift. - Fixed: PlayerIsGone() needs to stop any scripts that belong to the player who left, in addition to executing disconnect scripts. - Fixed: APlayerPawn::AddInventory() should also check for a NULL player->mo in case the player left but somebody still has a reference to their actor. - Fixed: DDrawFB::PaintToWindow() should simulate proper unlocking behavior and set Buffer to NULL. - Improved feedback for network game initialization with the console ticker. - Moved i_net.cpp and i_net.h out of sdl/ and win32/ and into the main source directory. They are identical, so keeping two copies of them is bad. - Fixed: (At least with Creative's driver's,) EAX settings are global and not per-application. So if you play a multiplayer ZDoom game on one computer (or even another EAX-using application), ZDoom needs to restore the environment when it regains focus. - Maybe fixed: (See http://forum.zdoom.org/potato.php?t=10689) Apparently, PacketGet can receive ECONNRESET from nodes that aren't in the game. It should be safe to just ignore these packets. - Fixed: PlayerIsGone() should set the gone player's camera to NULL in case the player who left was player 0. This is because if a remaining player receives a "recoverable" error, they will become player 0. Once that happens, they game will try to update sounds through their camera and crash in FMODSoundRenderer::UpdateListener() because the zones array is now NULL. G_NewInit() should also clear all the player structures. SVN r233 (trunk)
2006-06-30 02:13:26 +00:00
// Adding 12 is pointless if you're going to mask it afterward.
xofs = xrand & 31;
if (xrand & 128)
{
- Added some hackery at the start of MouseRead_Win32() that prevents it from yanking the mouse around if they keys haven't been read yet to combat the same situation that causes the keyboard to return DIERR_NOTACQUIRED in KeyRead(): The window is sort of in focus and sort of not. User.dll considers it to be focused and it's drawn as such, but another focused window is on top of it, and DirectInput doesn't see it as focused. - Fixed: KeyRead() should handle DIERR_NOTACQUIRED errors the same way it handles DIERR_INPUTLOST errors. This can happen if our window had the focus stolen away from it before we tried to acquire the keyboard in DI_Init2(). Strangely, MouseRead_DI() already did this. - When a stack overflow occurs, report.txt now only includes the first and last 16KB of the stack to make it more manageable. - Limited StreamEditBinary() to the first 64KB of the file to keep it from taking too long on large dumps. - And now I know why gathering crash information in the same process that crashed can be bad: Stack overflows. You get one spare page to play with when the stack overflows. MiniDumpWriteDump() needs more than that and causes an access violation when it runs out of leftover stack, silently terminating the application. Windows XP x64 offers SetThreadStackGuarantee() to increase this, but that isn't available on anything older, including 32-bit XP. To get around this, a new thread is created to write the mini dump when the stack overflows. - Changed A_Burnination() to be closer to Strife's. - Fixed: When playing back demos, DoAddBot() can be called without an associated call to SpawnBot(). So if the bot can't spawn, botnum can go negative, which will cause problems later in DCajunMaster::Main() when it sees that wanted_botnum (0) is higher than botnum (-1). - Fixed: Stopping demo recording in multiplayer games should not abruptly drop the recorder out of the game without notifying the other players. In fact, there's no reason why it should drop them out of multiplayer at all. - Fixed: Earthquakes were unreliable in multiplayer games because P_PredictPlayer() did not preserve the player's xviewshift. - Fixed: PlayerIsGone() needs to stop any scripts that belong to the player who left, in addition to executing disconnect scripts. - Fixed: APlayerPawn::AddInventory() should also check for a NULL player->mo in case the player left but somebody still has a reference to their actor. - Fixed: DDrawFB::PaintToWindow() should simulate proper unlocking behavior and set Buffer to NULL. - Improved feedback for network game initialization with the console ticker. - Moved i_net.cpp and i_net.h out of sdl/ and win32/ and into the main source directory. They are identical, so keeping two copies of them is bad. - Fixed: (At least with Creative's driver's,) EAX settings are global and not per-application. So if you play a multiplayer ZDoom game on one computer (or even another EAX-using application), ZDoom needs to restore the environment when it regains focus. - Maybe fixed: (See http://forum.zdoom.org/potato.php?t=10689) Apparently, PacketGet can receive ECONNRESET from nodes that aren't in the game. It should be safe to just ignore these packets. - Fixed: PlayerIsGone() should set the gone player's camera to NULL in case the player who left was player 0. This is because if a remaining player receives a "recoverable" error, they will become player 0. Once that happens, they game will try to update sounds through their camera and crash in FMODSoundRenderer::UpdateListener() because the zones array is now NULL. G_NewInit() should also clear all the player structures. SVN r233 (trunk)
2006-06-30 02:13:26 +00:00
xofs = -xofs;
}
- Added some hackery at the start of MouseRead_Win32() that prevents it from yanking the mouse around if they keys haven't been read yet to combat the same situation that causes the keyboard to return DIERR_NOTACQUIRED in KeyRead(): The window is sort of in focus and sort of not. User.dll considers it to be focused and it's drawn as such, but another focused window is on top of it, and DirectInput doesn't see it as focused. - Fixed: KeyRead() should handle DIERR_NOTACQUIRED errors the same way it handles DIERR_INPUTLOST errors. This can happen if our window had the focus stolen away from it before we tried to acquire the keyboard in DI_Init2(). Strangely, MouseRead_DI() already did this. - When a stack overflow occurs, report.txt now only includes the first and last 16KB of the stack to make it more manageable. - Limited StreamEditBinary() to the first 64KB of the file to keep it from taking too long on large dumps. - And now I know why gathering crash information in the same process that crashed can be bad: Stack overflows. You get one spare page to play with when the stack overflows. MiniDumpWriteDump() needs more than that and causes an access violation when it runs out of leftover stack, silently terminating the application. Windows XP x64 offers SetThreadStackGuarantee() to increase this, but that isn't available on anything older, including 32-bit XP. To get around this, a new thread is created to write the mini dump when the stack overflows. - Changed A_Burnination() to be closer to Strife's. - Fixed: When playing back demos, DoAddBot() can be called without an associated call to SpawnBot(). So if the bot can't spawn, botnum can go negative, which will cause problems later in DCajunMaster::Main() when it sees that wanted_botnum (0) is higher than botnum (-1). - Fixed: Stopping demo recording in multiplayer games should not abruptly drop the recorder out of the game without notifying the other players. In fact, there's no reason why it should drop them out of multiplayer at all. - Fixed: Earthquakes were unreliable in multiplayer games because P_PredictPlayer() did not preserve the player's xviewshift. - Fixed: PlayerIsGone() needs to stop any scripts that belong to the player who left, in addition to executing disconnect scripts. - Fixed: APlayerPawn::AddInventory() should also check for a NULL player->mo in case the player left but somebody still has a reference to their actor. - Fixed: DDrawFB::PaintToWindow() should simulate proper unlocking behavior and set Buffer to NULL. - Improved feedback for network game initialization with the console ticker. - Moved i_net.cpp and i_net.h out of sdl/ and win32/ and into the main source directory. They are identical, so keeping two copies of them is bad. - Fixed: (At least with Creative's driver's,) EAX settings are global and not per-application. So if you play a multiplayer ZDoom game on one computer (or even another EAX-using application), ZDoom needs to restore the environment when it regains focus. - Maybe fixed: (See http://forum.zdoom.org/potato.php?t=10689) Apparently, PacketGet can receive ECONNRESET from nodes that aren't in the game. It should be safe to just ignore these packets. - Fixed: PlayerIsGone() should set the gone player's camera to NULL in case the player who left was player 0. This is because if a remaining player receives a "recoverable" error, they will become player 0. Once that happens, they game will try to update sounds through their camera and crash in FMODSoundRenderer::UpdateListener() because the zones array is now NULL. G_NewInit() should also clear all the player structures. SVN r233 (trunk)
2006-06-30 02:13:26 +00:00
yofs = yrand & 31;
if (yrand & 128)
{
- Added some hackery at the start of MouseRead_Win32() that prevents it from yanking the mouse around if they keys haven't been read yet to combat the same situation that causes the keyboard to return DIERR_NOTACQUIRED in KeyRead(): The window is sort of in focus and sort of not. User.dll considers it to be focused and it's drawn as such, but another focused window is on top of it, and DirectInput doesn't see it as focused. - Fixed: KeyRead() should handle DIERR_NOTACQUIRED errors the same way it handles DIERR_INPUTLOST errors. This can happen if our window had the focus stolen away from it before we tried to acquire the keyboard in DI_Init2(). Strangely, MouseRead_DI() already did this. - When a stack overflow occurs, report.txt now only includes the first and last 16KB of the stack to make it more manageable. - Limited StreamEditBinary() to the first 64KB of the file to keep it from taking too long on large dumps. - And now I know why gathering crash information in the same process that crashed can be bad: Stack overflows. You get one spare page to play with when the stack overflows. MiniDumpWriteDump() needs more than that and causes an access violation when it runs out of leftover stack, silently terminating the application. Windows XP x64 offers SetThreadStackGuarantee() to increase this, but that isn't available on anything older, including 32-bit XP. To get around this, a new thread is created to write the mini dump when the stack overflows. - Changed A_Burnination() to be closer to Strife's. - Fixed: When playing back demos, DoAddBot() can be called without an associated call to SpawnBot(). So if the bot can't spawn, botnum can go negative, which will cause problems later in DCajunMaster::Main() when it sees that wanted_botnum (0) is higher than botnum (-1). - Fixed: Stopping demo recording in multiplayer games should not abruptly drop the recorder out of the game without notifying the other players. In fact, there's no reason why it should drop them out of multiplayer at all. - Fixed: Earthquakes were unreliable in multiplayer games because P_PredictPlayer() did not preserve the player's xviewshift. - Fixed: PlayerIsGone() needs to stop any scripts that belong to the player who left, in addition to executing disconnect scripts. - Fixed: APlayerPawn::AddInventory() should also check for a NULL player->mo in case the player left but somebody still has a reference to their actor. - Fixed: DDrawFB::PaintToWindow() should simulate proper unlocking behavior and set Buffer to NULL. - Improved feedback for network game initialization with the console ticker. - Moved i_net.cpp and i_net.h out of sdl/ and win32/ and into the main source directory. They are identical, so keeping two copies of them is bad. - Fixed: (At least with Creative's driver's,) EAX settings are global and not per-application. So if you play a multiplayer ZDoom game on one computer (or even another EAX-using application), ZDoom needs to restore the environment when it regains focus. - Maybe fixed: (See http://forum.zdoom.org/potato.php?t=10689) Apparently, PacketGet can receive ECONNRESET from nodes that aren't in the game. It should be safe to just ignore these packets. - Fixed: PlayerIsGone() should set the gone player's camera to NULL in case the player who left was player 0. This is because if a remaining player receives a "recoverable" error, they will become player 0. Once that happens, they game will try to update sounds through their camera and crash in FMODSoundRenderer::UpdateListener() because the zones array is now NULL. G_NewInit() should also clear all the player structures. SVN r233 (trunk)
2006-06-30 02:13:26 +00:00
yofs = -yofs;
}
2006-04-11 16:27:41 +00:00
fixed_t x = self->x + (xofs << FRACBITS);
fixed_t y = self->y + (yofs << FRACBITS);
sector_t * sector = P_PointInSector(x, y);
2006-04-11 16:27:41 +00:00
// The sector's floor is too high so spawn the flame elsewhere.
if (sector->floorplane.ZatPoint(x, y) > self->z + self->MaxStepHeight)
{
x = self->x;
y = self->y;
}
AActor *drop = Spawn<APhosphorousFire> (
2006-04-11 16:27:41 +00:00
x, y,
2006-07-16 09:10:45 +00:00
self->z + 4*FRACUNIT, ALLOW_REPLACE);
if (drop != NULL)
{
drop->momx = self->momx + ((pr_phburn.Random2 (7)) << FRACBITS);
drop->momy = self->momy + ((pr_phburn.Random2 (7)) << FRACBITS);
drop->momz = self->momz - FRACUNIT;
drop->reactiontime = (pr_phburn() & 3) + 2;
drop->flags |= MF_DROPPED;
}
}
}
// High-Explosive Grenade Launcher ------------------------------------------
void A_FireGrenade (AActor *);
class AStrifeGrenadeLauncher : public AStrifeWeapon
{
DECLARE_ACTOR (AStrifeGrenadeLauncher, AStrifeWeapon)
};
FState AStrifeGrenadeLauncher::States[] =
{
#define S_HEPICKUP 0
S_NORMAL (GRND, 'A', -1, NULL, NULL),
#define S_HEGRENADE (S_HEPICKUP+1)
S_NORMAL (GREN, 'A', 1, A_WeaponReady, &States[S_HEGRENADE]),
#define S_HEGRENADE_DOWN (S_HEGRENADE+1)
S_NORMAL (GREN, 'A', 1, A_Lower, &States[S_HEGRENADE_DOWN]),
#define S_HEGRENADE_UP (S_HEGRENADE_DOWN+1)
S_NORMAL (GREN, 'A', 1, A_Raise, &States[S_HEGRENADE_UP]),
#define S_HEGRENADE_ATK (S_HEGRENADE_UP+1)
S_NORMAL (GREN, 'A', 5, A_FireGrenade, &States[S_HEGRENADE_ATK+1]),
S_NORMAL (GREN, 'B', 10, NULL, &States[S_HEGRENADE_ATK+2]),
S_NORMAL (GREN, 'A', 5, A_FireGrenade, &States[S_HEGRENADE_ATK+3]),
S_NORMAL (GREN, 'C', 10, NULL, &States[S_HEGRENADE_ATK+4]),
S_NORMAL (GREN, 'A', 0, A_ReFire, &States[S_HEGRENADE]),
#define S_HEGRENADE_FLASH (S_HEGRENADE_ATK+5)
S_BRIGHT (GREF, 'A', 5, A_Light1, &AWeapon::States[S_LIGHTDONE]),
S_NORMAL (GREF, 'A', 10, A_Light0, &AWeapon::States[S_LIGHTDONE]),
S_BRIGHT (GREF, 'B', 5, A_Light2, &AWeapon::States[S_LIGHTDONE]),
#define S_PHGRENADE (S_HEGRENADE_FLASH+3)
S_NORMAL (GREN, 'D', 1, A_WeaponReady, &States[S_PHGRENADE]),
#define S_PHGRENADE_DOWN (S_PHGRENADE+1)
S_NORMAL (GREN, 'D', 1, A_Lower, &States[S_PHGRENADE_DOWN]),
#define S_PHGRENADE_UP (S_PHGRENADE_DOWN+1)
S_NORMAL (GREN, 'D', 1, A_Raise, &States[S_PHGRENADE_UP]),
#define S_PHGRENADE_ATK (S_PHGRENADE_UP+1)
S_NORMAL (GREN, 'D', 5, A_FireGrenade, &States[S_PHGRENADE_ATK+1]),
S_NORMAL (GREN, 'E', 10, NULL, &States[S_PHGRENADE_ATK+2]),
S_NORMAL (GREN, 'D', 5, A_FireGrenade, &States[S_PHGRENADE_ATK+3]),
S_NORMAL (GREN, 'F', 10, NULL, &States[S_PHGRENADE_ATK+4]),
S_NORMAL (GREN, 'A', 0, A_ReFire, &States[S_PHGRENADE]),
#define S_PHGRENADE_FLASH (S_PHGRENADE_ATK+5)
S_BRIGHT (GREF, 'C', 5, A_Light1, &AWeapon::States[S_LIGHTDONE]),
S_NORMAL (GREF, 'C', 10, A_Light0, &AWeapon::States[S_LIGHTDONE]),
S_BRIGHT (GREF, 'D', 5, A_Light2, &AWeapon::States[S_LIGHTDONE]),
};
IMPLEMENT_ACTOR (AStrifeGrenadeLauncher, Strife, 154, 0)
PROP_Flags (MF_SPECIAL)
PROP_Flags2 (MF2_FLOORCLIP)
PROP_SpawnState (S_HEPICKUP)
PROP_StrifeType (195)
PROP_StrifeTeaserType (189)
PROP_StrifeTeaserType2 (193)
PROP_Weapon_SelectionOrder (2400)
PROP_Weapon_AmmoUse1 (1)
2006-04-13 16:52:24 +00:00
PROP_Weapon_AmmoGive1 (12)
PROP_Weapon_UpState (S_HEGRENADE_UP)
PROP_Weapon_DownState (S_HEGRENADE_DOWN)
PROP_Weapon_ReadyState (S_HEGRENADE)
PROP_Weapon_AtkState (S_HEGRENADE_ATK)
PROP_Weapon_FlashState (S_HEGRENADE_FLASH)
PROP_Weapon_MoveCombatDist (18350080)
PROP_Weapon_AmmoType1 ("HEGrenadeRounds")
PROP_Weapon_SisterType ("StrifeGrenadeLauncher2")
PROP_Weapon_ProjectileType ("HEGrenade")
PROP_Inventory_Icon ("GRNDA0")
PROP_Tag ("Grenade_launcher")
PROP_Inventory_PickupMessage("$TXT_GLAUNCHER")
END_DEFAULTS
// White Phosphorous Grenade Launcher ---------------------------------------
class AStrifeGrenadeLauncher2 : public AStrifeGrenadeLauncher
{
DECLARE_STATELESS_ACTOR (AStrifeGrenadeLauncher2, AStrifeGrenadeLauncher)
};
IMPLEMENT_STATELESS_ACTOR (AStrifeGrenadeLauncher2, Strife, -1, 0)
PROP_Weapon_SelectionOrder (3200)
PROP_Weapon_AmmoUse1 (1)
PROP_Weapon_AmmoGive1 (0)
PROP_Weapon_UpState (S_PHGRENADE_UP)
PROP_Weapon_DownState (S_PHGRENADE_DOWN)
PROP_Weapon_ReadyState (S_PHGRENADE)
PROP_Weapon_AtkState (S_PHGRENADE_ATK)
PROP_Weapon_FlashState (S_PHGRENADE_FLASH)
PROP_Weapon_AmmoType1 ("PhosphorusGrenadeRounds")
PROP_Weapon_SisterType ("StrifeGrenadeLauncher")
PROP_Weapon_ProjectileType ("PhosphorousGrenade")
END_DEFAULTS
//============================================================================
//
// A_FireGrenade
//
//============================================================================
void A_FireGrenade (AActor *self)
{
PClass *grenadetype;
player_t *player = self->player;
AActor *grenade;
angle_t an;
fixed_t tworadii;
AWeapon *weapon;
if (player == NULL)
return;
if ((weapon = player->ReadyWeapon) == NULL)
return;
if (weapon->GetClass() == RUNTIME_CLASS(AStrifeGrenadeLauncher))
{
grenadetype = RUNTIME_CLASS(AHEGrenade);
}
else
{
grenadetype = RUNTIME_CLASS(APhosphorousGrenade);
}
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
// Make it flash
P_SetPsprite (player, ps_flash, weapon->FindState(NAME_Flash) +
(player->psprites[ps_weapon].state - weapon->GetAtkState(false)));
self->z += 32*FRACUNIT;
grenade = P_SpawnSubMissile (self, grenadetype, self);
self->z -= 32*FRACUNIT;
if (grenade == NULL)
return;
if (grenade->SeeSound != 0)
{
S_Sound (grenade, CHAN_VOICE, grenade->SeeSound, 1, ATTN_NORM);
}
grenade->momz = FixedMul (finetangent[FINEANGLES/4-(self->pitch>>ANGLETOFINESHIFT)], grenade->Speed) + 8*FRACUNIT;
an = self->angle >> ANGLETOFINESHIFT;
tworadii = self->radius + grenade->radius;
grenade->x += FixedMul (finecosine[an], tworadii);
grenade->y += FixedMul (finesine[an], tworadii);
if (weapon->GetAtkState(false) == player->psprites[ps_weapon].state)
{
an = self->angle - ANGLE_90;
}
else
{
an = self->angle + ANGLE_90;
}
an >>= ANGLETOFINESHIFT;
grenade->x += FixedMul (finecosine[an], 15*FRACUNIT);
grenade->y += FixedMul (finesine[an], 15*FRACUNIT);
}
// The Almighty Sigil! ------------------------------------------------------
void A_SelectPiece (AActor *);
void A_SelectSigilView (AActor *);
void A_SelectSigilDown (AActor *);
void A_SelectSigilAttack (AActor *);
void A_SigilCharge (AActor *);
void A_FireSigil1 (AActor *);
void A_FireSigil2 (AActor *);
void A_FireSigil3 (AActor *);
void A_FireSigil4 (AActor *);
void A_FireSigil5 (AActor *);
void A_LightInverse (AActor *);
FState ASigil::States[] =
{
S_NORMAL (SIGL, 'A', 0, NULL, &States[1]),
S_NORMAL (SIGL, 'A', -1, A_SelectPiece, NULL),
S_NORMAL (SIGL, 'B', -1, NULL, NULL),
S_NORMAL (SIGL, 'C', -1, NULL, NULL),
S_NORMAL (SIGL, 'D', -1, NULL, NULL),
S_NORMAL (SIGL, 'E', -1, NULL, NULL),
#define S_SIGIL 6
S_BRIGHT (SIGH, 'A', 0, A_SelectSigilView, &States[S_SIGIL+1]),
S_BRIGHT (SIGH, 'A', 1, A_WeaponReady, &States[S_SIGIL+1]),
S_BRIGHT (SIGH, 'B', 1, A_WeaponReady, &States[S_SIGIL+2]),
S_BRIGHT (SIGH, 'C', 1, A_WeaponReady, &States[S_SIGIL+3]),
S_BRIGHT (SIGH, 'D', 1, A_WeaponReady, &States[S_SIGIL+4]),
S_BRIGHT (SIGH, 'E', 1, A_WeaponReady, &States[S_SIGIL+5]),
#define S_SIGILDOWN (S_SIGIL+6)
S_BRIGHT (SIGH, 'A', 0, A_SelectSigilDown, &States[S_SIGILDOWN+1]),
S_BRIGHT (SIGH, 'A', 1, A_Lower, &States[S_SIGILDOWN+1]),
S_BRIGHT (SIGH, 'B', 1, A_Lower, &States[S_SIGILDOWN+2]),
S_BRIGHT (SIGH, 'C', 1, A_Lower, &States[S_SIGILDOWN+3]),
S_BRIGHT (SIGH, 'D', 1, A_Lower, &States[S_SIGILDOWN+4]),
S_BRIGHT (SIGH, 'E', 1, A_Lower, &States[S_SIGILDOWN+5]),
#define S_SIGILUP (S_SIGILDOWN+6)
S_BRIGHT (SIGH, 'A', 0, A_SelectSigilView, &States[S_SIGILUP+1]),
S_BRIGHT (SIGH, 'A', 1, A_Raise, &States[S_SIGILUP+1]),
S_BRIGHT (SIGH, 'B', 1, A_Raise, &States[S_SIGILUP+2]),
S_BRIGHT (SIGH, 'C', 1, A_Raise, &States[S_SIGILUP+3]),
S_BRIGHT (SIGH, 'D', 1, A_Raise, &States[S_SIGILUP+4]),
S_BRIGHT (SIGH, 'E', 1, A_Raise, &States[S_SIGILUP+5]),
#define S_SIGILATK (S_SIGILUP+6)
S_BRIGHT (SIGH, 'A', 0, A_SelectSigilAttack, &States[S_SIGILATK+1]),
S_BRIGHT (SIGH, 'A', 18, A_SigilCharge, &States[S_SIGILATK+2]),
S_BRIGHT (SIGH, 'A', 3, A_GunFlash, &States[S_SIGILATK+3]),
S_NORMAL (SIGH, 'A', 10, A_FireSigil1, &States[S_SIGILATK+4]),
S_NORMAL (SIGH, 'A', 5, NULL, &States[S_SIGIL]),
S_BRIGHT (SIGH, 'B', 18, A_SigilCharge, &States[S_SIGILATK+6]),
S_BRIGHT (SIGH, 'B', 3, A_GunFlash, &States[S_SIGILATK+7]),
S_NORMAL (SIGH, 'B', 10, A_FireSigil2, &States[S_SIGILATK+8]),
S_NORMAL (SIGH, 'B', 5, NULL, &States[S_SIGIL]),
S_BRIGHT (SIGH, 'C', 18, A_SigilCharge, &States[S_SIGILATK+10]),
S_BRIGHT (SIGH, 'C', 3, A_GunFlash, &States[S_SIGILATK+11]),
S_NORMAL (SIGH, 'C', 10, A_FireSigil3, &States[S_SIGILATK+12]),
S_NORMAL (SIGH, 'C', 5, NULL, &States[S_SIGIL]),
S_BRIGHT (SIGH, 'D', 18, A_SigilCharge, &States[S_SIGILATK+14]),
S_BRIGHT (SIGH, 'D', 3, A_GunFlash, &States[S_SIGILATK+15]),
S_NORMAL (SIGH, 'D', 10, A_FireSigil4, &States[S_SIGILATK+16]),
S_NORMAL (SIGH, 'D', 5, NULL, &States[S_SIGIL]),
S_BRIGHT (SIGH, 'E', 18, A_SigilCharge, &States[S_SIGILATK+18]),
S_BRIGHT (SIGH, 'E', 3, A_GunFlash, &States[S_SIGILATK+19]),
S_NORMAL (SIGH, 'E', 10, A_FireSigil5, &States[S_SIGILATK+20]),
S_NORMAL (SIGH, 'E', 5, NULL, &States[S_SIGIL]),
#define S_SIGILFLASH (S_SIGILATK+1+4*5)
S_BRIGHT (SIGF, 'A', 4, A_Light2, &States[S_SIGILFLASH+1]),
S_BRIGHT (SIGF, 'B', 6, A_LightInverse, &States[S_SIGILFLASH+2]),
S_BRIGHT (SIGF, 'C', 4, A_Light1, &States[S_SIGILFLASH+3]),
S_BRIGHT (SIGF, 'C', 0, A_Light0, NULL)
};
IMPLEMENT_ACTOR (ASigil, Strife, -1, 0)
PROP_Weapon_SelectionOrder (4000)
PROP_Weapon_UpState (S_SIGILUP)
PROP_Weapon_DownState (S_SIGILDOWN)
PROP_Weapon_ReadyState (S_SIGIL)
PROP_Weapon_AtkState (S_SIGILATK)
PROP_Weapon_FlashState (S_SIGILFLASH)
PROP_Sigil_NumPieces (1)
PROP_SpawnState (0)
PROP_Flags (MF_SPECIAL)
PROP_Flags2 (MF2_FLOORCLIP)
PROP_Weapon_FlagsSet (WIF_CHEATNOTWEAPON)
2006-04-17 13:53:34 +00:00
PROP_Inventory_PickupSound("weapons/sigilcharge")
PROP_Tag ("SIGIL")
PROP_Inventory_Icon ("I_SGL1")
PROP_Inventory_PickupMessage("$TXT_SIGIL")
END_DEFAULTS
// Sigil 1 ------------------------------------------------------------------
class ASigil1 : public ASigil
{
DECLARE_STATELESS_ACTOR (ASigil1, ASigil)
};
IMPLEMENT_STATELESS_ACTOR (ASigil1, Strife, 77, 0)
PROP_Sigil_NumPieces (1)
PROP_StrifeType (196)
PROP_StrifeTeaserType (190)
PROP_StrifeTeaserType2 (194)
PROP_Tag ("SIGIL")
PROP_Inventory_Icon ("I_SGL1")
END_DEFAULTS
// Sigil 2 ------------------------------------------------------------------
class ASigil2 : public ASigil
{
DECLARE_STATELESS_ACTOR (ASigil2, ASigil)
};
IMPLEMENT_STATELESS_ACTOR (ASigil2, Strife, 78, 0)
PROP_Sigil_NumPieces (2)
PROP_StrifeType (197)
PROP_StrifeTeaserType (191)
PROP_StrifeTeaserType2 (195)
PROP_Tag ("SIGIL")
PROP_Inventory_Icon ("I_SGL2")
END_DEFAULTS
// Sigil 3 ------------------------------------------------------------------
class ASigil3 : public ASigil
{
DECLARE_STATELESS_ACTOR (ASigil3, ASigil)
};
IMPLEMENT_STATELESS_ACTOR (ASigil3, Strife, 79, 0)
PROP_Sigil_NumPieces (3)
PROP_StrifeType (198)
PROP_StrifeTeaserType (192)
PROP_StrifeTeaserType2 (196)
PROP_Tag ("SIGIL")
PROP_Inventory_Icon ("I_SGL3")
END_DEFAULTS
// Sigil 4 ------------------------------------------------------------------
class ASigil4 : public ASigil
{
DECLARE_STATELESS_ACTOR (ASigil4, ASigil)
};
IMPLEMENT_STATELESS_ACTOR (ASigil4, Strife, 80, 0)
PROP_Sigil_NumPieces (4)
PROP_StrifeType (199)
PROP_StrifeTeaserType (193)
PROP_StrifeTeaserType2 (197)
PROP_Tag ("SIGIL")
PROP_Inventory_Icon ("I_SGL4")
END_DEFAULTS
// Sigil 5 ------------------------------------------------------------------
class ASigil5 : public ASigil
{
DECLARE_STATELESS_ACTOR (ASigil5, ASigil)
};
IMPLEMENT_STATELESS_ACTOR (ASigil5, Strife, 81, 0)
PROP_Sigil_NumPieces (5)
PROP_StrifeType (200)
PROP_StrifeTeaserType (194)
PROP_StrifeTeaserType2 (198)
PROP_Tag ("SIGIL")
PROP_Inventory_Icon ("I_SGL5")
END_DEFAULTS
//============================================================================
//
// 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)
{
2006-07-16 09:10:45 +00:00
ASigil *copy = Spawn<ASigil> (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.
//
//============================================================================
void A_SelectPiece (AActor *self)
{
int pieces = MIN (static_cast<ASigil*>(self)->NumPieces, 5);
if (pieces > 1)
{
self->SetState (&ASigil::States[pieces]);
}
}
//============================================================================
//
// 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.
//
//============================================================================
void A_SelectSigilView (AActor *self)
{
int pieces;
if (self->player == NULL)
{
return;
}
pieces = static_cast<ASigil*>(self->player->ReadyWeapon)->NumPieces;
P_SetPsprite (self->player, ps_weapon,
self->player->psprites[ps_weapon].state + pieces);
}
//============================================================================
//
// 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.
//
//============================================================================
void A_SelectSigilDown (AActor *self)
{
int pieces;
if (self->player == NULL)
{
return;
}
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);
}
//============================================================================
//
// A_SelectSigilAttack
//
// Same as A_SelectSigilView, but used just before attacking.
//
//============================================================================
void A_SelectSigilAttack (AActor *self)
{
int pieces;
if (self->player == NULL)
{
return;
}
pieces = static_cast<ASigil*>(self->player->ReadyWeapon)->NumPieces;
P_SetPsprite (self->player, ps_weapon,
self->player->psprites[ps_weapon].state + 4*pieces - 3);
}
//============================================================================
//
// A_SigilCharge
//
//============================================================================
void A_SigilCharge (AActor *self)
{
S_Sound (self, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM);
if (self->player != NULL)
{
self->player->extralight = 2;
}
}
//============================================================================
//
// A_LightInverse
//
//============================================================================
void A_LightInverse (AActor *actor)
{
if (actor->player != NULL)
{
actor->player->extralight = INT_MIN;
}
}
//============================================================================
//
// A_FireSigil1
//
//============================================================================
void A_FireSigil1 (AActor *actor)
{
AActor *spot;
player_t *player = actor->player;
AActor *linetarget;
if (player == NULL || player->ReadyWeapon == NULL)
return;
P_DamageMobj (actor, actor, NULL, 1*4, 0, DMG_NO_ARMOR);
S_Sound (actor, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM);
P_BulletSlope (actor, &linetarget);
if (linetarget != NULL)
{
2006-07-16 09:10:45 +00:00
spot = Spawn<ASpectralLightningSpot> (linetarget->x, linetarget->y, ONFLOORZ, ALLOW_REPLACE);
if (spot != NULL)
{
spot->tracer = linetarget;
}
}
else
{
2006-07-16 09:10:45 +00:00
spot = Spawn<ASpectralLightningSpot> (actor->x, actor->y, actor->z, ALLOW_REPLACE);
if (spot != NULL)
{
spot->momx += 28 * finecosine[actor->angle >> ANGLETOFINESHIFT];
spot->momy += 28 * finesine[actor->angle >> ANGLETOFINESHIFT];
}
}
if (spot != NULL)
{
spot->health = -1;
spot->target = actor;
}
}
//============================================================================
//
// A_FireSigil2
//
//============================================================================
void A_FireSigil2 (AActor *actor)
{
AActor *spot;
player_t *player = actor->player;
if (player == NULL || player->ReadyWeapon == NULL)
return;
P_DamageMobj (actor, actor, NULL, 2*4, 0, DMG_NO_ARMOR);
S_Sound (actor, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM);
spot = P_SpawnPlayerMissile (actor, RUNTIME_CLASS(ASpectralLightningH1));
if (spot != NULL)
{
spot->health = -1;
}
}
//============================================================================
//
// A_FireSigil3
//
//============================================================================
void A_FireSigil3 (AActor *actor)
{
AActor *spot;
player_t *player = actor->player;
int i;
if (player == NULL || player->ReadyWeapon == NULL)
return;
P_DamageMobj (actor, actor, NULL, 3*4, 0, DMG_NO_ARMOR);
S_Sound (actor, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM);
actor->angle -= ANGLE_90;
for (i = 0; i < 20; ++i)
{
actor->angle += ANGLE_180/20;
spot = P_SpawnSubMissile (actor, RUNTIME_CLASS(ASpectralLightningBall1), actor);
if (spot != NULL)
{
spot->health = -1;
spot->z = actor->z + 32*FRACUNIT;
}
}
actor->angle -= (ANGLE_180/20)*10;
}
//============================================================================
//
// A_FireSigil4
//
//============================================================================
void A_FireSigil4 (AActor *actor)
{
AActor *spot;
player_t *player = actor->player;
AActor *linetarget;
if (player == NULL || player->ReadyWeapon == NULL)
return;
P_DamageMobj (actor, actor, NULL, 4*4, 0, DMG_NO_ARMOR);
S_Sound (actor, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM);
P_BulletSlope (actor, &linetarget);
if (linetarget != NULL)
{
spot = P_SpawnPlayerMissile (actor, 0,0,0, RUNTIME_CLASS(ASpectralLightningBigV1), actor->angle, &linetarget);
if (spot != NULL)
{
spot->tracer = linetarget;
spot->health = -1;
}
}
else
{
spot = P_SpawnPlayerMissile (actor, RUNTIME_CLASS(ASpectralLightningBigV1));
if (spot != NULL)
{
spot->momx += FixedMul (spot->Speed, finecosine[actor->angle >> ANGLETOFINESHIFT]);
spot->momy += FixedMul (spot->Speed, finesine[actor->angle >> ANGLETOFINESHIFT]);
spot->health = -1;
}
}
}
//============================================================================
//
// A_FireSigil5
//
//============================================================================
void A_FireSigil5 (AActor *actor)
{
AActor *spot;
player_t *player = actor->player;
if (player == NULL || player->ReadyWeapon == NULL)
return;
P_DamageMobj (actor, actor, NULL, 5*4, 0, DMG_NO_ARMOR);
S_Sound (actor, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM);
spot = P_SpawnPlayerMissile (actor, RUNTIME_CLASS(ASpectralLightningBigBall1));
if (spot != NULL)
{
spot->health = -1;
}
}
//============================================================================
//
// 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)
{
2006-07-16 09:10:45 +00:00
sigil = Spawn<ASigil1> (0,0,0, NO_REPLACE);
if (!sigil->TryPickup (receiver))
{
sigil->Destroy ();
}
return 0;
}
else if (sigil->NumPieces < 5)
{
++sigil->NumPieces;
static const PClass *const sigils[5] =
{
RUNTIME_CLASS(ASigil1),
RUNTIME_CLASS(ASigil2),
RUNTIME_CLASS(ASigil3),
RUNTIME_CLASS(ASigil4),
RUNTIME_CLASS(ASigil5)
};
sigil->Icon = ((AInventory*)GetDefaultByType (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;
}
}