/* #include "templates.h" #include "actor.h" #include "info.h" #include "s_sound.h" #include "m_random.h" #include "a_pickups.h" #include "d_player.h" #include "p_pspr.h" #include "p_local.h" #include "gstrings.h" #include "gi.h" #include "r_data/r_translate.h" #include "thingdef/thingdef.h" #include "doomstat.h" */ static FRandom pr_sap ("StaffAtkPL1"); static FRandom pr_sap2 ("StaffAtkPL2"); static FRandom pr_fgw ("FireWandPL1"); static FRandom pr_fgw2 ("FireWandPL2"); static FRandom pr_boltspark ("BoltSpark"); static FRandom pr_macerespawn ("MaceRespawn"); static FRandom pr_maceatk ("FireMacePL1"); static FRandom pr_gatk ("GauntletAttack"); static FRandom pr_bfx1 ("BlasterFX1"); static FRandom pr_ripd ("RipperD"); static FRandom pr_fb1 ("FireBlasterPL1"); static FRandom pr_bfx1t ("BlasterFX1Tick"); static FRandom pr_hrfx2 ("HornRodFX2"); static FRandom pr_rp ("RainPillar"); static FRandom pr_fsr1 ("FireSkullRodPL1"); static FRandom pr_storm ("SkullRodStorm"); static FRandom pr_impact ("RainImpact"); static FRandom pr_pfx1 ("PhoenixFX1"); static FRandom pr_pfx2 ("PhoenixFX2"); static FRandom pr_fp2 ("FirePhoenixPL2"); #define FLAME_THROWER_TICS (10*TICRATE) void P_DSparilTeleport (AActor *actor); #define USE_BLSR_AMMO_1 1 #define USE_BLSR_AMMO_2 5 #define USE_SKRD_AMMO_1 1 #define USE_SKRD_AMMO_2 5 #define USE_PHRD_AMMO_1 1 #define USE_PHRD_AMMO_2 1 #define USE_MACE_AMMO_1 1 #define USE_MACE_AMMO_2 5 extern bool P_AutoUseChaosDevice (player_t *player); // --- Staff ---------------------------------------------------------------- //---------------------------------------------------------------------------- // // PROC A_StaffAttackPL1 // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_StaffAttack) { angle_t angle; int slope; player_t *player; AActor *linetarget; if (NULL == (player = self->player)) { return; } ACTION_PARAM_START(2); ACTION_PARAM_INT(damage, 0); ACTION_PARAM_CLASS(puff, 1); AWeapon *weapon = player->ReadyWeapon; if (weapon != NULL) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return; } if (puff == NULL) puff = PClass::FindClass(NAME_BulletPuff); // just to be sure angle = self->angle; angle += pr_sap.Random2() << 18; slope = P_AimLineAttack (self, angle, MELEERANGE, &linetarget); P_LineAttack (self, angle, MELEERANGE, slope, damage, NAME_Melee, puff, true, &linetarget); if (linetarget) { //S_StartSound(player->mo, sfx_stfhit); // turn to face target self->angle = R_PointToAngle2 (self->x, self->y, linetarget->x, linetarget->y); } } //---------------------------------------------------------------------------- // // PROC A_FireGoldWandPL1 // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_FireGoldWandPL1) { angle_t angle; int damage; player_t *player; if (NULL == (player = self->player)) { return; } AWeapon *weapon = player->ReadyWeapon; if (weapon != NULL) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return; } angle_t pitch = P_BulletSlope(self); damage = 7+(pr_fgw()&7); angle = self->angle; if (player->refire) { angle += pr_fgw.Random2() << 18; } P_LineAttack (self, angle, PLAYERMISSILERANGE, pitch, damage, NAME_None, "GoldWandPuff1"); S_Sound (self, CHAN_WEAPON, "weapons/wandhit", 1, ATTN_NORM); } //---------------------------------------------------------------------------- // // PROC A_FireGoldWandPL2 // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_FireGoldWandPL2) { int i; angle_t angle; int damage; fixed_t velz; player_t *player; if (NULL == (player = self->player)) { return; } AWeapon *weapon = player->ReadyWeapon; if (weapon != NULL) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return; } angle_t pitch = P_BulletSlope(self); velz = FixedMul (GetDefaultByName("GoldWandFX2")->Speed, finetangent[FINEANGLES/4-((signed)pitch>>ANGLETOFINESHIFT)]); P_SpawnMissileAngle (self, PClass::FindClass("GoldWandFX2"), self->angle-(ANG45/8), velz); P_SpawnMissileAngle (self, PClass::FindClass("GoldWandFX2"), self->angle+(ANG45/8), velz); angle = self->angle-(ANG45/8); for(i = 0; i < 5; i++) { damage = 1+(pr_fgw2()&7); P_LineAttack (self, angle, PLAYERMISSILERANGE, pitch, damage, NAME_None, "GoldWandPuff2"); angle += ((ANG45/8)*2)/4; } S_Sound (self, CHAN_WEAPON, "weapons/wandhit", 1, ATTN_NORM); } //---------------------------------------------------------------------------- // // PROC A_FireCrossbowPL1 // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_FireCrossbowPL1) { player_t *player; if (NULL == (player = self->player)) { return; } AWeapon *weapon = player->ReadyWeapon; if (weapon != NULL) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return; } P_SpawnPlayerMissile (self, PClass::FindClass("CrossbowFX1")); P_SpawnPlayerMissile (self, PClass::FindClass("CrossbowFX3"), self->angle-(ANG45/10)); P_SpawnPlayerMissile (self, PClass::FindClass("CrossbowFX3"), self->angle+(ANG45/10)); } //---------------------------------------------------------------------------- // // PROC A_FireCrossbowPL2 // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_FireCrossbowPL2) { player_t *player; if (NULL == (player = self->player)) { return; } AWeapon *weapon = self->player->ReadyWeapon; if (weapon != NULL) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return; } P_SpawnPlayerMissile (self, PClass::FindClass("CrossbowFX2")); P_SpawnPlayerMissile (self, PClass::FindClass("CrossbowFX2"), self->angle-(ANG45/10)); P_SpawnPlayerMissile (self, PClass::FindClass("CrossbowFX2"), self->angle+(ANG45/10)); P_SpawnPlayerMissile (self, PClass::FindClass("CrossbowFX3"), self->angle-(ANG45/5)); P_SpawnPlayerMissile (self, PClass::FindClass("CrossbowFX3"), self->angle+(ANG45/5)); } //--------------------------------------------------------------------------- // // PROC A_GauntletAttack // //--------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GauntletAttack) { angle_t angle; int damage; int slope; int randVal; fixed_t dist; player_t *player; const PClass *pufftype; AActor *linetarget; if (NULL == (player = self->player)) { return; } ACTION_PARAM_START(1); ACTION_PARAM_INT(power, 0); AWeapon *weapon = player->ReadyWeapon; if (weapon != NULL) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return; } player->psprites[ps_weapon].sx = ((pr_gatk()&3)-2) * FRACUNIT; player->psprites[ps_weapon].sy = WEAPONTOP + (pr_gatk()&3) * FRACUNIT; angle = self->angle; if (power) { damage = pr_gatk.HitDice (2); dist = 4*MELEERANGE; angle += pr_gatk.Random2() << 17; pufftype = PClass::FindClass("GauntletPuff2"); } else { damage = pr_gatk.HitDice (2); dist = MELEERANGE+1; angle += pr_gatk.Random2() << 18; pufftype = PClass::FindClass("GauntletPuff1"); } slope = P_AimLineAttack (self, angle, dist, &linetarget); P_LineAttack (self, angle, dist, slope, damage, NAME_Melee, pufftype, false, &linetarget); if (!linetarget) { if (pr_gatk() > 64) { player->extralight = !player->extralight; } S_Sound (self, CHAN_AUTO, "weapons/gauntletson", 1, ATTN_NORM); return; } randVal = pr_gatk(); if (randVal < 64) { player->extralight = 0; } else if (randVal < 160) { player->extralight = 1; } else { player->extralight = 2; } if (power) { P_GiveBody (self, damage>>1); S_Sound (self, CHAN_AUTO, "weapons/gauntletspowhit", 1, ATTN_NORM); } else { S_Sound (self, CHAN_AUTO, "weapons/gauntletshit", 1, ATTN_NORM); } // turn to face target angle = R_PointToAngle2 (self->x, self->y, linetarget->x, linetarget->y); if (angle-self->angle > ANG180) { if ((int)(angle-self->angle) < -ANG90/20) self->angle = angle+ANG90/21; else self->angle -= ANG90/20; } else { if (angle-self->angle > ANG90/20) self->angle = angle-ANG90/21; else self->angle += ANG90/20; } self->flags |= MF_JUSTATTACKED; } // --- Mace ----------------------------------------------------------------- #define MAGIC_JUNK 1234 // Mace FX4 ----------------------------------------------------------------- class AMaceFX4 : public AActor { DECLARE_CLASS (AMaceFX4, AActor) public: int DoSpecialDamage (AActor *target, int damage); }; IMPLEMENT_CLASS (AMaceFX4) int AMaceFX4::DoSpecialDamage (AActor *target, int damage) { if ((target->flags2 & MF2_BOSS) || (target->flags3 & MF3_DONTSQUASH) || target->IsTeammate (this->target)) { // Don't allow cheap boss kills and don't instagib teammates return damage; } else if (target->player) { // Player specific checks if (target->player->mo->flags2 & MF2_INVULNERABLE) { // Can't hurt invulnerable players return -1; } if (P_AutoUseChaosDevice (target->player)) { // Player was saved using chaos device return -1; } } return TELEFRAG_DAMAGE; // Something's gonna die } //---------------------------------------------------------------------------- // // PROC A_FireMacePL1B // //---------------------------------------------------------------------------- void FireMacePL1B (AActor *actor) { AActor *ball; angle_t angle; player_t *player; if (NULL == (player = actor->player)) { return; } AWeapon *weapon = player->ReadyWeapon; if (weapon != NULL) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return; } ball = Spawn("MaceFX2", actor->x, actor->y, actor->z + 28*FRACUNIT - actor->floorclip, ALLOW_REPLACE); ball->velz = 2*FRACUNIT+/*((player->lookdir)<<(FRACBITS-5))*/ finetangent[FINEANGLES/4-(actor->pitch>>ANGLETOFINESHIFT)]; angle = actor->angle; ball->target = actor; ball->angle = angle; ball->z += 2*finetangent[FINEANGLES/4-(actor->pitch>>ANGLETOFINESHIFT)]; angle >>= ANGLETOFINESHIFT; ball->velx = (actor->velx>>1) + FixedMul(ball->Speed, finecosine[angle]); ball->vely = (actor->vely>>1) + FixedMul(ball->Speed, finesine[angle]); S_Sound (ball, CHAN_BODY, "weapons/maceshoot", 1, ATTN_NORM); P_CheckMissileSpawn (ball); } //---------------------------------------------------------------------------- // // PROC A_FireMacePL1 // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_FireMacePL1) { AActor *ball; player_t *player; if (NULL == (player = self->player)) { return; } if (pr_maceatk() < 28) { FireMacePL1B (self); return; } AWeapon *weapon = player->ReadyWeapon; if (weapon != NULL) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return; } player->psprites[ps_weapon].sx = ((pr_maceatk()&3)-2)*FRACUNIT; player->psprites[ps_weapon].sy = WEAPONTOP+(pr_maceatk()&3)*FRACUNIT; ball = P_SpawnPlayerMissile (self, PClass::FindClass("MaceFX1"), self->angle+(((pr_maceatk()&7)-4)<<24)); if (ball) { ball->special1 = 16; // tics till dropoff } } //---------------------------------------------------------------------------- // // PROC A_MacePL1Check // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_MacePL1Check) { if (self->special1 == 0) { return; } self->special1 -= 4; if (self->special1 > 0) { return; } self->special1 = 0; self->flags &= ~MF_NOGRAVITY; self->gravity = FRACUNIT/8; // [RH] Avoid some precision loss by scaling the velocity directly #if 0 // This is the original code, for reference. angle_t angle = self->angle>>ANGLETOFINESHIFT; self->velx = FixedMul(7*FRACUNIT, finecosine[angle]); self->vely = FixedMul(7*FRACUNIT, finesine[angle]); #else double velscale = sqrt ((double)self->velx * (double)self->velx + (double)self->vely * (double)self->vely); velscale = 458752 / velscale; self->velx = (int)(self->velx * velscale); self->vely = (int)(self->vely * velscale); #endif self->velz -= self->velz >> 1; } //---------------------------------------------------------------------------- // // PROC A_MaceBallImpact // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_MaceBallImpact) { if ((self->health != MAGIC_JUNK) && (self->flags & MF_INBOUNCE)) { // Bounce self->health = MAGIC_JUNK; self->velz = (self->velz * 192) >> 8; self->BounceFlags = BOUNCE_None; self->SetState (self->SpawnState); S_Sound (self, CHAN_BODY, "weapons/macebounce", 1, ATTN_NORM); } else { // Explode self->velx = self->vely = self->velz = 0; self->flags |= MF_NOGRAVITY; self->gravity = FRACUNIT; S_Sound (self, CHAN_BODY, "weapons/macehit", 1, ATTN_NORM); } } //---------------------------------------------------------------------------- // // PROC A_MaceBallImpact2 // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_MaceBallImpact2) { AActor *tiny; angle_t angle; if (self->flags & MF_INBOUNCE) { fixed_t floordist = self->z - self->floorz; fixed_t ceildist = self->ceilingz - self->z; fixed_t vel; if (floordist <= ceildist) { vel = MulScale32 (self->velz, self->Sector->floorplane.c); } else { vel = MulScale32 (self->velz, self->Sector->ceilingplane.c); } if (vel < 2) { goto boom; } // Bounce self->velz = (self->velz * 192) >> 8; self->SetState (self->SpawnState); tiny = Spawn("MaceFX3", self->x, self->y, self->z, ALLOW_REPLACE); angle = self->angle+ANG90; tiny->target = self->target; tiny->angle = angle; angle >>= ANGLETOFINESHIFT; tiny->velx = (self->velx>>1) + FixedMul(self->velz-FRACUNIT, finecosine[angle]); tiny->vely = (self->vely>>1) + FixedMul(self->velz-FRACUNIT, finesine[angle]); tiny->velz = self->velz; P_CheckMissileSpawn (tiny); tiny = Spawn("MaceFX3", self->x, self->y, self->z, ALLOW_REPLACE); angle = self->angle-ANG90; tiny->target = self->target; tiny->angle = angle; angle >>= ANGLETOFINESHIFT; tiny->velx = (self->velx>>1) + FixedMul(self->velz-FRACUNIT, finecosine[angle]); tiny->vely = (self->vely>>1) + FixedMul(self->velz-FRACUNIT, finesine[angle]); tiny->velz = self->velz; P_CheckMissileSpawn (tiny); } else { // Explode boom: self->velx = self->vely = self->velz = 0; self->flags |= MF_NOGRAVITY; self->BounceFlags = BOUNCE_None; self->gravity = FRACUNIT; } } //---------------------------------------------------------------------------- // // PROC A_FireMacePL2 // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_FireMacePL2) { AActor *mo; player_t *player; AActor *linetarget; if (NULL == (player = self->player)) { return; } AWeapon *weapon = player->ReadyWeapon; if (weapon != NULL) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return; } mo = P_SpawnPlayerMissile (self, 0,0,0, RUNTIME_CLASS(AMaceFX4), self->angle, &linetarget); if (mo) { mo->velx += self->velx; mo->vely += self->vely; mo->velz = 2*FRACUNIT+ clamp(finetangent[FINEANGLES/4-(self->pitch>>ANGLETOFINESHIFT)], -5*FRACUNIT, 5*FRACUNIT); if (linetarget) { mo->tracer = linetarget; } } S_Sound (self, CHAN_WEAPON, "weapons/maceshoot", 1, ATTN_NORM); } //---------------------------------------------------------------------------- // // PROC A_DeathBallImpact // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_DeathBallImpact) { int i; AActor *target; angle_t angle = 0; bool newAngle; AActor *linetarget; if ((self->z <= self->floorz) && P_HitFloor (self)) { // Landed in some sort of liquid self->Destroy (); return; } if (self->flags & MF_INBOUNCE) { fixed_t floordist = self->z - self->floorz; fixed_t ceildist = self->ceilingz - self->z; fixed_t vel; if (floordist <= ceildist) { vel = MulScale32 (self->velz, self->Sector->floorplane.c); } else { vel = MulScale32 (self->velz, self->Sector->ceilingplane.c); } if (vel < 2) { goto boom; } // Bounce newAngle = false; target = self->tracer; if (target) { if (!(target->flags&MF_SHOOTABLE)) { // Target died self->tracer = NULL; } else { // Seek angle = R_PointToAngle2(self->x, self->y, target->x, target->y); newAngle = true; } } else { // Find new target angle = 0; for (i = 0; i < 16; i++) { P_AimLineAttack (self, angle, 10*64*FRACUNIT, &linetarget); if (linetarget && self->target != linetarget) { self->tracer = linetarget; angle = R_PointToAngle2 (self->x, self->y, linetarget->x, linetarget->y); newAngle = true; break; } angle += ANGLE_45/2; } } if (newAngle) { self->angle = angle; angle >>= ANGLETOFINESHIFT; self->velx = FixedMul (self->Speed, finecosine[angle]); self->vely = FixedMul (self->Speed, finesine[angle]); } self->SetState (self->SpawnState); S_Sound (self, CHAN_BODY, "weapons/macestop", 1, ATTN_NORM); } else { // Explode boom: self->velx = self->vely = self->velz = 0; self->flags |= MF_NOGRAVITY; self->gravity = FRACUNIT; S_Sound (self, CHAN_BODY, "weapons/maceexplode", 1, ATTN_NORM); } } // Blaster FX 1 ------------------------------------------------------------- //---------------------------------------------------------------------------- // // Thinker for the ultra-fast blaster PL2 ripper-spawning missile. // //---------------------------------------------------------------------------- class ABlasterFX1 : public AFastProjectile { DECLARE_CLASS(ABlasterFX1, AFastProjectile) public: void Effect (); int DoSpecialDamage (AActor *target, int damage); }; int ABlasterFX1::DoSpecialDamage (AActor *target, int damage) { if (target->IsKindOf (PClass::FindClass ("Ironlich"))) { // Less damage to Ironlich bosses damage = pr_bfx1() & 1; if (!damage) { return -1; } } return damage; } void ABlasterFX1::Effect () { if (pr_bfx1t() < 64) { Spawn("BlasterSmoke", x, y, MAX (z - 8 * FRACUNIT, floorz), ALLOW_REPLACE); } } IMPLEMENT_CLASS(ABlasterFX1) // Ripper ------------------------------------------------------------------- class ARipper : public AActor { DECLARE_CLASS (ARipper, AActor) public: int DoSpecialDamage (AActor *target, int damage); }; IMPLEMENT_CLASS(ARipper) int ARipper::DoSpecialDamage (AActor *target, int damage) { if (target->IsKindOf (PClass::FindClass ("Ironlich"))) { // Less damage to Ironlich bosses damage = pr_ripd() & 1; if (!damage) { return -1; } } return damage; } //---------------------------------------------------------------------------- // // PROC A_FireBlasterPL1 // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_FireBlasterPL1) { angle_t angle; int damage; player_t *player; if (NULL == (player = self->player)) { return; } AWeapon *weapon = self->player->ReadyWeapon; if (weapon != NULL) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return; } angle_t pitch = P_BulletSlope(self); damage = pr_fb1.HitDice (4); angle = self->angle; if (player->refire) { angle += pr_fb1.Random2() << 18; } P_LineAttack (self, angle, PLAYERMISSILERANGE, pitch, damage, NAME_None, "BlasterPuff"); S_Sound (self, CHAN_WEAPON, "weapons/blastershoot", 1, ATTN_NORM); } //---------------------------------------------------------------------------- // // PROC A_SpawnRippers // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_SpawnRippers) { int i; angle_t angle; AActor *ripper; for(i = 0; i < 8; i++) { ripper = Spawn (self->x, self->y, self->z, ALLOW_REPLACE); angle = i*ANG45; ripper->target = self->target; ripper->angle = angle; angle >>= ANGLETOFINESHIFT; ripper->velx = FixedMul (ripper->Speed, finecosine[angle]); ripper->vely = FixedMul (ripper->Speed, finesine[angle]); P_CheckMissileSpawn (ripper); } } // --- Skull rod ------------------------------------------------------------ // Horn Rod FX 2 ------------------------------------------------------------ class AHornRodFX2 : public AActor { DECLARE_CLASS (AHornRodFX2, AActor) public: int DoSpecialDamage (AActor *target, int damage); }; IMPLEMENT_CLASS (AHornRodFX2) int AHornRodFX2::DoSpecialDamage (AActor *target, int damage) { if (target->IsKindOf (PClass::FindClass("Sorcerer2")) && pr_hrfx2() < 96) { // D'Sparil teleports away P_DSparilTeleport (target); return -1; } return damage; } // Rain pillar 1 ------------------------------------------------------------ class ARainPillar : public AActor { DECLARE_CLASS (ARainPillar, AActor) public: int DoSpecialDamage (AActor *target, int damage); }; IMPLEMENT_CLASS (ARainPillar) int ARainPillar::DoSpecialDamage (AActor *target, int damage) { if (target->flags2 & MF2_BOSS) { // Decrease damage for bosses damage = (pr_rp() & 7) + 1; } return damage; } // Rain tracker "inventory" item -------------------------------------------- class ARainTracker : public AInventory { DECLARE_CLASS (ARainTracker, AInventory) public: void Serialize (FArchive &arc); AActor *Rain1, *Rain2; }; IMPLEMENT_CLASS (ARainTracker) void ARainTracker::Serialize (FArchive &arc) { Super::Serialize (arc); arc << Rain1 << Rain2; } //---------------------------------------------------------------------------- // // PROC A_FireSkullRodPL1 // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_FireSkullRodPL1) { AActor *mo; player_t *player; if (NULL == (player = self->player)) { return; } AWeapon *weapon = player->ReadyWeapon; if (weapon != NULL) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return; } mo = P_SpawnPlayerMissile (self, PClass::FindClass("HornRodFX1")); // Randomize the first frame if (mo && pr_fsr1() > 128) { mo->SetState (mo->state->GetNextState()); } } //---------------------------------------------------------------------------- // // PROC A_FireSkullRodPL2 // // The special2 field holds the player number that shot the rain missile. // The special1 field holds the id of the rain sound. // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_FireSkullRodPL2) { player_t *player; AActor *MissileActor; AActor *linetarget; if (NULL == (player = self->player)) { return; } AWeapon *weapon = player->ReadyWeapon; if (weapon != NULL) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return; } P_SpawnPlayerMissile (self, 0,0,0, RUNTIME_CLASS(AHornRodFX2), self->angle, &linetarget, &MissileActor); // Use MissileActor instead of the return value from // P_SpawnPlayerMissile because we need to give info to the mobj // even if it exploded immediately. if (MissileActor != NULL) { MissileActor->special2 = (int)(player - players); if (linetarget) { MissileActor->tracer = linetarget; } S_Sound (MissileActor, CHAN_WEAPON, "weapons/hornrodpowshoot", 1, ATTN_NORM); } } //---------------------------------------------------------------------------- // // PROC A_AddPlayerRain // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_AddPlayerRain) { ARainTracker *tracker; if (self->target == NULL || self->target->health <= 0) { // Shooter is dead or nonexistant return; } tracker = self->target->FindInventory (); // They player is only allowed two rainstorms at a time. Shooting more // than that will cause the oldest one to terminate. if (tracker != NULL) { if (tracker->Rain1 && tracker->Rain2) { // Terminate an active rain if (tracker->Rain1->health < tracker->Rain2->health) { if (tracker->Rain1->health > 16) { tracker->Rain1->health = 16; } tracker->Rain1 = NULL; } else { if (tracker->Rain2->health > 16) { tracker->Rain2->health = 16; } tracker->Rain2 = NULL; } } } else { tracker = static_cast (self->target->GiveInventoryType (RUNTIME_CLASS(ARainTracker))); } // Add rain mobj to list if (tracker->Rain1) { tracker->Rain2 = self; } else { tracker->Rain1 = self; } self->special1 = S_FindSound ("misc/rain"); } //---------------------------------------------------------------------------- // // PROC A_SkullRodStorm // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_SkullRodStorm) { fixed_t x; fixed_t y; AActor *mo; ARainTracker *tracker; if (self->health-- == 0) { S_StopSound (self, CHAN_BODY); if (self->target == NULL) { // Player left the game self->Destroy (); return; } tracker = self->target->FindInventory (); if (tracker != NULL) { if (tracker->Rain1 == self) { tracker->Rain1 = NULL; } else if (tracker->Rain2 == self) { tracker->Rain2 = NULL; } } self->Destroy (); return; } if (pr_storm() < 25) { // Fudge rain frequency return; } x = self->x + ((pr_storm()&127) - 64) * FRACUNIT; y = self->y + ((pr_storm()&127) - 64) * FRACUNIT; mo = Spawn (x, y, ONCEILINGZ, ALLOW_REPLACE); #ifdef _3DFLOORS // We used bouncecount to store the 3D floor index in A_HideInCeiling if (!mo) return; fixed_t newz; if (self->bouncecount >= 0 && (unsigned)self->bouncecount < self->Sector->e->XFloor.ffloors.Size()) newz = self->Sector->e->XFloor.ffloors[self->bouncecount]->bottom.plane->ZatPoint(x, y);// - 40 * FRACUNIT; else newz = self->Sector->ceilingplane.ZatPoint(x, y); int moceiling = P_Find3DFloor(NULL, x, y, newz, false, false, newz); if (moceiling >= 0) mo->z = newz - mo->height; #endif mo->Translation = multiplayer ? TRANSLATION(TRANSLATION_PlayersExtra,self->special2) : 0; mo->target = self->target; mo->velx = 1; // Force collision detection mo->velz = -mo->Speed; mo->special2 = self->special2; // Transfer player number P_CheckMissileSpawn (mo); if (self->special1 != -1 && !S_IsActorPlayingSomething (self, CHAN_BODY, -1)) { S_Sound (self, CHAN_BODY|CHAN_LOOP, self->special1, 1, ATTN_NORM); } } //---------------------------------------------------------------------------- // // PROC A_RainImpact // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_RainImpact) { if (self->z > self->floorz) { self->SetState (self->FindState("NotFloor")); } else if (pr_impact() < 40) { P_HitFloor (self); } } //---------------------------------------------------------------------------- // // PROC A_HideInCeiling // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_HideInCeiling) { #ifdef _3DFLOORS // We use bouncecount to store the 3D floor index fixed_t foo; for (unsigned int i=0; i< self->Sector->e->XFloor.ffloors.Size(); i++) { F3DFloor * rover = self->Sector->e->XFloor.ffloors[i]; if(!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue; if ((foo = rover->bottom.plane->ZatPoint(self->x, self->y)) >= (self->z + self->height)) { self->z = foo + 4*FRACUNIT; self->bouncecount = i; return; } } self->bouncecount = -1; #endif self->z = self->ceilingz + 4*FRACUNIT; } // --- Phoenix Rod ---------------------------------------------------------- class APhoenixRod : public AWeapon { DECLARE_CLASS (APhoenixRod, AWeapon) public: void Serialize (FArchive &arc) { Super::Serialize (arc); arc << FlameCount; } int FlameCount; // for flamethrower duration }; class APhoenixRodPowered : public APhoenixRod { DECLARE_CLASS (APhoenixRodPowered, APhoenixRod) public: void EndPowerup (); }; IMPLEMENT_CLASS (APhoenixRod) IMPLEMENT_CLASS (APhoenixRodPowered) void APhoenixRodPowered::EndPowerup () { P_SetPsprite (Owner->player, ps_weapon, SisterWeapon->GetReadyState()); DepleteAmmo (bAltFire); Owner->player->refire = 0; S_StopSound (Owner, CHAN_WEAPON); Owner->player->ReadyWeapon = SisterWeapon; } class APhoenixFX1 : public AActor { DECLARE_CLASS (APhoenixFX1, AActor) public: int DoSpecialDamage (AActor *target, int damage); }; IMPLEMENT_CLASS (APhoenixFX1) int APhoenixFX1::DoSpecialDamage (AActor *target, int damage) { if (target->IsKindOf (PClass::FindClass("Sorcerer2")) && pr_hrfx2() < 96) { // D'Sparil teleports away P_DSparilTeleport (target); return -1; } return damage; } // Phoenix FX 2 ------------------------------------------------------------- class APhoenixFX2 : public AActor { DECLARE_CLASS (APhoenixFX2, AActor) public: int DoSpecialDamage (AActor *target, int damage); }; IMPLEMENT_CLASS (APhoenixFX2) int APhoenixFX2::DoSpecialDamage (AActor *target, int damage) { if (target->player && pr_pfx2 () < 128) { // Freeze player for a bit target->reactiontime += 4; } return damage; } //---------------------------------------------------------------------------- // // PROC A_FirePhoenixPL1 // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_FirePhoenixPL1) { angle_t angle; player_t *player; if (NULL == (player = self->player)) { return; } AWeapon *weapon = self->player->ReadyWeapon; if (weapon != NULL) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return; } P_SpawnPlayerMissile (self, RUNTIME_CLASS(APhoenixFX1)); angle = self->angle + ANG180; angle >>= ANGLETOFINESHIFT; self->velx += FixedMul (4*FRACUNIT, finecosine[angle]); self->vely += FixedMul (4*FRACUNIT, finesine[angle]); } //---------------------------------------------------------------------------- // // PROC A_PhoenixPuff // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_PhoenixPuff) { AActor *puff; angle_t angle; //[RH] Heretic never sets the target for seeking //P_SeekerMissile (self, ANGLE_1*5, ANGLE_1*10); puff = Spawn("PhoenixPuff", self->x, self->y, self->z, ALLOW_REPLACE); angle = self->angle + ANG90; angle >>= ANGLETOFINESHIFT; puff->velx = FixedMul (FRACUNIT*13/10, finecosine[angle]); puff->vely = FixedMul (FRACUNIT*13/10, finesine[angle]); puff->velz = 0; puff = Spawn("PhoenixPuff", self->x, self->y, self->z, ALLOW_REPLACE); angle = self->angle - ANG90; angle >>= ANGLETOFINESHIFT; puff->velx = FixedMul (FRACUNIT*13/10, finecosine[angle]); puff->vely = FixedMul (FRACUNIT*13/10, finesine[angle]); puff->velz = 0; } //---------------------------------------------------------------------------- // // PROC A_InitPhoenixPL2 // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_InitPhoenixPL2) { if (self->player != NULL) { APhoenixRod *flamethrower = static_cast (self->player->ReadyWeapon); if (flamethrower != NULL) { flamethrower->FlameCount = FLAME_THROWER_TICS; } } } //---------------------------------------------------------------------------- // // PROC A_FirePhoenixPL2 // // Flame thrower effect. // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_FirePhoenixPL2) { AActor *mo; angle_t angle; fixed_t x, y, z; fixed_t slope; FSoundID soundid; player_t *player; APhoenixRod *flamethrower; if (NULL == (player = self->player)) { return; } soundid = "weapons/phoenixpowshoot"; flamethrower = static_cast (player->ReadyWeapon); if (flamethrower == NULL || --flamethrower->FlameCount == 0) { // Out of flame P_SetPsprite (player, ps_weapon, flamethrower->FindState("Powerdown")); player->refire = 0; S_StopSound (self, CHAN_WEAPON); return; } angle = self->angle; x = self->x + (pr_fp2.Random2() << 9); y = self->y + (pr_fp2.Random2() << 9); z = self->z + 26*FRACUNIT + finetangent[FINEANGLES/4-(self->pitch>>ANGLETOFINESHIFT)]; z -= self->floorclip; slope = finetangent[FINEANGLES/4-(self->pitch>>ANGLETOFINESHIFT)] + (FRACUNIT/10); mo = Spawn("PhoenixFX2", x, y, z, ALLOW_REPLACE); mo->target = self; mo->angle = angle; mo->velx = self->velx + FixedMul (mo->Speed, finecosine[angle>>ANGLETOFINESHIFT]); mo->vely = self->vely + FixedMul (mo->Speed, finesine[angle>>ANGLETOFINESHIFT]); mo->velz = FixedMul (mo->Speed, slope); if (!player->refire || !S_IsActorPlayingSomething (self, CHAN_WEAPON, -1)) { S_Sound (self, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); } P_CheckMissileSpawn (mo); } //---------------------------------------------------------------------------- // // PROC A_ShutdownPhoenixPL2 // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_ShutdownPhoenixPL2) { player_t *player; if (NULL == (player = self->player)) { return; } S_StopSound (self, CHAN_WEAPON); AWeapon *weapon = player->ReadyWeapon; if (weapon != NULL) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return; } } //---------------------------------------------------------------------------- // // PROC A_FlameEnd // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_FlameEnd) { self->velz += FRACUNIT*3/2; } //---------------------------------------------------------------------------- // // PROC A_FloatPuff // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_FloatPuff) { self->velz += FRACUNIT*18/10; }