qzdoom/src/g_hexen/a_blastradius.cpp
Christoph Oelckers 9b0b199bb5 - Fixed: Commander Keen's death sequence had one state duplicated.
- Fixed: Due to the changes for custom states the internal weapons shouldn't
  define a holdatk state unless it differs from the attack state.
- Fixed: The bot code tried to spawn ACajunBodyNode instead of CajunBodyNode.
- Changed: MF2_BLASTED doesn't work well for players so I had to take it out
  of A_BlastRadius.
- Fixed: When MF2_BLASTED was cleared MF2_SLIDE got cleared as well, no matter
  whether it was set by default or not. Now the MF2_SLIDE check checks both
  flags and the BlastRadius code doesn't set MF2_SLIDE anymore.


SVN r422 (trunk)
2006-12-23 12:12:06 +00:00

213 lines
5.8 KiB
C++

#include "info.h"
#include "a_pickups.h"
#include "a_artifacts.h"
#include "gstrings.h"
#include "p_local.h"
#include "p_enemy.h"
#include "s_sound.h"
#define BLAST_RADIUS_DIST 255*FRACUNIT
#define BLAST_SPEED 20*FRACUNIT
#define BLAST_FULLSTRENGTH 255
// Disc of Repulsion --------------------------------------------------------
class AArtiBlastRadius : public AInventory
{
DECLARE_ACTOR (AArtiBlastRadius, AInventory)
public:
bool Use (bool pickup);
protected:
void BlastActor (AActor *victim, fixed_t strength);
};
FState AArtiBlastRadius::States[] =
{
S_BRIGHT (BLST, 'A', 4, NULL , &States[1]),
S_BRIGHT (BLST, 'B', 4, NULL , &States[2]),
S_BRIGHT (BLST, 'C', 4, NULL , &States[3]),
S_BRIGHT (BLST, 'D', 4, NULL , &States[4]),
S_BRIGHT (BLST, 'E', 4, NULL , &States[5]),
S_BRIGHT (BLST, 'F', 4, NULL , &States[6]),
S_BRIGHT (BLST, 'G', 4, NULL , &States[7]),
S_BRIGHT (BLST, 'H', 4, NULL , &States[0]),
};
IMPLEMENT_ACTOR (AArtiBlastRadius, Hexen, 10110, 74)
PROP_Flags (MF_SPECIAL)
PROP_Flags2 (MF2_FLOATBOB)
PROP_SpawnState (0)
PROP_Inventory_DefMaxAmount
PROP_Inventory_FlagsSet (IF_INVBAR|IF_PICKUPFLASH|IF_FANCYPICKUPSOUND)
PROP_Inventory_Icon ("ARTIBLST")
PROP_Inventory_PickupSound ("misc/p_pkup")
PROP_Inventory_PickupMessage("$TXT_ARTIBLASTRADIUS")
END_DEFAULTS
// Blast Effect -------------------------------------------------------------
class ABlastEffect : public AActor
{
DECLARE_ACTOR (ABlastEffect, AActor)
};
FState ABlastEffect::States[] =
{
S_NORMAL (RADE, 'A', 4, NULL , &States[1]),
S_NORMAL (RADE, 'B', 4, NULL , &States[2]),
S_NORMAL (RADE, 'C', 4, NULL , &States[3]),
S_NORMAL (RADE, 'D', 4, NULL , &States[4]),
S_NORMAL (RADE, 'E', 4, NULL , &States[5]),
S_NORMAL (RADE, 'F', 4, NULL , &States[6]),
S_NORMAL (RADE, 'G', 4, NULL , &States[7]),
S_NORMAL (RADE, 'H', 4, NULL , &States[8]),
S_NORMAL (RADE, 'I', 4, NULL , NULL)
};
IMPLEMENT_ACTOR (ABlastEffect, Any, -1, 0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP)
PROP_Flags2 (MF2_NOTELEPORT)
PROP_RenderStyle (STYLE_Translucent)
PROP_Alpha (TRANSLUC66)
PROP_SpawnState (0)
END_DEFAULTS
//==========================================================================
//
// AArtiBlastRadius :: Activate
//
// Blast all actors away
//
//==========================================================================
bool AArtiBlastRadius::Use (bool pickup)
{
AActor *mo;
TThinkerIterator<AActor> iterator;
fixed_t dist;
S_Sound (Owner, CHAN_AUTO, "BlastRadius", 1, ATTN_NORM);
P_NoiseAlert (Owner, Owner);
while ( (mo = iterator.Next ()) )
{
if ((mo == Owner) || (mo->flags2 & MF2_BOSS))
{ // Not a valid monster
continue;
}
if ((mo->flags & MF_ICECORPSE) || (mo->flags3 & MF3_CANBLAST))
{
// Let these special cases go
}
else if ((mo->flags3 & MF3_ISMONSTER) && (mo->health <= 0))
{
continue;
}
else if (!(mo->flags3 & MF3_ISMONSTER) &&
!(mo->player) &&
!(mo->flags & MF_MISSILE) &&
!(mo->flags3 & MF3_CANBLAST))
{ // Must be monster, player, or missile
continue;
}
if (mo->flags2 & MF2_DORMANT)
{
continue; // no dormant creatures
}
if (mo->flags3 & MF3_DONTBLAST)
{ // A few things that would normally be blastable should not be blasted
continue;
}
dist = P_AproxDistance (Owner->x - mo->x, Owner->y - mo->y);
if (dist > BLAST_RADIUS_DIST)
{ // Out of range
continue;
}
BlastActor (mo, BLAST_FULLSTRENGTH);
}
return true;
}
//==========================================================================
//
// AArtiBlastRadius :: BlastActor
//
//==========================================================================
void AArtiBlastRadius::BlastActor (AActor *victim, fixed_t strength)
{
angle_t angle,ang;
AActor *mo;
fixed_t x,y,z;
if (!victim->SpecialBlastHandling (Owner, strength))
{
return;
}
angle = R_PointToAngle2 (Owner->x, Owner->y, victim->x, victim->y);
angle >>= ANGLETOFINESHIFT;
if (strength < BLAST_FULLSTRENGTH)
{
victim->momx = FixedMul (strength, finecosine[angle]);
victim->momy = FixedMul (strength, finesine[angle]);
if (victim->player)
{
// Players handled automatically
}
else
{
victim->flags2 |= MF2_BLASTED;
}
}
else // full strength blast from artifact
{
if (victim->flags & MF_MISSILE)
{
#if 0
if (victim->IsKindOf (RUNTIME_CLASS(AMageStaffFX2)))
{ // Reflect to originator
victim->special1 = (int)victim->target;
victim->target = Owner;
}
#endif
}
victim->momx = FixedMul (BLAST_SPEED, finecosine[angle]);
victim->momy = FixedMul (BLAST_SPEED, finesine[angle]);
// Spawn blast puff
ang = R_PointToAngle2 (victim->x, victim->y, Owner->x, Owner->y);
ang >>= ANGLETOFINESHIFT;
x = victim->x + FixedMul (victim->radius+FRACUNIT, finecosine[ang]);
y = victim->y + FixedMul (victim->radius+FRACUNIT, finesine[ang]);
z = victim->z - victim->floorclip + (victim->height>>1);
mo = Spawn<ABlastEffect> (x, y, z, ALLOW_REPLACE);
if (mo)
{
mo->momx = victim->momx;
mo->momy = victim->momy;
}
if (victim->flags & MF_MISSILE)
{
// [RH] Floor and ceiling huggers should not be blasted vertically.
if (!(victim->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
{
victim->momz = 8*FRACUNIT;
mo->momz = victim->momz;
}
}
else
{
victim->momz = (1000 / victim->Mass) << FRACBITS;
}
if (victim->player)
{
// Players handled automatically
}
else
{
victim->flags2 |= MF2_BLASTED;
}
}
}