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68c483c041
This was always checking for every psprites rather than just weapon layers
782 lines
18 KiB
C++
782 lines
18 KiB
C++
/*
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#include "actor.h"
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#include "info.h"
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#include "s_sound.h"
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#include "m_random.h"
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#include "a_pickups.h"
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#include "d_player.h"
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#include "p_pspr.h"
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#include "p_local.h"
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#include "gstrings.h"
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#include "p_effect.h"
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#include "gi.h"
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#include "templates.h"
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#include "thingdef/thingdef.h"
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#include "doomstat.h"
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*/
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static FRandom pr_punch ("Punch");
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static FRandom pr_saw ("Saw");
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static FRandom pr_fireshotgun2 ("FireSG2");
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static FRandom pr_fireplasma ("FirePlasma");
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static FRandom pr_firerail ("FireRail");
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static FRandom pr_bfgspray ("BFGSpray");
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static FRandom pr_oldbfg ("OldBFG");
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//
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// A_Punch
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//
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DEFINE_ACTION_FUNCTION(AActor, A_Punch)
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{
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PARAM_ACTION_PROLOGUE;
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DAngle angle;
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int damage;
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DAngle pitch;
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FTranslatedLineTarget t;
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if (self->player != NULL)
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{
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AWeapon *weapon = self->player->ReadyWeapon;
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if (weapon != NULL && !(weapon->WeaponFlags & WIF_DEHAMMO) && ACTION_CALL_FROM_PSPRITE())
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return 0;
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}
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}
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damage = (pr_punch()%10+1)<<1;
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if (self->FindInventory<APowerStrength>())
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damage *= 10;
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angle = self->Angles.Yaw + pr_punch.Random2() * (5.625 / 256);
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pitch = P_AimLineAttack (self, angle, MELEERANGE);
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P_LineAttack (self, angle, MELEERANGE, pitch, damage, NAME_Melee, NAME_BulletPuff, LAF_ISMELEEATTACK, &t);
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// turn to face target
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if (t.linetarget)
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{
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S_Sound (self, CHAN_WEAPON, "*fist", 1, ATTN_NORM);
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self->Angles.Yaw = t.angleFromSource;
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}
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return 0;
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}
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//
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// A_FirePistol
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//
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DEFINE_ACTION_FUNCTION(AActor, A_FirePistol)
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{
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PARAM_ACTION_PROLOGUE;
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bool accurate;
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if (self->player != nullptr)
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{
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AWeapon *weapon = self->player->ReadyWeapon;
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if (weapon != nullptr && ACTION_CALL_FROM_PSPRITE())
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
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return 0;
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P_SetPsprite(self->player, PSP_FLASH, weapon->FindState(NAME_Flash), true);
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}
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self->player->mo->PlayAttacking2 ();
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accurate = !self->player->refire;
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}
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else
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{
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accurate = true;
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}
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S_Sound (self, CHAN_WEAPON, "weapons/pistol", 1, ATTN_NORM);
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P_GunShot (self, accurate, PClass::FindActor(NAME_BulletPuff), P_BulletSlope (self));
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return 0;
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}
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//
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// A_Saw
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//
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enum SAW_Flags
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{
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SF_NORANDOM = 1,
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SF_RANDOMLIGHTMISS = 2,
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SF_RANDOMLIGHTHIT = 4,
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SF_NOUSEAMMOMISS = 8,
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SF_NOUSEAMMO = 16,
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SF_NOPULLIN = 32,
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SF_NOTURN = 64,
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SF_STEALARMOR = 128,
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};
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Saw)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_SOUND_OPT (fullsound) { fullsound = "weapons/sawfull"; }
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PARAM_SOUND_OPT (hitsound) { hitsound = "weapons/sawhit"; }
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PARAM_INT_OPT (damage) { damage = 2; }
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PARAM_CLASS_OPT (pufftype, AActor) { pufftype = NULL; }
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PARAM_INT_OPT (flags) { flags = 0; }
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PARAM_FLOAT_OPT (range) { range = 0; }
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PARAM_ANGLE_OPT (spread_xy) { spread_xy = 2.8125; }
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PARAM_ANGLE_OPT (spread_z) { spread_z = 0.; }
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PARAM_FLOAT_OPT (lifesteal) { lifesteal = 0; }
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PARAM_INT_OPT (lifestealmax) { lifestealmax = 0; }
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PARAM_CLASS_OPT (armorbonustype, ABasicArmorBonus) { armorbonustype = NULL; }
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DAngle angle;
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DAngle slope;
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player_t *player;
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FTranslatedLineTarget t;
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int actualdamage;
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if (NULL == (player = self->player))
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{
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return 0;
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}
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if (pufftype == NULL)
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{
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pufftype = PClass::FindActor(NAME_BulletPuff);
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}
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if (damage == 0)
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{
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damage = 2;
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}
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if (!(flags & SF_NORANDOM))
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{
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damage *= (pr_saw()%10+1);
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}
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if (range == 0)
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{
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range = SAWRANGE;
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}
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angle = self->Angles.Yaw + spread_xy * (pr_saw.Random2() / 255.);
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slope = P_AimLineAttack (self, angle, range, &t) + spread_z * (pr_saw.Random2() / 255.);
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AWeapon *weapon = self->player->ReadyWeapon;
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if ((weapon != NULL) && !(flags & SF_NOUSEAMMO) && !(!t.linetarget && (flags & SF_NOUSEAMMOMISS)) && !(weapon->WeaponFlags & WIF_DEHAMMO) && ACTION_CALL_FROM_PSPRITE())
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return 0;
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}
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P_LineAttack (self, angle, range, slope, damage, NAME_Melee, pufftype, false, &t, &actualdamage);
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if (!t.linetarget)
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{
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if ((flags & SF_RANDOMLIGHTMISS) && (pr_saw() > 64))
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{
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player->extralight = !player->extralight;
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}
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S_Sound (self, CHAN_WEAPON, fullsound, 1, ATTN_NORM);
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return 0;
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}
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if (flags & SF_RANDOMLIGHTHIT)
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{
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int randVal = pr_saw();
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if (randVal < 64)
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{
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player->extralight = 0;
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}
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else if (randVal < 160)
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{
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player->extralight = 1;
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}
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else
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{
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player->extralight = 2;
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}
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}
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if (lifesteal && !(t.linetarget->flags5 & MF5_DONTDRAIN))
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{
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if (flags & SF_STEALARMOR)
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{
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if (armorbonustype == NULL)
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{
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armorbonustype = dyn_cast<ABasicArmorBonus::MetaClass>(PClass::FindClass("ArmorBonus"));
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}
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if (armorbonustype != NULL)
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{
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assert(armorbonustype->IsDescendantOf (RUNTIME_CLASS(ABasicArmorBonus)));
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ABasicArmorBonus *armorbonus = static_cast<ABasicArmorBonus *>(Spawn(armorbonustype));
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armorbonus->SaveAmount = int(armorbonus->SaveAmount * actualdamage * lifesteal);
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armorbonus->MaxSaveAmount = lifestealmax <= 0 ? armorbonus->MaxSaveAmount : lifestealmax;
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armorbonus->flags |= MF_DROPPED;
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armorbonus->ClearCounters();
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if (!armorbonus->CallTryPickup (self))
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{
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armorbonus->Destroy ();
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}
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}
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}
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else
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{
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P_GiveBody (self, int(actualdamage * lifesteal), lifestealmax);
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}
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}
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S_Sound (self, CHAN_WEAPON, hitsound, 1, ATTN_NORM);
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// turn to face target
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if (!(flags & SF_NOTURN))
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{
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DAngle anglediff = deltaangle(self->Angles.Yaw, t.angleFromSource);
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if (anglediff < 0.0)
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{
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if (anglediff < -4.5)
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self->Angles.Yaw = angle + 90.0 / 21;
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else
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self->Angles.Yaw -= 4.5;
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}
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else
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{
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if (anglediff > 4.5)
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self->Angles.Yaw = angle - 90.0 / 21;
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else
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self->Angles.Yaw += 4.5;
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}
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}
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if (!(flags & SF_NOPULLIN))
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self->flags |= MF_JUSTATTACKED;
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return 0;
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}
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//
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// A_FireShotgun
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//
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DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun)
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{
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PARAM_ACTION_PROLOGUE;
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int i;
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player_t *player;
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if (nullptr == (player = self->player))
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{
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return 0;
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}
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S_Sound (self, CHAN_WEAPON, "weapons/shotgf", 1, ATTN_NORM);
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AWeapon *weapon = self->player->ReadyWeapon;
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if (weapon != nullptr && ACTION_CALL_FROM_PSPRITE())
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
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return 0;
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P_SetPsprite(player, PSP_FLASH, weapon->FindState(NAME_Flash), true);
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}
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player->mo->PlayAttacking2 ();
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DAngle pitch = P_BulletSlope (self);
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for (i = 0; i < 7; i++)
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{
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P_GunShot (self, false, PClass::FindActor(NAME_BulletPuff), pitch);
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}
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return 0;
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}
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//
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// A_FireShotgun2
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//
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DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun2)
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{
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PARAM_ACTION_PROLOGUE;
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int i;
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DAngle angle;
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int damage;
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player_t *player;
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if (nullptr == (player = self->player))
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{
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return 0;
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}
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S_Sound (self, CHAN_WEAPON, "weapons/sshotf", 1, ATTN_NORM);
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AWeapon *weapon = self->player->ReadyWeapon;
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if (weapon != nullptr && ACTION_CALL_FROM_PSPRITE())
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire, true, 2))
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return 0;
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P_SetPsprite(player, PSP_FLASH, weapon->FindState(NAME_Flash), true);
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}
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player->mo->PlayAttacking2 ();
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DAngle pitch = P_BulletSlope (self);
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for (i=0 ; i<20 ; i++)
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{
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damage = 5*(pr_fireshotgun2()%3+1);
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angle = self->Angles.Yaw + pr_fireshotgun2.Random2() * (11.25 / 256);
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// Doom adjusts the bullet slope by shifting a random number [-255,255]
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// left 5 places. At 2048 units away, this means the vertical position
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// of the shot can deviate as much as 255 units from nominal. So using
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// some simple trigonometry, that means the vertical angle of the shot
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// can deviate by as many as ~7.097 degrees or ~84676099 BAMs.
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P_LineAttack (self,
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angle,
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PLAYERMISSILERANGE,
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pitch + pr_fireshotgun2.Random2() * (7.097 / 256), damage,
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NAME_Hitscan, NAME_BulletPuff);
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_OpenShotgun2)
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{
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PARAM_ACTION_PROLOGUE;
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S_Sound (self, CHAN_WEAPON, "weapons/sshoto", 1, ATTN_NORM);
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_LoadShotgun2)
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{
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PARAM_ACTION_PROLOGUE;
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S_Sound (self, CHAN_WEAPON, "weapons/sshotl", 1, ATTN_NORM);
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_CloseShotgun2)
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{
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PARAM_ACTION_PROLOGUE;
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S_Sound (self, CHAN_WEAPON, "weapons/sshotc", 1, ATTN_NORM);
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A_ReFire (self);
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return 0;
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}
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//------------------------------------------------------------------------------------
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//
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// Setting a random flash like some of Doom's weapons can easily crash when the
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// definition is overridden incorrectly so let's check that the state actually exists.
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// Be aware though that this will not catch all DEHACKED related problems. But it will
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// find all DECORATE related ones.
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//
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//------------------------------------------------------------------------------------
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void P_SetSafeFlash(AWeapon *weapon, player_t *player, FState *flashstate, int index)
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{
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PClassActor *cls = weapon->GetClass();
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while (cls != RUNTIME_CLASS(AWeapon))
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{
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if (flashstate >= cls->OwnedStates && flashstate < cls->OwnedStates + cls->NumOwnedStates)
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{
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// The flash state belongs to this class.
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// Now let's check if the actually wanted state does also
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if (flashstate + index < cls->OwnedStates + cls->NumOwnedStates)
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{
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// we're ok so set the state
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P_SetPsprite(player, PSP_FLASH, flashstate + index, true);
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return;
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}
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else
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{
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// oh, no! The state is beyond the end of the state table so use the original flash state.
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P_SetPsprite(player, PSP_FLASH, flashstate, true);
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return;
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}
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}
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// try again with parent class
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cls = static_cast<PClassActor *>(cls->ParentClass);
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}
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// if we get here the state doesn't seem to belong to any class in the inheritance chain
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// This can happen with Dehacked if the flash states are remapped.
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// The only way to check this would be to go through all Dehacked modifiable actors, convert
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// their states into a single flat array and find the correct one.
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// Rather than that, just check to make sure it belongs to something.
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if (FState::StaticFindStateOwner(flashstate + index) == NULL)
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{ // Invalid state. With no index offset, it should at least be valid.
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index = 0;
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}
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P_SetPsprite(player, PSP_FLASH, flashstate + index, true);
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}
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//
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// A_FireCGun
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//
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DEFINE_ACTION_FUNCTION(AActor, A_FireCGun)
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{
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PARAM_ACTION_PROLOGUE;
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player_t *player;
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if (self == nullptr || nullptr == (player = self->player))
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{
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return 0;
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}
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AWeapon *weapon = player->ReadyWeapon;
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if (weapon != nullptr && ACTION_CALL_FROM_PSPRITE())
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
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return 0;
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S_Sound (self, CHAN_WEAPON, "weapons/chngun", 1, ATTN_NORM);
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FState *flash = weapon->FindState(NAME_Flash);
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if (flash != nullptr)
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{
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// [RH] Fix for Sparky's messed-up Dehacked patch! Blargh!
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FState * atk = weapon->FindState(NAME_Fire);
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int theflash = clamp (int(player->GetPSprite(PSP_WEAPON)->GetState() - atk), 0, 1);
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if (flash[theflash].sprite != flash->sprite)
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{
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theflash = 0;
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}
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P_SetSafeFlash (weapon, player, flash, theflash);
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}
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}
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player->mo->PlayAttacking2 ();
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P_GunShot (self, !player->refire, PClass::FindActor(NAME_BulletPuff), P_BulletSlope (self));
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return 0;
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}
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//
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// A_FireMissile
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//
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DEFINE_ACTION_FUNCTION(AActor, A_FireMissile)
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{
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PARAM_ACTION_PROLOGUE;
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player_t *player;
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if (NULL == (player = self->player))
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{
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return 0;
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}
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AWeapon *weapon = self->player->ReadyWeapon;
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if (weapon != NULL && ACTION_CALL_FROM_PSPRITE())
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
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return 0;
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}
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P_SpawnPlayerMissile (self, PClass::FindActor("Rocket"));
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return 0;
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}
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//
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// A_FireSTGrenade: not exactly backported from ST, but should work the same
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//
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireSTGrenade)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_CLASS_OPT(grenade, AActor) { grenade = PClass::FindActor("Grenade"); }
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player_t *player;
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if (grenade == NULL)
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return 0;
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if (NULL == (player = self->player))
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{
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return 0;
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}
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AWeapon *weapon = self->player->ReadyWeapon;
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if (weapon != NULL && ACTION_CALL_FROM_PSPRITE())
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return 0;
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}
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// Temporarily raise the pitch to send the grenade slightly upwards
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DAngle SavedPlayerPitch = self->Angles.Pitch;
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self->Angles.Pitch -= 6.328125; //(1152 << F RACBITS);
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P_SpawnPlayerMissile(self, grenade);
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self->Angles.Pitch = SavedPlayerPitch;
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return 0;
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}
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//
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// A_FirePlasma
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//
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DEFINE_ACTION_FUNCTION(AActor, A_FirePlasma)
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{
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PARAM_ACTION_PROLOGUE;
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player_t *player;
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if (NULL == (player = self->player))
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{
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return 0;
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}
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AWeapon *weapon = self->player->ReadyWeapon;
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if (weapon != NULL && ACTION_CALL_FROM_PSPRITE())
|
|
{
|
|
if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
|
|
return 0;
|
|
|
|
FState *flash = weapon->FindState(NAME_Flash);
|
|
if (flash != NULL)
|
|
{
|
|
P_SetSafeFlash(weapon, player, flash, (pr_fireplasma()&1));
|
|
}
|
|
}
|
|
|
|
P_SpawnPlayerMissile (self, PClass::FindActor("PlasmaBall"));
|
|
return 0;
|
|
}
|
|
|
|
//
|
|
// [RH] A_FireRailgun
|
|
//
|
|
static void FireRailgun(AActor *self, int offset_xy, bool fromweapon)
|
|
{
|
|
int damage;
|
|
player_t *player;
|
|
|
|
if (NULL == (player = self->player))
|
|
{
|
|
return;
|
|
}
|
|
|
|
AWeapon *weapon = self->player->ReadyWeapon;
|
|
if (weapon != NULL && fromweapon)
|
|
{
|
|
if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
|
|
return;
|
|
|
|
FState *flash = weapon->FindState(NAME_Flash);
|
|
if (flash != NULL)
|
|
{
|
|
P_SetSafeFlash(weapon, player, flash, (pr_firerail()&1));
|
|
}
|
|
}
|
|
|
|
damage = deathmatch ? 100 : 150;
|
|
|
|
FRailParams p;
|
|
p.source = self;
|
|
p.damage = damage;
|
|
p.offset_xy = offset_xy;
|
|
P_RailAttack (&p);
|
|
}
|
|
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_FireRailgun)
|
|
{
|
|
PARAM_ACTION_PROLOGUE;
|
|
FireRailgun(self, 0, ACTION_CALL_FROM_PSPRITE());
|
|
return 0;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_FireRailgunRight)
|
|
{
|
|
PARAM_ACTION_PROLOGUE;
|
|
FireRailgun(self, 10, ACTION_CALL_FROM_PSPRITE());
|
|
return 0;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_FireRailgunLeft)
|
|
{
|
|
PARAM_ACTION_PROLOGUE;
|
|
FireRailgun(self, -10, ACTION_CALL_FROM_PSPRITE());
|
|
return 0;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_RailWait)
|
|
{
|
|
// Okay, this was stupid. Just use a NULL function instead of this.
|
|
return 0;
|
|
}
|
|
|
|
//
|
|
// A_FireBFG
|
|
//
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_FireBFG)
|
|
{
|
|
PARAM_ACTION_PROLOGUE;
|
|
|
|
player_t *player;
|
|
|
|
if (NULL == (player = self->player))
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
AWeapon *weapon = self->player->ReadyWeapon;
|
|
if (weapon != NULL && ACTION_CALL_FROM_PSPRITE())
|
|
{
|
|
if (!weapon->DepleteAmmo (weapon->bAltFire, true, deh.BFGCells))
|
|
return 0;
|
|
}
|
|
|
|
P_SpawnPlayerMissile (self, 0, 0, 0, PClass::FindActor("BFGBall"), self->Angles.Yaw, NULL, NULL, !!(dmflags2 & DF2_NO_FREEAIMBFG));
|
|
return 0;
|
|
}
|
|
|
|
|
|
//
|
|
// A_BFGSpray
|
|
// Spawn a BFG explosion on every monster in view
|
|
//
|
|
enum BFG_Flags
|
|
{
|
|
BFGF_HURTSOURCE = 1,
|
|
BFGF_MISSILEORIGIN = 2,
|
|
};
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray)
|
|
{
|
|
PARAM_ACTION_PROLOGUE;
|
|
PARAM_CLASS_OPT (spraytype, AActor) { spraytype = NULL; }
|
|
PARAM_INT_OPT (numrays) { numrays = 0; }
|
|
PARAM_INT_OPT (damagecnt) { damagecnt = 0; }
|
|
PARAM_ANGLE_OPT (angle) { angle = 0.; }
|
|
PARAM_FLOAT_OPT (distance) { distance = 0; }
|
|
PARAM_ANGLE_OPT (vrange) { vrange = 0.; }
|
|
PARAM_INT_OPT (defdamage) { defdamage = 0; }
|
|
PARAM_INT_OPT (flags) { flags = 0; }
|
|
|
|
int i;
|
|
int j;
|
|
int damage;
|
|
DAngle an;
|
|
FTranslatedLineTarget t;
|
|
AActor *originator;
|
|
|
|
if (spraytype == NULL) spraytype = PClass::FindActor("BFGExtra");
|
|
if (numrays <= 0) numrays = 40;
|
|
if (damagecnt <= 0) damagecnt = 15;
|
|
if (angle == 0) angle = 90.;
|
|
if (distance <= 0) distance = 16 * 64;
|
|
if (vrange == 0) vrange = 32.;
|
|
|
|
// [RH] Don't crash if no target
|
|
if (!self->target)
|
|
return 0;
|
|
|
|
// [XA] Set the originator of the rays to the projectile (self) if
|
|
// the new flag is set, else set it to the player (self->target)
|
|
originator = (flags & BFGF_MISSILEORIGIN) ? self : (AActor *)(self->target);
|
|
|
|
// offset angles from its attack angle
|
|
for (i = 0; i < numrays; i++)
|
|
{
|
|
an = self->Angles.Yaw - angle / 2 + angle / numrays*i;
|
|
|
|
P_AimLineAttack(originator, an, distance, &t, vrange);
|
|
|
|
if (t.linetarget != NULL)
|
|
{
|
|
AActor *spray = Spawn(spraytype, t.linetarget->PosPlusZ(t.linetarget->Height / 4), ALLOW_REPLACE);
|
|
|
|
int dmgFlags = 0;
|
|
FName dmgType = NAME_BFGSplash;
|
|
|
|
if (spray != NULL)
|
|
{
|
|
if ((spray->flags6 & MF6_MTHRUSPECIES && self->target->GetSpecies() == t.linetarget->GetSpecies()) ||
|
|
(!(flags & BFGF_HURTSOURCE) && self->target == t.linetarget)) // [XA] Don't hit oneself unless we say so.
|
|
{
|
|
spray->Destroy(); // [MC] Remove it because technically, the spray isn't trying to "hit" them.
|
|
continue;
|
|
}
|
|
if (spray->flags5 & MF5_PUFFGETSOWNER) spray->target = self->target;
|
|
if (spray->flags3 & MF3_FOILINVUL) dmgFlags |= DMG_FOILINVUL;
|
|
if (spray->flags7 & MF7_FOILBUDDHA) dmgFlags |= DMG_FOILBUDDHA;
|
|
dmgType = spray->DamageType;
|
|
}
|
|
|
|
if (defdamage == 0)
|
|
{
|
|
damage = 0;
|
|
for (j = 0; j < damagecnt; ++j)
|
|
damage += (pr_bfgspray() & 7) + 1;
|
|
}
|
|
else
|
|
{
|
|
// if this is used, damagecnt will be ignored
|
|
damage = defdamage;
|
|
}
|
|
|
|
int newdam = P_DamageMobj(t.linetarget, originator, self->target, damage, dmgType, dmgFlags|DMG_USEANGLE, t.angleFromSource.Degrees);
|
|
P_TraceBleed(newdam > 0 ? newdam : damage, &t, self);
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//
|
|
// A_BFGsound
|
|
//
|
|
DEFINE_ACTION_FUNCTION(AActor, A_BFGsound)
|
|
{
|
|
PARAM_ACTION_PROLOGUE;
|
|
S_Sound (self, CHAN_WEAPON, "weapons/bfgf", 1, ATTN_NORM);
|
|
return 0;
|
|
}
|
|
|
|
//
|
|
// A_FireOldBFG
|
|
//
|
|
// This function emulates Doom's Pre-Beta BFG
|
|
// By Lee Killough 6/6/98, 7/11/98, 7/19/98, 8/20/98
|
|
//
|
|
// This code may not be used in other mods without appropriate credit given.
|
|
// Code leeches will be telefragged.
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_FireOldBFG)
|
|
{
|
|
PARAM_ACTION_PROLOGUE;
|
|
PClassActor *plasma[] = { PClass::FindActor("PlasmaBall1"), PClass::FindActor("PlasmaBall2") };
|
|
AActor * mo = NULL;
|
|
|
|
player_t *player;
|
|
bool doesautoaim = false;
|
|
|
|
if (NULL == (player = self->player))
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
AWeapon *weapon = self->player->ReadyWeapon;
|
|
if (!ACTION_CALL_FROM_PSPRITE()) weapon = NULL;
|
|
if (weapon != NULL)
|
|
{
|
|
if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
|
|
return 0;
|
|
|
|
doesautoaim = !(weapon->WeaponFlags & WIF_NOAUTOAIM);
|
|
weapon->WeaponFlags |= WIF_NOAUTOAIM; // No autoaiming that gun
|
|
}
|
|
self->player->extralight = 2;
|
|
|
|
// Save values temporarily
|
|
DAngle SavedPlayerAngle = self->Angles.Yaw;
|
|
DAngle SavedPlayerPitch = self->Angles.Pitch;
|
|
for (int i = 0; i < 2; i++) // Spawn two plasma balls in sequence
|
|
{
|
|
self->Angles.Yaw += ((pr_oldbfg()&127) - 64) * (90./768);
|
|
self->Angles.Pitch += ((pr_oldbfg()&127) - 64) * (90./640);
|
|
mo = P_SpawnPlayerMissile (self, plasma[i]);
|
|
// Restore saved values
|
|
self->Angles.Yaw = SavedPlayerAngle;
|
|
self->Angles.Pitch = SavedPlayerPitch;
|
|
}
|
|
if (doesautoaim && weapon != NULL)
|
|
{ // Restore autoaim setting
|
|
weapon->WeaponFlags &= ~WIF_NOAUTOAIM;
|
|
}
|
|
return 0;
|
|
}
|