mirror of
https://github.com/ZDoom/qzdoom.git
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086d0a797e
a player_t pointer. SVN r3681 (trunk)
1103 lines
29 KiB
C++
1103 lines
29 KiB
C++
/*
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#include "a_pickups.h"
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#include "p_local.h"
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#include "m_random.h"
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#include "a_strifeglobal.h"
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#include "s_sound.h"
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#include "p_enemy.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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// Note: Strife missiles do 1-4 times their damage amount.
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// Doom missiles do 1-8 times their damage amount, so to
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// make the strife missiles do proper damage without
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// hacking more stuff in the executable, be sure to give
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// all Strife missiles the MF4_STRIFEDAMAGE flag.
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static FRandom pr_jabdagger ("JabDagger");
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static FRandom pr_electric ("FireElectric");
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static FRandom pr_sgunshot ("StrifeGunShot");
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static FRandom pr_minimissile ("MiniMissile");
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static FRandom pr_flamethrower ("FlameThrower");
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static FRandom pr_flamedie ("FlameDie");
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static FRandom pr_mauler1 ("Mauler1");
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static FRandom pr_mauler2 ("Mauler2");
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static FRandom pr_phburn ("PhBurn");
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void A_LoopActiveSound (AActor *);
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void A_Countdown (AActor *);
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// Punch Dagger -------------------------------------------------------------
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//============================================================================
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//
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// P_DaggerAlert
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//
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//============================================================================
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void P_DaggerAlert (AActor *target, AActor *emitter)
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{
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AActor *looker;
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sector_t *sec = emitter->Sector;
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if (emitter->LastHeard != NULL)
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return;
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if (emitter->health <= 0)
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return;
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if (!(emitter->flags3 & MF3_ISMONSTER))
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return;
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if (emitter->flags4 & MF4_INCOMBAT)
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return;
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emitter->flags4 |= MF4_INCOMBAT;
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emitter->target = target;
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FState * painstate = emitter->FindState(NAME_Pain);
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if (painstate != NULL)
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{
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emitter->SetState (painstate);
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}
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for (looker = sec->thinglist; looker != NULL; looker = looker->snext)
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{
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if (looker == emitter || looker == target)
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continue;
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if (looker->health <= 0)
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continue;
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if (!(looker->flags4 & MF4_SEESDAGGERS))
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continue;
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if (!(looker->flags4 & MF4_INCOMBAT))
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{
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if (!P_CheckSight (looker, target) && !P_CheckSight (looker, emitter))
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continue;
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looker->target = target;
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if (looker->SeeSound)
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{
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S_Sound (looker, CHAN_VOICE, looker->SeeSound, 1, ATTN_NORM);
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}
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looker->SetState (looker->SeeState);
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looker->flags4 |= MF4_INCOMBAT;
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}
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}
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}
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//============================================================================
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//
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// A_JabDagger
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_JabDagger)
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{
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angle_t angle;
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int damage;
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int pitch;
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int power;
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AActor *linetarget;
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power = MIN(10, self->player->mo->stamina / 10);
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damage = (pr_jabdagger() % (power + 8)) * (power + 2);
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if (self->FindInventory<APowerStrength>())
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{
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damage *= 10;
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}
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angle = self->angle + (pr_jabdagger.Random2() << 18);
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pitch = P_AimLineAttack (self, angle, 80*FRACUNIT, &linetarget);
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P_LineAttack (self, angle, 80*FRACUNIT, pitch, damage, NAME_Melee, "StrifeSpark", true, &linetarget);
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// turn to face target
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if (linetarget)
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{
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S_Sound (self, CHAN_WEAPON,
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linetarget->flags & MF_NOBLOOD ? "misc/metalhit" : "misc/meathit",
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1, ATTN_NORM);
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self->angle = R_PointToAngle2 (self->x,
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self->y,
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linetarget->x,
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linetarget->y);
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self->flags |= MF_JUSTATTACKED;
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P_DaggerAlert (self, linetarget);
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}
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else
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{
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S_Sound (self, CHAN_WEAPON, "misc/swish", 1, ATTN_NORM);
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}
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}
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//============================================================================
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//
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// A_AlertMonsters
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_AlertMonsters)
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_FIXED(maxdist, 0);
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if (self->player != NULL)
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{
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P_NoiseAlert(self, self, false, maxdist);
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}
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else if (self->target != NULL && self->target->player != NULL)
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{
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P_NoiseAlert (self->target, self, false, maxdist);
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}
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}
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// Poison Bolt --------------------------------------------------------------
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class APoisonBolt : public AActor
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{
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DECLARE_CLASS (APoisonBolt, AActor)
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public:
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int DoSpecialDamage (AActor *target, int damage);
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};
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IMPLEMENT_CLASS (APoisonBolt)
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int APoisonBolt::DoSpecialDamage (AActor *target, int damage)
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{
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if (target->flags & MF_NOBLOOD)
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{
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return -1;
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}
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if (target->health < 1000000)
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{
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if (!(target->flags2 & MF2_BOSS))
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return target->health + 10;
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else
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return 50;
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}
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return 1;
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}
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// Strife's Crossbow --------------------------------------------------------
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//============================================================================
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//
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// A_ClearFlash
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_ClearFlash)
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{
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player_t *player = self->player;
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if (player == NULL)
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return;
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P_SetPsprite (player, ps_flash, NULL);
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}
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//============================================================================
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//
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// A_ShowElectricFlash
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_ShowElectricFlash)
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{
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if (self->player != NULL)
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{
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P_SetPsprite (self->player, ps_flash, self->player->ReadyWeapon->FindState(NAME_Flash));
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}
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}
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//============================================================================
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//
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// A_FireElectric
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireArrow)
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{
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angle_t savedangle;
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ACTION_PARAM_START(1);
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ACTION_PARAM_CLASS(ti, 0);
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if (self->player == NULL)
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return;
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AWeapon *weapon = self->player->ReadyWeapon;
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if (weapon != NULL)
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return;
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}
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if (ti)
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{
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savedangle = self->angle;
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self->angle += pr_electric.Random2 () << (18 - self->player->mo->accuracy * 5 / 100);
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self->player->mo->PlayAttacking2 ();
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P_SpawnPlayerMissile (self, ti);
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self->angle = savedangle;
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S_Sound (self, CHAN_WEAPON, "weapons/xbowshoot", 1, ATTN_NORM);
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}
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}
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// Assault Gun --------------------------------------------------------------
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//============================================================================
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//
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// P_StrifeGunShot
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//
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//============================================================================
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void P_StrifeGunShot (AActor *mo, bool accurate, angle_t pitch)
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{
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angle_t angle;
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int damage;
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damage = 4*(pr_sgunshot()%3+1);
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angle = mo->angle;
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if (mo->player != NULL && !accurate)
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{
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angle += pr_sgunshot.Random2() << (20 - mo->player->mo->accuracy * 5 / 100);
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}
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P_LineAttack (mo, angle, PLAYERMISSILERANGE, pitch, damage, NAME_None, NAME_StrifePuff);
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}
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//============================================================================
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//
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// A_FireAssaultGun
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FireAssaultGun)
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{
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bool accurate;
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S_Sound (self, CHAN_WEAPON, "weapons/assaultgun", 1, ATTN_NORM);
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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)
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return;
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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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P_StrifeGunShot (self, accurate, P_BulletSlope (self));
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}
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// Mini-Missile Launcher ----------------------------------------------------
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//============================================================================
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//
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// A_FireMiniMissile
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FireMiniMissile)
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{
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player_t *player = self->player;
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angle_t savedangle;
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if (self->player == NULL)
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return;
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AWeapon *weapon = self->player->ReadyWeapon;
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if (weapon != NULL)
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return;
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}
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savedangle = self->angle;
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self->angle += pr_minimissile.Random2() << (19 - player->mo->accuracy * 5 / 100);
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player->mo->PlayAttacking2 ();
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P_SpawnPlayerMissile (self, PClass::FindClass("MiniMissile"));
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self->angle = savedangle;
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}
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//============================================================================
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//
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// A_RocketInFlight
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_RocketInFlight)
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{
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AActor *trail;
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S_Sound (self, CHAN_VOICE, "misc/missileinflight", 1, ATTN_NORM);
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P_SpawnPuff (self, PClass::FindClass("MiniMissilePuff"), self->x, self->y, self->z, self->angle - ANGLE_180, 2, PF_HITTHING);
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trail = Spawn("RocketTrail", self->x - self->velx, self->y - self->vely, self->z, ALLOW_REPLACE);
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if (trail != NULL)
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{
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trail->velz = FRACUNIT;
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}
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}
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// Flame Thrower ------------------------------------------------------------
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//============================================================================
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//
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// A_FlameDie
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FlameDie)
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{
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self->flags |= MF_NOGRAVITY;
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self->velz = (pr_flamedie() & 3) << FRACBITS;
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}
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//============================================================================
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//
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// A_FireFlamer
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FireFlamer)
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{
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player_t *player = self->player;
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if (player != NULL)
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{
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AWeapon *weapon = self->player->ReadyWeapon;
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if (weapon != NULL)
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return;
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}
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player->mo->PlayAttacking2 ();
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}
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self->angle += pr_flamethrower.Random2() << 18;
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self = P_SpawnPlayerMissile (self, PClass::FindClass("FlameMissile"));
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if (self != NULL)
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{
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self->velz += 5*FRACUNIT;
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}
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}
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// Mauler -------------------------------------------------------------------
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//============================================================================
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//
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// A_FireMauler1
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//
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// Hey! This is exactly the same as a super shotgun except for the sound
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// and the bullet puffs and the disintegration death.
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FireMauler1)
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{
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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)
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return;
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}
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// Strife apparently didn't show the player shooting. Let's fix that.
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self->player->mo->PlayAttacking2 ();
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}
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S_Sound (self, CHAN_WEAPON, "weapons/mauler1", 1, ATTN_NORM);
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int bpitch = P_BulletSlope (self);
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for (int i = 0; i < 20; ++i)
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{
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int damage = 5 * (pr_mauler1() % 3 + 1);
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angle_t angle = self->angle + (pr_mauler1.Random2() << 19);
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int pitch = bpitch + (pr_mauler1.Random2() * 332063);
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// Strife used a range of 2112 units for the mauler to signal that
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// it should use a different puff. ZDoom's default range is longer
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// than this, so let's not handicap it by being too faithful to the
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// original.
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P_LineAttack (self, angle, PLAYERMISSILERANGE, pitch, damage, NAME_None, NAME_MaulerPuff);
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}
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}
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//============================================================================
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//
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// A_FireMauler2Pre
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//
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// Makes some noise and moves the psprite.
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FireMauler2Pre)
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{
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S_Sound (self, CHAN_WEAPON, "weapons/mauler2charge", 1, ATTN_NORM);
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if (self->player != NULL)
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{
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self->player->psprites[ps_weapon].sx += pr_mauler2.Random2() << 10;
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self->player->psprites[ps_weapon].sy += pr_mauler2.Random2() << 10;
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}
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}
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//============================================================================
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//
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// A_FireMauler2Pre
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//
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// Fires the torpedo.
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FireMauler2)
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{
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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)
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return;
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}
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self->player->mo->PlayAttacking2 ();
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}
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P_SpawnPlayerMissile (self, PClass::FindClass("MaulerTorpedo"));
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P_DamageMobj (self, self, NULL, 20, self->DamageType);
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P_ThrustMobj (self, self->angle + ANGLE_180, 0x7D000);
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}
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//============================================================================
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//
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// A_MaulerTorpedoWave
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//
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// Launches lots of balls when the torpedo hits something.
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//
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//============================================================================
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AActor *P_SpawnSubMissile (AActor *source, const PClass *type, AActor *target);
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DEFINE_ACTION_FUNCTION(AActor, A_MaulerTorpedoWave)
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{
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AActor *wavedef = GetDefaultByName("MaulerTorpedoWave");
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fixed_t savedz;
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self->angle += ANGLE_180;
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// If the torpedo hit the ceiling, it should still spawn the wave
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savedz = self->z;
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if (wavedef && self->ceilingz - self->z < wavedef->height)
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{
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self->z = self->ceilingz - wavedef->height;
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}
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for (int i = 0; i < 80; ++i)
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{
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self->angle += ANGLE_45/10;
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P_SpawnSubMissile (self, PClass::FindClass("MaulerTorpedoWave"), self->target);
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}
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self->z = savedz;
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}
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AActor *P_SpawnSubMissile (AActor *source, const PClass *type, AActor *target)
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{
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AActor *other = Spawn (type, source->x, source->y, source->z, ALLOW_REPLACE);
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if (other == NULL)
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{
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return NULL;
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}
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other->target = target;
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other->angle = source->angle;
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other->velx = FixedMul (other->Speed, finecosine[source->angle >> ANGLETOFINESHIFT]);
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other->vely = FixedMul (other->Speed, finesine[source->angle >> ANGLETOFINESHIFT]);
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if (other->flags4 & MF4_SPECTRAL)
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{
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if (source->flags & MF_MISSILE && source->flags4 & MF4_SPECTRAL)
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{
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other->FriendPlayer = source->FriendPlayer;
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}
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else
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{
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other->SetFriendPlayer(target->player);
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}
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}
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if (P_CheckMissileSpawn (other))
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{
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angle_t pitch = P_AimLineAttack (source, source->angle, 1024*FRACUNIT);
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other->velz = FixedMul (-finesine[pitch>>ANGLETOFINESHIFT], other->Speed);
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return other;
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}
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return NULL;
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}
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class APhosphorousFire : public AActor
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{
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DECLARE_CLASS (APhosphorousFire, AActor)
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public:
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int DoSpecialDamage (AActor *target, int damage);
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};
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IMPLEMENT_CLASS (APhosphorousFire)
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int APhosphorousFire::DoSpecialDamage (AActor *target, int damage)
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{
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if (target->flags & MF_NOBLOOD)
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{
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|
return damage / 2;
|
|
}
|
|
return Super::DoSpecialDamage (target, damage);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_BurnArea)
|
|
{
|
|
P_RadiusAttack (self, self->target, 128, 128, self->DamageType, true);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_Burnination)
|
|
{
|
|
self->velz -= 8*FRACUNIT;
|
|
self->velx += (pr_phburn.Random2 (3)) << FRACBITS;
|
|
self->vely += (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.
|
|
int xofs, xrand = pr_phburn();
|
|
int yofs, yrand = pr_phburn();
|
|
|
|
// Adding 12 is pointless if you're going to mask it afterward.
|
|
xofs = xrand & 31;
|
|
if (xrand & 128)
|
|
{
|
|
xofs = -xofs;
|
|
}
|
|
|
|
yofs = yrand & 31;
|
|
if (yrand & 128)
|
|
{
|
|
yofs = -yofs;
|
|
}
|
|
|
|
fixed_t x = self->x + (xofs << FRACBITS);
|
|
fixed_t y = self->y + (yofs << FRACBITS);
|
|
sector_t * sector = P_PointInSector(x, y);
|
|
|
|
// 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> (
|
|
x, y,
|
|
self->z + 4*FRACUNIT, ALLOW_REPLACE);
|
|
if (drop != NULL)
|
|
{
|
|
drop->velx = self->velx + ((pr_phburn.Random2 (7)) << FRACBITS);
|
|
drop->vely = self->vely + ((pr_phburn.Random2 (7)) << FRACBITS);
|
|
drop->velz = self->velz - FRACUNIT;
|
|
drop->reactiontime = (pr_phburn() & 3) + 2;
|
|
drop->flags |= MF_DROPPED;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_FireGrenade
|
|
//
|
|
//============================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireGrenade)
|
|
{
|
|
player_t *player = self->player;
|
|
AActor *grenade;
|
|
angle_t an;
|
|
fixed_t tworadii;
|
|
AWeapon *weapon;
|
|
|
|
ACTION_PARAM_START(3);
|
|
ACTION_PARAM_CLASS(grenadetype, 0);
|
|
ACTION_PARAM_ANGLE(Angle, 1);
|
|
ACTION_PARAM_STATE(flash, 2);
|
|
|
|
if (player == NULL || grenadetype == NULL)
|
|
return;
|
|
|
|
if ((weapon = player->ReadyWeapon) == NULL)
|
|
return;
|
|
|
|
if (!weapon->DepleteAmmo (weapon->bAltFire))
|
|
return;
|
|
|
|
P_SetPsprite (player, ps_flash, flash);
|
|
|
|
if (grenadetype != NULL)
|
|
{
|
|
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->velz = 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);
|
|
|
|
an = self->angle + Angle;
|
|
an >>= ANGLETOFINESHIFT;
|
|
grenade->x += FixedMul (finecosine[an], 15*FRACUNIT);
|
|
grenade->y += FixedMul (finesine[an], 15*FRACUNIT);
|
|
}
|
|
}
|
|
|
|
// The Almighty Sigil! ------------------------------------------------------
|
|
|
|
IMPLEMENT_CLASS(ASigil)
|
|
|
|
//============================================================================
|
|
//
|
|
// ASigil :: Serialize
|
|
//
|
|
//============================================================================
|
|
|
|
void ASigil::BeginPlay()
|
|
{
|
|
NumPieces = health;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// ASigil :: Serialize
|
|
//
|
|
//============================================================================
|
|
|
|
void ASigil::Serialize (FArchive &arc)
|
|
{
|
|
Super::Serialize (arc);
|
|
arc << NumPieces << DownPieces;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// ASigil :: HandlePickup
|
|
//
|
|
//============================================================================
|
|
|
|
bool ASigil::HandlePickup (AInventory *item)
|
|
{
|
|
if (item->IsKindOf (RUNTIME_CLASS(ASigil)))
|
|
{
|
|
int otherPieces = static_cast<ASigil*>(item)->NumPieces;
|
|
if (otherPieces > NumPieces)
|
|
{
|
|
item->ItemFlags |= IF_PICKUPGOOD;
|
|
Icon = item->Icon;
|
|
// If the player is holding the Sigil right now, drop it and bring
|
|
// it back with the new piece(s) in view.
|
|
if (Owner->player != NULL && Owner->player->ReadyWeapon == this)
|
|
{
|
|
DownPieces = NumPieces;
|
|
Owner->player->PendingWeapon = this;
|
|
}
|
|
NumPieces = otherPieces;
|
|
}
|
|
return true;
|
|
}
|
|
if (Inventory != NULL)
|
|
{
|
|
return Inventory->HandlePickup (item);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// ASigil :: CreateCopy
|
|
//
|
|
//============================================================================
|
|
|
|
AInventory *ASigil::CreateCopy (AActor *other)
|
|
{
|
|
ASigil *copy = Spawn<ASigil> (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.
|
|
//
|
|
//============================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_SelectPiece)
|
|
{
|
|
int pieces = MIN (static_cast<ASigil*>(self)->NumPieces, 5);
|
|
|
|
if (pieces > 1)
|
|
{
|
|
self->SetState (self->FindState("Spawn")+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.
|
|
//
|
|
//============================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilView)
|
|
{
|
|
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.
|
|
//
|
|
//============================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilDown)
|
|
{
|
|
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.
|
|
//
|
|
//============================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilAttack)
|
|
{
|
|
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
|
|
//
|
|
//============================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_SigilCharge)
|
|
{
|
|
S_Sound (self, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM);
|
|
if (self->player != NULL)
|
|
{
|
|
self->player->extralight = 2;
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_LightInverse
|
|
//
|
|
//============================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_LightInverse)
|
|
{
|
|
if (self->player != NULL)
|
|
{
|
|
self->player->extralight = INT_MIN;
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_FireSigil1
|
|
//
|
|
//============================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_FireSigil1)
|
|
{
|
|
AActor *spot;
|
|
player_t *player = self->player;
|
|
AActor *linetarget;
|
|
|
|
if (player == NULL || player->ReadyWeapon == NULL)
|
|
return;
|
|
|
|
P_DamageMobj (self, self, NULL, 1*4, 0, DMG_NO_ARMOR);
|
|
S_Sound (self, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM);
|
|
|
|
P_BulletSlope (self, &linetarget);
|
|
if (linetarget != NULL)
|
|
{
|
|
spot = Spawn("SpectralLightningSpot", linetarget->x, linetarget->y, linetarget->floorz, ALLOW_REPLACE);
|
|
if (spot != NULL)
|
|
{
|
|
spot->tracer = linetarget;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
spot = Spawn("SpectralLightningSpot", self->x, self->y, self->z, ALLOW_REPLACE);
|
|
if (spot != NULL)
|
|
{
|
|
spot->velx += 28 * finecosine[self->angle >> ANGLETOFINESHIFT];
|
|
spot->vely += 28 * finesine[self->angle >> ANGLETOFINESHIFT];
|
|
}
|
|
}
|
|
if (spot != NULL)
|
|
{
|
|
spot->SetFriendPlayer(player);
|
|
spot->target = self;
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_FireSigil2
|
|
//
|
|
//============================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_FireSigil2)
|
|
{
|
|
player_t *player = self->player;
|
|
|
|
if (player == NULL || player->ReadyWeapon == NULL)
|
|
return;
|
|
|
|
P_DamageMobj (self, self, NULL, 2*4, 0, DMG_NO_ARMOR);
|
|
S_Sound (self, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM);
|
|
|
|
P_SpawnPlayerMissile (self, PClass::FindClass("SpectralLightningH1"));
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_FireSigil3
|
|
//
|
|
//============================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_FireSigil3)
|
|
{
|
|
AActor *spot;
|
|
player_t *player = self->player;
|
|
int i;
|
|
|
|
if (player == NULL || player->ReadyWeapon == NULL)
|
|
return;
|
|
|
|
P_DamageMobj (self, self, NULL, 3*4, 0, DMG_NO_ARMOR);
|
|
S_Sound (self, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM);
|
|
|
|
self->angle -= ANGLE_90;
|
|
for (i = 0; i < 20; ++i)
|
|
{
|
|
self->angle += ANGLE_180/20;
|
|
spot = P_SpawnSubMissile (self, PClass::FindClass("SpectralLightningBall1"), self);
|
|
if (spot != NULL)
|
|
{
|
|
spot->z = self->z + 32*FRACUNIT;
|
|
}
|
|
}
|
|
self->angle -= (ANGLE_180/20)*10;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_FireSigil4
|
|
//
|
|
//============================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_FireSigil4)
|
|
{
|
|
AActor *spot;
|
|
player_t *player = self->player;
|
|
AActor *linetarget;
|
|
|
|
if (player == NULL || player->ReadyWeapon == NULL)
|
|
return;
|
|
|
|
P_DamageMobj (self, self, NULL, 4*4, 0, DMG_NO_ARMOR);
|
|
S_Sound (self, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM);
|
|
|
|
P_BulletSlope (self, &linetarget);
|
|
if (linetarget != NULL)
|
|
{
|
|
spot = P_SpawnPlayerMissile (self, 0,0,0, PClass::FindClass("SpectralLightningBigV1"), self->angle, &linetarget);
|
|
if (spot != NULL)
|
|
{
|
|
spot->tracer = linetarget;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
spot = P_SpawnPlayerMissile (self, PClass::FindClass("SpectralLightningBigV1"));
|
|
if (spot != NULL)
|
|
{
|
|
spot->velx += FixedMul (spot->Speed, finecosine[self->angle >> ANGLETOFINESHIFT]);
|
|
spot->vely += FixedMul (spot->Speed, finesine[self->angle >> ANGLETOFINESHIFT]);
|
|
}
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_FireSigil5
|
|
//
|
|
//============================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_FireSigil5)
|
|
{
|
|
player_t *player = self->player;
|
|
|
|
if (player == NULL || player->ReadyWeapon == NULL)
|
|
return;
|
|
|
|
P_DamageMobj (self, self, NULL, 5*4, 0, DMG_NO_ARMOR);
|
|
S_Sound (self, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM);
|
|
|
|
P_SpawnPlayerMissile (self, PClass::FindClass("SpectralLightningBigBall1"));
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// ASigil :: SpecialDropAction
|
|
//
|
|
// Monsters don't drop Sigil pieces. The Sigil pieces grab hold of the person
|
|
// who killed the dropper and automatically enter their inventory. That's the
|
|
// way it works if you believe Macil, anyway...
|
|
//
|
|
//============================================================================
|
|
|
|
bool ASigil::SpecialDropAction (AActor *dropper)
|
|
{
|
|
// Give a Sigil piece to every player in the game
|
|
for (int i = 0; i < MAXPLAYERS; ++i)
|
|
{
|
|
if (playeringame[i] && players[i].mo != NULL)
|
|
{
|
|
GiveSigilPiece (players[i].mo);
|
|
Destroy ();
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// ASigil :: GiveSigilPiece
|
|
//
|
|
// Gives the actor another Sigil piece, up to 5. Returns the number of Sigil
|
|
// pieces the actor previously held.
|
|
//
|
|
//============================================================================
|
|
|
|
int ASigil::GiveSigilPiece (AActor *receiver)
|
|
{
|
|
ASigil *sigil;
|
|
|
|
sigil = receiver->FindInventory<ASigil> ();
|
|
if (sigil == NULL)
|
|
{
|
|
sigil = static_cast<ASigil*>(Spawn("Sigil1", 0,0,0, NO_REPLACE));
|
|
if (!sigil->CallTryPickup (receiver))
|
|
{
|
|
sigil->Destroy ();
|
|
}
|
|
return 0;
|
|
}
|
|
else if (sigil->NumPieces < 5)
|
|
{
|
|
++sigil->NumPieces;
|
|
static const char* sigils[5] =
|
|
{
|
|
"Sigil1", "Sigil2", "Sigil3", "Sigil4", "Sigil5"
|
|
};
|
|
sigil->Icon = ((AInventory*)GetDefaultByName (sigils[MAX(0,sigil->NumPieces-1)]))->Icon;
|
|
// If the player has the Sigil out, drop it and bring it back up.
|
|
if (sigil->Owner->player != NULL && sigil->Owner->player->ReadyWeapon == sigil)
|
|
{
|
|
sigil->Owner->player->PendingWeapon = sigil;
|
|
sigil->DownPieces = sigil->NumPieces - 1;
|
|
}
|
|
return sigil->NumPieces - 1;
|
|
}
|
|
else
|
|
{
|
|
return 5;
|
|
}
|
|
}
|