mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-17 07:51:06 +00:00
b00360a08c
- Fixed: DMover::MovePlane() would not stop moving the plane when it exactly reached its target height unless it was a floor moving down. - Fixed: Actors that can't attack should not be valid haters for Thing_Hate. - Fixed: AArtiBlastRadius::BlastActor() should not set MF2_SLIDE for missiles. - Fixed: sdl/i_input.cpp should check !iscntrl() before generating EV_GUI_Char messages. SVN r36 (trunk)
225 lines
6.1 KiB
C++
225 lines
6.1 KiB
C++
#include "info.h"
|
|
#include "a_pickups.h"
|
|
#include "a_artifacts.h"
|
|
#include "gstrings.h"
|
|
#include "p_local.h"
|
|
#include "p_enemy.h"
|
|
#include "s_sound.h"
|
|
|
|
#define BLAST_RADIUS_DIST 255*FRACUNIT
|
|
#define BLAST_SPEED 20*FRACUNIT
|
|
#define BLAST_FULLSTRENGTH 255
|
|
|
|
// Disc of Repulsion --------------------------------------------------------
|
|
|
|
class AArtiBlastRadius : public AInventory
|
|
{
|
|
DECLARE_ACTOR (AArtiBlastRadius, AInventory)
|
|
public:
|
|
bool Use (bool pickup);
|
|
const char *PickupMessage ();
|
|
protected:
|
|
void BlastActor (AActor *victim, fixed_t strength);
|
|
};
|
|
FState AArtiBlastRadius::States[] =
|
|
{
|
|
S_BRIGHT (BLST, 'A', 4, NULL , &States[1]),
|
|
S_BRIGHT (BLST, 'B', 4, NULL , &States[2]),
|
|
S_BRIGHT (BLST, 'C', 4, NULL , &States[3]),
|
|
S_BRIGHT (BLST, 'D', 4, NULL , &States[4]),
|
|
S_BRIGHT (BLST, 'E', 4, NULL , &States[5]),
|
|
S_BRIGHT (BLST, 'F', 4, NULL , &States[6]),
|
|
S_BRIGHT (BLST, 'G', 4, NULL , &States[7]),
|
|
S_BRIGHT (BLST, 'H', 4, NULL , &States[0]),
|
|
};
|
|
|
|
IMPLEMENT_ACTOR (AArtiBlastRadius, Hexen, 10110, 74)
|
|
PROP_Flags (MF_SPECIAL)
|
|
PROP_Flags2 (MF2_FLOATBOB)
|
|
PROP_SpawnState (0)
|
|
PROP_Inventory_DefMaxAmount
|
|
PROP_Inventory_FlagsSet (IF_INVBAR|IF_PICKUPFLASH|IF_FANCYPICKUPSOUND)
|
|
PROP_Inventory_Icon ("ARTIBLST")
|
|
PROP_Inventory_PickupSound ("misc/p_pkup")
|
|
END_DEFAULTS
|
|
|
|
const char *AArtiBlastRadius::PickupMessage ()
|
|
{
|
|
return GStrings("TXT_ARTIBLASTRADIUS");
|
|
}
|
|
|
|
// Blast Effect -------------------------------------------------------------
|
|
|
|
class ABlastEffect : public AActor
|
|
{
|
|
DECLARE_ACTOR (ABlastEffect, AActor)
|
|
};
|
|
|
|
FState ABlastEffect::States[] =
|
|
{
|
|
S_NORMAL (RADE, 'A', 4, NULL , &States[1]),
|
|
S_NORMAL (RADE, 'B', 4, NULL , &States[2]),
|
|
S_NORMAL (RADE, 'C', 4, NULL , &States[3]),
|
|
S_NORMAL (RADE, 'D', 4, NULL , &States[4]),
|
|
S_NORMAL (RADE, 'E', 4, NULL , &States[5]),
|
|
S_NORMAL (RADE, 'F', 4, NULL , &States[6]),
|
|
S_NORMAL (RADE, 'G', 4, NULL , &States[7]),
|
|
S_NORMAL (RADE, 'H', 4, NULL , &States[8]),
|
|
S_NORMAL (RADE, 'I', 4, NULL , NULL)
|
|
};
|
|
|
|
IMPLEMENT_ACTOR (ABlastEffect, Any, -1, 0)
|
|
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP)
|
|
PROP_Flags2 (MF2_NOTELEPORT)
|
|
PROP_RenderStyle (STYLE_Translucent)
|
|
PROP_Alpha (TRANSLUC66)
|
|
|
|
PROP_SpawnState (0)
|
|
END_DEFAULTS
|
|
|
|
//==========================================================================
|
|
//
|
|
// AArtiBlastRadius :: Activate
|
|
//
|
|
// Blast all actors away
|
|
//
|
|
//==========================================================================
|
|
|
|
bool AArtiBlastRadius::Use (bool pickup)
|
|
{
|
|
AActor *mo;
|
|
TThinkerIterator<AActor> iterator;
|
|
fixed_t dist;
|
|
|
|
S_Sound (Owner, CHAN_AUTO, "BlastRadius", 1, ATTN_NORM);
|
|
P_NoiseAlert (Owner, Owner);
|
|
|
|
while ( (mo = iterator.Next ()) )
|
|
{
|
|
if ((mo == Owner) || (mo->flags2 & MF2_BOSS))
|
|
{ // Not a valid monster
|
|
continue;
|
|
}
|
|
if ((mo->flags & MF_ICECORPSE) || (mo->flags3 & MF3_CANBLAST))
|
|
{
|
|
// Let these special cases go
|
|
}
|
|
else if ((mo->flags3 & MF3_ISMONSTER) && (mo->health <= 0))
|
|
{
|
|
continue;
|
|
}
|
|
else if (!(mo->flags3 & MF3_ISMONSTER) &&
|
|
!(mo->player) &&
|
|
!(mo->flags & MF_MISSILE) &&
|
|
!(mo->flags3 & MF3_CANBLAST))
|
|
{ // Must be monster, player, or missile
|
|
continue;
|
|
}
|
|
if (mo->flags2 & MF2_DORMANT)
|
|
{
|
|
continue; // no dormant creatures
|
|
}
|
|
if (mo->flags3 & MF3_DONTBLAST)
|
|
{ // A few things that would normally be blastable should not be blasted
|
|
continue;
|
|
}
|
|
dist = P_AproxDistance (Owner->x - mo->x, Owner->y - mo->y);
|
|
if (dist > BLAST_RADIUS_DIST)
|
|
{ // Out of range
|
|
continue;
|
|
}
|
|
BlastActor (mo, BLAST_FULLSTRENGTH);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// AArtiBlastRadius :: BlastActor
|
|
//
|
|
//==========================================================================
|
|
|
|
void AArtiBlastRadius::BlastActor (AActor *victim, fixed_t strength)
|
|
{
|
|
angle_t angle,ang;
|
|
AActor *mo;
|
|
fixed_t x,y,z;
|
|
|
|
if (!victim->SpecialBlastHandling (Owner, strength))
|
|
{
|
|
return;
|
|
}
|
|
|
|
angle = R_PointToAngle2 (Owner->x, Owner->y, victim->x, victim->y);
|
|
angle >>= ANGLETOFINESHIFT;
|
|
if (strength < BLAST_FULLSTRENGTH)
|
|
{
|
|
victim->momx = FixedMul (strength, finecosine[angle]);
|
|
victim->momy = FixedMul (strength, finesine[angle]);
|
|
if (victim->player)
|
|
{
|
|
// Players handled automatically
|
|
}
|
|
else
|
|
{
|
|
victim->flags2 |= MF2_SLIDE | MF2_BLASTED;
|
|
}
|
|
}
|
|
else // full strength blast from artifact
|
|
{
|
|
if (victim->flags & MF_MISSILE)
|
|
{
|
|
#if 0
|
|
if (victim->IsKindOf (RUNTIME_CLASS(AMageStaffFX2)))
|
|
{ // Reflect to originator
|
|
victim->special1 = (int)victim->target;
|
|
victim->target = Owner;
|
|
}
|
|
#endif
|
|
}
|
|
victim->momx = FixedMul (BLAST_SPEED, finecosine[angle]);
|
|
victim->momy = FixedMul (BLAST_SPEED, finesine[angle]);
|
|
|
|
// Spawn blast puff
|
|
ang = R_PointToAngle2 (victim->x, victim->y, Owner->x, Owner->y);
|
|
ang >>= ANGLETOFINESHIFT;
|
|
x = victim->x + FixedMul (victim->radius+FRACUNIT, finecosine[ang]);
|
|
y = victim->y + FixedMul (victim->radius+FRACUNIT, finesine[ang]);
|
|
z = victim->z - victim->floorclip + (victim->height>>1);
|
|
mo = Spawn<ABlastEffect> (x, y, z);
|
|
if (mo)
|
|
{
|
|
mo->momx = victim->momx;
|
|
mo->momy = victim->momy;
|
|
}
|
|
|
|
if (victim->flags & MF_MISSILE)
|
|
{
|
|
// [RH] Floor and ceiling huggers should not be blasted vertically.
|
|
if (!(victim->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
|
|
{
|
|
victim->momz = 8*FRACUNIT;
|
|
mo->momz = victim->momz;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
victim->momz = (1000 / victim->Mass) << FRACBITS;
|
|
}
|
|
if (victim->player)
|
|
{
|
|
// Players handled automatically
|
|
}
|
|
else
|
|
{
|
|
if (victim->flags & MF_MISSILE)
|
|
{ // [RH] Missiles should not slide.
|
|
victim->flags2 |= MF2_BLASTED;
|
|
}
|
|
else
|
|
{
|
|
victim->flags2 |= MF2_SLIDE | MF2_BLASTED;
|
|
}
|
|
}
|
|
}
|
|
}
|