qzdoom/src/g_heretic/a_hereticweaps.cpp
Randy Heit e1641da881 - Make APoisonCloud::DoSpecialDamage() and P_PoisonDamage() respect damage factors.
- Pass the damage type to AActor::DoSpecialDamage().

SVN r3717 (trunk)
2012-06-29 04:21:31 +00:00

1364 lines
35 KiB
C++

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