// // A_FirePistol // DEFINE_ACTION_FUNCTION(AActor, A_FirePistol) { PARAM_ACTION_PROLOGUE; bool accurate; if (self->player != NULL) { AWeapon *weapon = self->player->ReadyWeapon; if (weapon != NULL && ACTION_CALL_FROM_WEAPON()) { if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1)) return 0; P_SetPsprite (self->player, ps_flash, weapon->FindState(NAME_Flash)); } self->player->mo->PlayAttacking2 (); accurate = !self->player->refire; } else { accurate = true; } S_Sound (self, CHAN_WEAPON, "weapons/pistol", 1, ATTN_NORM); P_GunShot (self, accurate, PClass::FindActor(NAME_BulletPuff), P_BulletSlope (self)); return 0; }
// // A_FireShotgun // DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun) { PARAM_ACTION_PROLOGUE; int i; player_t *player; if (NULL == (player = self->player)) { return 0; } S_Sound (self, CHAN_WEAPON, "weapons/shotgf", 1, ATTN_NORM); AWeapon *weapon = self->player->ReadyWeapon; if (weapon != NULL && ACTION_CALL_FROM_WEAPON()) { if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1)) return 0; P_SetPsprite (player, ps_flash, weapon->FindState(NAME_Flash)); self->player->psprites[ps_flash].processPending = true; } player->mo->PlayAttacking2 (); DAngle pitch = P_BulletSlope (self); for (i = 0; i < 7; i++) { P_GunShot (self, false, PClass::FindActor(NAME_BulletPuff), pitch); } return 0; }
// // A_FireShotgun2 // DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun2) { PARAM_ACTION_PROLOGUE; int i; DAngle angle; int damage; player_t *player; if (NULL == (player = self->player)) { return 0; } S_Sound (self, CHAN_WEAPON, "weapons/sshotf", 1, ATTN_NORM); AWeapon *weapon = self->player->ReadyWeapon; if (weapon != NULL && ACTION_CALL_FROM_WEAPON()) { if (!weapon->DepleteAmmo (weapon->bAltFire, true, 2)) return 0; P_SetPsprite (player, ps_flash, weapon->FindState(NAME_Flash)); self->player->psprites[ps_flash].processPending = true; } player->mo->PlayAttacking2 (); DAngle pitch = P_BulletSlope (self); for (i=0 ; i<20 ; i++) { damage = 5*(pr_fireshotgun2()%3+1); angle = self->Angles.Yaw + pr_fireshotgun2.Random2() * (11.25 / 256); // Doom adjusts the bullet slope by shifting a random number [-255,255] // left 5 places. At 2048 units away, this means the vertical position // of the shot can deviate as much as 255 units from nominal. So using // some simple trigonometry, that means the vertical angle of the shot // can deviate by as many as ~7.097 degrees or ~84676099 BAMs. P_LineAttack (self, angle, PLAYERMISSILERANGE, pitch + pr_fireshotgun2.Random2() * (7.097 / 256), damage, NAME_Hitscan, NAME_BulletPuff); } return 0; }
// // A_FireMissile // DEFINE_ACTION_FUNCTION(AActor, A_FireMissile) { PARAM_ACTION_PROLOGUE; player_t *player; if (NULL == (player = self->player)) { return 0; } AWeapon *weapon = self->player->ReadyWeapon; if (weapon != NULL && ACTION_CALL_FROM_WEAPON()) { if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1)) return 0; } P_SpawnPlayerMissile (self, PClass::FindActor("Rocket")); return 0; }
// // A_FireCGun // DEFINE_ACTION_FUNCTION(AActor, A_FireCGun) { PARAM_ACTION_PROLOGUE; player_t *player; if (self == NULL || NULL == (player = self->player)) { return 0; } AWeapon *weapon = player->ReadyWeapon; if (weapon != NULL && ACTION_CALL_FROM_WEAPON()) { if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1)) return 0; S_Sound (self, CHAN_WEAPON, "weapons/chngun", 1, ATTN_NORM); FState *flash = weapon->FindState(NAME_Flash); if (flash != NULL) { // [RH] Fix for Sparky's messed-up Dehacked patch! Blargh! FState * atk = weapon->FindState(NAME_Fire); int theflash = clamp (int(player->psprites[ps_weapon].state - atk), 0, 1); if (flash[theflash].sprite != flash->sprite) { theflash = 0; } P_SetSafeFlash (weapon, player, flash, theflash); } } player->mo->PlayAttacking2 (); P_GunShot (self, !player->refire, PClass::FindActor(NAME_BulletPuff), P_BulletSlope (self)); return 0; }
// // A_Punch // DEFINE_ACTION_FUNCTION(AActor, A_Punch) { PARAM_ACTION_PROLOGUE; angle_t angle; int damage; int pitch; AActor *linetarget; if (self->player != NULL) { AWeapon *weapon = self->player->ReadyWeapon; if (weapon != NULL && !(weapon->WeaponFlags & WIF_DEHAMMO) && ACTION_CALL_FROM_WEAPON()) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return 0; } } damage = (pr_punch()%10+1)<<1; if (self->FindInventory<APowerStrength>()) damage *= 10; angle = self->angle; angle += pr_punch.Random2() << 18; pitch = P_AimLineAttack (self, angle, MELEERANGE, &linetarget); P_LineAttack (self, angle, MELEERANGE, pitch, damage, NAME_Melee, NAME_BulletPuff, LAF_ISMELEEATTACK, &linetarget); // turn to face target if (linetarget) { S_Sound (self, CHAN_WEAPON, "*fist", 1, ATTN_NORM); self->angle = self->AngleTo(linetarget); } return 0; }
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Saw) { PARAM_ACTION_PROLOGUE; PARAM_SOUND_OPT (fullsound) { fullsound = "weapons/sawfull"; } PARAM_SOUND_OPT (hitsound) { hitsound = "weapons/sawhit"; } PARAM_INT_OPT (damage) { damage = 2; } PARAM_CLASS_OPT (pufftype, AActor) { pufftype = NULL; } PARAM_INT_OPT (flags) { flags = 0; } PARAM_FIXED_OPT (range) { range = 0; } PARAM_ANGLE_OPT(spread_xy) { spread_xy = 33554432; /*angle_t(2.8125 * (ANGLE_90 / 90.0));*/ } // The floating point expression does not get optimized away. PARAM_ANGLE_OPT (spread_z) { spread_z = 0; } PARAM_FIXED_OPT (lifesteal) { lifesteal = 0; } PARAM_INT_OPT (lifestealmax) { lifestealmax = 0; } PARAM_CLASS_OPT (armorbonustype, ABasicArmorBonus) { armorbonustype = NULL; } angle_t angle; angle_t slope; player_t *player; AActor *linetarget; int actualdamage; if (NULL == (player = self->player)) { return 0; } if (pufftype == NULL) { pufftype = PClass::FindActor(NAME_BulletPuff); } if (damage == 0) { damage = 2; } if (!(flags & SF_NORANDOM)) { damage *= (pr_saw()%10+1); } if (range == 0) { // use meleerange + 1 so the puff doesn't skip the flash (i.e. plays all states) range = MELEERANGE+1; } angle = self->angle + (pr_saw.Random2() * (spread_xy / 255)); slope = P_AimLineAttack (self, angle, range, &linetarget) + (pr_saw.Random2() * (spread_z / 255)); AWeapon *weapon = self->player->ReadyWeapon; if ((weapon != NULL) && !(flags & SF_NOUSEAMMO) && !(!linetarget && (flags & SF_NOUSEAMMOMISS)) && !(weapon->WeaponFlags & WIF_DEHAMMO) && ACTION_CALL_FROM_WEAPON()) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return 0; } P_LineAttack (self, angle, range, slope, damage, NAME_Melee, pufftype, false, &linetarget, &actualdamage); if (!linetarget) { if ((flags & SF_RANDOMLIGHTMISS) && (pr_saw() > 64)) { player->extralight = !player->extralight; } S_Sound (self, CHAN_WEAPON, fullsound, 1, ATTN_NORM); return 0; } if (flags & SF_RANDOMLIGHTHIT) { int randVal = pr_saw(); if (randVal < 64) { player->extralight = 0; } else if (randVal < 160) { player->extralight = 1; } else { player->extralight = 2; } } if (lifesteal && !(linetarget->flags5 & MF5_DONTDRAIN)) { if (flags & SF_STEALARMOR) { if (armorbonustype == NULL) { armorbonustype = dyn_cast<ABasicArmorBonus::MetaClass>(PClass::FindClass("ArmorBonus")); } if (armorbonustype != NULL) { assert(armorbonustype->IsDescendantOf (RUNTIME_CLASS(ABasicArmorBonus))); ABasicArmorBonus *armorbonus = static_cast<ABasicArmorBonus *>(Spawn(armorbonustype, 0,0,0, NO_REPLACE)); armorbonus->SaveAmount *= (actualdamage * lifesteal) >> FRACBITS; armorbonus->MaxSaveAmount = lifestealmax <= 0 ? armorbonus->MaxSaveAmount : lifestealmax; armorbonus->flags |= MF_DROPPED; armorbonus->ClearCounters(); if (!armorbonus->CallTryPickup (self)) { armorbonus->Destroy (); } } } else {
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Saw) { PARAM_ACTION_PROLOGUE; PARAM_SOUND_OPT (fullsound) { fullsound = "weapons/sawfull"; } PARAM_SOUND_OPT (hitsound) { hitsound = "weapons/sawhit"; } PARAM_INT_OPT (damage) { damage = 2; } PARAM_CLASS_OPT (pufftype, AActor) { pufftype = NULL; } PARAM_INT_OPT (flags) { flags = 0; } PARAM_FLOAT_OPT (range) { range = 0; } PARAM_ANGLE_OPT (spread_xy) { spread_xy = 2.8125; } PARAM_ANGLE_OPT (spread_z) { spread_z = 0.; } PARAM_FLOAT_OPT (lifesteal) { lifesteal = 0; } PARAM_INT_OPT (lifestealmax) { lifestealmax = 0; } PARAM_CLASS_OPT (armorbonustype, ABasicArmorBonus) { armorbonustype = NULL; } DAngle angle; DAngle slope; player_t *player; FTranslatedLineTarget t; int actualdamage; if (NULL == (player = self->player)) { return 0; } if (pufftype == NULL) { pufftype = PClass::FindActor(NAME_BulletPuff); } if (damage == 0) { damage = 2; } if (!(flags & SF_NORANDOM)) { damage *= (pr_saw()%10+1); } if (range == 0) { range = SAWRANGE; } angle = self->Angles.Yaw + spread_xy * (pr_saw.Random2() / 255.); slope = P_AimLineAttack (self, angle, range, &t) + spread_z * (pr_saw.Random2() / 255.); AWeapon *weapon = self->player->ReadyWeapon; if ((weapon != NULL) && !(flags & SF_NOUSEAMMO) && !(!t.linetarget && (flags & SF_NOUSEAMMOMISS)) && !(weapon->WeaponFlags & WIF_DEHAMMO) && ACTION_CALL_FROM_WEAPON()) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return 0; } P_LineAttack (self, angle, range, slope, damage, NAME_Melee, pufftype, false, &t, &actualdamage); if (!t.linetarget) { if ((flags & SF_RANDOMLIGHTMISS) && (pr_saw() > 64)) { player->extralight = !player->extralight; } S_Sound (self, CHAN_WEAPON, fullsound, 1, ATTN_NORM); return 0; } if (flags & SF_RANDOMLIGHTHIT) { int randVal = pr_saw(); if (randVal < 64) { player->extralight = 0; } else if (randVal < 160) { player->extralight = 1; } else { player->extralight = 2; } } if (lifesteal && !(t.linetarget->flags5 & MF5_DONTDRAIN)) { if (flags & SF_STEALARMOR) { if (armorbonustype == NULL) { armorbonustype = dyn_cast<ABasicArmorBonus::MetaClass>(PClass::FindClass("ArmorBonus")); } if (armorbonustype != NULL) { assert(armorbonustype->IsDescendantOf (RUNTIME_CLASS(ABasicArmorBonus))); ABasicArmorBonus *armorbonus = static_cast<ABasicArmorBonus *>(Spawn(armorbonustype)); armorbonus->SaveAmount = int(armorbonus->SaveAmount * actualdamage * lifesteal); armorbonus->MaxSaveAmount = lifestealmax <= 0 ? armorbonus->MaxSaveAmount : lifestealmax; armorbonus->flags |= MF_DROPPED; armorbonus->ClearCounters(); if (!armorbonus->CallTryPickup (self)) { armorbonus->Destroy (); } } } else { P_GiveBody (self, int(actualdamage * lifesteal), lifestealmax); } } S_Sound (self, CHAN_WEAPON, hitsound, 1, ATTN_NORM); // turn to face target if (!(flags & SF_NOTURN)) { DAngle anglediff = deltaangle(self->Angles.Yaw, t.angleFromSource); if (anglediff < 0.0) { if (anglediff < -4.5) self->Angles.Yaw = angle + 90.0 / 21; else self->Angles.Yaw -= 4.5; } else { if (anglediff > 4.5) self->Angles.Yaw = angle - 90.0 / 21; else self->Angles.Yaw += 4.5; } } if (!(flags & SF_NOPULLIN)) self->flags |= MF_JUSTATTACKED; return 0; }