Пример #1
0
DEFINE_ACTION_FUNCTION(AActor, A_FireAssaultGun)
{
	bool accurate;

	S_Sound (self, CHAN_WEAPON, "weapons/assaultgun", 1, ATTN_NORM);

	if (self->player != NULL)
	{
		AWeapon *weapon = self->player->ReadyWeapon;
		if (weapon != NULL)
		{
			if (!weapon->DepleteAmmo (weapon->bAltFire))
				return;
		}
		self->player->mo->PlayAttacking2 ();
		accurate = !self->player->refire;
	}
	else
	{
		accurate = true;
	}

	P_StrifeGunShot (self, accurate, P_BulletSlope (self));
}
Пример #2
0
void P_ReloadWeapon (player_t *player, FState *state)
{
    AWeapon *weapon;
    if (player->Bot == NULL && bot_observer)
    {
        return;
    }

    weapon = player->ReadyWeapon;
    if (weapon == NULL)
    {
        return;
    }

    if (state == NULL)
    {
        state = weapon->GetRelState();
    }
    // [XA] don't change state if still null, so if the modder sets
    // WRF_RELOAD to true but forgets to define the Reload state, the weapon
    // won't disappear. ;)
    if (state != NULL)
        P_SetPsprite (player, ps_weapon, state);
}
Пример #3
0
AWeapon *FWeaponSlot::PickWeapon(player_t *player, bool checkammo)
{
	int i, j;

	if (player->mo == NULL)
	{
		return NULL;
	}
	// Does this slot even have any weapons?
	if (Weapons.Size() == 0)
	{
		return player->ReadyWeapon;
	}
	if (player->ReadyWeapon != NULL)
	{
		for (i = 0; (unsigned)i < Weapons.Size(); i++)
		{
			if (Weapons[i].Type == player->ReadyWeapon->GetClass() ||
				(player->ReadyWeapon->WeaponFlags & WIF_POWERED_UP &&
				 player->ReadyWeapon->SisterWeapon != NULL &&
				 player->ReadyWeapon->SisterWeapon->GetClass() == Weapons[i].Type))
			{
				for (j = (i == 0 ? Weapons.Size() - 1 : i - 1);
					j != i;
					j = (j == 0 ? Weapons.Size() - 1 : j - 1))
				{
					AWeapon *weap = static_cast<AWeapon *> (player->mo->FindInventory(Weapons[j].Type));

					if (weap != NULL && weap->IsKindOf(RUNTIME_CLASS(AWeapon)))
					{
						if (!checkammo || weap->CheckAmmo(AWeapon::EitherFire, false))
						{
							return weap;
						}
					}
				}
			}
		}
	}
	for (i = Weapons.Size() - 1; i >= 0; i--)
	{
		AWeapon *weap = static_cast<AWeapon *> (player->mo->FindInventory(Weapons[i].Type));

		if (weap != NULL && weap->IsKindOf(RUNTIME_CLASS(AWeapon)))
		{
			if (!checkammo || weap->CheckAmmo(AWeapon::EitherFire, false))
			{
				return weap;
			}
		}
	}
	return player->ReadyWeapon;
}
Пример #4
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
		{
Пример #5
0
bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag, bool force)
{
	AWeapon *beastweap;
	APlayerPawn *mo;
	APlayerPawn *pmo;
	angle_t angle;

	pmo = player->mo;
	// [MH]
	// Checks pmo as well; the PowerMorph destroyer will
	// try to unmorph the player; if the destroyer runs
	// because the level or game is ended while morphed,
	// by the time it gets executed the morphed player
	// pawn instance may have already been destroyed.
	if (pmo == NULL || pmo->tracer == NULL)
	{
		return false;
	}

	bool DeliberateUnmorphIsOkay = !!(MORPH_STANDARDUNDOING & unmorphflag);

    if ((pmo->flags2 & MF2_INVULNERABLE) // If the player is invulnerable
        && ((player != activator)       // and either did not decide to unmorph,
        || (!((player->MorphStyle & MORPH_WHENINVULNERABLE)  // or the morph style does not allow it
        || (DeliberateUnmorphIsOkay))))) // (but standard morph styles always allow it),
	{ // Then the player is immune to the unmorph.
		return false;
	}

	mo = barrier_cast<APlayerPawn *>(pmo->tracer);
	mo->SetOrigin (pmo->Pos(), false);
	mo->flags |= MF_SOLID;
	pmo->flags &= ~MF_SOLID;
	if (!force && !P_TestMobjLocation (mo))
	{ // Didn't fit
		mo->flags &= ~MF_SOLID;
		pmo->flags |= MF_SOLID;
		player->morphTics = 2*TICRATE;
		return false;
	}
	pmo->player = NULL;

	// Remove the morph power if the morph is being undone prematurely.
	for (AInventory *item = pmo->Inventory, *next = NULL; item != NULL; item = next)
	{
		next = item->Inventory;
		if (item->IsKindOf(RUNTIME_CLASS(APowerMorph)))
		{
			static_cast<APowerMorph *>(item)->SetNoCallUndoMorph();
			item->Destroy();
		}
	}
	EndAllPowerupEffects(pmo->Inventory);
	mo->ObtainInventory (pmo);
	DObject::StaticPointerSubstitution (pmo, mo);
	if ((pmo->tid != 0) && (player->MorphStyle & MORPH_NEWTIDBEHAVIOUR))
	{
		mo->tid = pmo->tid;
		mo->AddToHash ();
	}
	mo->angle = pmo->angle;
	mo->player = player;
	mo->reactiontime = 18;
	mo->flags = ActorFlags::FromInt (pmo->special2) & ~MF_JUSTHIT;
	mo->velx = 0;
	mo->vely = 0;
	player->velx = 0;
	player->vely = 0;
	mo->velz = pmo->velz;
	if (!(pmo->special2 & MF_JUSTHIT))
	{
		mo->renderflags &= ~RF_INVISIBLE;
	}
	mo->flags  = (mo->flags & ~(MF_SHADOW|MF_NOGRAVITY)) | (pmo->flags & (MF_SHADOW|MF_NOGRAVITY));
	mo->flags2 = (mo->flags2 & ~MF2_FLY) | (pmo->flags2 & MF2_FLY);
	mo->flags3 = (mo->flags3 & ~MF3_GHOST) | (pmo->flags3 & MF3_GHOST);
	mo->Score = pmo->Score;
	InitAllPowerupEffects(mo->Inventory);

	PClassActor *exit_flash = player->MorphExitFlash;
	bool correctweapon = !!(player->MorphStyle & MORPH_LOSEACTUALWEAPON);
	bool undobydeathsaves = !!(player->MorphStyle & MORPH_UNDOBYDEATHSAVES);

	player->morphTics = 0;
	player->MorphedPlayerClass = 0;
	player->MorphStyle = 0;
	player->MorphExitFlash = NULL;
	player->viewheight = mo->ViewHeight;
	AInventory *level2 = mo->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2), true);
	if (level2 != NULL)
	{
		level2->Destroy ();
	}

	if ((player->health > 0) || undobydeathsaves)
	{
		player->health = mo->health = mo->SpawnHealth();
	}
	else // killed when morphed so stay dead
	{
		mo->health = player->health;
	}

	player->mo = mo;
	if (player->camera == pmo)
	{
		player->camera = mo;
	}

	// [MH]
	// If the player that was morphed is the one
	// taking events, reset up the face, if any;
	// this is only needed for old-skool skins
	// and for the original DOOM status bar.
	if (player == &players[consoleplayer])
	{
		FString face = pmo->GetClass()->Face;
		if (face.IsNotEmpty() && strcmp(face, "None") != 0)
		{
			// Assume root-level base skin to begin with
			size_t skinindex = 0;
			// If a custom skin was in use, then reload it
			// or else the base skin for the player class.
			if ((unsigned int)player->userinfo.GetSkin() >= PlayerClasses.Size () &&
				(size_t)player->userinfo.GetSkin() < numskins)
			{

				skinindex = player->userinfo.GetSkin();
			}
			else if (PlayerClasses.Size () > 1)
			{
				const PClass *whatami = player->mo->GetClass();
				for (unsigned int i = 0; i < PlayerClasses.Size (); ++i)
				{
					if (PlayerClasses[i].Type == whatami)
					{
						skinindex = i;
						break;
					}
				}
			}
		}
	}

	angle = mo->angle >> ANGLETOFINESHIFT;
	AActor *eflash = NULL;
	if (exit_flash != NULL)
	{
		eflash = Spawn(exit_flash, pmo->Vec3Offset(20*finecosine[angle], 20*finesine[angle], TELEFOGHEIGHT), ALLOW_REPLACE);
		if (eflash)	eflash->target = mo;
	}
	mo->SetupWeaponSlots();		// Use original class's weapon slots.
	beastweap = player->ReadyWeapon;
	if (player->PremorphWeapon != NULL)
	{
		player->PremorphWeapon->PostMorphWeapon ();
	}
	else
	{
		player->ReadyWeapon = player->PendingWeapon = NULL;
	}
	if (correctweapon)
	{ // Better "lose morphed weapon" semantics
		PClassActor *morphweapon = PClass::FindActor(pmo->MorphWeapon);
		if (morphweapon != NULL && morphweapon->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
		{
			AWeapon *OriginalMorphWeapon = static_cast<AWeapon *>(mo->FindInventory (morphweapon));
			if ((OriginalMorphWeapon != NULL) && (OriginalMorphWeapon->GivenAsMorphWeapon))
			{ // You don't get to keep your morphed weapon.
				if (OriginalMorphWeapon->SisterWeapon != NULL)
				{
					OriginalMorphWeapon->SisterWeapon->Destroy ();
				}
				OriginalMorphWeapon->Destroy ();
			}
		}
 	}
	else // old behaviour (not really useful now)
	{ // Assumptions made here are no longer valid
		if (beastweap != NULL)
		{ // You don't get to keep your morphed weapon.
			if (beastweap->SisterWeapon != NULL)
			{
				beastweap->SisterWeapon->Destroy ();
			}
			beastweap->Destroy ();
		}
	}
	pmo->tracer = NULL;
	pmo->Destroy ();
	// Restore playerclass armor to its normal amount.
	AHexenArmor *hxarmor = mo->FindInventory<AHexenArmor>();
	if (hxarmor != NULL)
	{
		hxarmor->Slots[4] = mo->GetClass()->HexenArmor[0];
	}
	return true;
}
Пример #6
0
static bool DoSubstitution (FString &out, const char *in)
{
	player_t *player = &players[consoleplayer];
	AWeapon *weapon = player->ReadyWeapon;
	const char *a, *b;

	a = in;
	out = "";
	while ( (b = strchr(a, '$')) )
	{
		out.AppendCStrPart(a, b - a);

		a = ++b;
		while (*b && isalpha(*b))
		{
			++b;
		}

		ptrdiff_t len = b - a;

		if (len == 6)
		{
			if (strnicmp(a, "health", 6) == 0)
			{
				out.AppendFormat("%d", player->health);
			}
			else if (strnicmp(a, "weapon", 6) == 0)
			{
				if (weapon == NULL)
				{
					out += "no weapon";
				}
				else
				{
					out += weapon->GetClass()->TypeName;
				}
			}
		}
		else if (len == 5)
		{
			if (strnicmp(a, "armor", 5) == 0)
			{
				AInventory *armor = player->mo->FindInventory<ABasicArmor>();
				out.AppendFormat("%d", armor != NULL ? armor->Amount : 0);
			}
		}
		else if (len == 9)
		{
			if (strnicmp(a, "ammocount", 9) == 0)
			{
				if (weapon == NULL)
				{
					out += '0';
				}
				else
				{
					out.AppendFormat("%d", weapon->Ammo1 != NULL ? weapon->Ammo1->Amount : 0);
					if (weapon->Ammo2 != NULL)
					{
						out.AppendFormat("/%d", weapon->Ammo2->Amount);
					}
				}
			}
		}
		else if (len == 4)
		{
			if (strnicmp(a, "ammo", 4) == 0)
			{
				if (weapon == NULL || weapon->Ammo1 == NULL)
				{
					out += "no ammo";
				}
				else
				{
					out.AppendFormat("%s", weapon->Ammo1->GetClass()->TypeName.GetChars());
					if (weapon->Ammo2 != NULL)
					{
						out.AppendFormat("/%s", weapon->Ammo2->GetClass()->TypeName.GetChars());
					}
				}
			}
		}
		else if (len == 0)
		{
			out += '$';
			if (*b == '$')
			{
				b++;
			}
		}
		else
		{
			out += '$';
			out.AppendCStrPart(a, len);
		}
		a = b;
	}

	// Return false if no substitution was performed
	if (a == in)
	{
		return false;
	}

	out += a;
	return true;
}
Пример #7
0
void A_FAxeAttack (AActor *actor)
{
	angle_t angle;
	fixed_t power;
	int damage;
	int slope;
	int i;
	int useMana;
	player_t *player;
	AWeapon *weapon;
	const TypeInfo *pufftype;

	if (NULL == (player = actor->player))
	{
		return;
	}
	AActor *pmo=player->mo;

	damage = 40+(pr_atk()&15);
	damage += pr_atk()&7;
	power = 0;
	weapon = player->ReadyWeapon;
	if (player->ReadyWeapon->Ammo1->Amount > 0)
	{
		damage <<= 1;
		power = 6*FRACUNIT;
		pufftype = RUNTIME_CLASS(AAxePuffGlow);
		useMana = 1;
	}
	else
	{
		pufftype = RUNTIME_CLASS(AAxePuff);
		useMana = 0;
	}
	for (i = 0; i < 16; i++)
	{
		angle = pmo->angle+i*(ANG45/16);
		slope = P_AimLineAttack (pmo, angle, AXERANGE);
		if (linetarget)
		{
			P_LineAttack (pmo, angle, AXERANGE, slope, damage, MOD_HIT, pufftype);
			if (linetarget->flags3&MF3_ISMONSTER || linetarget->player)
			{
				P_ThrustMobj (linetarget, angle, power);
			}
			AdjustPlayerAngle (pmo);
			useMana++; 
			goto axedone;
		}
		angle = pmo->angle-i*(ANG45/16);
		slope = P_AimLineAttack (pmo, angle, AXERANGE);
		if (linetarget)
		{
			P_LineAttack (pmo, angle, AXERANGE, slope, damage, MOD_HIT, pufftype);
			if (linetarget->flags3&MF3_ISMONSTER)
			{
				P_ThrustMobj (linetarget, angle, power);
			}
			AdjustPlayerAngle (pmo);
			useMana++; 
			goto axedone;
		}
	}
	// didn't find any creatures, so try to strike any walls
	pmo->special1 = 0;

	angle = pmo->angle;
	slope = P_AimLineAttack (pmo, angle, MELEERANGE);
	P_LineAttack (pmo, angle, MELEERANGE, slope, damage, MOD_HIT, pufftype);

axedone:
	if (useMana == 2)
	{
		AWeapon *weapon = player->ReadyWeapon;
		if (weapon != NULL)
		{
			weapon->DepleteAmmo (weapon->bAltFire, false);

			if ((weapon->Ammo1 == NULL || weapon->Ammo1->Amount == 0) &&
				(!(weapon->WeaponFlags & WIF_PRIMARY_USES_BOTH) ||
				  weapon->Ammo2 == NULL || weapon->Ammo2->Amount == 0))
			{
				P_SetPsprite (player, ps_weapon, &AFWeapAxe::States[S_FAXEATK+5]);
			}
		}
	}
	return;		
}
Пример #8
0
//*****************************************************************************
//
// [CW]
void chat_DoSubstitution( FString &Input )
{
	player_t *pPlayer = &players[consoleplayer];
	AWeapon *pReadyWeapon = pPlayer->ReadyWeapon;

	if ( chat_substitution )
	{
		FString Output;
		const char *pszString = Input.GetChars( );

		for ( ; *pszString != 0; pszString++ )
		{
			if ( !strncmp( pszString, "$ammocount", 10 ))
			{
				if ( pReadyWeapon && pReadyWeapon->Ammo1 )
				{
					Output.AppendFormat( "%d", pReadyWeapon->Ammo1->Amount );

					if ( pReadyWeapon->Ammo2 )
						Output.AppendFormat( "/%d", pReadyWeapon->Ammo2->Amount );
				}
				else
				{
					Output.AppendFormat( "no ammo" );
				}

				pszString += 9;
			}
			else if ( !strncmp( pszString, "$ammo", 5 ))
			{
				if ( pReadyWeapon && pReadyWeapon->Ammo1 )
				{
					Output.AppendFormat( "%s", pReadyWeapon->Ammo1->GetClass( )->TypeName.GetChars( ) );

					if ( pReadyWeapon->Ammo2 )
					{
						Output.AppendFormat( "/%s", pReadyWeapon->Ammo2->GetClass( )->TypeName.GetChars( ));
					}
				}
				else
				{
					Output.AppendFormat( "no ammo" );
				}

				pszString += 4;
			}
			else if ( !strncmp( pszString, "$armor", 6 ))
			{
				AInventory *pArmor = pPlayer->mo->FindInventory<ABasicArmor>( );
				int iArmorCount = 0;
				
				if ( pArmor )
					iArmorCount = pArmor->Amount;

				Output.AppendFormat( "%d", iArmorCount );

				pszString += 5;
			}
			else if ( !strncmp( pszString, "$health", 7 ))
			{
				Output.AppendFormat ("%d", pPlayer->health);

				pszString += 6;
			}
			else if ( !strncmp( pszString, "$weapon", 7 ))
			{
				if ( pReadyWeapon )
					Output.AppendFormat( "%s", pReadyWeapon->GetClass( )->TypeName.GetChars( ) );
				else
					Output.AppendFormat( "no weapon" );

				pszString += 6;
			}
			else if ( !strncmp( pszString, "$location", 9 ))
			{
				Output += SECTINFO_GetPlayerLocation( consoleplayer );
				pszString += 8;
			}
			else
			{
				Output.AppendCStrPart( pszString, 1 );
			}
		}

		Input = Output;
	}
}
Пример #9
0
static bool DoSubstitution (char *out, const char *in)
{
	player_t *player = &players[consoleplayer];
	AWeapon *weapon = player->ReadyWeapon;
	const char *a, *b;

	a = in;
	while ((b = strchr (a, '$')))
	{
		strncpy (out, a, b - a);
		out += b - a;

		a = ++b;
		while (*b && isalpha (*b))
		{
			++b;
		}

		ptrdiff_t len = b - a;

		if (len == 6)
		{
			if (strnicmp (a, "health", 6) == 0)
			{
				out += sprintf (out, "%d", player->health);
			}
			else if (strnicmp (a, "weapon", 6) == 0)
			{
				if (weapon == NULL)
				{
					out += sprintf (out, "no weapon");
				}
				else
				{
					out += sprintf (out, "%s", weapon->GetClass()->Name+1);
				}
			}
		}
		else if (len == 5)
		{
			if (strnicmp (a, "armor", 5) == 0)
			{
				AInventory *armor = player->mo->FindInventory<ABasicArmor>();
				int armorpoints = armor != NULL ? armor->Amount : 0;
				out += sprintf (out, "%d", armorpoints);
			}
		}
		else if (len == 9)
		{
			if (strnicmp (a, "ammocount", 9) == 0)
			{
				if (weapon == NULL)
				{
					out += sprintf (out, "0");
				}
				else
				{
					out += sprintf (out, "%d", weapon->Ammo1 != NULL ? weapon->Ammo1->Amount : 0);
					if (weapon->Ammo2 != NULL)
					{
						out += sprintf (out, "/%d", weapon->Ammo2->Amount);
					}
				}
			}
		}
		else if (len == 4)
		{
			if (strnicmp (a, "ammo", 4) == 0)
			{
				if (weapon == NULL || weapon->Ammo1 == NULL)
				{
					out += sprintf (out, "no ammo");
				}
				else
				{
					out += sprintf (out, "%s", weapon->Ammo1->GetClass()->Name+1);
					if (weapon->Ammo2 != NULL)
					{
						out += sprintf (out, "/%s", weapon->Ammo2->GetClass()->Name+1);
					}
				}
			}
		}
		else if (len == 0)
		{
			*out++ = '$';
			*out = 0;
			if (*b == '$')
			{
				b++;
			}
		}
		else
		{
			*out++ = '$';
			strncpy (out, a, len);
			out += len;
		}
		a = b;
	}

	// Return false if no substitution was performed
	if (a == in)
	{
		return false;
	}

	strcpy (out, a);
	return true;
}
Пример #10
0
DEFINE_ACTION_FUNCTION(AActor, A_FAxeAttack)
{
	angle_t angle;
	fixed_t power;
	int damage;
	int slope;
	int i;
	int useMana;
	player_t *player;
	AWeapon *weapon;
	const PClass *pufftype;
	AActor *linetarget;

	if (NULL == (player = self->player))
	{
		return;
	}
	AActor *pmo=player->mo;

	damage = 40+(pr_axeatk()&15);
	damage += pr_axeatk()&7;
	power = 0;
	weapon = player->ReadyWeapon;
	if (player->ReadyWeapon->Ammo1->Amount > 0)
	{
		damage <<= 1;
		power = 6*FRACUNIT;
		pufftype = PClass::FindClass ("AxePuffGlow");
		useMana = 1;
	}
	else
	{
		pufftype = PClass::FindClass ("AxePuff");
		useMana = 0;
	}
	for (i = 0; i < 16; i++)
	{
		angle = pmo->angle+i*(ANG45/16);
		slope = P_AimLineAttack (pmo, angle, AXERANGE, &linetarget);
		if (linetarget)
		{
			P_LineAttack (pmo, angle, AXERANGE, slope, damage, NAME_Melee, pufftype, true, &linetarget);
			if (linetarget != NULL)
			{
				if (linetarget->flags3&MF3_ISMONSTER || linetarget->player)
				{
					P_ThrustMobj (linetarget, angle, power);
				}
				AdjustPlayerAngle (pmo, linetarget);
				useMana++; 
				goto axedone;
			}
		}
		angle = pmo->angle-i*(ANG45/16);
		slope = P_AimLineAttack (pmo, angle, AXERANGE, &linetarget);
		if (linetarget)
		{
			P_LineAttack (pmo, angle, AXERANGE, slope, damage, NAME_Melee, pufftype, true, &linetarget);
			if (linetarget != NULL)
			{
				if (linetarget->flags3&MF3_ISMONSTER)
				{
					P_ThrustMobj (linetarget, angle, power);
				}
				AdjustPlayerAngle (pmo, linetarget);
				useMana++; 
				goto axedone;
			}
		}
	}
	// didn't find any creatures, so try to strike any walls
	pmo->special1 = 0;

	angle = pmo->angle;
	slope = P_AimLineAttack (pmo, angle, MELEERANGE, &linetarget);
	P_LineAttack (pmo, angle, MELEERANGE, slope, damage, NAME_Melee, pufftype, true);

axedone:
	if (useMana == 2)
	{
		AWeapon *weapon = player->ReadyWeapon;
		if (weapon != NULL)
		{
			weapon->DepleteAmmo (weapon->bAltFire, false);

			if ((weapon->Ammo1 == NULL || weapon->Ammo1->Amount == 0) &&
				(!(weapon->WeaponFlags & WIF_PRIMARY_USES_BOTH) ||
				  weapon->Ammo2 == NULL || weapon->Ammo2->Amount == 0))
			{
				P_SetPsprite (player, ps_weapon, player->ReadyWeapon->FindState ("Fire") + 5);
			}
		}
	}
	return;		
}
Пример #11
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_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;
}
Пример #12
0
DEFINE_ACTION_FUNCTION(AActor, A_FireConePL1)
{
	angle_t angle;
	int damage;
	int slope;
	int i;
	AActor *mo;
	bool conedone=false;
	player_t *player;
	AActor *linetarget;

	if (NULL == (player = self->player))
	{
		return;
	}

	AWeapon *weapon = self->player->ReadyWeapon;
	if (weapon != NULL)
	{
		if (!weapon->DepleteAmmo (weapon->bAltFire))
			return;
	}
	S_Sound (self, CHAN_WEAPON, "MageShardsFire", 1, ATTN_NORM);

	// [BC] Weapons are handled by the server.
	if (( NETWORK_GetState( ) == NETSTATE_CLIENT ) ||
		( CLIENTDEMO_IsPlaying( )))
	{
		return;
	}

	// [BC] If we're the server, play the sound.
	if ( NETWORK_GetState( ) == NETSTATE_SERVER )
		SERVERCOMMANDS_WeaponSound( ULONG( player - players ), "MageShardsFire", ULONG( player - players ), SVCF_SKIPTHISCLIENT );

	damage = 90+(pr_cone()&15);
	for (i = 0; i < 16; i++)
	{
		angle = self->angle+i*(ANG45/16);
		slope = P_AimLineAttack (self, angle, MELEERANGE, &linetarget, 0, false, true);
		if (linetarget)
		{
			P_DamageMobj (linetarget, self, self, damage, NAME_Ice);

			// [BC] Apply spread.
			if ( player->cheats & CF_SPREAD )
				P_DamageMobj (linetarget, self, self, damage * 2, NAME_Ice);

			conedone = true;
			break;
		}
	}

	// didn't find any creatures, so fire projectiles
	if (!conedone)
	{
		mo = P_SpawnPlayerMissile (self, RUNTIME_CLASS(AFrostMissile));
		if (mo)
		{
			mo->special1 = SHARDSPAWN_LEFT|SHARDSPAWN_DOWN|SHARDSPAWN_UP
				|SHARDSPAWN_RIGHT;
			mo->special2 = 3; // Set sperm count (levels of reproductivity)
			mo->target = self;
			mo->args[0] = 3;		// Mark Initial shard as super damage
		}

		// [BC] Apply spread.
		if ( player->cheats & CF_SPREAD )
		{
			mo = P_SpawnPlayerMissile (self, RUNTIME_CLASS(AFrostMissile), self->angle + ( ANGLE_45 / 3 ));
			if (mo)
			{
				mo->special1 = SHARDSPAWN_LEFT|SHARDSPAWN_DOWN|SHARDSPAWN_UP
					|SHARDSPAWN_RIGHT;
				mo->special2 = 3; // Set sperm count (levels of reproductivity)
				mo->target = self;
				mo->args[0] = 3;		// Mark Initial shard as super damage
			}

			mo = P_SpawnPlayerMissile (self, RUNTIME_CLASS(AFrostMissile), self->angle - ( ANGLE_45 / 3 ));
			if (mo)
			{
				mo->special1 = SHARDSPAWN_LEFT|SHARDSPAWN_DOWN|SHARDSPAWN_UP
					|SHARDSPAWN_RIGHT;
				mo->special2 = 3; // Set sperm count (levels of reproductivity)
				mo->target = self;
				mo->args[0] = 3;		// Mark Initial shard as super damage
			}
		}
	}
}
Пример #13
0
void AsbrPickableItem_Grenade::GivePickupTo(class AsbrCharacter* Pawn)
{
    AWeapon* Weapon = (Pawn ? Pawn->FindWeapon(WeaponType) : NULL);
    if (Weapon)
        Weapon->GiveGrenade(Count);
}
Пример #14
0
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Saw)
{
	angle_t angle;
	angle_t slope;
	player_t *player;
	AActor *linetarget;
	int actualdamage;

	ACTION_PARAM_START(11);
	ACTION_PARAM_SOUND(fullsound, 0);
	ACTION_PARAM_SOUND(hitsound, 1);
	ACTION_PARAM_INT(damage, 2);
	ACTION_PARAM_CLASS(pufftype, 3);
	ACTION_PARAM_INT(Flags, 4);
	ACTION_PARAM_FIXED(Range, 5);
	ACTION_PARAM_ANGLE(Spread_XY, 6);
	ACTION_PARAM_ANGLE(Spread_Z, 7);
	ACTION_PARAM_FIXED(LifeSteal, 8);
	ACTION_PARAM_INT(lifestealmax, 9);
	ACTION_PARAM_CLASS(armorbonustype, 10);

	if (NULL == (player = self->player))
	{
		return;
	}

	if (pufftype == NULL) pufftype = PClass::FindClass(NAME_BulletPuff);
	if (damage == 0) damage = 2;

	if (!(Flags & SF_NORANDOM))
		damage *= (pr_saw()%10+1);
	
	// use meleerange + 1 so the puff doesn't skip the flash (i.e. plays all states)
	if (Range == 0) 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))
	{
		if (!weapon->DepleteAmmo (weapon->bAltFire))
			return;
	}

	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;
	}

	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) armorbonustype = PClass::FindClass("ArmorBonus");

			if (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
		{