- Added Gez's A_Blast submission.

SVN r1886 (trunk)
This commit is contained in:
Christoph Oelckers 2009-09-28 15:55:57 +00:00
commit 6d357b84b4
7 changed files with 130 additions and 134 deletions

View file

@ -8,87 +8,21 @@
#include "s_sound.h"
*/
/* For reference, the default values:
#define BLAST_RADIUS_DIST 255*FRACUNIT
#define BLAST_SPEED 20*FRACUNIT
#define BLAST_FULLSTRENGTH 255
*/
// Disc of Repulsion --------------------------------------------------------
class AArtiBlastRadius : public AInventory
{
DECLARE_CLASS (AArtiBlastRadius, AInventory)
public:
bool Use (bool pickup);
protected:
void BlastActor (AActor *victim, fixed_t strength);
};
IMPLEMENT_CLASS (AArtiBlastRadius)
//==========================================================================
//
// 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) &&
!(mo->flags6 & MF6_TOUCHY))
{ // Must be monster, player, missile, or touchy
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)
void BlastActor (AActor *victim, fixed_t strength, fixed_t speed, AActor * Owner, const PClass * blasteffect)
{
angle_t angle,ang;
AActor *mo;
@ -101,72 +35,116 @@ void AArtiBlastRadius::BlastActor (AActor *victim, fixed_t strength)
angle = R_PointToAngle2 (Owner->x, Owner->y, victim->x, victim->y);
angle >>= ANGLETOFINESHIFT;
if (strength < BLAST_FULLSTRENGTH)
victim->velx = FixedMul (speed, finecosine[angle]);
victim->vely = FixedMul (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 (blasteffect, x, y, z, ALLOW_REPLACE);
if (mo)
{
victim->velx = FixedMul (strength, finecosine[angle]);
victim->vely = FixedMul (strength, finesine[angle]);
if (victim->player)
mo->velx = victim->velx;
mo->vely = victim->vely;
}
if (victim->flags & MF_MISSILE)
{
// [RH] Floor and ceiling huggers should not be blasted vertically.
if (!(victim->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
{
// Players handled automatically
}
else
{
victim->flags2 |= MF2_BLASTED;
victim->velz = 8*FRACUNIT;
mo->velz = victim->velz;
}
}
else // full strength blast from artifact
else
{
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->velx = FixedMul (BLAST_SPEED, finecosine[angle]);
victim->vely = 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 ("BlastEffect", x, y, z, ALLOW_REPLACE);
if (mo)
{
mo->velx = victim->velx;
mo->vely = victim->vely;
}
victim->velz = (1000 / victim->Mass) << FRACBITS;
}
if (victim->player)
{
// Players handled automatically
}
else
{
victim->flags2 |= MF2_BLASTED;
}
if (victim->flags6 & MF6_TOUCHY)
{ // Touchy objects die when blasted
victim->flags6 &= ~MF6_ARMED; // Disarm
P_DamageMobj(victim, Owner, Owner, victim->health, NAME_Melee, DMG_FORCED);
}
}
enum
{
BF_USEAMMO = 1,
BF_DONTWARN = 2,
BF_AFFECTBOSSES = 4,
};
//==========================================================================
//
// AArtiBlastRadius :: Activate
//
// Blast all actors away
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS (AActor, A_Blast)
{
ACTION_PARAM_START(6);
ACTION_PARAM_INT (blastflags, 0);
ACTION_PARAM_FIXED(strength, 1);
ACTION_PARAM_FIXED(radius, 2);
ACTION_PARAM_FIXED(speed, 3);
ACTION_PARAM_CLASS(blasteffect, 4);
ACTION_PARAM_SOUND(blastsound, 5);
AActor *mo;
TThinkerIterator<AActor> iterator;
fixed_t dist;
if (self->player && (blastflags & BF_USEAMMO))
{
AWeapon * weapon = self->player->ReadyWeapon;
if (!weapon->DepleteAmmo(weapon->bAltFire))
return;
}
S_Sound (self, CHAN_AUTO, blastsound, 1, ATTN_NORM);
if (!(blastflags & BF_DONTWARN)) P_NoiseAlert (self, self);
if (victim->flags & MF_MISSILE)
{
// [RH] Floor and ceiling huggers should not be blasted vertically.
if (!(victim->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
{
victim->velz = 8*FRACUNIT;
mo->velz = victim->velz;
}
while ( (mo = iterator.Next ()) )
{
if ((mo == self) || ((mo->flags2 & MF2_BOSS) && !(blastflags & BF_AFFECTBOSSES))
|| (mo->flags2 & MF2_DORMANT) || (mo->flags3 & MF3_DONTBLAST))
{ // Not a valid monster: originator, boss, dormant, or otherwise protected
continue;
}
else
if ((mo->flags & MF_ICECORPSE) || (mo->flags3 & MF3_CANBLAST))
{
victim->velz = (1000 / victim->Mass) << FRACBITS;
// Let these special cases go
}
if (victim->player)
else if ((mo->flags3 & MF3_ISMONSTER) && (mo->health <= 0))
{
// Players handled automatically
continue;
}
else
{
victim->flags2 |= MF2_BLASTED;
else if (!(mo->player) &&
!(mo->flags & MF_MISSILE) &&
!(mo->flags3 & (MF3_ISMONSTER|MF3_CANBLAST)) &&
!(mo->flags6 & (MF6_TOUCHY|MF6_VULNERABLE)))
{ // Must be monster, player, missile, touchy or vulnerable
continue;
}
if (victim->flags6 & MF6_TOUCHY)
{ // Touchy objects die when blasted
victim->flags6 &= ~MF6_ARMED; // Disarm
P_DamageMobj(victim, Owner, Owner, victim->health, NAME_Melee, DMG_FORCED);
dist = P_AproxDistance (self->x - mo->x, self->y - mo->y);
if (dist > radius)
{ // Out of range
continue;
}
BlastActor (mo, strength, speed, self, blasteffect);
}
}