vkdoom_m/src/g_doom/a_doomweaps.cpp
Christoph Oelckers af34d82888 - scriptified A_Saw.
- implemented multiple-return-value assignment. Due to some grammar conflicts the originally intended Lua-inspired syntax of 'a, b = Function()' could not be done, so it's '[a, b] = Function()'
2016-11-20 00:25:38 +01:00

388 lines
9 KiB
C++

/*
#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 "p_effect.h"
#include "gi.h"
#include "templates.h"
#include "vm.h"
#include "doomstat.h"
*/
void P_SetSafeFlash(AWeapon *weapon, player_t *player, FState *flashstate, int index);
static FRandom pr_fireshotgun2 ("FireSG2");
static FRandom pr_fireplasma ("FirePlasma");
static FRandom pr_firerail ("FireRail");
static FRandom pr_bfgspray ("BFGSpray");
static FRandom pr_oldbfg ("OldBFG");
//
// A_FireShotgun2
//
DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun2)
{
PARAM_ACTION_PROLOGUE(AActor);
int i;
DAngle angle;
int damage;
player_t *player;
if (nullptr == (player = self->player))
{
return 0;
}
S_Sound (self, CHAN_WEAPON, "weapons/sshotf", 1, ATTN_NORM);
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != nullptr && ACTION_CALL_FROM_PSPRITE())
{
if (!weapon->DepleteAmmo (weapon->bAltFire, true, 2))
return 0;
P_SetPsprite(player, PSP_FLASH, weapon->FindState(NAME_Flash), 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(AActor);
player_t *player;
if (NULL == (player = self->player))
{
return 0;
}
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL && ACTION_CALL_FROM_PSPRITE())
{
if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
return 0;
}
P_SpawnPlayerMissile (self, PClass::FindActor("Rocket"));
return 0;
}
//
// A_FireSTGrenade: not exactly backported from ST, but should work the same
//
DEFINE_ACTION_FUNCTION(AActor, A_FireSTGrenade)
{
PARAM_ACTION_PROLOGUE(AActor);
PARAM_CLASS_DEF(grenade, AActor);
player_t *player;
if (grenade == NULL)
return 0;
if (NULL == (player = self->player))
{
return 0;
}
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL && ACTION_CALL_FROM_PSPRITE())
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return 0;
}
// Temporarily raise the pitch to send the grenade slightly upwards
DAngle SavedPlayerPitch = self->Angles.Pitch;
self->Angles.Pitch -= 6.328125; //(1152 << F RACBITS);
P_SpawnPlayerMissile(self, grenade);
self->Angles.Pitch = SavedPlayerPitch;
return 0;
}
//
// A_FirePlasma
//
DEFINE_ACTION_FUNCTION(AActor, A_FirePlasma)
{
PARAM_ACTION_PROLOGUE(AActor);
player_t *player;
if (NULL == (player = self->player))
{
return 0;
}
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL && ACTION_CALL_FROM_PSPRITE())
{
if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
return 0;
FState *flash = weapon->FindState(NAME_Flash);
if (flash != NULL)
{
P_SetSafeFlash(weapon, player, flash, (pr_fireplasma()&1));
}
}
P_SpawnPlayerMissile (self, PClass::FindActor("PlasmaBall"));
return 0;
}
//
// [RH] A_FireRailgun
//
static void FireRailgun(AActor *self, int offset_xy, bool fromweapon)
{
int damage;
player_t *player;
if (NULL == (player = self->player))
{
return;
}
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL && fromweapon)
{
if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
return;
FState *flash = weapon->FindState(NAME_Flash);
if (flash != NULL)
{
P_SetSafeFlash(weapon, player, flash, (pr_firerail()&1));
}
}
damage = deathmatch ? 100 : 150;
FRailParams p;
p.source = self;
p.damage = damage;
p.offset_xy = offset_xy;
P_RailAttack (&p);
}
DEFINE_ACTION_FUNCTION(AActor, A_FireRailgun)
{
PARAM_ACTION_PROLOGUE(AActor);
FireRailgun(self, 0, ACTION_CALL_FROM_PSPRITE());
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_FireRailgunRight)
{
PARAM_ACTION_PROLOGUE(AActor);
FireRailgun(self, 10, ACTION_CALL_FROM_PSPRITE());
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_FireRailgunLeft)
{
PARAM_ACTION_PROLOGUE(AActor);
FireRailgun(self, -10, ACTION_CALL_FROM_PSPRITE());
return 0;
}
//
// A_FireBFG
//
DEFINE_ACTION_FUNCTION(AActor, A_FireBFG)
{
PARAM_ACTION_PROLOGUE(AActor);
player_t *player;
if (NULL == (player = self->player))
{
return 0;
}
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL && ACTION_CALL_FROM_PSPRITE())
{
if (!weapon->DepleteAmmo (weapon->bAltFire, true, deh.BFGCells))
return 0;
}
P_SpawnPlayerMissile (self, 0, 0, 0, PClass::FindActor("BFGBall"), self->Angles.Yaw, NULL, NULL, !!(dmflags2 & DF2_NO_FREEAIMBFG));
return 0;
}
//
// A_BFGSpray
// Spawn a BFG explosion on every monster in view
//
enum BFG_Flags
{
BFGF_HURTSOURCE = 1,
BFGF_MISSILEORIGIN = 2,
};
DEFINE_ACTION_FUNCTION(AActor, A_BFGSpray)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS_DEF (spraytype, AActor)
PARAM_INT_DEF (numrays)
PARAM_INT_DEF (damagecnt)
PARAM_ANGLE_DEF (angle)
PARAM_FLOAT_DEF (distance)
PARAM_ANGLE_DEF (vrange)
PARAM_INT_DEF (defdamage)
PARAM_INT_DEF (flags)
int i;
int j;
int damage;
DAngle an;
FTranslatedLineTarget t;
AActor *originator;
if (spraytype == NULL) spraytype = PClass::FindActor("BFGExtra");
if (numrays <= 0) numrays = 40;
if (damagecnt <= 0) damagecnt = 15;
if (angle == 0) angle = 90.;
if (distance <= 0) distance = 16 * 64;
if (vrange == 0) vrange = 32.;
// [RH] Don't crash if no target
if (!self->target)
return 0;
// [XA] Set the originator of the rays to the projectile (self) if
// the new flag is set, else set it to the player (self->target)
originator = (flags & BFGF_MISSILEORIGIN) ? self : (AActor *)(self->target);
// offset angles from its attack angle
for (i = 0; i < numrays; i++)
{
an = self->Angles.Yaw - angle / 2 + angle / numrays*i;
P_AimLineAttack(originator, an, distance, &t, vrange);
if (t.linetarget != NULL)
{
AActor *spray = Spawn(spraytype, t.linetarget->PosPlusZ(t.linetarget->Height / 4), ALLOW_REPLACE);
int dmgFlags = 0;
FName dmgType = NAME_BFGSplash;
if (spray != NULL)
{
if ((spray->flags6 & MF6_MTHRUSPECIES && self->target->GetSpecies() == t.linetarget->GetSpecies()) ||
(!(flags & BFGF_HURTSOURCE) && self->target == t.linetarget)) // [XA] Don't hit oneself unless we say so.
{
spray->Destroy(); // [MC] Remove it because technically, the spray isn't trying to "hit" them.
continue;
}
if (spray->flags5 & MF5_PUFFGETSOWNER) spray->target = self->target;
if (spray->flags3 & MF3_FOILINVUL) dmgFlags |= DMG_FOILINVUL;
if (spray->flags7 & MF7_FOILBUDDHA) dmgFlags |= DMG_FOILBUDDHA;
dmgType = spray->DamageType;
}
if (defdamage == 0)
{
damage = 0;
for (j = 0; j < damagecnt; ++j)
damage += (pr_bfgspray() & 7) + 1;
}
else
{
// if this is used, damagecnt will be ignored
damage = defdamage;
}
int newdam = P_DamageMobj(t.linetarget, originator, self->target, damage, dmgType, dmgFlags|DMG_USEANGLE, t.angleFromSource.Degrees);
P_TraceBleed(newdam > 0 ? newdam : damage, &t, self);
}
}
return 0;
}
//
// A_FireOldBFG
//
// This function emulates Doom's Pre-Beta BFG
// By Lee Killough 6/6/98, 7/11/98, 7/19/98, 8/20/98
//
// This code may not be used in other mods without appropriate credit given.
// Code leeches will be telefragged.
DEFINE_ACTION_FUNCTION(AActor, A_FireOldBFG)
{
PARAM_ACTION_PROLOGUE(AActor);
PClassActor *plasma[] = { PClass::FindActor("PlasmaBall1"), PClass::FindActor("PlasmaBall2") };
AActor * mo = NULL;
player_t *player;
bool doesautoaim = false;
if (NULL == (player = self->player))
{
return 0;
}
AWeapon *weapon = self->player->ReadyWeapon;
if (!ACTION_CALL_FROM_PSPRITE()) weapon = NULL;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
return 0;
doesautoaim = !(weapon->WeaponFlags & WIF_NOAUTOAIM);
weapon->WeaponFlags |= WIF_NOAUTOAIM; // No autoaiming that gun
}
self->player->extralight = 2;
// Save values temporarily
DAngle SavedPlayerAngle = self->Angles.Yaw;
DAngle SavedPlayerPitch = self->Angles.Pitch;
for (int i = 0; i < 2; i++) // Spawn two plasma balls in sequence
{
self->Angles.Yaw += ((pr_oldbfg()&127) - 64) * (90./768);
self->Angles.Pitch += ((pr_oldbfg()&127) - 64) * (90./640);
mo = P_SpawnPlayerMissile (self, plasma[i]);
// Restore saved values
self->Angles.Yaw = SavedPlayerAngle;
self->Angles.Pitch = SavedPlayerPitch;
}
if (doesautoaim && weapon != NULL)
{ // Restore autoaim setting
weapon->WeaponFlags &= ~WIF_NOAUTOAIM;
}
return 0;
}