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author | Samuel Villareal | 2010-09-05 05:05:17 +0000 |
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committer | Samuel Villareal | 2010-09-05 05:05:17 +0000 |
commit | 289ae90614062bf5ab367a1befcec98ab99e7094 (patch) | |
tree | fa3602dd719f9f815799e6b25d356dc32d0cd067 /src | |
parent | 1fc397741ffd103629cce3d06946865a7bc437c3 (diff) | |
download | chocolate-doom-289ae90614062bf5ab367a1befcec98ab99e7094.tar.gz chocolate-doom-289ae90614062bf5ab367a1befcec98ab99e7094.tar.bz2 chocolate-doom-289ae90614062bf5ab367a1befcec98ab99e7094.zip |
+ A_FireSigil implemented
+ P_PlayerThink updated (checks for extralight)
+ New cheats added to cheat_t
Subversion-branch: /branches/strife-branch
Subversion-revision: 2011
Diffstat (limited to 'src')
-rw-r--r-- | src/strife/d_player.h | 8 | ||||
-rw-r--r-- | src/strife/p_pspr.c | 105 | ||||
-rw-r--r-- | src/strife/p_user.c | 16 |
3 files changed, 106 insertions, 23 deletions
diff --git a/src/strife/d_player.h b/src/strife/d_player.h index c4b9d7e1..711827a5 100644 --- a/src/strife/d_player.h +++ b/src/strife/d_player.h @@ -75,7 +75,13 @@ typedef enum // No damage, no health loss. CF_GODMODE = 2, // Not really a cheat, just a debug aid. - CF_NOMOMENTUM = 4 + CF_NOMOMENTUM = 4, + // villsa [STRIFE] new cheat + // set when on fire and disable inventory + CF_ONFIRE = 8, + // villsa [STRIFE] new cheat + // auto-use medkits + CF_AUTOHEALTH = 16 } cheat_t; diff --git a/src/strife/p_pspr.c b/src/strife/p_pspr.c index d0fface0..8d0940ce 100644 --- a/src/strife/p_pspr.c +++ b/src/strife/p_pspr.c @@ -498,25 +498,6 @@ void A_Punch(player_t* player, pspdef_t* psp) } -// Doom does not check the bounds of the ammo array. As a result, -// it is possible to use an ammo type > 4 that overflows into the -// maxammo array and affects that instead. Through dehacked, for -// example, it is possible to make a weapon that decreases the max -// number of ammo for another weapon. Emulate this. - -static void DecreaseAmmo(player_t *player, int ammonum, int amount) -{ - if (ammonum < NUMAMMO) - { - player->ammo[ammonum] -= amount; - } - else - { - player->maxammo[ammonum - NUMAMMO] -= amount; - } -} - - // // A_FireFlameThrower // villsa [STRIFE] new codepointer @@ -770,7 +751,91 @@ void A_SigilSound(player_t* player, pspdef_t* pspr) void A_FireSigil(player_t* player, pspdef_t* pspr) { + mobj_t* mo; + angle_t an; + int i; + + // keep info on armor because sigil does piercing damage + i = player->armortype; + player->armortype = 0; + P_DamageMobj(player->mo, player->mo, 0, 4 * player->sigiltype + 1); + + // restore armor + player->armortype = i; + + S_StartSound(player->mo, sfx_siglup); + + switch(player->sigiltype) + { + // falling lightning bolts from the sky + case 0: + P_BulletSlope(player->mo); + if(linetarget) + { + mo = P_SpawnMobj(linetarget->x, linetarget->y, -ONFLOORZ, MT_SIGIL_A_GROUND); + mo->tracer = linetarget; + } + else + { + an = player->mo->angle>>ANGLETOFINESHIFT; + mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_SIGIL_A_GROUND); + mo->momx += FixedMul((28*FRACUNIT), finecosine[an]); + mo->momy += FixedMul((28*FRACUNIT), finesine[an]); + } + mo->health = -1; + mo->target = player->mo; + break; + + // simple projectile + case 1: + P_SpawnPlayerMissile(player->mo, MT_SIGIL_B_SHOT)->health = -1; + break; + + // spread shot + case 2: + player->mo->angle -= ANG90; + for(i = 0; i < 20; i++) + { + player->mo->angle += (ANG90 / 10); + mo = P_SpawnMortar(player->mo, MT_SIGIL_C_SHOT); + mo->health = -1; + mo->z = player->mo->z + (32*FRACUNIT); + } + player->mo->angle -= ANG90; + break; + // tracer attack + case 3: + P_BulletSlope(player->mo); + if(linetarget) + { + mo = P_SpawnPlayerMissile(player->mo, MT_SIGIL_D_SHOT); + mo->tracer = linetarget; + } + else + { + an = player->mo->angle>>ANGLETOFINESHIFT; + mo = P_SpawnPlayerMissile(player->mo, MT_SIGIL_D_SHOT); + mo->momx += FixedMul(mo->info->speed, finecosine[an]); + mo->momy += FixedMul(mo->info->speed, finesine[an]); + } + mo->health = -1; + break; + + // mega blast + case 4: + mo = P_SpawnPlayerMissile(player->mo, MT_SIGIL_E_SHOT); + mo->health = -1; + if(!linetarget) + { + an = player->pitch>>ANGLETOFINESHIFT; + mo->momz += FixedMul(finesine[an], mo->info->speed); + } + break; + + default: + break; + } } // @@ -829,7 +894,7 @@ void A_TorpedoExplode(mobj_t* actor) for(i = 0; i < 80; i++) { - actor->angle += 0x3333333; + actor->angle += (ANG90 / 20); P_SpawnMortar(actor, MT_TORPEDOSPREAD)->target = actor->target; } } diff --git a/src/strife/p_user.c b/src/strife/p_user.c index 5a140190..12bc686f 100644 --- a/src/strife/p_user.c +++ b/src/strife/p_user.c @@ -448,9 +448,21 @@ void P_PlayerThink (player_t* player) if (player->bonuscount) player->bonuscount--; + // villsa [STRIFE] checks for extralight + if(player->extralight >= 0) + { + if(player->cheats & CF_ONFIRE) + player->fixedcolormap = 1; + else + player->fixedcolormap = 0; + } + else + player->fixedcolormap = INVERSECOLORMAP; + + // villsa [STRIFE] unused // Handling colormaps. - if (player->powers[pw_invulnerability]) + /*if (player->powers[pw_invulnerability]) { if (player->powers[pw_invulnerability] > 4*32 || (player->powers[pw_invulnerability]&8) ) @@ -470,7 +482,7 @@ void P_PlayerThink (player_t* player) player->fixedcolormap = 0; } else - player->fixedcolormap = 0; + player->fixedcolormap = 0;*/ } |