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|
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 2005 Simon Howard
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
// DESCRIPTION:
// Weapon sprite animation, weapon objects.
// Action functions for weapons.
//
//-----------------------------------------------------------------------------
#include "doomdef.h"
#include "d_event.h"
#include "deh_misc.h"
#include "m_random.h"
#include "p_local.h"
#include "s_sound.h"
// State.
#include "doomstat.h"
// Data.
#include "sounds.h"
#include "p_pspr.h"
#define LOWERSPEED FRACUNIT*6
#define RAISESPEED FRACUNIT*6
#define WEAPONBOTTOM 128*FRACUNIT
#define WEAPONTOP 32*FRACUNIT
//
// P_SetPsprite
//
// [STRIFE]
// villsa: Removed psprite sx, sy modification via misc1/2
//
void
P_SetPsprite
( player_t* player,
int position,
statenum_t stnum )
{
pspdef_t* psp;
state_t* state;
psp = &player->psprites[position];
do
{
if (!stnum)
{
// object removed itself
psp->state = NULL;
break;
}
state = &states[stnum];
psp->state = state;
psp->tics = state->tics; // could be 0
// villsa [STRIFE] unused
/*if (state->misc1)
{
// coordinate set
psp->sx = state->misc1 << FRACBITS;
psp->sy = state->misc2 << FRACBITS;
}*/
// Call action routine.
// Modified handling.
if (state->action.acp2)
{
state->action.acp2(player, psp);
if (!psp->state)
break;
}
stnum = psp->state->nextstate;
} while (!psp->tics);
// an initial state of 0 could cycle through
}
// haleyjd 09/06/10: [STRIFE] Removed P_CalcSwing
//
// P_BringUpWeapon
// Starts bringing the pending weapon up
// from the bottom of the screen.
// Uses player
//
// villsa [STRIFE] Modifications for Strife weapons
//
void P_BringUpWeapon (player_t* player)
{
statenum_t newstate;
if (player->pendingweapon == wp_nochange)
player->pendingweapon = player->readyweapon;
if (player->pendingweapon == wp_flame)
S_StartSound (player->mo, sfx_flidl); // villsa [STRIFE] flame sounds
newstate = weaponinfo[player->pendingweapon].upstate;
player->psprites[ps_weapon].sy = WEAPONBOTTOM;
P_SetPsprite (player, ps_weapon, newstate);
// villsa [STRIFE] set various flash states
if(player->pendingweapon == wp_elecbow)
P_SetPsprite(player, ps_flash, S_XBOW_10); // 31
else if(player->pendingweapon == wp_sigil && player->sigiltype)
P_SetPsprite(player, ps_flash, S_SIGH_00 + player->sigiltype); // 117
else
P_SetPsprite(player, ps_flash, S_NULL);
player->pendingweapon = wp_nochange;
}
//
// P_CheckAmmo
// Returns true if there is enough ammo to shoot.
// If not, selects the next weapon to use.
//
// villsa [STRIFE] Changes to handle Strife weapons
//
boolean P_CheckAmmo (player_t* player)
{
ammotype_t ammo;
int count;
ammo = weaponinfo[player->readyweapon].ammo;
// Minimal amount for one shot varies.
if (player->readyweapon == wp_torpedo)
count = 30;
else if (player->readyweapon == wp_mauler)
count = 20;
else
count = 1; // Regular.
// Some do not need ammunition anyway.
// Return if current ammunition sufficient.
if (ammo == am_noammo || player->ammo[ammo] >= count)
return true;
// Out of ammo, pick a weapon to change to.
// Preferences are set here.
// villsa [STRIFE] new weapon preferences
if (player->weaponowned[wp_mauler] && player->ammo[am_cell] >= 20)
player->pendingweapon = wp_mauler;
else if(player->weaponowned[wp_rifle] && player->ammo[am_bullets])
player->pendingweapon = wp_rifle;
else if (player->weaponowned[wp_elecbow] && player->ammo[am_elecbolts])
player->pendingweapon = wp_elecbow;
else if (player->weaponowned[wp_missile] && player->ammo[am_missiles])
player->pendingweapon = wp_missile;
else if (player->weaponowned[wp_flame] && player->ammo[am_cell])
player->pendingweapon = wp_flame;
else if (player->weaponowned[wp_hegrenade] && player->ammo[am_hegrenades])
player->pendingweapon = wp_hegrenade;
else if (player->weaponowned[wp_poisonbow] && player->ammo[am_poisonbolts])
player->pendingweapon = wp_poisonbow;
else if (player->weaponowned[wp_wpgrenade] && player->ammo[am_wpgrenades])
player->pendingweapon = wp_wpgrenade;
// BUG: This will *never* be selected for an automatic switch because the
// normal Mauler is higher priority and uses less ammo.
else if (player->weaponowned[wp_torpedo] && player->ammo[am_cell] >= 30)
player->pendingweapon = wp_torpedo;
else
player->pendingweapon = wp_fist;
// Now set appropriate weapon overlay.
P_SetPsprite(player, ps_weapon, weaponinfo[player->readyweapon].downstate);
return false;
}
//
// P_FireWeapon.
//
// villsa [STRIFE] Changes for player state and weapons
//
void P_FireWeapon (player_t* player)
{
statenum_t newstate;
if (!P_CheckAmmo (player))
return;
P_SetMobjState (player->mo, S_PLAY_05); // 292
newstate = weaponinfo[player->readyweapon].atkstate;
P_SetPsprite (player, ps_weapon, newstate);
// villsa [STRIFE] exclude these weapons from causing noise
if(player->readyweapon > wp_elecbow && player->readyweapon != wp_poisonbow)
P_NoiseAlert (player->mo, player->mo);
}
//
// P_DropWeapon
// Player died, so put the weapon away.
//
void P_DropWeapon (player_t* player)
{
P_SetPsprite (player,
ps_weapon,
weaponinfo[player->readyweapon].downstate);
}
//
// A_WeaponReady
// The player can fire the weapon
// or change to another weapon at this time.
// Follows after getting weapon up,
// or after previous attack/fire sequence.
//
void A_WeaponReady( player_t* player, pspdef_t* psp)
{
statenum_t newstate;
int angle;
// get out of attack state
if (player->mo->state == &states[S_PLAY_05] || // 292
player->mo->state == &states[S_PLAY_06]) // 293
{
P_SetMobjState (player->mo, S_PLAY_00); // 287
}
// villsa [STRIFE] check for wp_flame instead of chainsaw
// haleyjd 09/06/10: fixed state (00 rather than 01)
if (player->readyweapon == wp_flame
&& psp->state == &states[S_FLMT_00]) // 62
{
S_StartSound (player->mo, sfx_flidl);
}
// check for change
// if player is dead, put the weapon away
if (player->pendingweapon != wp_nochange || !player->health)
{
// change weapon
// (pending weapon should allready be validated)
newstate = weaponinfo[player->readyweapon].downstate;
P_SetPsprite (player, ps_weapon, newstate);
return;
}
// check for fire
// the missile launcher and torpedo do not auto fire
if (player->cmd.buttons & BT_ATTACK)
{
if ( !player->attackdown
|| (player->readyweapon != wp_missile
&& player->readyweapon != wp_torpedo)) // villsa [STRIFE] replace bfg with torpedo
{
player->attackdown = true;
P_FireWeapon (player);
return;
}
}
else
player->attackdown = false;
// bob the weapon based on movement speed
angle = (128*leveltime)&FINEMASK;
psp->sx = FRACUNIT + FixedMul (player->bob, finecosine[angle]);
angle &= FINEANGLES/2-1;
psp->sy = WEAPONTOP + FixedMul (player->bob, finesine[angle]);
}
//
// A_ReFire
// The player can re-fire the weapon
// without lowering it entirely.
//
void A_ReFire
( player_t* player,
pspdef_t* psp )
{
// check for fire
// (if a weaponchange is pending, let it go through instead)
if ( (player->cmd.buttons & BT_ATTACK)
&& player->pendingweapon == wp_nochange
&& player->health)
{
player->refire++;
P_FireWeapon (player);
}
else
{
player->refire = 0;
P_CheckAmmo (player);
}
}
//
// A_CheckReload
//
void A_CheckReload(player_t* player, pspdef_t* psp)
{
P_CheckAmmo(player);
// villsa [STRIFE] set animating sprite for crossbow
if(player->readyweapon == wp_elecbow)
P_SetPsprite(player, player->readyweapon, S_XBOW_10);
}
//
// A_Lower
// Lowers current weapon,
// and changes weapon at bottom.
//
void
A_Lower
( player_t* player,
pspdef_t* psp )
{
psp->sy += LOWERSPEED;
// Is already down.
if (psp->sy < WEAPONBOTTOM )
return;
// Player is dead.
if (player->playerstate == PST_DEAD)
{
psp->sy = WEAPONBOTTOM;
// don't bring weapon back up
return;
}
// The old weapon has been lowered off the screen,
// so change the weapon and start raising it
if (!player->health)
{
// Player is dead, so keep the weapon off screen.
P_SetPsprite (player, ps_weapon, S_NULL);
return;
}
player->readyweapon = player->pendingweapon;
P_BringUpWeapon (player);
}
//
// A_Raise
//
void
A_Raise
( player_t* player,
pspdef_t* psp )
{
statenum_t newstate;
psp->sy -= RAISESPEED;
if (psp->sy > WEAPONTOP )
return;
psp->sy = WEAPONTOP;
// The weapon has been raised all the way,
// so change to the ready state.
newstate = weaponinfo[player->readyweapon].readystate;
P_SetPsprite (player, ps_weapon, newstate);
}
//
// A_GunFlash
//
void
A_GunFlash
( player_t* player,
pspdef_t* psp )
{
P_SetMobjState (player->mo, S_PLAY_06);
P_SetPsprite (player,ps_flash,weaponinfo[player->readyweapon].flashstate);
}
//
// WEAPON ATTACKS
//
//
// A_Punch
//
void A_Punch(player_t* player, pspdef_t* psp)
{
angle_t angle;
int damage;
int slope;
int sound;
int t;
// villsa [STRIFE] new damage formula
damage = ((player->stamina / 10) + 2) * (psp->tics + 3) & P_Random();
if(player->powers[pw_strength])
damage *= 10;
angle = player->mo->angle;
t = P_Random();
angle += (t - P_Random()) << 18;
slope = P_AimLineAttack (player->mo, angle, PLAYERMELEERANGE);
P_LineAttack (player->mo, angle, PLAYERMELEERANGE, slope, damage);
// turn to face target
if(linetarget)
{
// villsa [STRIFE] check for non-flesh types
if(linetarget->flags & MF_NOBLOOD)
sound = sfx_mtalht;
else
sound = sfx_meatht;
S_StartSound (player->mo, sound);
player->mo->angle = R_PointToAngle2 (player->mo->x,
player->mo->y,
linetarget->x,
linetarget->y);
// villsa [STRIFE] apply flag
player->mo->flags |= MF_JUSTATTACKED;
// villsa [STRIFE] do punch alert routine
P_DoPunchAlert(player->mo, linetarget);
}
else
S_StartSound (player->mo, sfx_swish);
}
//
// A_FireFlameThrower
// villsa [STRIFE] new codepointer
//
void A_FireFlameThrower(player_t* player, pspdef_t* psp)
{
mobj_t* mo;
P_SetMobjState(player->mo, S_PLAY_06);
player->ammo[weaponinfo[player->readyweapon].ammo]--;
player->mo->angle += (P_Random() - P_Random()) << 18;
mo = P_SpawnPlayerMissile(player->mo, MT_SFIREBALL);
mo->momz += (5*FRACUNIT);
}
//
// A_FireMissile
// villsa [STRIFE] completly new compared to the original
//
void A_FireMissile(player_t* player, pspdef_t* psp)
{
angle_t an;
mobj_t* mo;
an = player->mo->angle;
player->mo->angle += (P_Random() - P_Random())<<(19 - (player->accuracy * 4 / 100));
P_SetMobjState(player->mo, S_PLAY_06);
player->ammo[weaponinfo[player->readyweapon].ammo]--;
P_SpawnPlayerMissile(player->mo, MT_MINIMISSLE);
player->mo->angle = an;
}
//
// A_FireMauler2
// villsa [STRIFE] - new codepointer
//
void A_FireMauler2(player_t* player, pspdef_t* pspr)
{
P_SetMobjState(player->mo, S_PLAY_06);
P_DamageMobj(player->mo, player->mo, NULL, 20);
player->ammo[weaponinfo[player->readyweapon].ammo] -= 30;
P_SpawnPlayerMissile(player->mo, MT_TORPEDO);
P_Thrust(player, player->mo->angle + ANG180, 512000);
}
//
// A_FireGrenade
// villsa [STRIFE] - new codepointer
//
void A_FireGrenade(player_t* player, pspdef_t* pspr)
{
mobjtype_t type;
mobj_t* mo;
state_t* st1;
state_t* st2;
angle_t an;
fixed_t radius;
// decide on what type of grenade to spawn
if(player->readyweapon == wp_hegrenade)
type = MT_HEGRENADE;
else
{
if(player->readyweapon == wp_wpgrenade)
type = MT_PGRENADE;
}
player->ammo[weaponinfo[player->readyweapon].ammo]--;
// set flash frame
st1 = &states[(pspr->state - states) + weaponinfo[player->readyweapon].flashstate];
st2 = &states[weaponinfo[player->readyweapon].atkstate];
P_SetPsprite(player, ps_flash, st1 - st2);
player->mo->z += MAXRADIUS; // ugh
mo = P_SpawnMortar(player->mo, type);
player->mo->z -= MAXRADIUS; // ugh
// change momz based on player's pitch
mo->momz = FixedMul((player->pitch<<FRACBITS) / 160, mo->info->speed) + (8*FRACUNIT);
S_StartSound(mo, mo->info->seesound);
radius = mobjinfo[type].radius + player->mo->info->radius;
an = (player->mo->angle >> ANGLETOFINESHIFT);
mo->x += FixedMul(finecosine[an], radius + (4*FRACUNIT));
mo->y += FixedMul(finesine[an], radius + (4*FRACUNIT));
// shoot grenade from left or right side?
if(&states[weaponinfo[player->readyweapon].atkstate] == pspr->state)
an = (player->mo->angle - ANG90) >> ANGLETOFINESHIFT;
else
an = (player->mo->angle + ANG90) >> ANGLETOFINESHIFT;
mo->x += FixedMul((15*FRACUNIT), finecosine[an]);
mo->y += FixedMul((15*FRACUNIT), finesine[an]);
// set bounce flag
mo->flags |= MF_BOUNCE;
}
//
// A_FireElectricBolt
// villsa [STRIFE] - new codepointer
//
void A_FireElectricBolt(player_t* player, pspdef_t* pspr)
{
angle_t an = player->mo->angle;
player->mo->angle += (P_Random() - P_Random()) << (18 - (player->accuracy * 4 / 100));
player->ammo[weaponinfo[player->readyweapon].ammo]--;
P_SpawnPlayerMissile(player->mo, MT_ELECARROW);
player->mo->angle = an;
S_StartSound(player->mo, sfx_xbow);
}
//
// A_FirePoisonBolt
// villsa [STRIFE] - new codepointer
//
void A_FirePoisonBolt(player_t* player, pspdef_t* pspr)
{
angle_t an = player->mo->angle;
player->mo->angle += (P_Random() - P_Random())<<(18 - (player->accuracy * 4 / 100));
player->ammo[weaponinfo[player->readyweapon].ammo]--;
P_SpawnPlayerMissile(player->mo, MT_POISARROW);
player->mo->angle = an;
S_StartSound(player->mo, sfx_xbow);
}
//
// P_BulletSlope
// Sets a slope so a near miss is at aproximately
// the height of the intended target
//
// haleyjd 09/06/10 [STRIFE] Modified with a little target hack...
//
fixed_t bulletslope;
void P_BulletSlope (mobj_t *mo)
{
angle_t an;
// see which target is to be aimed at
an = mo->angle;
bulletslope = P_AimLineAttack (mo, an, 16*64*FRACUNIT);
if (!linetarget)
{
an += 1<<26;
bulletslope = P_AimLineAttack (mo, an, 16*64*FRACUNIT);
if (!linetarget)
{
an -= 2<<26;
bulletslope = P_AimLineAttack (mo, an, 16*64*FRACUNIT);
}
}
// haleyjd 09/06/10: [STRIFE] Somebody added this here, and without it, you
// will get spurious crashing in routines such as P_LookForPlayers!
if(linetarget)
mo->target = linetarget;
}
//
// P_GunShot
//
// [STRIFE] Modifications to support accuracy.
//
void
P_GunShot
( mobj_t* mo,
boolean accurate )
{
angle_t angle;
int damage;
int t;
damage = 4*(P_Random ()%3+4); // villsa [STRIFE] different damage formula
angle = mo->angle;
// villsa [STRIFE] apply player accuracy
if (!accurate)
{
t = P_Random();
angle += (t - P_Random())<<(20 - (mo->player->accuracy * 4 / 100));
}
P_LineAttack (mo, angle, MISSILERANGE, bulletslope, damage);
}
//
// A_FireRifle
// villsa [STRIFE] - new codepointer
//
void A_FireRifle(player_t* player, pspdef_t* pspr)
{
S_StartSound(player->mo, sfx_rifle);
if(player->ammo[weaponinfo[player->readyweapon].ammo])
{
P_SetMobjState(player->mo, S_PLAY_06);
player->ammo[weaponinfo[player->readyweapon].ammo]--;
P_BulletSlope(player->mo);
P_GunShot(player->mo, !player->refire);
}
}
//
// A_FireMauler1
// villsa [STRIFE] - new codepointer
//
void A_FireMauler1(player_t* player, pspdef_t* pspr)
{
int i;
angle_t angle;
int damage;
if(player->ammo[weaponinfo[player->readyweapon].ammo] > 20)
{
player->ammo[weaponinfo[player->readyweapon].ammo] -= 20;
P_BulletSlope(player->mo);
S_StartSound(player->mo, sfx_pgrdat);
for(i = 0; i < 20; i++)
{
damage = 5*(P_Random ()%3+1);
angle = player->mo->angle;
angle += (P_Random()-P_Random())<<19;
P_LineAttack(player->mo, angle, (2112*FRACUNIT),
bulletslope + ((P_Random()-P_Random())<<5), damage);
}
}
}
//
// A_SigilSound
// villsa [STRIFE] - new codepointer
//
void A_SigilSound(player_t* player, pspdef_t* pspr)
{
S_StartSound(player->mo, sfx_siglup);
player->extralight = 2;
}
//
// A_FireSigil
// villsa [STRIFE] - new codepointer
//
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;
}
}
//
// A_GunFlashThinker
// villsa [STRIFE] - new codepointer
//
void A_GunFlashThinker(player_t* player, pspdef_t* pspr)
{
if(player->readyweapon == wp_sigil && player->sigiltype)
P_SetPsprite(player, ps_flash, S_SIGH_00 + player->sigiltype);
else
P_SetPsprite(player, ps_flash, S_NULL);
}
//
// ?
//
void A_Light0 (player_t *player, pspdef_t *psp)
{
player->extralight = 0;
}
void A_Light1 (player_t *player, pspdef_t *psp)
{
player->extralight = 1;
}
void A_Light2 (player_t *player, pspdef_t *psp)
{
player->extralight = 2;
}
//
// A_SigilShock
// villsa [STRIFE] - new codepointer
//
void A_SigilShock (player_t *player, pspdef_t *psp)
{
player->extralight = -3;
}
//
// A_TorpedoExplode
// villsa [STRIFE] - new codepointer
//
void A_TorpedoExplode(mobj_t* actor)
{
int i = 0;
actor->angle -= ANG180;
for(i = 0; i < 80; i++)
{
actor->angle += (ANG90 / 20);
P_SpawnMortar(actor, MT_TORPEDOSPREAD)->target = actor->target;
}
}
//
// A_MaulerSound
// villsa [STRIFE] - new codepointer
//
void A_MaulerSound(player_t *player, pspdef_t *psp)
{
S_StartSound(player->mo, sfx_proton);
psp->sx += (P_Random() - P_Random()) << 10;
psp->sy += (P_Random() - P_Random()) << 10;
}
//
// P_SetupPsprites
// Called at start of level for each player.
//
void P_SetupPsprites(player_t* player)
{
int i;
// remove all psprites
for(i = 0; i < NUMPSPRITES; i++)
player->psprites[i].state = NULL;
// spawn the gun
player->pendingweapon = player->readyweapon;
P_BringUpWeapon(player);
}
//
// P_MovePsprites
// Called every tic by player thinking routine.
//
void P_MovePsprites (player_t* player)
{
int i;
pspdef_t* psp;
state_t* state;
psp = &player->psprites[0];
for(i = 0; i < NUMPSPRITES; i++, psp++)
{
// a null state means not active
if((state = psp->state))
{
// drop tic count and possibly change state
// a -1 tic count never changes
if(psp->tics != -1)
{
psp->tics--;
if(!psp->tics)
P_SetPsprite (player, i, psp->state->nextstate);
}
}
}
player->psprites[ps_flash].sx = player->psprites[ps_weapon].sx;
player->psprites[ps_flash].sy = player->psprites[ps_weapon].sy;
// villsa [STRIFE] extra stuff for targeter
player->psprites[ps_targleft].sx =
(160*FRACUNIT) - ((100 - player->accuracy) << FRACBITS);
player->psprites[ps_targright].sx =
((100 - player->accuracy) << FRACBITS) + (160*FRACUNIT);
}
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