New Match weapon/ammo dropping method.

P_PlayerWeaponPanelOrAmmoBurst will go through all of the
player's weapon rings and either drop the weapon panel itself
(with no ammo attached, and no ammo taken away!) OR if the
player has ammo but no weapon, it drops the ammo instead
(and you lose it).
This commit is contained in:
Yukita Mayako 2015-05-27 00:45:34 -04:00
parent 91934d5aec
commit b6a8df557e
3 changed files with 83 additions and 6 deletions

View File

@ -1100,6 +1100,16 @@ static int lib_pPlayerWeaponAmmoBurst(lua_State *L)
return 0;
}
static int lib_pPlayerWeaponPanelOrAmmoBurst(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_PlayerWeaponPanelOrAmmoBurst(player);
return 0;
}
static int lib_pPlayerEmeraldBurst(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
@ -1965,6 +1975,7 @@ static luaL_Reg lib[] = {
{"P_PlayerRingBurst",lib_pPlayerRingBurst},
{"P_PlayerWeaponPanelBurst",lib_pPlayerWeaponPanelBurst},
{"P_PlayerWeaponAmmoBurst",lib_pPlayerWeaponAmmoBurst},
{"P_PlayerWeaponPanelOrAmmoBurst", lib_pPlayerWeaponPanelOrAmmoBurst},
{"P_PlayerEmeraldBurst",lib_pPlayerEmeraldBurst},
{"P_PlayerFlagBurst",lib_pPlayerFlagBurst},
{"P_PlayRinglossSound",lib_pPlayRinglossSound},

View File

@ -437,7 +437,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
{
INT32 pindex = special->info->mass - (INT32)pw_infinityring;
player->powers[special->info->mass] += (UINT16)special->info->reactiontime;
player->powers[special->info->mass] += (UINT16)special->reactiontime;
player->ringweapons |= 1 << (pindex-1);
if (player->powers[special->info->mass] > rw_maximums[pindex])
@ -3093,11 +3093,7 @@ void P_PlayerRingBurst(player_t *player, INT32 num_rings)
P_PlayerEmeraldBurst(player, false);
// Spill weapons first
if (player->ringweapons)
P_PlayerWeaponPanelBurst(player);
// Spill the ammo
P_PlayerWeaponAmmoBurst(player);
P_PlayerWeaponPanelOrAmmoBurst(player);
for (i = 0; i < num_rings; i++)
{
@ -3354,6 +3350,75 @@ void P_PlayerWeaponAmmoBurst(player_t *player)
}
}
void P_PlayerWeaponPanelOrAmmoBurst(player_t *player)
{
mobj_t *mo;
angle_t fa;
fixed_t ns;
INT32 i = 0;
fixed_t z;
#define SETUP_DROP(thingtype) \
z = player->mo->z; \
if (player->mo->eflags & MFE_VERTICALFLIP) \
z += player->mo->height - mobjinfo[thingtype].height; \
fa = ((i*FINEANGLES/16) + (player->mo->angle>>ANGLETOFINESHIFT)) & FINEMASK; \
ns = FixedMul(3*FRACUNIT, player->mo->scale); \
#define DROP_WEAPON(rwflag, pickup, ammo, power) \
if (player->ringweapons & rwflag) \
{ \
player->ringweapons &= ~rwflag; \
SETUP_DROP(pickup) \
mo = P_SpawnMobj(player->mo->x, player->mo->y, z, pickup); \
mo->reactiontime = 0; \
mo->flags2 |= MF2_DONTRESPAWN; \
mo->flags &= ~(MF_NOGRAVITY|MF_NOCLIPHEIGHT); \
P_SetTarget(&mo->target, player->mo); \
mo->fuse = 12*TICRATE; \
mo->destscale = player->mo->scale; \
P_SetScale(mo, player->mo->scale); \
mo->momx = FixedMul(FINECOSINE(fa),ns); \
if (!(twodlevel || (player->mo->flags2 & MF2_TWOD))) \
mo->momy = FixedMul(FINESINE(fa),ns); \
P_SetObjectMomZ(mo, 4*FRACUNIT, false); \
if (i & 1) \
P_SetObjectMomZ(mo, 4*FRACUNIT, true); \
++i; \
} \
else if (player->powers[power] > 0) \
{ \
SETUP_DROP(ammo) \
mo = P_SpawnMobj(player->mo->x, player->mo->y, z, ammo); \
mo->health = player->powers[power]; \
mo->flags2 |= MF2_DONTRESPAWN; \
mo->flags &= ~(MF_NOGRAVITY|MF_NOCLIPHEIGHT); \
P_SetTarget(&mo->target, player->mo); \
mo->fuse = 12*TICRATE; \
mo->destscale = player->mo->scale; \
P_SetScale(mo, player->mo->scale); \
mo->momx = FixedMul(FINECOSINE(fa),ns); \
if (!(twodlevel || (player->mo->flags2 & MF2_TWOD))) \
mo->momy = FixedMul(FINESINE(fa),ns); \
P_SetObjectMomZ(mo, 3*FRACUNIT, false); \
if (i & 1) \
P_SetObjectMomZ(mo, 3*FRACUNIT, true); \
player->powers[power] = 0; \
++i; \
}
DROP_WEAPON(RW_BOUNCE, MT_BOUNCEPICKUP, MT_BOUNCERING, pw_bouncering);
DROP_WEAPON(RW_RAIL, MT_RAILPICKUP, MT_RAILRING, pw_railring);
DROP_WEAPON(RW_AUTO, MT_AUTOPICKUP, MT_AUTOMATICRING, pw_automaticring);
DROP_WEAPON(RW_EXPLODE, MT_EXPLODEPICKUP, MT_EXPLOSIONRING, pw_explosionring);
DROP_WEAPON(RW_SCATTER, MT_SCATTERPICKUP, MT_SCATTERRING, pw_scatterring);
DROP_WEAPON(RW_GRENADE, MT_GRENADEPICKUP, MT_GRENADERING, pw_grenadering);
DROP_WEAPON(0, 0, MT_INFINITYRING, pw_infinityring);
#undef DROP_WEAPON
#undef SETUP_DROP
}
//
// P_PlayerEmeraldBurst
//

View File

@ -371,6 +371,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
void P_PlayerRingBurst(player_t *player, INT32 num_rings); /// \todo better fit in p_user.c
void P_PlayerWeaponPanelBurst(player_t *player);
void P_PlayerWeaponAmmoBurst(player_t *player);
void P_PlayerWeaponPanelOrAmmoBurst(player_t *player);
void P_PlayerEmeraldBurst(player_t *player, boolean toss);
void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck);