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[Tutorial] Rocket Shooting Weapons
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RichterBelmont12
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PostPosted: Sat Dec 06, 2008 10:36 am
   Subject: [Tutorial] Rocket Shooting Weapons
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This is my very 1st Code Tutorial I've ever posted...This code make a weapon shot rockets in sdl

Here we go...


1st go to WL_AGENT.cpp

and look for

::: CODE :::
#pragma hdrstop


Under that add this

::: CODE :::
extern   statetype s_rocket;


Now go to

::: CODE :::
void    KnifeAttack (objtype *ob)
{
    objtype *check,*closest;
    int32_t  dist;

    SD_PlaySound (ATKKNIFESND);
    // actually fire
    dist = 0x7fffffff;
    closest = NULL;
    for (check=ob->next; check; check=check->next)
    {
        if ( (check->flags & FL_SHOOTABLE) && (check->flags & FL_VISABLE)
            && abs(check->viewx-centerx) < shootdelta)
        {
            if (check->transx < dist)
            {
                dist = check->transx;
                closest = check;
            }
        }
    }


Now above that add

::: CODE :::
void RocketLauncherAttack (objtype *ob)
{
   if (gamestate.weapon10clip<1) //change to ammo2 if you have it
   {
      return;
   }
   SD_PlaySound (ATKROCKETSND); //change to any sound you have
   
   GetNewActor ();

   newobj->state = &s_rocket;
   newobj->ticcount = 1;

   newobj->x = ob->x ;
    newobj->y = ob->y ;
    newobj->tilex = newobj->x >> TILESHIFT;
    newobj->tiley = newobj->y >> TILESHIFT;

   newobj->obclass = rocketobj;
   newobj->dir = nodir;
   newobj->angle = ob->angle;
   newobj->speed = 0x4200l;
   newobj->flags = FL_NONMARK | FL_BONUS;
   newobj->active = ac_yes;
}


Now the Weapon10clip is from the WSJ Reloading Code..You can Change it to Ammo2 if you like

Then go here

::: CODE :::
void    GunAttack (objtype *ob)
{
    objtype *check,*closest,*oldclosest;
    int      damage;
    int      dx,dy,dist;
    int32_t  viewdist;


then add this underneath

::: CODE :::
if (gamestate.weapon==wp_rocket)
   {
        madenoise = true;
      RocketLauncherAttack (ob);
      return;
        }


Now go to WL_ACT2.cpp and find LOCAL CONSTANTS add this

#define BJROCKETSIZE 0x6000l

The go to T_Projectile and change the whole routine to this

::: CODE :::
void T_Projectile (objtype *ob)
{
   long   deltax,deltay;
   int      damage;
   long   speed;
   objtype *check, *extracheck;

   speed = (long)ob->speed*tics;

   deltax = FixedMul(speed,costable[ob->angle]);
   deltay = -FixedMul(speed,sintable[ob->angle]);

   if (deltax>0x10000l)
      deltax = 0x10000l;
   if (deltay>0x10000l)
      deltay = 0x10000l;

   ob->x += deltax;
   ob->y += deltay;

   if (!ProjectileTryMove (ob))
   {
      if (ob->obclass == rocketobj)
      {
         PlaySoundLocActor(MISSILEHITSND,ob);
         ob->state = &s_boom1;
      }
#ifdef SPEAR
      else if (ob->obclass == hrocketobj)
      {
         PlaySoundLocActor(MISSILEHITSND,ob);
         ob->state = &s_hboom1;
      }
#endif
      else
         ob->state = NULL;      // mark for removal

      return;
   }

      if (ob->obclass == rocketobj && ob->flags & FL_NONMARK && ob->flags & FL_BONUS)
   {
      check = objlist ;
      while (check)
      {
         if (check->flags & FL_SHOOTABLE)
         {
            deltax = LABS(ob->x - check->x);
            deltay = LABS(ob->y - check->y);

            if (deltax < BJROCKETSIZE && deltay < BJROCKETSIZE)
            {
               if (check->obclass != angelobj)
                      //   PlaySoundLocActor(MISSILEHITSND,ob);
               ob->state = &s_boom1;     
               
               DamageActor (check, 150);
               
            }
         }
         check = check->next ;
      }
   }

   else
   {
   {
      // Check if player hit by anything

      deltax = LABS(ob->x - player->x);
      deltay = LABS(ob->y - player->y);

      if (deltax < PROJECTILESIZE && deltay < PROJECTILESIZE)
      {   // hit the player
         switch (ob->obclass)
         {
         case needleobj:
            damage = (US_RndT() >>3) + 20;
            break;
         case rocketobj:
         case hrocketobj:
             //   case sparkobj:
            damage = (US_RndT() >>3) + 30;
            break;
             #ifdef SPEAR
            case sparkobj:
            damage = (US_RndT() >> 3) + 30;
            break;
             #endif
         case fireobj:
            damage = (US_RndT() >>3);
            break;
         }

         TakeDamage (damage,ob);
         ob->state = NULL;      // mark for removal
         return;
      }
   }


   ob->tilex = ob->x >> TILESHIFT;
   ob->tiley = ob->y >> TILESHIFT;

}

   }


Believe it or not this Routine Works

I've Tryied may times to make it work and this works..this came out form Project: X Source Code.

Any Problems..post them here..

Richter Belmont signing off

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PostPosted: Sat Dec 06, 2008 7:01 pm
   Subject: Re: [Tutorial] Rocket Shooting Weapons
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Thank you *very* much for posting this, Richter. I'm Copying and Pasting this for WolfDX right now. Too Cool
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PostPosted: Sat Dec 06, 2008 10:00 pm
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No problem..this is what i'm using for Project: X

Copying and Pasting... ooh man your going to remind me of a Critic...lol

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PostPosted: Sun Dec 07, 2008 11:29 am
   Subject: Re: [Tutorial] Rocket Shooting Weapons
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Awesome Very Happy!
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PostPosted: Wed Dec 10, 2008 5:36 pm
   Subject: Re: [Tutorial] Rocket Shooting Weapons
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soo did it work for you guys?

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PostPosted: Wed Dec 10, 2008 6:50 pm
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I've hardly coded at all the past few days. Last night there was an electrical storm all night long, so I couldn't have the computer on very long at any time. The previous night I enabled new objects in WolfDX (some of which is the rocket launcher and a box of rockets), and did part of a Portable Medkits routine. I'm also putting in part of the code for another new enemy, which requires some special coding in Wolf4SDL's Gamestate structure.

I'll give you some feedback in a night or two. Cool
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PostPosted: Wed Dec 10, 2008 7:24 pm
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don't forget to Credit me tho

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PostPosted: Thu Dec 11, 2008 6:59 pm
   Subject: Re: [Tutorial] Rocket Shooting Weapons
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Richter Belmont wrote:
don't forget to Credit me tho
I will, when I get the Weapon Selection key working. I think I need to delete my config file ... Neutral

On a coding note, with the routine RocketLauncherAttack, you'll want to add a couple lines of code, so you don't have unlimited rockets:

::: CODE :::
void RocketLauncherAttack (objtype *ob)
{
   if (gamestate.weapon10clip<1) //change to ammo2 if you have it
   {
      return;
   }
   SD_PlaySound (ATKROCKETSND); //change to any sound you have
   gamestate.weapon10clip--
   DrawAmmo ();

   GetNewActor ();

   newobj->state = &s_rocket;
   newobj->ticcount = 1;
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PostPosted: Thu Dec 11, 2008 7:23 pm
   Subject: Re: [Tutorial] Rocket Shooting Weapons
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hmm i didn't get unlimited rockets tho

oh BTW you forgot to add the ; at the end of gamestate.weapon10clip--.....

::: CODE :::
gamestate.weapon10clip--;

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PostPosted: Fri Dec 12, 2008 7:12 pm
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LOL; I did, indeed. Thanks for the correction. Smile

Is the "5" key - which switches to the Rocket Launcher - responding in your code? I've found that the code will switch just fine to the Rocket Launcher when I pick it up, but afterwards, when I try to switch *from* any weapon other than 5 *to* Weapon 5, it doesn't work. Sad

Edit: Never mind, I fixed it. You have to go into WL_PLAY.CPP, and search for:

::: CODE :::
int buttonscan[NUMBUTTONS] = { sc_Control, sc_Alt, sc_LShift, sc_Space, sc_1, sc_2, sc_3, sc_4 };


Modify it to look like this:
::: CODE :::
int buttonscan[NUMBUTTONS] = { sc_Control, sc_Alt, sc_LShift, sc_Space, sc_1, sc_2, sc_3, sc_4, sc_5 };


You'll probably need to Rebuild All, and then delete the CONFIG.WL6 file to make the change work.
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PostPosted: Fri Dec 12, 2008 9:04 pm
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I knew about that all along..also you need to deleted the config.wl6 as well

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PostPosted: Tue Dec 23, 2008 9:54 am
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Okay, I *finally* figured out how to get the Rocket Launcher working correctly in WolfDX. Go to WL_AGENT.CPP, and search for:

::: CODE :::
void    T_Player (objtype *ob)


Now, in this routine is a long, bulky line of code that looks something like this:

::: CODE :::
    if((ffDataBottomRight==0 && gamestate.weapon == wp_chaingun && gamestate.ammo2) || (gamestate.weapon == wp_knife) || (gamestate.weapon != wp_chaingun && gamestate.ammo)  || (ffDataBottomRight!=0 && gamestate.weapon == wp_chaingun && gamestate.ammo) )
    {
        Cmd_Fire ();


Change that to look like this:

::: CODE :::
    if((ffDataBottomRight==0 && gamestate.weapon == wp_chaingun && gamestate.ammo2) || (gamestate.weapon == wp_knife) || (gamestate.weapon != wp_rocketgun && gamestate.weapon != wp_chaingun && gamestate.ammo) || (gamestate.weapon == wp_rocketgun && gamestate.rockets) || (ffDataBottomRight!=0 && gamestate.weapon == wp_chaingun && gamestate.ammo) )
    {
        Cmd_Fire ();


It's bulkier than ever, but at least now it works right! Laughing
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PostPosted: Thu Jan 15, 2009 4:46 pm
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I got a little question about this tut. does it hurts more than one foe? or let's say if I shoot a pack of those goose stepping mothers, most of them will get killed? or just one? Neutral
it will be good if others will get hurt. and BTW, if I shoot a wall that is really near by, will the player get hurt? thanks.

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PostPosted: Thu Jan 15, 2009 4:52 pm
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No, it doesn't. Razz
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PostPosted: Thu Jan 15, 2009 4:56 pm
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damn... Sad

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PostPosted: Thu Jan 15, 2009 5:49 pm
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You'll want the routine to call up a "Barrel Explosion" routine instead. I do have this working in SDL, but I don't know who did the code originally, so I'm not sure if it's alright to post in DHWs. It was part of WLHack's code, and is ported from the 16-bit version of the SonderKommando Revolt code.
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PostPosted: Thu Jan 15, 2009 10:08 pm
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@Tricob: The code for the barrel explosion came from Zuljin Raynors tutorial but if I remember right - the original routine belongs to Paal Ostad.

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PostPosted: Fri Jan 16, 2009 9:15 am
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The original tutorial or rather code was written by Poet and can be found here.
So if you're going to add the code (even if you got the code from Zuljin Raynor) to your mod give credits to Poet, as he has written the code and not Zuljin Raynor!

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PostPosted: Sun Sep 20, 2009 10:49 pm
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BUmping my own Topic but Good good good news..The Splash damage for the Rocket Luncher is working..I'll release the Tutorial soon after Project: X is done

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PostPosted: Mon Sep 21, 2009 8:13 pm
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It's probably simpler than my code; I had it do a rocket explosion routine covering four squares, than a barrel explosion in the same frame covering half that distance. This allowed the rocket to do twice the damage if the enemy was closer to the exploding rocket. Sloppy and clunky, but once again - it gets results. Razz
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PostPosted: Tue Sep 22, 2009 12:27 am
   Subject: Re: [Tutorial] Rocket Shooting Weapons
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Can't it check the actorat adjacent tiles to the impact point, damaging the guys there?

I'd randomize the damage btw, so it becomes like other Wolfenstein damages Razz probably with a power of two range.

Finally why is the death angel exempted from rocket damage?
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PostPosted: Wed Sep 23, 2009 8:58 pm
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Here's the splash damage routine I wrote for Versteckt (things in blue are specific to Versteckt):

::: CODE :::

void T_SplashDamage( objtype *ob )
{
    int dx,dy,dist;
    if (ob->temp3 == 0)
        return;
    BoostLightLevel( ob->tilex, ob->tiley, 6, 32 );

    dx = ABS(ob->tilex - player->tilex);
    dy = ABS(ob->tiley - player->tiley);
    dist = dx>dy ? dx:dy;
    if (dist < 6 && dist > 0)
        TakeDamage( US_RndT() / (dist * 2), ob );
    objtype *obj = objlist;
    while ( obj )
        {
            if (obj->flags & FL_SHOOTABLE)
                {
                    dx = ABS(obj->tilex - ob->tilex);
                    dy = ABS(obj->tiley - ob->tiley);
                    dist = dx>dy ? dx:dy;
                    if (dist < 6 && dist > 0)
                        DamageActor( obj, US_RndT() / dist );
                }
            obj = obj->next;
        }

    statobj_t *staticptr;
    for (staticptr = &statobjlist[0] ; staticptr !=laststatobj ; staticptr++)
        {
            if (staticptr->flags & FL_SHOOTABLE)
                {
                    dx = ABS(staticptr->tilex - ob->tilex);
                    dy = ABS(staticptr->tiley - ob->tiley);
                    dist = dx>dy ? dx:dy;
                    if (dist < 6 && dist > 0)

                        DestroyStatic( staticptr, (US_RndT() / dist) * 2 );

                }
        }

}


That's just to give you a general idea of what to do, obviously cycling through statics (in red) is useless unless you have a destructible static system Razz
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PostPosted: Wed Sep 23, 2009 9:16 pm
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Except you haven't told us what

::: CODE :::
(ob->temp3)
refers to, or how it's used. Smile
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PostPosted: Thu Sep 24, 2009 6:44 am
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It's in blue, so it's probably irrelevant to most mods (and you should be fine deleting it) Razz

Seriously though, at the particular moment, I really can't remember off the top of my head. It's used for different things. I have some enemies that use it to keep track of the time between shots (for a cool down effect with special weapons) but I think in this case it is simply telling the actor whether or not the static it is representing was explosive.
gerolf
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PostPosted: Tue Apr 19, 2011 6:40 pm
   Subject: Re: [Tutorial] Rocket Shooting Weapons
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ammo2?

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PostPosted: Wed Apr 20, 2011 12:06 am
   Subject: Re: [Tutorial] Rocket Shooting Weapons
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gerolf wrote:
ammo2?


Ammo2 refers to a 2nd ammo type, in this case rockets.
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