/* #include "actor.h" #include "m_random.h" #include "a_action.h" #include "p_local.h" #include "p_enemy.h" #include "s_sound.h" #include "a_strifeglobal.h" #include "thingdef/thingdef.h" #include "g_level.h" #include "doomstat.h" */ static FRandom pr_prog ("Programmer"); // The Programmer level ending thing ---------------------------------------- // [RH] I took some liberties to make this "cooler" than it was in Strife. class AProgLevelEnder : public AInventory { DECLARE_CLASS (AProgLevelEnder, AInventory) public: void Tick (); PalEntry GetBlend (); }; IMPLEMENT_CLASS (AProgLevelEnder) //============================================================================ // // AProgLevelEnder :: Tick // // Fade to black, end the level, then unfade. // //============================================================================ void AProgLevelEnder::Tick () { if (special2 == 0) { // fade out over .66 second special1 += 255 / (TICRATE*2/3); if (++special1 >= 255) { special1 = 255; special2 = 1; G_ExitLevel (0, false); } } else { // fade in over two seconds special1 -= 255 / (TICRATE*2); if (special1 <= 0) { Destroy (); } } } //============================================================================ // // AProgLevelEnder :: GetBlend // //============================================================================ PalEntry AProgLevelEnder::GetBlend () { return PalEntry ((BYTE)special1, 0, 0, 0); } //============================================================================ // // A_ProgrammerMelee // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_ProgrammerMelee) { int damage; if (self->target == NULL) return; A_FaceTarget (self); if (!self->CheckMeleeRange ()) return; S_Sound (self, CHAN_WEAPON, "programmer/clank", 1, ATTN_NORM); damage = ((pr_prog() % 10) + 1) * 6; int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee); P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self); } //============================================================================ // // A_SpotLightning // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_SpotLightning) { AActor *spot; if (self->target == NULL) return; spot = Spawn("SpectralLightningSpot", self->target->x, self->target->y, self->target->floorz, ALLOW_REPLACE); if (spot != NULL) { spot->threshold = 25; spot->target = self; spot->FriendPlayer = 0; spot->tracer = self->target; } } //============================================================================ // // A_SpawnProgrammerBase // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_SpawnProgrammerBase) { AActor *foo = Spawn("ProgrammerBase", self->x, self->y, self->z + 24*FRACUNIT, ALLOW_REPLACE); if (foo != NULL) { foo->angle = self->angle + ANGLE_180 + (pr_prog.Random2() << 22); foo->velx = FixedMul (foo->Speed, finecosine[foo->angle >> ANGLETOFINESHIFT]); foo->vely = FixedMul (foo->Speed, finesine[foo->angle >> ANGLETOFINESHIFT]); foo->velz = pr_prog() << 9; } } //============================================================================ // // A_ProgrammerDeath // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_ProgrammerDeath) { if (!CheckBossDeath (self)) return; for (int i = 0; i < MAXPLAYERS; ++i) { if (playeringame[i] && players[i].health > 0) { players[i].mo->GiveInventoryType (RUNTIME_CLASS(AProgLevelEnder)); break; } } // the sky change scripts are now done as special actions in MAPINFO CALL_ACTION(A_BossDeath, self); }