gzdoom-gles/src/g_doom/a_fatso.cpp
Christoph Oelckers ca43ea7345 - Fixed: A_CustomMissile with aimmode 2 ignored spawnofs_xy.
- Changed savegame versioning so that the written version is never lower
  than the minmum one reported as compatible. 
- Added mirrored movement modes for linked sectors.
- Added Eternity-style initialization for linked sectors as a new subtype
  of Static_Init.
- Added linked sectors. The control sector determines how they move but if
  any one of the linked sectors is blocked, movement for all linked sectors
  will be affected. This will allow lifts consisting out of more than one
  sector without the risk of breaking them if only one of the sectors is
  blocked.
- Fixed: A_Mushroom created an actor on the stack.


SVN r825 (trunk)
2008-03-20 21:12:03 +00:00

158 lines
4.2 KiB
C++

#include "actor.h"
#include "info.h"
#include "m_random.h"
#include "s_sound.h"
#include "p_local.h"
#include "p_enemy.h"
#include "gstrings.h"
#include "a_action.h"
#include "thingdef/thingdef.h"
//
// Mancubus attack,
// firing three missiles in three different directions?
// Doesn't look like it.
//
#define FATSPREAD (ANG90/8)
void A_FatRaise (AActor *self)
{
A_FaceTarget (self);
S_Sound (self, CHAN_WEAPON, "fatso/raiseguns", 1, ATTN_NORM);
}
void A_FatAttack1 (AActor *self)
{
AActor *missile;
angle_t an;
if (!self->target)
return;
const PClass *spawntype = NULL;
int index = CheckIndex (1, NULL);
if (index >= 0) spawntype = PClass::FindClass ((ENamedName)StateParameters[index]);
if (spawntype == NULL) spawntype = PClass::FindClass("FatShot");
A_FaceTarget (self);
// Change direction to ...
self->angle += FATSPREAD;
P_SpawnMissile (self, self->target, spawntype);
missile = P_SpawnMissile (self, self->target, spawntype);
if (missile != NULL)
{
missile->angle += FATSPREAD;
an = missile->angle >> ANGLETOFINESHIFT;
missile->momx = FixedMul (missile->Speed, finecosine[an]);
missile->momy = FixedMul (missile->Speed, finesine[an]);
}
}
void A_FatAttack2 (AActor *self)
{
AActor *missile;
angle_t an;
if (!self->target)
return;
const PClass *spawntype = NULL;
int index = CheckIndex (1, NULL);
if (index >= 0) spawntype = PClass::FindClass ((ENamedName)StateParameters[index]);
if (spawntype == NULL) spawntype = PClass::FindClass("FatShot");
A_FaceTarget (self);
// Now here choose opposite deviation.
self->angle -= FATSPREAD;
P_SpawnMissile (self, self->target, spawntype);
missile = P_SpawnMissile (self, self->target, spawntype);
if (missile != NULL)
{
missile->angle -= FATSPREAD*2;
an = missile->angle >> ANGLETOFINESHIFT;
missile->momx = FixedMul (missile->Speed, finecosine[an]);
missile->momy = FixedMul (missile->Speed, finesine[an]);
}
}
void A_FatAttack3 (AActor *self)
{
AActor *missile;
angle_t an;
if (!self->target)
return;
const PClass *spawntype = NULL;
int index = CheckIndex (1, NULL);
if (index >= 0) spawntype = PClass::FindClass ((ENamedName)StateParameters[index]);
if (spawntype == NULL) spawntype = PClass::FindClass("FatShot");
A_FaceTarget (self);
missile = P_SpawnMissile (self, self->target, spawntype);
if (missile != NULL)
{
missile->angle -= FATSPREAD/2;
an = missile->angle >> ANGLETOFINESHIFT;
missile->momx = FixedMul (missile->Speed, finecosine[an]);
missile->momy = FixedMul (missile->Speed, finesine[an]);
}
missile = P_SpawnMissile (self, self->target, spawntype);
if (missile != NULL)
{
missile->angle += FATSPREAD/2;
an = missile->angle >> ANGLETOFINESHIFT;
missile->momx = FixedMul (missile->Speed, finecosine[an]);
missile->momy = FixedMul (missile->Speed, finesine[an]);
}
}
//
// killough 9/98: a mushroom explosion effect, sorta :)
// Original idea: Linguica
//
void A_Mushroom (AActor *actor)
{
int i, j, n = actor->GetMissileDamage (0, 1);
const PClass *spawntype = NULL;
int index = CheckIndex (1, NULL);
if (index >= 0)
{
spawntype = PClass::FindClass((ENamedName)StateParameters[index]);
n = EvalExpressionI (StateParameters[index+1], actor);
if (n == 0)
n = actor->GetMissileDamage (0, 1);
}
if (spawntype == NULL) spawntype = PClass::FindClass("FatShot");
A_Explode (actor); // First make normal explosion
// Now launch mushroom cloud
AActor *target = Spawn("Mapspot", 0, 0, 0, NO_REPLACE); // We need something to aim at.
target->height = actor->height;
for (i = -n; i <= n; i += 8)
{
for (j = -n; j <= n; j += 8)
{
AActor *mo;
target->x = actor->x + (i << FRACBITS); // Aim in many directions from source
target->y = actor->y + (j << FRACBITS);
target->z = actor->z + (P_AproxDistance(i,j) << (FRACBITS+2)); // Aim up fairly high
mo = P_SpawnMissile (actor, target, spawntype); // Launch fireball
if (mo != NULL)
{
mo->momx >>= 1;
mo->momy >>= 1; // Slow it down a bit
mo->momz >>= 1;
mo->flags &= ~MF_NOGRAVITY; // Make debris fall under gravity
}
}
}
target->Destroy();
}