mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-19 10:51:26 +00:00
5ea4b37373
- Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted GetRaiseSpeed and GetSinkSpeed. - Added some remaining DECORATE conversions for Hexen by Karate Chris. SVN r1144 (trunk)
162 lines
3.9 KiB
C++
162 lines
3.9 KiB
C++
#include "actor.h"
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#include "info.h"
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#include "m_random.h"
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#include "p_enemy.h"
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#include "p_local.h"
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#include "a_sharedglobal.h"
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#include "s_sound.h"
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#include "m_bbox.h"
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static FRandom pr_thrustraise ("ThrustRaise");
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// Spike (thrust floor) -----------------------------------------------------
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void A_ThrustInitUp (AActor *);
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void A_ThrustInitDn (AActor *);
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void A_ThrustRaise (AActor *);
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void A_ThrustLower (AActor *);
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void A_ThrustImpale (AActor *);
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// AThrustFloor is just a container for all the spike states.
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// All the real spikes subclass it.
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class AThrustFloor : public AActor
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{
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DECLARE_CLASS (AThrustFloor, AActor)
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public:
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void Serialize (FArchive &arc);
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void Activate (AActor *activator);
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void Deactivate (AActor *activator);
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TObjPtr<AActor> DirtClump;
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};
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IMPLEMENT_CLASS (AThrustFloor)
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void AThrustFloor::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << DirtClump;
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}
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void AThrustFloor::Activate (AActor *activator)
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{
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if (args[0] == 0)
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{
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S_Sound (this, CHAN_BODY, "ThrustSpikeLower", 1, ATTN_NORM);
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renderflags &= ~RF_INVISIBLE;
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if (args[1])
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SetState (FindState ("BloodThrustRaise"));
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else
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SetState (FindState ("ThrustRaise"));
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}
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}
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void AThrustFloor::Deactivate (AActor *activator)
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{
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if (args[0] == 1)
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{
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S_Sound (this, CHAN_BODY, "ThrustSpikeRaise", 1, ATTN_NORM);
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if (args[1])
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SetState (FindState ("BloodThrustLower"));
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else
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SetState (FindState ("ThrustLower"));
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}
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}
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//===========================================================================
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//
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// Thrust floor stuff
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//
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// Thrust Spike Variables
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// DirtClump pointer to dirt clump actor
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// special2 speed of raise
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// args[0] 0 = lowered, 1 = raised
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// args[1] 0 = normal, 1 = bloody
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//===========================================================================
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void A_ThrustInitUp (AActor *actor)
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{
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actor->special2 = 5; // Raise speed
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actor->args[0] = 1; // Mark as up
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actor->floorclip = 0;
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actor->flags = MF_SOLID;
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actor->flags2 = MF2_NOTELEPORT|MF2_FLOORCLIP;
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actor->special1 = 0L;
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}
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void A_ThrustInitDn (AActor *actor)
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{
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actor->special2 = 5; // Raise speed
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actor->args[0] = 0; // Mark as down
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actor->floorclip = actor->GetDefault()->height;
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actor->flags = 0;
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actor->flags2 = MF2_NOTELEPORT|MF2_FLOORCLIP;
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actor->renderflags = RF_INVISIBLE;
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static_cast<AThrustFloor *>(actor)->DirtClump =
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Spawn("DirtClump", actor->x, actor->y, actor->z, ALLOW_REPLACE);
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}
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void A_ThrustRaise (AActor *self)
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{
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AThrustFloor *actor = static_cast<AThrustFloor *>(self);
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if (A_RaiseMobj (actor, self->special2*FRACUNIT))
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{ // Reached it's target height
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actor->args[0] = 1;
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if (actor->args[1])
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actor->SetStateNF (actor->FindState ("BloodThrustInit2"));
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else
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actor->SetStateNF (actor->FindState ("ThrustInit2"));
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}
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// Lose the dirt clump
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if ((actor->floorclip < actor->height) && actor->DirtClump)
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{
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actor->DirtClump->Destroy ();
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actor->DirtClump = NULL;
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}
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// Spawn some dirt
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if (pr_thrustraise()<40)
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P_SpawnDirt (actor, actor->radius);
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actor->special2++; // Increase raise speed
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}
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void A_ThrustLower (AActor *actor)
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{
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if (A_SinkMobj (actor, 6*FRACUNIT))
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{
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actor->args[0] = 0;
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if (actor->args[1])
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actor->SetStateNF (actor->FindState ("BloodThrustInit1"));
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else
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actor->SetStateNF (actor->FindState ("ThrustInit1"));
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}
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}
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void A_ThrustImpale (AActor *actor)
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{
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AActor *thing;
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FBlockThingsIterator it(FBoundingBox(actor->x, actor->y, actor->radius));
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while ((thing = it.Next()))
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{
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if (!thing->intersects(actor))
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{
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continue;
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}
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if (!(thing->flags & MF_SHOOTABLE) )
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continue;
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if (thing == actor)
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continue; // don't clip against self
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P_DamageMobj (thing, actor, actor, 10001, NAME_Crush);
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P_TraceBleed (10001, thing);
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actor->args[1] = 1; // Mark thrust thing as bloody
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}
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}
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