gzdoom/src/g_doom/a_fatso.cpp

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/*
#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 (90./8)
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DEFINE_ACTION_FUNCTION(AActor, A_FatRaise)
{
PARAM_ACTION_PROLOGUE;
A_FaceTarget (self);
S_Sound (self, CHAN_WEAPON, "fatso/raiseguns", 1, ATTN_NORM);
return 0;
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FatAttack1)
{
PARAM_ACTION_PROLOGUE;
PARAM_CLASS_OPT(spawntype, AActor) { spawntype = NULL; }
AActor *missile;
if (!self->target)
return 0;
if (spawntype == NULL) spawntype = PClass::FindActor("FatShot");
A_FaceTarget (self);
// Change direction to ...
self->Angles.Yaw += FATSPREAD;
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P_SpawnMissile (self, self->target, spawntype);
missile = P_SpawnMissile (self, self->target, spawntype);
if (missile != NULL)
{
missile->Angles.Yaw += FATSPREAD;
missile->VelFromAngle();
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}
return 0;
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FatAttack2)
{
PARAM_ACTION_PROLOGUE;
PARAM_CLASS_OPT(spawntype, AActor) { spawntype = NULL; }
AActor *missile;
if (!self->target)
return 0;
if (spawntype == NULL) spawntype = PClass::FindActor("FatShot");
A_FaceTarget (self);
// Now here choose opposite deviation.
self->Angles.Yaw -= FATSPREAD;
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P_SpawnMissile (self, self->target, spawntype);
missile = P_SpawnMissile (self, self->target, spawntype);
if (missile != NULL)
{
missile->Angles.Yaw -= FATSPREAD*2;
missile->VelFromAngle();
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}
return 0;
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FatAttack3)
{
PARAM_ACTION_PROLOGUE;
PARAM_CLASS_OPT(spawntype, AActor) { spawntype = NULL; }
AActor *missile;
if (!self->target)
return 0;
if (spawntype == NULL) spawntype = PClass::FindActor("FatShot");
A_FaceTarget (self);
missile = P_SpawnMissile (self, self->target, spawntype);
if (missile != NULL)
{
missile->Angles.Yaw -= FATSPREAD/2;
missile->VelFromAngle();
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}
missile = P_SpawnMissile (self, self->target, spawntype);
if (missile != NULL)
{
missile->Angles.Yaw += FATSPREAD/2;
missile->VelFromAngle();
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}
return 0;
}
//
// killough 9/98: a mushroom explosion effect, sorta :)
// Original idea: Linguica
//
enum
{
MSF_Standard = 0,
MSF_Classic = 1,
MSF_DontHurt = 2,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Mushroom)
{
PARAM_ACTION_PROLOGUE;
PARAM_CLASS_OPT (spawntype, AActor) { spawntype = NULL; }
PARAM_INT_OPT (n) { n = 0; }
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_FLOAT_OPT (vrange) { vrange = 4; }
PARAM_FLOAT_OPT (hrange) { hrange = 0.5; }
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int i, j;
if (n == 0)
{
n = self->GetMissileDamage(0, 1);
}
if (spawntype == NULL)
{
spawntype = PClass::FindActor("FatShot");
}
P_RadiusAttack (self, self->target, 128, 128, self->DamageType, (flags & MSF_DontHurt) ? 0 : RADF_HURTSOURCE);
P_CheckSplash(self, 128.);
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// Now launch mushroom cloud
AActor *target = Spawn("Mapspot", self->Pos(), NO_REPLACE); // We need something to aim at.
AActor *master = (flags & MSF_DontHurt) ? (AActor*)(self->target) : self;
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target->Height = self->Height;
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for (i = -n; i <= n; i += 8)
{
for (j = -n; j <= n; j += 8)
{
AActor *mo;
target->SetXYZ(
self->X() + i, // Aim in many directions from source
self->Y() + j,
self->Z() + (P_AproxDistance(i,j) * vrange)); // Aim up fairly high
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if ((flags & MSF_Classic) || // Flag explicitely set, or no flags and compat options
(flags == 0 && (self->state->DefineFlags & SDF_DEHACKED) && (i_compatflags & COMPATF_MUSHROOM)))
{ // Use old function for MBF compatibility
mo = P_OldSpawnMissile (self, master, target, spawntype);
}
else // Use normal function
{
mo = P_SpawnMissile(self, target, spawntype, master);
}
if (mo != NULL)
{ // Slow it down a bit
mo->Vel *= hrange;
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mo->flags &= ~MF_NOGRAVITY; // Make debris fall under gravity
}
}
}
target->Destroy();
return 0;
}