/* #include "actor.h" #include "m_random.h" #include "p_local.h" #include "c_console.h" #include "p_enemy.h" #include "a_action.h" #include "gstrings.h" #include "thingdef/thingdef.h" #include "thingdef/thingdef.h" #include "doomstat.h" */ static FRandom pr_bang4cloud ("Bang4Cloud"); static FRandom pr_lightout ("LightOut"); DEFINE_ACTION_FUNCTION(AActor, A_Bang4Cloud) { PARAM_ACTION_PROLOGUE; fixed_t xo = (pr_bang4cloud.Random2() & 3) * 10240; fixed_t yo = (pr_bang4cloud.Random2() & 3) * 10240; Spawn("Bang4Cloud", self->Vec3Offset(xo, yo, 0), ALLOW_REPLACE); return 0; } // ------------------------------------------------------------------- DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveQuestItem) { PARAM_ACTION_PROLOGUE; PARAM_INT(questitem); // Give one of these quest items to every player in the game if (questitem >= 0 && questitem < (int)countof(QuestItemClasses)) { for (int i = 0; i < MAXPLAYERS; ++i) { if (playeringame[i]) { AInventory *item = static_cast(Spawn (QuestItemClasses[questitem - 1], 0,0,0, NO_REPLACE)); if (!item->CallTryPickup (players[i].mo)) { item->Destroy (); } } } } char messageid[64]; mysnprintf(messageid, countof(messageid), "TXT_QUEST_%d", questitem); const char * name = GStrings[messageid]; if (name != NULL) { C_MidPrint (SmallFont, name); } return 0; } // PowerCrystal ------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_ExtraLightOff) { PARAM_ACTION_PROLOGUE; if (self->target != NULL && self->target->player != NULL) { self->target->player->extralight = 0; } return 0; } DEFINE_ACTION_FUNCTION(AActor, A_Explode512) { PARAM_ACTION_PROLOGUE; P_RadiusAttack (self, self->target, 512, 512, NAME_None, RADF_HURTSOURCE); if (self->target != NULL && self->target->player != NULL) { self->target->player->extralight = 5; } P_CheckSplash(self, 512<RenderStyle = STYLE_Add; return 0; } DEFINE_ACTION_FUNCTION(AActor, A_LightGoesOut) { PARAM_ACTION_PROLOGUE; AActor *foo; sector_t *sec = self->Sector; vertex_t *spot; fixed_t newheight; sec->SetLightLevel(0); fixed_t oldtheight = sec->floorplane.Zat0(); newheight = sec->FindLowestFloorSurrounding(&spot); sec->floorplane.d = sec->floorplane.PointToDist (spot, newheight); fixed_t newtheight = sec->floorplane.Zat0(); sec->ChangePlaneTexZ(sector_t::floor, newtheight - oldtheight); for (int i = 0; i < 8; ++i) { foo = Spawn("Rubble1", self->Pos(), ALLOW_REPLACE); if (foo != NULL) { int t = pr_lightout() & 15; foo->velx = (t - (pr_lightout() & 7)) << FRACBITS; foo->vely = (pr_lightout.Random2() & 7) << FRACBITS; foo->velz = (7 + (pr_lightout() & 3)) << FRACBITS; } } return 0; }