/* #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"); extern const PClass *QuestItemClasses[31]; DEFINE_ACTION_FUNCTION(AActor, A_Bang4Cloud) { fixed_t spawnx, spawny; spawnx = self->x + (pr_bang4cloud.Random2() & 3) * 10240; spawny = self->y + (pr_bang4cloud.Random2() & 3) * 10240; Spawn("Bang4Cloud", spawnx, spawny, self->z, ALLOW_REPLACE); } // ------------------------------------------------------------------- DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveQuestItem) { ACTION_PARAM_START(1); ACTION_PARAM_INT(questitem, 0); // Give one of these quest items to every player in the game 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); } } // PowerCrystal ------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_ExtraLightOff) { if (self->target != NULL && self->target->player != NULL) { self->target->player->extralight = 0; } } DEFINE_ACTION_FUNCTION(AActor, A_Explode512) { P_RadiusAttack (self, self->target, 512, 512, NAME_None, true); if (self->target != NULL && self->target->player != NULL) { self->target->player->extralight = 5; } P_CheckSplash(self, 512<RenderStyle = STYLE_Add; } DEFINE_ACTION_FUNCTION(AActor, A_LightGoesOut) { AActor *foo; sector_t *sec = self->Sector; vertex_t *spot; fixed_t newheight; sec->SetLightLevel(0); newheight = sec->FindLowestFloorSurrounding (&spot); sec->floorplane.d = sec->floorplane.PointToDist (spot, newheight); for (int i = 0; i < 8; ++i) { foo = Spawn("Rubble1", self->x, self->y, self->z, 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; } } }