/* #include "actor.h" #include "gi.h" #include "m_random.h" #include "s_sound.h" #include "d_player.h" #include "a_action.h" #include "p_local.h" #include "p_pspr.h" #include "gstrings.h" #include "a_hexenglobal.h" #include "a_weaponpiece.h" #include "thingdef/thingdef.h" */ static FRandom pr_quietusdrop ("QuietusDrop"); static FRandom pr_fswordflame ("FSwordFlame"); //========================================================================== //============================================================================ // // A_DropQuietusPieces // //============================================================================ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropWeaponPieces) { ACTION_PARAM_START(3); ACTION_PARAM_CLASS(p1, 0); ACTION_PARAM_CLASS(p2, 1); ACTION_PARAM_CLASS(p3, 2); for (int i = 0, j = 0, fineang = 0; i < 3; ++i) { const PClass *cls = j==0? p1 : j==1? p2 : p3; if (cls) { AActor *piece = Spawn (cls, self->x, self->y, self->z, ALLOW_REPLACE); if (piece != NULL) { piece->velx = self->velx + finecosine[fineang]; piece->vely = self->vely + finesine[fineang]; piece->velz = self->velz; piece->flags |= MF_DROPPED; fineang += FINEANGLES/3; j = (j == 0) ? (pr_quietusdrop() & 1) + 1 : 3-j; } } } } // Fighter Sword Missile ---------------------------------------------------- class AFSwordMissile : public AActor { DECLARE_CLASS (AFSwordMissile, AActor) public: int DoSpecialDamage(AActor *victim, AActor *source, int damage, FName damagetype); }; IMPLEMENT_CLASS (AFSwordMissile) int AFSwordMissile::DoSpecialDamage(AActor *victim, AActor *source, int damage, FName damagetype) { if (victim->player) { damage -= damage >> 2; } return damage; } //============================================================================ // // A_FSwordAttack // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_FSwordAttack) { player_t *player; if (NULL == (player = self->player)) { return; } AWeapon *weapon = self->player->ReadyWeapon; if (weapon != NULL) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return; } P_SpawnPlayerMissile (self, 0, 0, -10*FRACUNIT, RUNTIME_CLASS(AFSwordMissile), self->angle+ANGLE_45/4); P_SpawnPlayerMissile (self, 0, 0, -5*FRACUNIT, RUNTIME_CLASS(AFSwordMissile), self->angle+ANGLE_45/8); P_SpawnPlayerMissile (self, 0, 0, 0, RUNTIME_CLASS(AFSwordMissile), self->angle); P_SpawnPlayerMissile (self, 0, 0, 5*FRACUNIT, RUNTIME_CLASS(AFSwordMissile), self->angle-ANGLE_45/8); P_SpawnPlayerMissile (self, 0, 0, 10*FRACUNIT, RUNTIME_CLASS(AFSwordMissile), self->angle-ANGLE_45/4); S_Sound (self, CHAN_WEAPON, "FighterSwordFire", 1, ATTN_NORM); } //============================================================================ // // A_FSwordFlames // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_FSwordFlames) { int i; for (i = 1+(pr_fswordflame()&3); i; i--) { fixed_t x = self->x+((pr_fswordflame()-128)<<12); fixed_t y = self->y+((pr_fswordflame()-128)<<12); fixed_t z = self->z+((pr_fswordflame()-128)<<11); Spawn ("FSwordFlame", x, y, z, ALLOW_REPLACE); } } //============================================================================ // // A_FighterAttack // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_FighterAttack) { if (!self->target) return; angle_t angle = self->angle; P_SpawnMissileAngle (self, RUNTIME_CLASS(AFSwordMissile), angle+ANG45/4, 0); P_SpawnMissileAngle (self, RUNTIME_CLASS(AFSwordMissile), angle+ANG45/8, 0); P_SpawnMissileAngle (self, RUNTIME_CLASS(AFSwordMissile), angle, 0); P_SpawnMissileAngle (self, RUNTIME_CLASS(AFSwordMissile), angle-ANG45/8, 0); P_SpawnMissileAngle (self, RUNTIME_CLASS(AFSwordMissile), angle-ANG45/4, 0); S_Sound (self, CHAN_WEAPON, "FighterSwordFire", 1, ATTN_NORM); }