/* ** Decorations that do special things */ /* #include "actor.h" #include "info.h" #include "a_action.h" #include "m_random.h" #include "s_sound.h" #include "p_local.h" #include "p_lnspec.h" #include "a_hexenglobal.h" #include "thingdef/thingdef.h" #include "g_level.h" #include "doomstat.h" */ static FRandom pr_pottery ("PotteryExplode"); static FRandom pr_bit ("PotteryChooseBit"); static FRandom pr_drip ("CorpseBloodDrip"); static FRandom pr_foo ("CorpseExplode"); static FRandom pr_leaf ("LeafSpawn"); static FRandom pr_leafthrust ("LeafThrust"); static FRandom pr_leafcheck ("LeafCheck"); static FRandom pr_shroom ("PoisonShroom"); static FRandom pr_soaexplode ("SoAExplode"); // Pottery1 ------------------------------------------------------------------ void A_PotteryExplode (AActor *); void A_PotteryChooseBit (AActor *); void A_PotteryCheck (AActor *); class APottery1 : public AActor { DECLARE_CLASS (APottery1, AActor) public: void HitFloor (); }; IMPLEMENT_CLASS (APottery1) void APottery1::HitFloor () { Super::HitFloor (); P_DamageMobj (this, NULL, NULL, 25, NAME_None); } //============================================================================ // // A_PotteryExplode // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_PotteryExplode) { AActor *mo = NULL; int i; for(i = (pr_pottery()&3)+3; i; i--) { mo = Spawn ("PotteryBit", self->x, self->y, self->z, ALLOW_REPLACE); mo->SetState (mo->SpawnState + (pr_pottery()%5)); if (mo) { mo->velz = ((pr_pottery()&7)+5)*(3*FRACUNIT/4); mo->velx = (pr_pottery.Random2())<<(FRACBITS-6); mo->vely = (pr_pottery.Random2())<<(FRACBITS-6); } } S_Sound (mo, CHAN_BODY, "PotteryExplode", 1, ATTN_NORM); if (self->args[0]>=0 && self->args[0]<=255 && SpawnableThings[self->args[0]]) { // Spawn an item if (!((level.flags2 & LEVEL2_NOMONSTERS) || (dmflags & DF_NO_MONSTERS)) || !(GetDefaultByType (SpawnableThings[self->args[0]])->flags3 & MF3_ISMONSTER)) { // Only spawn monsters if not -nomonsters Spawn (SpawnableThings[self->args[0]], self->x, self->y, self->z, ALLOW_REPLACE); } } } //============================================================================ // // A_PotteryChooseBit // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_PotteryChooseBit) { self->SetState (self->FindState(NAME_Death) + 1 + 2*(pr_bit()%5)); self->tics = 256+(pr_bit()<<1); } //============================================================================ // // A_PotteryCheck // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_PotteryCheck) { int i; for(i = 0; i < MAXPLAYERS; i++) { if (playeringame[i]) { AActor *pmo = players[i].mo; if (P_CheckSight (self, pmo) && (abs (R_PointToAngle2 (pmo->x, pmo->y, self->x, self->y) - pmo->angle) <= ANGLE_45)) { // Previous state (pottery bit waiting state) self->SetState (self->state - 1); return; } } } } // Lynched corpse (no heart) ------------------------------------------------ class AZCorpseLynchedNoHeart : public AActor { DECLARE_CLASS (AZCorpseLynchedNoHeart, AActor) public: void PostBeginPlay (); }; IMPLEMENT_CLASS (AZCorpseLynchedNoHeart) void AZCorpseLynchedNoHeart::PostBeginPlay () { Super::PostBeginPlay (); Spawn ("BloodPool", x, y, floorz, ALLOW_REPLACE); } //============================================================================ // // A_CorpseBloodDrip // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_CorpseBloodDrip) { if (pr_drip() <= 128) { Spawn ("CorpseBloodDrip", self->x, self->y, self->z + self->height/2, ALLOW_REPLACE); } } //============================================================================ // // A_CorpseExplode // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_CorpseExplode) { AActor *mo; int i; for (i = (pr_foo()&3)+3; i; i--) { mo = Spawn ("CorpseBit", self->x, self->y, self->z, ALLOW_REPLACE); if (mo) { mo->SetState (mo->SpawnState + (pr_foo()%3)); mo->velz = ((pr_foo()&7)+5)*(3*FRACUNIT/4); mo->velx = pr_foo.Random2()<<(FRACBITS-6); mo->vely = pr_foo.Random2()<<(FRACBITS-6); } } // Spawn a skull mo = Spawn ("CorpseBit", self->x, self->y, self->z, ALLOW_REPLACE); if (mo) { mo->SetState (mo->SpawnState + 3); mo->velz = ((pr_foo()&7)+5)*(3*FRACUNIT/4); mo->velx = pr_foo.Random2()<<(FRACBITS-6); mo->vely = pr_foo.Random2()<<(FRACBITS-6); } S_Sound (self, CHAN_BODY, self->DeathSound, 1, ATTN_IDLE); self->Destroy (); } //============================================================================ // // A_LeafSpawn // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_LeafSpawn) { AActor *mo; int i; for (i = (pr_leaf()&3)+1; i; i--) { mo = Spawn (pr_leaf()&1 ? PClass::FindClass ("Leaf1") : PClass::FindClass ("Leaf2"), self->x + (pr_leaf.Random2()<<14), self->y + (pr_leaf.Random2()<<14), self->z + (pr_leaf()<<14), ALLOW_REPLACE); if (mo) { P_ThrustMobj (mo, self->angle, (pr_leaf()<<9)+3*FRACUNIT); mo->target = self; mo->special1 = 0; } } } //============================================================================ // // A_LeafThrust // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_LeafThrust) { if (pr_leafthrust() <= 96) { self->velz += (pr_leafthrust()<<9)+FRACUNIT; } } //============================================================================ // // A_LeafCheck // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_LeafCheck) { self->special1++; if (self->special1 >= 20) { self->SetState (NULL); return; } angle_t ang = self->target ? self->target->angle : self->angle; if (pr_leafcheck() > 64) { if (!self->velx && !self->vely) { P_ThrustMobj (self, ang, (pr_leafcheck()<<9)+FRACUNIT); } return; } self->SetState (self->SpawnState + 7); self->velz = (pr_leafcheck()<<9)+FRACUNIT; P_ThrustMobj (self, ang, (pr_leafcheck()<<9)+2*FRACUNIT); self->flags |= MF_MISSILE; } //=========================================================================== // // A_PoisonShroom // //=========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_PoisonShroom) { self->tics = 128+(pr_shroom()<<1); } //=========================================================================== // // A_SoAExplode - Suit of Armor Explode // //=========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_SoAExplode) { AActor *mo; int i; for (i = 0; i < 10; i++) { mo = Spawn ("ZArmorChunk", self->x+((pr_soaexplode()-128)<<12), self->y+((pr_soaexplode()-128)<<12), self->z+(pr_soaexplode()*self->height/256), ALLOW_REPLACE); if (mo) { mo->SetState (mo->SpawnState + i); mo->velz = ((pr_soaexplode()&7)+5)*FRACUNIT; mo->velx = pr_soaexplode.Random2()<<(FRACBITS-6); mo->vely = pr_soaexplode.Random2()<<(FRACBITS-6); } } if (self->args[0]>=0 && self->args[0]<=255 && SpawnableThings[self->args[0]]) { // Spawn an item if (!((level.flags2 & LEVEL2_NOMONSTERS) || (dmflags & DF_NO_MONSTERS)) || !(GetDefaultByType (SpawnableThings[self->args[0]])->flags3 & MF3_ISMONSTER)) { // Only spawn monsters if not -nomonsters Spawn (SpawnableThings[self->args[0]], self->x, self->y, self->z, ALLOW_REPLACE); } } S_Sound (self, CHAN_BODY, self->DeathSound, 1, ATTN_NORM); self->Destroy (); } // Bell --------------------------------------------------------------------- class AZBell : public AActor { DECLARE_CLASS (AZBell, AActor) public: void Activate (AActor *activator); }; IMPLEMENT_CLASS (AZBell) void AZBell::Activate (AActor *activator) { if (health > 0) { P_DamageMobj (this, activator, activator, 10, NAME_Melee); // 'ring' the bell } } //=========================================================================== // // A_BellReset1 // //=========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_BellReset1) { self->flags |= MF_NOGRAVITY; self->height <<= 2; if (self->special) { // Initiate death action LineSpecials[self->special] (NULL, NULL, false, self->args[0], self->args[1], self->args[2], self->args[3], self->args[4]); self->special = 0; } } //=========================================================================== // // A_BellReset2 // //=========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_BellReset2) { self->flags |= MF_SHOOTABLE; self->flags &= ~MF_CORPSE; self->health = 5; }