mirror of
https://github.com/ZDoom/gzdoom.git
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50f75b6e8a
with my changed code. - Cleaned up DECORATE parser a little - moved the old style parsing code into its own file and rearranged a few things. - Made ProcessStates non-static so that it doesn't need to be passed as an argument to all functions in the DECORATE parser. - Moved DECORATE parser files into their own subdirectory. - Optimization: SC_GetToken no longer sets sc_name for identifiers. In most cases this creates needless overhead by adding a potentially unneeded name to the name table and looking up the name. In almost all cases where a name is needed it's as easy to assign sc_String to the name variable. - Added enum definitions to DECORATE. SVN r537 (trunk)
155 lines
4 KiB
C++
155 lines
4 KiB
C++
#include "actor.h"
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#include "info.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "gstrings.h"
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#include "a_action.h"
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#include "thingdef/thingdef.h"
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//
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// Mancubus attack,
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// firing three missiles in three different directions?
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// Doesn't look like it.
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//
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#define FATSPREAD (ANG90/8)
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void A_FatRaise (AActor *self)
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{
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A_FaceTarget (self);
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S_Sound (self, CHAN_WEAPON, "fatso/raiseguns", 1, ATTN_NORM);
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}
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void A_FatAttack1 (AActor *self)
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{
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AActor *missile;
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angle_t an;
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if (!self->target)
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return;
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const PClass *spawntype = NULL;
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int index = CheckIndex (1, NULL);
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if (index >= 0) spawntype = PClass::FindClass ((ENamedName)StateParameters[index]);
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if (spawntype == NULL) spawntype = PClass::FindClass("FatShot");
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A_FaceTarget (self);
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// Change direction to ...
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self->angle += FATSPREAD;
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P_SpawnMissile (self, self->target, spawntype);
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missile = P_SpawnMissile (self, self->target, spawntype);
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if (missile != NULL)
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{
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missile->angle += FATSPREAD;
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an = missile->angle >> ANGLETOFINESHIFT;
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missile->momx = FixedMul (missile->Speed, finecosine[an]);
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missile->momy = FixedMul (missile->Speed, finesine[an]);
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}
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}
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void A_FatAttack2 (AActor *self)
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{
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AActor *missile;
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angle_t an;
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if (!self->target)
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return;
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const PClass *spawntype = NULL;
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int index = CheckIndex (1, NULL);
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if (index >= 0) spawntype = PClass::FindClass ((ENamedName)StateParameters[index]);
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if (spawntype == NULL) spawntype = PClass::FindClass("FatShot");
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A_FaceTarget (self);
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// Now here choose opposite deviation.
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self->angle -= FATSPREAD;
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P_SpawnMissile (self, self->target, spawntype);
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missile = P_SpawnMissile (self, self->target, spawntype);
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if (missile != NULL)
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{
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missile->angle -= FATSPREAD*2;
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an = missile->angle >> ANGLETOFINESHIFT;
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missile->momx = FixedMul (missile->Speed, finecosine[an]);
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missile->momy = FixedMul (missile->Speed, finesine[an]);
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}
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}
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void A_FatAttack3 (AActor *self)
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{
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AActor *missile;
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angle_t an;
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if (!self->target)
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return;
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const PClass *spawntype = NULL;
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int index = CheckIndex (1, NULL);
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if (index >= 0) spawntype = PClass::FindClass ((ENamedName)StateParameters[index]);
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if (spawntype == NULL) spawntype = PClass::FindClass("FatShot");
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A_FaceTarget (self);
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missile = P_SpawnMissile (self, self->target, spawntype);
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if (missile != NULL)
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{
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missile->angle -= FATSPREAD/2;
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an = missile->angle >> ANGLETOFINESHIFT;
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missile->momx = FixedMul (missile->Speed, finecosine[an]);
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missile->momy = FixedMul (missile->Speed, finesine[an]);
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}
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missile = P_SpawnMissile (self, self->target, spawntype);
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if (missile != NULL)
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{
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missile->angle += FATSPREAD/2;
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an = missile->angle >> ANGLETOFINESHIFT;
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missile->momx = FixedMul (missile->Speed, finecosine[an]);
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missile->momy = FixedMul (missile->Speed, finesine[an]);
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}
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}
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//
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// killough 9/98: a mushroom explosion effect, sorta :)
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// Original idea: Linguica
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//
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void A_Mushroom (AActor *actor)
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{
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int i, j, n = actor->GetMissileDamage (0, 1);
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const PClass *spawntype = NULL;
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int index = CheckIndex (1, NULL);
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if (index >= 0)
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{
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spawntype = PClass::FindClass((ENamedName)StateParameters[index]);
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n = EvalExpressionI (StateParameters[index+1], actor);
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if (n == 0)
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n = actor->GetMissileDamage (0, 1);
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}
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if (spawntype == NULL) spawntype = PClass::FindClass("FatShot");
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A_Explode (actor); // First make normal explosion
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// Now launch mushroom cloud
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for (i = -n; i <= n; i += 8)
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{
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for (j = -n; j <= n; j += 8)
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{
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AActor target = *actor, *mo;
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target.x += i << FRACBITS; // Aim in many directions from source
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target.y += j << FRACBITS;
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target.z += P_AproxDistance(i,j) << (FRACBITS+2); // Aim up fairly high
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mo = P_SpawnMissile (actor, &target, spawntype); // Launch fireball
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if (mo != NULL)
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{
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mo->momx >>= 1;
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mo->momy >>= 1; // Slow it down a bit
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mo->momz >>= 1;
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mo->flags &= ~MF_NOGRAVITY; // Make debris fall under gravity
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}
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}
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}
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}
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