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https://github.com/ZDoom/gzdoom.git
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177 lines
3.9 KiB
C++
177 lines
3.9 KiB
C++
/*
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#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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//
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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 (90./8)
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DEFINE_ACTION_FUNCTION(AActor, A_FatRaise)
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{
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PARAM_ACTION_PROLOGUE;
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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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return 0;
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FatAttack1)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_CLASS_OPT(spawntype, AActor) { spawntype = NULL; }
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AActor *missile;
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if (!self->target)
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return 0;
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if (spawntype == NULL) spawntype = PClass::FindActor("FatShot");
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A_FaceTarget (self);
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// Change direction to ...
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self->Angles.Yaw += 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->Angles.Yaw += FATSPREAD;
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missile->VelFromAngle();
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FatAttack2)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_CLASS_OPT(spawntype, AActor) { spawntype = NULL; }
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AActor *missile;
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if (!self->target)
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return 0;
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if (spawntype == NULL) spawntype = PClass::FindActor("FatShot");
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A_FaceTarget (self);
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// Now here choose opposite deviation.
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self->Angles.Yaw -= 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->Angles.Yaw -= FATSPREAD*2;
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missile->VelFromAngle();
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FatAttack3)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_CLASS_OPT(spawntype, AActor) { spawntype = NULL; }
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AActor *missile;
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if (!self->target)
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return 0;
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if (spawntype == NULL) spawntype = PClass::FindActor("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->Angles.Yaw -= FATSPREAD/2;
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missile->VelFromAngle();
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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->Angles.Yaw += FATSPREAD/2;
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missile->VelFromAngle();
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}
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return 0;
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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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enum
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{
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MSF_Standard = 0,
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MSF_Classic = 1,
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MSF_DontHurt = 2,
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};
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Mushroom)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_CLASS_OPT (spawntype, AActor) { spawntype = NULL; }
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PARAM_INT_OPT (n) { n = 0; }
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PARAM_INT_OPT (flags) { flags = 0; }
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PARAM_FLOAT_OPT (vrange) { vrange = 4; }
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PARAM_FLOAT_OPT (hrange) { hrange = 0.5; }
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int i, j;
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if (n == 0)
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{
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n = self->GetMissileDamage(0, 1);
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}
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if (spawntype == NULL)
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{
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spawntype = PClass::FindActor("FatShot");
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}
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P_RadiusAttack (self, self->target, 128, 128, self->DamageType, (flags & MSF_DontHurt) ? 0 : RADF_HURTSOURCE);
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P_CheckSplash(self, 128.);
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// Now launch mushroom cloud
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AActor *target = Spawn("Mapspot", self->Pos(), NO_REPLACE); // We need something to aim at.
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AActor *master = (flags & MSF_DontHurt) ? (AActor*)(self->target) : self;
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target->Height = self->Height;
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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 *mo;
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target->SetXYZ(
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self->X() + i, // Aim in many directions from source
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self->Y() + j,
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self->Z() + (P_AproxDistance(i,j) * vrange)); // Aim up fairly high
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if ((flags & MSF_Classic) || // Flag explicitely set, or no flags and compat options
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(flags == 0 && (self->state->DefineFlags & SDF_DEHACKED) && (i_compatflags & COMPATF_MUSHROOM)))
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{ // Use old function for MBF compatibility
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mo = P_OldSpawnMissile (self, master, target, spawntype);
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}
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else // Use normal function
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{
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mo = P_SpawnMissile(self, target, spawntype, master);
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}
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if (mo != NULL)
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{ // Slow it down a bit
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mo->Vel *= hrange;
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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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target->Destroy();
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return 0;
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}
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