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1983b5c586
DEFINE_ACTION_FUNCTION macro. This should make it easier to improve the whole system. SVN r1148 (trunk)
350 lines
9.1 KiB
C++
350 lines
9.1 KiB
C++
/*
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** Decorations that do special things
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*/
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#include "actor.h"
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#include "info.h"
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#include "a_action.h"
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#include "p_enemy.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_lnspec.h"
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#include "a_hexenglobal.h"
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#include "thingdef/thingdef.h"
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static FRandom pr_pottery ("PotteryExplode");
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static FRandom pr_bit ("PotteryChooseBit");
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static FRandom pr_drip ("CorpseBloodDrip");
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static FRandom pr_foo ("CorpseExplode");
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static FRandom pr_leaf ("LeafSpawn");
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static FRandom pr_leafthrust ("LeafThrust");
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static FRandom pr_leafcheck ("LeafCheck");
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static FRandom pr_shroom ("PoisonShroom");
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static FRandom pr_soaexplode ("SoAExplode");
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// Pottery1 ------------------------------------------------------------------
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void A_PotteryExplode (AActor *);
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void A_PotteryChooseBit (AActor *);
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void A_PotteryCheck (AActor *);
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class APottery1 : public AActor
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{
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DECLARE_CLASS (APottery1, AActor)
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public:
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void HitFloor ();
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};
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IMPLEMENT_CLASS (APottery1)
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void APottery1::HitFloor ()
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{
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Super::HitFloor ();
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P_DamageMobj (this, NULL, NULL, 25, NAME_None);
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}
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//============================================================================
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//
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// A_PotteryExplode
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_PotteryExplode)
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{
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AActor *mo = NULL;
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int i;
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for(i = (pr_pottery()&3)+3; i; i--)
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{
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mo = Spawn ("PotteryBit", self->x, self->y, self->z, ALLOW_REPLACE);
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mo->SetState (mo->SpawnState + (pr_pottery()%5));
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if (mo)
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{
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mo->momz = ((pr_pottery()&7)+5)*(3*FRACUNIT/4);
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mo->momx = (pr_pottery.Random2())<<(FRACBITS-6);
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mo->momy = (pr_pottery.Random2())<<(FRACBITS-6);
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}
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}
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S_Sound (mo, CHAN_BODY, "PotteryExplode", 1, ATTN_NORM);
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if (self->args[0]>=0 && self->args[0]<=255 && SpawnableThings[self->args[0]])
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{ // Spawn an item
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if (!((level.flags & LEVEL_NOMONSTERS) || (dmflags & DF_NO_MONSTERS))
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|| !(GetDefaultByType (SpawnableThings[self->args[0]])->flags3 & MF3_ISMONSTER))
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{ // Only spawn monsters if not -nomonsters
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Spawn (SpawnableThings[self->args[0]],
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self->x, self->y, self->z, ALLOW_REPLACE);
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}
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}
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}
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//============================================================================
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//
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// A_PotteryChooseBit
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_PotteryChooseBit)
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{
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self->SetState (self->FindState(NAME_Death) + 1 + 2*(pr_bit()%5));
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self->tics = 256+(pr_bit()<<1);
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}
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//============================================================================
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//
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// A_PotteryCheck
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_PotteryCheck)
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{
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int i;
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for(i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i])
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{
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AActor *pmo = players[i].mo;
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if (P_CheckSight (self, pmo) && (abs (R_PointToAngle2 (pmo->x,
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pmo->y, self->x, self->y) - pmo->angle) <= ANGLE_45))
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{ // Previous state (pottery bit waiting state)
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self->SetState (self->state - 1);
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return;
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}
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}
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}
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}
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// Lynched corpse (no heart) ------------------------------------------------
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class AZCorpseLynchedNoHeart : public AActor
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{
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DECLARE_CLASS (AZCorpseLynchedNoHeart, AActor)
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public:
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void PostBeginPlay ();
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};
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IMPLEMENT_CLASS (AZCorpseLynchedNoHeart)
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void AZCorpseLynchedNoHeart::PostBeginPlay ()
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{
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Super::PostBeginPlay ();
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Spawn ("BloodPool", x, y, ONFLOORZ, ALLOW_REPLACE);
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}
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//============================================================================
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//
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// A_CorpseBloodDrip
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_CorpseBloodDrip)
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{
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if (pr_drip() <= 128)
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{
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Spawn ("CorpseBloodDrip", self->x, self->y, self->z + self->height/2, ALLOW_REPLACE);
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}
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}
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//============================================================================
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//
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// A_CorpseExplode
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_CorpseExplode)
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{
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AActor *mo;
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int i;
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for (i = (pr_foo()&3)+3; i; i--)
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{
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mo = Spawn ("CorpseBit", self->x, self->y, self->z, ALLOW_REPLACE);
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mo->SetState (mo->SpawnState + (pr_foo()%3));
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if (mo)
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{
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mo->momz = ((pr_foo()&7)+5)*(3*FRACUNIT/4);
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mo->momx = pr_foo.Random2()<<(FRACBITS-6);
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mo->momy = pr_foo.Random2()<<(FRACBITS-6);
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}
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}
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// Spawn a skull
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mo = Spawn ("CorpseBit", self->x, self->y, self->z, ALLOW_REPLACE);
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mo->SetState (mo->SpawnState + 3);
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if (mo)
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{
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mo->momz = ((pr_foo()&7)+5)*(3*FRACUNIT/4);
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mo->momx = pr_foo.Random2()<<(FRACBITS-6);
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mo->momy = pr_foo.Random2()<<(FRACBITS-6);
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}
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S_Sound (self, CHAN_BODY, self->DeathSound, 1, ATTN_IDLE);
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self->Destroy ();
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}
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//============================================================================
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//
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// A_LeafSpawn
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_LeafSpawn)
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{
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AActor *mo;
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int i;
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for (i = (pr_leaf()&3)+1; i; i--)
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{
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mo = Spawn (pr_leaf()&1 ? PClass::FindClass ("Leaf1") : PClass::FindClass ("Leaf2"),
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self->x + (pr_leaf.Random2()<<14),
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self->y + (pr_leaf.Random2()<<14),
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self->z + (pr_leaf()<<14), ALLOW_REPLACE);
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if (mo)
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{
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P_ThrustMobj (mo, self->angle, (pr_leaf()<<9)+3*FRACUNIT);
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mo->target = self;
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mo->special1 = 0;
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}
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}
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}
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//============================================================================
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//
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// A_LeafThrust
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_LeafThrust)
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{
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if (pr_leafthrust() <= 96)
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{
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self->momz += (pr_leafthrust()<<9)+FRACUNIT;
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}
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}
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//============================================================================
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//
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// A_LeafCheck
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_LeafCheck)
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{
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self->special1++;
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if (self->special1 >= 20)
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{
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self->SetState (NULL);
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return;
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}
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angle_t ang = self->target ? self->target->angle : self->angle;
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if (pr_leafcheck() > 64)
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{
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if (!self->momx && !self->momy)
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{
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P_ThrustMobj (self, ang, (pr_leafcheck()<<9)+FRACUNIT);
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}
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return;
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}
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self->SetState (self->SpawnState + 7);
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self->momz = (pr_leafcheck()<<9)+FRACUNIT;
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P_ThrustMobj (self, ang, (pr_leafcheck()<<9)+2*FRACUNIT);
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self->flags |= MF_MISSILE;
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}
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//===========================================================================
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//
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// A_PoisonShroom
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_PoisonShroom)
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{
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self->tics = 128+(pr_shroom()<<1);
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}
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//===========================================================================
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//
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// A_SoAExplode - Suit of Armor Explode
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_SoAExplode)
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{
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AActor *mo;
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int i;
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for (i = 0; i < 10; i++)
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{
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mo = Spawn ("ZArmorChunk", self->x+((pr_soaexplode()-128)<<12),
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self->y+((pr_soaexplode()-128)<<12),
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self->z+(pr_soaexplode()*self->height/256), ALLOW_REPLACE);
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mo->SetState (mo->SpawnState + i);
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if (mo)
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{
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mo->momz = ((pr_soaexplode()&7)+5)*FRACUNIT;
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mo->momx = pr_soaexplode.Random2()<<(FRACBITS-6);
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mo->momy = pr_soaexplode.Random2()<<(FRACBITS-6);
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}
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}
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if (self->args[0]>=0 && self->args[0]<=255 && SpawnableThings[self->args[0]])
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{ // Spawn an item
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if (!((level.flags & LEVEL_NOMONSTERS) || (dmflags & DF_NO_MONSTERS))
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|| !(GetDefaultByType (SpawnableThings[self->args[0]])->flags3 & MF3_ISMONSTER))
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{ // Only spawn monsters if not -nomonsters
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Spawn (SpawnableThings[self->args[0]],
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self->x, self->y, self->z, ALLOW_REPLACE);
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}
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}
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S_Sound (self, CHAN_BODY, self->DeathSound, 1, ATTN_NORM);
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self->Destroy ();
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}
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// Bell ---------------------------------------------------------------------
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class AZBell : public AActor
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{
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DECLARE_CLASS (AZBell, AActor)
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public:
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void Activate (AActor *activator);
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};
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IMPLEMENT_CLASS (AZBell)
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void AZBell::Activate (AActor *activator)
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{
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if (health > 0)
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{
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P_DamageMobj (this, activator, activator, 10, NAME_Melee); // 'ring' the bell
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}
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}
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//===========================================================================
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//
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// A_BellReset1
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_BellReset1)
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{
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self->flags |= MF_NOGRAVITY;
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self->height <<= 2;
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if (self->special)
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{ // Initiate death action
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LineSpecials[self->special] (NULL, NULL, false, self->args[0],
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self->args[1], self->args[2], self->args[3], self->args[4]);
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self->special = 0;
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}
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}
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//===========================================================================
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//
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// A_BellReset2
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_BellReset2)
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{
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self->flags |= MF_SHOOTABLE;
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self->flags &= ~MF_CORPSE;
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self->health = 5;
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}
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