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124 lines
3 KiB
C++
124 lines
3 KiB
C++
/*
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#include "actor.h"
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#include "m_random.h"
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#include "a_action.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "s_sound.h"
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#include "gi.h"
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#include "a_sharedglobal.h"
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#include "a_strifeglobal.h"
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#include "thingdef/thingdef.h"
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#include "doomstat.h"
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*/
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static FRandom pr_shootgun ("ShootGun");
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//============================================================================
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//
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// A_ShootGun
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_ShootGun)
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{
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PARAM_ACTION_PROLOGUE;
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DAngle pitch;
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if (self->target == NULL)
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return 0;
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S_Sound (self, CHAN_WEAPON, "monsters/rifle", 1, ATTN_NORM);
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A_FaceTarget (self);
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pitch = P_AimLineAttack (self, self->Angles.Yaw, MISSILERANGE);
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P_LineAttack (self, self->Angles.Yaw + pr_shootgun.Random2() * (11.25 / 256),
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MISSILERANGE, pitch,
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3*(pr_shootgun() % 5 + 1), NAME_Hitscan, NAME_StrifePuff);
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return 0;
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}
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// Teleporter Beacon --------------------------------------------------------
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class ATeleporterBeacon : public AInventory
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{
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DECLARE_CLASS (ATeleporterBeacon, AInventory)
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public:
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bool Use (bool pickup);
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};
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IMPLEMENT_CLASS (ATeleporterBeacon)
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bool ATeleporterBeacon::Use (bool pickup)
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{
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AInventory *drop;
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// Increase the amount by one so that when DropInventory decrements it,
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// the actor will have the same number of beacons that he started with.
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// When we return to UseInventory, it will take care of decrementing
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// Amount again and disposing of this item if there are no more.
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Amount++;
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drop = Owner->DropInventory (this);
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if (drop == NULL)
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{
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Amount--;
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return false;
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}
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else
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{
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drop->SetState(drop->FindState(NAME_Drop));
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drop->target = Owner;
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return true;
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, A_Beacon)
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{
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PARAM_ACTION_PROLOGUE;
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AActor *owner = self->target;
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AActor *rebel;
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rebel = Spawn("Rebel1", self->PosAtZ(self->floorz), ALLOW_REPLACE);
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if (!P_TryMove (rebel, rebel->Pos(), true))
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{
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rebel->Destroy ();
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return 0;
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}
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// Once the rebels start teleporting in, you can't pick up the beacon anymore.
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self->flags &= ~MF_SPECIAL;
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static_cast<AInventory *>(self)->DropTime = 0;
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// Set up the new rebel.
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rebel->threshold = rebel->DefThreshold;
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rebel->target = NULL;
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rebel->flags4 |= MF4_INCOMBAT;
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rebel->LastHeard = owner; // Make sure the rebels look for targets
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if (deathmatch)
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{
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rebel->health *= 2;
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}
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if (owner != NULL)
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{
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// Rebels are the same color as their owner (but only in multiplayer)
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if (multiplayer)
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{
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rebel->Translation = owner->Translation;
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}
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rebel->SetFriendPlayer(owner->player);
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// Set the rebel's target to whatever last hurt the player, so long as it's not
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// one of the player's other rebels.
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if (owner->target != NULL && !rebel->IsFriend (owner->target))
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{
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rebel->target = owner->target;
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}
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}
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rebel->SetState (rebel->SeeState);
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rebel->Angles.Yaw = self->Angles.Yaw;
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Spawn<ATeleportFog> (rebel->Vec3Angle(20., self->Angles.Yaw, TELEFOGHEIGHT), ALLOW_REPLACE);
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if (--self->health < 0)
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{
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self->SetState(self->FindState(NAME_Death));
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}
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return 0;
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}
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