gzdoom/src/g_hexen/a_fighterquietus.cpp
Randy Heit 60966f472f Revert "Revert "Remove "action" from Actor functions that don't actually need it""
- This reverts commit 06216d733e.
- I don't know what I was thinking. Since stateowner is always available
  to the wrapper function, and this code is only generated for the wrapper
  function, it's a nonissue. The state is already located before calling
  any function that uses it.
2016-04-19 21:09:15 -05:00

146 lines
3.9 KiB
C++

/*
#include "actor.h"
#include "gi.h"
#include "m_random.h"
#include "s_sound.h"
#include "d_player.h"
#include "a_action.h"
#include "p_local.h"
#include "p_pspr.h"
#include "gstrings.h"
#include "a_hexenglobal.h"
#include "a_weaponpiece.h"
#include "thingdef/thingdef.h"
*/
static FRandom pr_quietusdrop ("QuietusDrop");
static FRandom pr_fswordflame ("FSwordFlame");
//==========================================================================
//============================================================================
//
// A_DropQuietusPieces
//
//============================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropWeaponPieces)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS(p1, AActor);
PARAM_CLASS(p2, AActor);
PARAM_CLASS(p3, AActor);
for (int i = 0, j = 0; i < 3; ++i)
{
PClassActor *cls = j == 0 ? p1 : j == 1 ? p2 : p3;
if (cls)
{
AActor *piece = Spawn (cls, self->Pos(), ALLOW_REPLACE);
if (piece != NULL)
{
piece->Vel = self->Vel + DAngle(i*120.).ToVector(1);
piece->flags |= MF_DROPPED;
j = (j == 0) ? (pr_quietusdrop() & 1) + 1 : 3-j;
}
}
}
return 0;
}
// Fighter Sword Missile ----------------------------------------------------
class AFSwordMissile : public AActor
{
DECLARE_CLASS (AFSwordMissile, AActor)
public:
int DoSpecialDamage(AActor *victim, int damage, FName damagetype);
};
IMPLEMENT_CLASS (AFSwordMissile)
int AFSwordMissile::DoSpecialDamage(AActor *victim, int damage, FName damagetype)
{
if (victim->player)
{
damage -= damage >> 2;
}
return damage;
}
//============================================================================
//
// A_FSwordAttack
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FSwordAttack)
{
PARAM_ACTION_PROLOGUE;
player_t *player;
if (NULL == (player = self->player))
{
return 0;
}
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return 0;
}
P_SpawnPlayerMissile (self, 0, 0, -10, RUNTIME_CLASS(AFSwordMissile), self->Angles.Yaw + (45./4));
P_SpawnPlayerMissile (self, 0, 0, -5, RUNTIME_CLASS(AFSwordMissile), self->Angles.Yaw + (45./8));
P_SpawnPlayerMissile (self, 0, 0, 0, RUNTIME_CLASS(AFSwordMissile), self->Angles.Yaw);
P_SpawnPlayerMissile (self, 0, 0, 5, RUNTIME_CLASS(AFSwordMissile), self->Angles.Yaw - (45./8));
P_SpawnPlayerMissile (self, 0, 0, 10, RUNTIME_CLASS(AFSwordMissile), self->Angles.Yaw - (45./4));
S_Sound (self, CHAN_WEAPON, "FighterSwordFire", 1, ATTN_NORM);
return 0;
}
//============================================================================
//
// A_FSwordFlames
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FSwordFlames)
{
PARAM_ACTION_PROLOGUE;
int i;
for (i = 1+(pr_fswordflame()&3); i; i--)
{
double xo = (pr_fswordflame() - 128) / 16.;
double yo = (pr_fswordflame() - 128) / 16.;
double zo = (pr_fswordflame() - 128) / 8.;
Spawn ("FSwordFlame", self->Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
}
return 0;
}
//============================================================================
//
// A_FighterAttack
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FighterAttack)
{
PARAM_ACTION_PROLOGUE;
if (!self->target) return 0;
P_SpawnMissileAngle(self, RUNTIME_CLASS(AFSwordMissile), self->Angles.Yaw + (45. / 4), 0);
P_SpawnMissileAngle(self, RUNTIME_CLASS(AFSwordMissile), self->Angles.Yaw + (45. / 8), 0);
P_SpawnMissileAngle(self, RUNTIME_CLASS(AFSwordMissile), self->Angles.Yaw, 0);
P_SpawnMissileAngle(self, RUNTIME_CLASS(AFSwordMissile), self->Angles.Yaw - (45. / 8), 0);
P_SpawnMissileAngle(self, RUNTIME_CLASS(AFSwordMissile), self->Angles.Yaw - (45. / 4), 0);
S_Sound (self, CHAN_WEAPON, "FighterSwordFire", 1, ATTN_NORM);
return 0;
}