gzdoom/src/g_hexen/a_hexenspecialdecs.cpp
Randy Heit e4af82ae96 - Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
  are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
  are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
  continue to work as aliases from DECORATE. The ACS functions, however,
  require you to use the new name, since they never saw an official release
  yet.


SVN r1689 (trunk)
2009-06-30 20:57:51 +00:00

353 lines
9.1 KiB
C++

/*
** Decorations that do special things
*/
/*
#include "actor.h"
#include "info.h"
#include "a_action.h"
#include "m_random.h"
#include "s_sound.h"
#include "p_local.h"
#include "p_lnspec.h"
#include "a_hexenglobal.h"
#include "thingdef/thingdef.h"
#include "g_level.h"
#include "doomstat.h"
*/
static FRandom pr_pottery ("PotteryExplode");
static FRandom pr_bit ("PotteryChooseBit");
static FRandom pr_drip ("CorpseBloodDrip");
static FRandom pr_foo ("CorpseExplode");
static FRandom pr_leaf ("LeafSpawn");
static FRandom pr_leafthrust ("LeafThrust");
static FRandom pr_leafcheck ("LeafCheck");
static FRandom pr_shroom ("PoisonShroom");
static FRandom pr_soaexplode ("SoAExplode");
// Pottery1 ------------------------------------------------------------------
void A_PotteryExplode (AActor *);
void A_PotteryChooseBit (AActor *);
void A_PotteryCheck (AActor *);
class APottery1 : public AActor
{
DECLARE_CLASS (APottery1, AActor)
public:
void HitFloor ();
};
IMPLEMENT_CLASS (APottery1)
void APottery1::HitFloor ()
{
Super::HitFloor ();
P_DamageMobj (this, NULL, NULL, 25, NAME_None);
}
//============================================================================
//
// A_PotteryExplode
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_PotteryExplode)
{
AActor *mo = NULL;
int i;
for(i = (pr_pottery()&3)+3; i; i--)
{
mo = Spawn ("PotteryBit", self->x, self->y, self->z, ALLOW_REPLACE);
mo->SetState (mo->SpawnState + (pr_pottery()%5));
if (mo)
{
mo->velz = ((pr_pottery()&7)+5)*(3*FRACUNIT/4);
mo->velx = (pr_pottery.Random2())<<(FRACBITS-6);
mo->vely = (pr_pottery.Random2())<<(FRACBITS-6);
}
}
S_Sound (mo, CHAN_BODY, "PotteryExplode", 1, ATTN_NORM);
if (self->args[0]>=0 && self->args[0]<=255 && SpawnableThings[self->args[0]])
{ // Spawn an item
if (!((level.flags2 & LEVEL2_NOMONSTERS) || (dmflags & DF_NO_MONSTERS))
|| !(GetDefaultByType (SpawnableThings[self->args[0]])->flags3 & MF3_ISMONSTER))
{ // Only spawn monsters if not -nomonsters
Spawn (SpawnableThings[self->args[0]],
self->x, self->y, self->z, ALLOW_REPLACE);
}
}
}
//============================================================================
//
// A_PotteryChooseBit
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_PotteryChooseBit)
{
self->SetState (self->FindState(NAME_Death) + 1 + 2*(pr_bit()%5));
self->tics = 256+(pr_bit()<<1);
}
//============================================================================
//
// A_PotteryCheck
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_PotteryCheck)
{
int i;
for(i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
{
AActor *pmo = players[i].mo;
if (P_CheckSight (self, pmo) && (abs (R_PointToAngle2 (pmo->x,
pmo->y, self->x, self->y) - pmo->angle) <= ANGLE_45))
{ // Previous state (pottery bit waiting state)
self->SetState (self->state - 1);
return;
}
}
}
}
// Lynched corpse (no heart) ------------------------------------------------
class AZCorpseLynchedNoHeart : public AActor
{
DECLARE_CLASS (AZCorpseLynchedNoHeart, AActor)
public:
void PostBeginPlay ();
};
IMPLEMENT_CLASS (AZCorpseLynchedNoHeart)
void AZCorpseLynchedNoHeart::PostBeginPlay ()
{
Super::PostBeginPlay ();
Spawn ("BloodPool", x, y, floorz, ALLOW_REPLACE);
}
//============================================================================
//
// A_CorpseBloodDrip
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_CorpseBloodDrip)
{
if (pr_drip() <= 128)
{
Spawn ("CorpseBloodDrip", self->x, self->y, self->z + self->height/2, ALLOW_REPLACE);
}
}
//============================================================================
//
// A_CorpseExplode
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_CorpseExplode)
{
AActor *mo;
int i;
for (i = (pr_foo()&3)+3; i; i--)
{
mo = Spawn ("CorpseBit", self->x, self->y, self->z, ALLOW_REPLACE);
if (mo)
{
mo->SetState (mo->SpawnState + (pr_foo()%3));
mo->velz = ((pr_foo()&7)+5)*(3*FRACUNIT/4);
mo->velx = pr_foo.Random2()<<(FRACBITS-6);
mo->vely = pr_foo.Random2()<<(FRACBITS-6);
}
}
// Spawn a skull
mo = Spawn ("CorpseBit", self->x, self->y, self->z, ALLOW_REPLACE);
if (mo)
{
mo->SetState (mo->SpawnState + 3);
mo->velz = ((pr_foo()&7)+5)*(3*FRACUNIT/4);
mo->velx = pr_foo.Random2()<<(FRACBITS-6);
mo->vely = pr_foo.Random2()<<(FRACBITS-6);
}
S_Sound (self, CHAN_BODY, self->DeathSound, 1, ATTN_IDLE);
self->Destroy ();
}
//============================================================================
//
// A_LeafSpawn
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_LeafSpawn)
{
AActor *mo;
int i;
for (i = (pr_leaf()&3)+1; i; i--)
{
mo = Spawn (pr_leaf()&1 ? PClass::FindClass ("Leaf1") : PClass::FindClass ("Leaf2"),
self->x + (pr_leaf.Random2()<<14),
self->y + (pr_leaf.Random2()<<14),
self->z + (pr_leaf()<<14), ALLOW_REPLACE);
if (mo)
{
P_ThrustMobj (mo, self->angle, (pr_leaf()<<9)+3*FRACUNIT);
mo->target = self;
mo->special1 = 0;
}
}
}
//============================================================================
//
// A_LeafThrust
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_LeafThrust)
{
if (pr_leafthrust() <= 96)
{
self->velz += (pr_leafthrust()<<9)+FRACUNIT;
}
}
//============================================================================
//
// A_LeafCheck
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_LeafCheck)
{
self->special1++;
if (self->special1 >= 20)
{
self->SetState (NULL);
return;
}
angle_t ang = self->target ? self->target->angle : self->angle;
if (pr_leafcheck() > 64)
{
if (!self->velx && !self->vely)
{
P_ThrustMobj (self, ang, (pr_leafcheck()<<9)+FRACUNIT);
}
return;
}
self->SetState (self->SpawnState + 7);
self->velz = (pr_leafcheck()<<9)+FRACUNIT;
P_ThrustMobj (self, ang, (pr_leafcheck()<<9)+2*FRACUNIT);
self->flags |= MF_MISSILE;
}
//===========================================================================
//
// A_PoisonShroom
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_PoisonShroom)
{
self->tics = 128+(pr_shroom()<<1);
}
//===========================================================================
//
// A_SoAExplode - Suit of Armor Explode
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SoAExplode)
{
AActor *mo;
int i;
for (i = 0; i < 10; i++)
{
mo = Spawn ("ZArmorChunk", self->x+((pr_soaexplode()-128)<<12),
self->y+((pr_soaexplode()-128)<<12),
self->z+(pr_soaexplode()*self->height/256), ALLOW_REPLACE);
if (mo)
{
mo->SetState (mo->SpawnState + i);
mo->velz = ((pr_soaexplode()&7)+5)*FRACUNIT;
mo->velx = pr_soaexplode.Random2()<<(FRACBITS-6);
mo->vely = pr_soaexplode.Random2()<<(FRACBITS-6);
}
}
if (self->args[0]>=0 && self->args[0]<=255 && SpawnableThings[self->args[0]])
{ // Spawn an item
if (!((level.flags2 & LEVEL2_NOMONSTERS) || (dmflags & DF_NO_MONSTERS))
|| !(GetDefaultByType (SpawnableThings[self->args[0]])->flags3 & MF3_ISMONSTER))
{ // Only spawn monsters if not -nomonsters
Spawn (SpawnableThings[self->args[0]],
self->x, self->y, self->z, ALLOW_REPLACE);
}
}
S_Sound (self, CHAN_BODY, self->DeathSound, 1, ATTN_NORM);
self->Destroy ();
}
// Bell ---------------------------------------------------------------------
class AZBell : public AActor
{
DECLARE_CLASS (AZBell, AActor)
public:
void Activate (AActor *activator);
};
IMPLEMENT_CLASS (AZBell)
void AZBell::Activate (AActor *activator)
{
if (health > 0)
{
P_DamageMobj (this, activator, activator, 10, NAME_Melee); // 'ring' the bell
}
}
//===========================================================================
//
// A_BellReset1
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_BellReset1)
{
self->flags |= MF_NOGRAVITY;
self->height <<= 2;
if (self->special)
{ // Initiate death action
LineSpecials[self->special] (NULL, NULL, false, self->args[0],
self->args[1], self->args[2], self->args[3], self->args[4]);
self->special = 0;
}
}
//===========================================================================
//
// A_BellReset2
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_BellReset2)
{
self->flags |= MF_SHOOTABLE;
self->flags &= ~MF_CORPSE;
self->health = 5;
}