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