gzdoom/src/g_strife/a_programmer.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

157 lines
3.8 KiB
C++

/*
#include "actor.h"
#include "m_random.h"
#include "a_action.h"
#include "p_local.h"
#include "p_enemy.h"
#include "s_sound.h"
#include "a_strifeglobal.h"
#include "f_finale.h"
#include "thingdef/thingdef.h"
#include "g_level.h"
#include "doomstat.h"
*/
static FRandom pr_prog ("Programmer");
// The Programmer level ending thing ----------------------------------------
// [RH] I took some liberties to make this "cooler" than it was in Strife.
class AProgLevelEnder : public AInventory
{
DECLARE_CLASS (AProgLevelEnder, AInventory)
public:
void Tick ();
PalEntry GetBlend ();
};
IMPLEMENT_CLASS (AProgLevelEnder)
//============================================================================
//
// AProgLevelEnder :: Tick
//
// Fade to black, end the level, then unfade.
//
//============================================================================
void AProgLevelEnder::Tick ()
{
if (special2 == 0)
{ // fade out over .66 second
special1 += 255 / (TICRATE*2/3);
if (++special1 >= 255)
{
special1 = 255;
special2 = 1;
G_ExitLevel (0, false);
}
}
else
{ // fade in over two seconds
special1 -= 255 / (TICRATE*2);
if (special1 <= 0)
{
Destroy ();
}
}
}
//============================================================================
//
// AProgLevelEnder :: GetBlend
//
//============================================================================
PalEntry AProgLevelEnder::GetBlend ()
{
return PalEntry ((BYTE)special1, 0, 0, 0);
}
//============================================================================
//
// A_ProgrammerMelee
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_ProgrammerMelee)
{
int damage;
if (self->target == NULL)
return;
A_FaceTarget (self);
if (!self->CheckMeleeRange ())
return;
S_Sound (self, CHAN_WEAPON, "programmer/clank", 1, ATTN_NORM);
damage = ((pr_prog() % 10) + 1) * 6;
P_DamageMobj (self->target, self, self, damage, NAME_Melee);
P_TraceBleed (damage, self->target, self);
}
//============================================================================
//
// A_SpotLightning
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SpotLightning)
{
AActor *spot;
if (self->target == NULL)
return;
spot = Spawn("SpectralLightningSpot", self->target->x, self->target->y, self->target->floorz, ALLOW_REPLACE);
if (spot != NULL)
{
spot->threshold = 25;
spot->target = self;
spot->health = -2;
spot->tracer = self->target;
}
}
//============================================================================
//
// A_SpawnProgrammerBase
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SpawnProgrammerBase)
{
AActor *foo = Spawn("ProgrammerBase", self->x, self->y, self->z + 24*FRACUNIT, ALLOW_REPLACE);
if (foo != NULL)
{
foo->angle = self->angle + ANGLE_180 + (pr_prog.Random2() << 22);
foo->velx = FixedMul (foo->Speed, finecosine[foo->angle >> ANGLETOFINESHIFT]);
foo->vely = FixedMul (foo->Speed, finesine[foo->angle >> ANGLETOFINESHIFT]);
foo->velz = pr_prog() << 9;
}
}
//============================================================================
//
// A_ProgrammerDeath
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_ProgrammerDeath)
{
if (!CheckBossDeath (self))
return;
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i] && players[i].health > 0)
{
players[i].mo->GiveInventoryType (RUNTIME_CLASS(AProgLevelEnder));
break;
}
}
// the sky change scripts are now done as special actions in MAPINFO
CALL_ACTION(A_BossDeath, self);
}