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https://github.com/ZDoom/gzdoom.git
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e4af82ae96
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)
157 lines
3.8 KiB
C++
157 lines
3.8 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 "a_strifeglobal.h"
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#include "f_finale.h"
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#include "thingdef/thingdef.h"
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#include "g_level.h"
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#include "doomstat.h"
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*/
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static FRandom pr_prog ("Programmer");
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// The Programmer level ending thing ----------------------------------------
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// [RH] I took some liberties to make this "cooler" than it was in Strife.
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class AProgLevelEnder : public AInventory
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{
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DECLARE_CLASS (AProgLevelEnder, AInventory)
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public:
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void Tick ();
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PalEntry GetBlend ();
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};
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IMPLEMENT_CLASS (AProgLevelEnder)
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//============================================================================
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//
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// AProgLevelEnder :: Tick
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//
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// Fade to black, end the level, then unfade.
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//
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//============================================================================
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void AProgLevelEnder::Tick ()
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{
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if (special2 == 0)
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{ // fade out over .66 second
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special1 += 255 / (TICRATE*2/3);
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if (++special1 >= 255)
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{
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special1 = 255;
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special2 = 1;
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G_ExitLevel (0, false);
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}
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}
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else
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{ // fade in over two seconds
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special1 -= 255 / (TICRATE*2);
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if (special1 <= 0)
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{
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Destroy ();
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}
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}
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}
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//============================================================================
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//
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// AProgLevelEnder :: GetBlend
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//
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//============================================================================
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PalEntry AProgLevelEnder::GetBlend ()
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{
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return PalEntry ((BYTE)special1, 0, 0, 0);
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}
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//============================================================================
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//
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// A_ProgrammerMelee
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_ProgrammerMelee)
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{
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int damage;
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if (self->target == NULL)
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return;
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A_FaceTarget (self);
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if (!self->CheckMeleeRange ())
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return;
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S_Sound (self, CHAN_WEAPON, "programmer/clank", 1, ATTN_NORM);
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damage = ((pr_prog() % 10) + 1) * 6;
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P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (damage, self->target, self);
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}
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//============================================================================
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//
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// A_SpotLightning
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_SpotLightning)
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{
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AActor *spot;
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if (self->target == NULL)
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return;
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spot = Spawn("SpectralLightningSpot", self->target->x, self->target->y, self->target->floorz, ALLOW_REPLACE);
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if (spot != NULL)
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{
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spot->threshold = 25;
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spot->target = self;
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spot->health = -2;
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spot->tracer = self->target;
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}
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}
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//============================================================================
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//
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// A_SpawnProgrammerBase
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_SpawnProgrammerBase)
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{
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AActor *foo = Spawn("ProgrammerBase", self->x, self->y, self->z + 24*FRACUNIT, ALLOW_REPLACE);
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if (foo != NULL)
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{
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foo->angle = self->angle + ANGLE_180 + (pr_prog.Random2() << 22);
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foo->velx = FixedMul (foo->Speed, finecosine[foo->angle >> ANGLETOFINESHIFT]);
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foo->vely = FixedMul (foo->Speed, finesine[foo->angle >> ANGLETOFINESHIFT]);
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foo->velz = pr_prog() << 9;
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}
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}
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//============================================================================
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//
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// A_ProgrammerDeath
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_ProgrammerDeath)
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{
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if (!CheckBossDeath (self))
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return;
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for (int i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i] && players[i].health > 0)
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{
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players[i].mo->GiveInventoryType (RUNTIME_CLASS(AProgLevelEnder));
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break;
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}
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}
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// the sky change scripts are now done as special actions in MAPINFO
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CALL_ACTION(A_BossDeath, self);
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}
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