/* #include "actor.h" #include "info.h" #include "m_random.h" #include "s_sound.h" #include "p_local.h" #include "p_enemy.h" #include "gstrings.h" #include "a_action.h" #include "thingdef/thingdef.h" */ // // Mancubus attack, // firing three missiles in three different directions? // Doesn't look like it. // #define FATSPREAD (ANG90/8) DEFINE_ACTION_FUNCTION(AActor, A_FatRaise) { A_FaceTarget (self); S_Sound (self, CHAN_WEAPON, "fatso/raiseguns", 1, ATTN_NORM); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FatAttack1) { AActor *missile; angle_t an; if (!self->target) return; ACTION_PARAM_START(1); ACTION_PARAM_CLASS(spawntype, 0); if (spawntype == NULL) spawntype = PClass::FindClass("FatShot"); A_FaceTarget (self); // Change direction to ... self->angle += FATSPREAD; P_SpawnMissile (self, self->target, spawntype); missile = P_SpawnMissile (self, self->target, spawntype); if (missile != NULL) { missile->angle += FATSPREAD; an = missile->angle >> ANGLETOFINESHIFT; missile->velx = FixedMul (missile->Speed, finecosine[an]); missile->vely = FixedMul (missile->Speed, finesine[an]); } } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FatAttack2) { AActor *missile; angle_t an; if (!self->target) return; ACTION_PARAM_START(1); ACTION_PARAM_CLASS(spawntype, 0); if (spawntype == NULL) spawntype = PClass::FindClass("FatShot"); A_FaceTarget (self); // Now here choose opposite deviation. self->angle -= FATSPREAD; P_SpawnMissile (self, self->target, spawntype); missile = P_SpawnMissile (self, self->target, spawntype); if (missile != NULL) { missile->angle -= FATSPREAD*2; an = missile->angle >> ANGLETOFINESHIFT; missile->velx = FixedMul (missile->Speed, finecosine[an]); missile->vely = FixedMul (missile->Speed, finesine[an]); } } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FatAttack3) { AActor *missile; angle_t an; if (!self->target) return; ACTION_PARAM_START(1); ACTION_PARAM_CLASS(spawntype, 0); if (spawntype == NULL) spawntype = PClass::FindClass("FatShot"); A_FaceTarget (self); missile = P_SpawnMissile (self, self->target, spawntype); if (missile != NULL) { missile->angle -= FATSPREAD/2; an = missile->angle >> ANGLETOFINESHIFT; missile->velx = FixedMul (missile->Speed, finecosine[an]); missile->vely = FixedMul (missile->Speed, finesine[an]); } missile = P_SpawnMissile (self, self->target, spawntype); if (missile != NULL) { missile->angle += FATSPREAD/2; an = missile->angle >> ANGLETOFINESHIFT; missile->velx = FixedMul (missile->Speed, finecosine[an]); missile->vely = FixedMul (missile->Speed, finesine[an]); } } // // killough 9/98: a mushroom explosion effect, sorta :) // Original idea: Linguica // AActor * P_OldSpawnMissile(AActor * source, AActor * owner, AActor * dest, const PClass *type); enum { MSF_Standard = 0, MSF_Classic = 1, MSF_DontHurt = 2, }; DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Mushroom) { int i, j; ACTION_PARAM_START(5); ACTION_PARAM_CLASS(spawntype, 0); ACTION_PARAM_INT(n, 1); ACTION_PARAM_INT(flags, 2); ACTION_PARAM_FIXED(vrange, 3); ACTION_PARAM_FIXED(hrange, 4); if (n == 0) n = self->Damage; // GetMissileDamage (0, 1); if (spawntype == NULL) spawntype = PClass::FindClass("FatShot"); P_RadiusAttack (self, self->target, 128, 128, self->DamageType, (flags & MSF_DontHurt) ? 0 : RADF_HURTSOURCE); P_CheckSplash(self, 128<Pos(), NO_REPLACE); // We need something to aim at. AActor *master = (flags & MSF_DontHurt) ? (AActor*)(self->target) : self; target->height = self->height; for (i = -n; i <= n; i += 8) { for (j = -n; j <= n; j += 8) { AActor *mo; target->SetXYZ( self->X() + (i << FRACBITS), // Aim in many directions from source self->Y() + (j << FRACBITS), self->Z() + (P_AproxDistance(i,j) * vrange)); // Aim up fairly high if ((flags & MSF_Classic) || // Flag explicitely set, or no flags and compat options (flags == 0 && (self->state->DefineFlags & SDF_DEHACKED) && (i_compatflags & COMPATF_MUSHROOM))) { // Use old function for MBF compatibility mo = P_OldSpawnMissile (self, master, target, spawntype); } else // Use normal function { mo = P_SpawnMissile(self, target, spawntype, master); } if (mo != NULL) { // Slow it down a bit mo->velx = FixedMul(mo->velx, hrange); mo->vely = FixedMul(mo->vely, hrange); mo->velz = FixedMul(mo->velz, hrange); mo->flags &= ~MF_NOGRAVITY; // Make debris fall under gravity } } } target->Destroy(); }