qzdoom-gpl/src/g_hexen/a_fighterquietus.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

178 lines
4.9 KiB
C++

/*
#include "actor.h"
#include "gi.h"
#include "m_random.h"
#include "s_sound.h"
#include "d_player.h"
#include "a_action.h"
#include "p_local.h"
#include "p_pspr.h"
#include "gstrings.h"
#include "a_hexenglobal.h"
#include "a_weaponpiece.h"
#include "thingdef/thingdef.h"
*/
static FRandom pr_quietusdrop ("QuietusDrop");
static FRandom pr_fswordflame ("FSwordFlame");
//==========================================================================
class AFighterWeaponPiece : public AWeaponPiece
{
DECLARE_CLASS (AFighterWeaponPiece, AWeaponPiece)
protected:
bool TryPickup (AActor *&toucher);
};
IMPLEMENT_CLASS (AFighterWeaponPiece)
bool AFighterWeaponPiece::TryPickup (AActor *&toucher)
{
if (!toucher->IsKindOf (PClass::FindClass(NAME_ClericPlayer)) &&
!toucher->IsKindOf (PClass::FindClass(NAME_MagePlayer)))
{
return Super::TryPickup(toucher);
}
else
{ // Wrong class, but try to pick up for ammo
if (ShouldStay())
{
// Can't pick up weapons for other classes in coop netplay
return false;
}
AWeapon * Defaults=(AWeapon*)GetDefaultByType(WeaponClass);
bool gaveSome = !!(toucher->GiveAmmo (Defaults->AmmoType1, Defaults->AmmoGive1) +
toucher->GiveAmmo (Defaults->AmmoType2, Defaults->AmmoGive2));
if (gaveSome)
{
GoAwayAndDie ();
}
return gaveSome;
}
}
//============================================================================
//
// A_DropQuietusPieces
//
//============================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropWeaponPieces)
{
ACTION_PARAM_START(3);
ACTION_PARAM_CLASS(p1, 0);
ACTION_PARAM_CLASS(p2, 1);
ACTION_PARAM_CLASS(p3, 2);
for (int i = 0, j = 0, fineang = 0; i < 3; ++i)
{
const PClass *cls = j==0? p1 : j==1? p2 : p3;
if (cls)
{
AActor *piece = Spawn (cls, self->x, self->y, self->z, ALLOW_REPLACE);
if (piece != NULL)
{
piece->velx = self->velx + finecosine[fineang];
piece->vely = self->vely + finesine[fineang];
piece->velz = self->velz;
piece->flags |= MF_DROPPED;
fineang += FINEANGLES/3;
j = (j == 0) ? (pr_quietusdrop() & 1) + 1 : 3-j;
}
}
}
}
// Fighter Sword Missile ----------------------------------------------------
class AFSwordMissile : public AActor
{
DECLARE_CLASS (AFSwordMissile, AActor)
public:
int DoSpecialDamage(AActor *victim, AActor *source, int damage);
};
IMPLEMENT_CLASS (AFSwordMissile)
int AFSwordMissile::DoSpecialDamage(AActor *victim, AActor *source, int damage)
{
if (victim->player)
{
damage -= damage >> 2;
}
return damage;
}
//============================================================================
//
// A_FSwordAttack
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FSwordAttack)
{
player_t *player;
if (NULL == (player = self->player))
{
return;
}
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
}
P_SpawnPlayerMissile (self, 0, 0, -10*FRACUNIT, RUNTIME_CLASS(AFSwordMissile), self->angle+ANGLE_45/4);
P_SpawnPlayerMissile (self, 0, 0, -5*FRACUNIT, RUNTIME_CLASS(AFSwordMissile), self->angle+ANGLE_45/8);
P_SpawnPlayerMissile (self, 0, 0, 0, RUNTIME_CLASS(AFSwordMissile), self->angle);
P_SpawnPlayerMissile (self, 0, 0, 5*FRACUNIT, RUNTIME_CLASS(AFSwordMissile), self->angle-ANGLE_45/8);
P_SpawnPlayerMissile (self, 0, 0, 10*FRACUNIT, RUNTIME_CLASS(AFSwordMissile), self->angle-ANGLE_45/4);
S_Sound (self, CHAN_WEAPON, "FighterSwordFire", 1, ATTN_NORM);
}
//============================================================================
//
// A_FSwordFlames
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FSwordFlames)
{
int i;
for (i = 1+(pr_fswordflame()&3); i; i--)
{
fixed_t x = self->x+((pr_fswordflame()-128)<<12);
fixed_t y = self->y+((pr_fswordflame()-128)<<12);
fixed_t z = self->z+((pr_fswordflame()-128)<<11);
Spawn ("FSwordFlame", x, y, z, ALLOW_REPLACE);
}
}
//============================================================================
//
// A_FighterAttack
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FighterAttack)
{
if (!self->target) return;
angle_t angle = self->angle;
P_SpawnMissileAngle (self, RUNTIME_CLASS(AFSwordMissile), angle+ANG45/4, 0);
P_SpawnMissileAngle (self, RUNTIME_CLASS(AFSwordMissile), angle+ANG45/8, 0);
P_SpawnMissileAngle (self, RUNTIME_CLASS(AFSwordMissile), angle, 0);
P_SpawnMissileAngle (self, RUNTIME_CLASS(AFSwordMissile), angle-ANG45/8, 0);
P_SpawnMissileAngle (self, RUNTIME_CLASS(AFSwordMissile), angle-ANG45/4, 0);
S_Sound (self, CHAN_WEAPON, "FighterSwordFire", 1, ATTN_NORM);
}