qzdoom-gpl/src/g_strife/a_thingstoblowup.cpp
Randy Heit 60966f472f Revert "Revert "Remove "action" from Actor functions that don't actually need it""
- This reverts commit 06216d733e.
- I don't know what I was thinking. Since stateowner is always available
  to the wrapper function, and this code is only generated for the wrapper
  function, it's a nonissue. The state is already located before calling
  any function that uses it.
2016-04-19 21:09:15 -05:00

121 lines
2.8 KiB
C++

/*
#include "actor.h"
#include "m_random.h"
#include "p_local.h"
#include "c_console.h"
#include "p_enemy.h"
#include "a_action.h"
#include "gstrings.h"
#include "thingdef/thingdef.h"
#include "thingdef/thingdef.h"
#include "doomstat.h"
*/
static FRandom pr_bang4cloud ("Bang4Cloud");
static FRandom pr_lightout ("LightOut");
DEFINE_ACTION_FUNCTION(AActor, A_Bang4Cloud)
{
PARAM_ACTION_PROLOGUE;
double xo = (pr_bang4cloud.Random2() & 3) * (10. / 64);
double yo = (pr_bang4cloud.Random2() & 3) * (10. / 64);
Spawn("Bang4Cloud", self->Vec3Offset(xo, yo, 0.), ALLOW_REPLACE);
return 0;
}
// -------------------------------------------------------------------
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveQuestItem)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(questitem);
// Give one of these quest items to every player in the game
if (questitem >= 0 && questitem < (int)countof(QuestItemClasses))
{
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
{
AInventory *item = static_cast<AInventory *>(Spawn (QuestItemClasses[questitem - 1]));
if (!item->CallTryPickup (players[i].mo))
{
item->Destroy ();
}
}
}
}
char messageid[64];
mysnprintf(messageid, countof(messageid), "TXT_QUEST_%d", questitem);
const char * name = GStrings[messageid];
if (name != NULL)
{
C_MidPrint (SmallFont, name);
}
return 0;
}
// PowerCrystal -------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_ExtraLightOff)
{
PARAM_ACTION_PROLOGUE;
if (self->target != NULL && self->target->player != NULL)
{
self->target->player->extralight = 0;
}
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_Explode512)
{
PARAM_ACTION_PROLOGUE;
P_RadiusAttack (self, self->target, 512, 512, NAME_None, RADF_HURTSOURCE);
if (self->target != NULL && self->target->player != NULL)
{
self->target->player->extralight = 5;
}
P_CheckSplash(self, 512);
// Strife didn't do this next part, but it looks good
self->RenderStyle = STYLE_Add;
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_LightGoesOut)
{
PARAM_ACTION_PROLOGUE;
AActor *foo;
sector_t *sec = self->Sector;
vertex_t *spot;
double newheight;
sec->SetLightLevel(0);
double oldtheight = sec->floorplane.fD();
newheight = sec->FindLowestFloorSurrounding(&spot);
sec->floorplane.setD(sec->floorplane.PointToDist (spot, newheight));
double newtheight = sec->floorplane.fD();
sec->ChangePlaneTexZ(sector_t::floor, newtheight - oldtheight);
sec->CheckPortalPlane(sector_t::floor);
for (int i = 0; i < 8; ++i)
{
foo = Spawn("Rubble1", self->Pos(), ALLOW_REPLACE);
if (foo != NULL)
{
int t = pr_lightout() & 15;
foo->Vel.X = t - (pr_lightout() & 7);
foo->Vel.Y = pr_lightout.Random2() & 7;
foo->Vel.Z = 7 + (pr_lightout() & 3);
}
}
return 0;
}