qzdoom-gpl/src/g_doom/a_fatso.cpp
2016-01-18 21:01:52 +01:00

179 lines
4.7 KiB
C++

/*
#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<<FRACBITS);
// Now launch mushroom cloud
AActor *target = Spawn("Mapspot", self->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();
}