qzdoom/src/g_hexen/a_spike.cpp

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#include "actor.h"
#include "info.h"
#include "m_random.h"
#include "p_enemy.h"
#include "p_local.h"
#include "a_sharedglobal.h"
#include "s_sound.h"
#include "m_bbox.h"
static FRandom pr_thrustraise ("ThrustRaise");
// Spike (thrust floor) -----------------------------------------------------
void A_ThrustInitUp (AActor *);
void A_ThrustInitDn (AActor *);
void A_ThrustRaise (AActor *);
void A_ThrustLower (AActor *);
void A_ThrustImpale (AActor *);
// AThrustFloor is just a container for all the spike states.
// All the real spikes subclass it.
class AThrustFloor : public AActor
{
DECLARE_CLASS (AThrustFloor, AActor)
public:
void Serialize (FArchive &arc);
void Activate (AActor *activator);
void Deactivate (AActor *activator);
TObjPtr<AActor> DirtClump;
};
IMPLEMENT_CLASS (AThrustFloor)
void AThrustFloor::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << DirtClump;
}
void AThrustFloor::Activate (AActor *activator)
{
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if (args[0] == 0)
{
S_Sound (this, CHAN_BODY, "ThrustSpikeLower", 1, ATTN_NORM);
renderflags &= ~RF_INVISIBLE;
if (args[1])
SetState (FindState ("BloodThrustRaise"));
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else
SetState (FindState ("ThrustRaise"));
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}
}
void AThrustFloor::Deactivate (AActor *activator)
{
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if (args[0] == 1)
{
S_Sound (this, CHAN_BODY, "ThrustSpikeRaise", 1, ATTN_NORM);
if (args[1])
SetState (FindState ("BloodThrustLower"));
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else
SetState (FindState ("ThrustLower"));
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}
}
//===========================================================================
//
// Thrust floor stuff
//
// Thrust Spike Variables
// DirtClump pointer to dirt clump actor
// special2 speed of raise
// args[0] 0 = lowered, 1 = raised
// args[1] 0 = normal, 1 = bloody
//===========================================================================
void A_ThrustInitUp (AActor *actor)
{
actor->special2 = 5; // Raise speed
actor->args[0] = 1; // Mark as up
actor->floorclip = 0;
actor->flags = MF_SOLID;
actor->flags2 = MF2_NOTELEPORT|MF2_FLOORCLIP;
actor->special1 = 0L;
}
void A_ThrustInitDn (AActor *actor)
{
actor->special2 = 5; // Raise speed
actor->args[0] = 0; // Mark as down
actor->floorclip = actor->GetDefault()->height;
actor->flags = 0;
actor->flags2 = MF2_NOTELEPORT|MF2_FLOORCLIP;
actor->renderflags = RF_INVISIBLE;
static_cast<AThrustFloor *>(actor)->DirtClump =
Spawn("DirtClump", actor->x, actor->y, actor->z, ALLOW_REPLACE);
}
void A_ThrustRaise (AActor *self)
{
AThrustFloor *actor = static_cast<AThrustFloor *>(self);
if (A_RaiseMobj (actor, self->special2*FRACUNIT))
{ // Reached it's target height
actor->args[0] = 1;
if (actor->args[1])
actor->SetStateNF (actor->FindState ("BloodThrustInit2"));
else
actor->SetStateNF (actor->FindState ("ThrustInit2"));
}
// Lose the dirt clump
if ((actor->floorclip < actor->height) && actor->DirtClump)
{
actor->DirtClump->Destroy ();
actor->DirtClump = NULL;
}
// Spawn some dirt
if (pr_thrustraise()<40)
P_SpawnDirt (actor, actor->radius);
actor->special2++; // Increase raise speed
}
void A_ThrustLower (AActor *actor)
{
if (A_SinkMobj (actor, 6*FRACUNIT))
{
actor->args[0] = 0;
if (actor->args[1])
actor->SetStateNF (actor->FindState ("BloodThrustInit1"));
else
actor->SetStateNF (actor->FindState ("ThrustInit1"));
}
}
void A_ThrustImpale (AActor *actor)
{
AActor *thing;
FBlockThingsIterator it(FBoundingBox(actor->x, actor->y, actor->radius));
while ((thing = it.Next()))
{
if (!thing->intersects(actor))
{
continue;
}
if (!(thing->flags & MF_SHOOTABLE) )
continue;
if (thing == actor)
continue; // don't clip against self
P_DamageMobj (thing, actor, actor, 10001, NAME_Crush);
P_TraceBleed (10001, thing);
actor->args[1] = 1; // Mark thrust thing as bloody
}
}