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"
static FRandom pr_thrustraise ("ThrustRaise");
// Dirt clump (spawned by spike) --------------------------------------------
class ADirtClump : public AActor
{
DECLARE_ACTOR (ADirtClump, AActor)
};
FState ADirtClump::States[] =
{
S_NORMAL (TSPK, 'C', 20, NULL, &States[0])
};
IMPLEMENT_ACTOR (ADirtClump, Hexen, -1, 0)
PROP_Flags (MF_NOBLOCKMAP)
PROP_Flags2 (MF2_NOTELEPORT)
PROP_SpawnState (0)
END_DEFAULTS
// Spike (thrust floor) -----------------------------------------------------
void A_ThrustInitUp (AActor *);
void A_ThrustInitDn (AActor *);
void A_ThrustRaise (AActor *);
void A_ThrustLower (AActor *);
void A_ThrustBlock (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_ACTOR (AThrustFloor, AActor)
HAS_OBJECT_POINTERS
public:
void Serialize (FArchive &arc);
fixed_t GetSinkSpeed () { return 6*FRACUNIT; }
fixed_t GetRaiseSpeed () { return special2*FRACUNIT; }
void Activate (AActor *activator);
void Deactivate (AActor *activator);
TObjPtr<ADirtClump> DirtClump;
};
IMPLEMENT_POINTY_CLASS (AThrustFloor)
DECLARE_POINTER (DirtClump)
END_POINTERS
void AThrustFloor::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << DirtClump;
}
FState AThrustFloor::States[] =
{
#define S_THRUSTRAISING 0
S_NORMAL (TSPK, 'A', 2, A_ThrustRaise , &States[S_THRUSTRAISING]),
#define S_BTHRUSTRAISING (S_THRUSTRAISING+1)
S_NORMAL (TSPK, 'B', 2, A_ThrustRaise , &States[S_BTHRUSTRAISING]),
#define S_THRUSTIMPALE (S_BTHRUSTRAISING+1)
S_NORMAL (TSPK, 'A', 2, A_ThrustImpale , &States[S_THRUSTRAISING]),
#define S_BTHRUSTIMPALE (S_THRUSTIMPALE+1)
S_NORMAL (TSPK, 'B', 2, A_ThrustImpale , &States[S_BTHRUSTRAISING]),
#define S_THRUSTBLOCK (S_BTHRUSTIMPALE+1)
S_NORMAL (TSPK, 'A', 10, NULL , &States[S_THRUSTBLOCK]),
#define S_BTHRUSTBLOCK (S_THRUSTBLOCK+1)
S_NORMAL (TSPK, 'B', 10, NULL , &States[S_BTHRUSTBLOCK]),
#define S_THRUSTLOWER (S_BTHRUSTBLOCK+1)
S_NORMAL (TSPK, 'A', 2, A_ThrustLower , &States[S_THRUSTLOWER]),
#define S_BTHRUSTLOWER (S_THRUSTLOWER+1)
S_NORMAL (TSPK, 'B', 2, A_ThrustLower , &States[S_BTHRUSTLOWER]),
#define S_THRUSTSTAY (S_BTHRUSTLOWER+1)
S_NORMAL (TSPK, 'A', -1, NULL , &States[S_THRUSTSTAY]),
#define S_BTHRUSTSTAY (S_THRUSTSTAY+1)
S_NORMAL (TSPK, 'B', -1, NULL , &States[S_BTHRUSTSTAY]),
#define S_THRUSTINIT2 (S_BTHRUSTSTAY+1)
S_NORMAL (TSPK, 'A', 3, NULL , &States[S_THRUSTINIT2+1]),
S_NORMAL (TSPK, 'A', 4, A_ThrustInitUp , &States[S_THRUSTBLOCK]),
#define S_BTHRUSTINIT2 (S_THRUSTINIT2+2)
S_NORMAL (TSPK, 'B', 3, NULL , &States[S_BTHRUSTINIT2+1]),
S_NORMAL (TSPK, 'B', 4, A_ThrustInitUp , &States[S_BTHRUSTBLOCK]),
#define S_THRUSTINIT1 (S_BTHRUSTINIT2+2)
S_NORMAL (TSPK, 'A', 3, NULL , &States[S_THRUSTINIT1+1]),
S_NORMAL (TSPK, 'A', 4, A_ThrustInitDn , &States[S_THRUSTSTAY]),
#define S_BTHRUSTINIT1 (S_THRUSTINIT1+2)
S_NORMAL (TSPK, 'B', 3, NULL , &States[S_BTHRUSTINIT1+1]),
S_NORMAL (TSPK, 'B', 4, A_ThrustInitDn , &States[S_BTHRUSTSTAY]),
#define S_THRUSTRAISE (S_BTHRUSTINIT1+2)
S_NORMAL (TSPK, 'A', 8, A_ThrustRaise , &States[S_THRUSTRAISE+1]),
S_NORMAL (TSPK, 'A', 6, A_ThrustRaise , &States[S_THRUSTRAISE+2]),
S_NORMAL (TSPK, 'A', 4, A_ThrustRaise , &States[S_THRUSTRAISE+3]),
S_NORMAL (TSPK, 'A', 3, A_ThrustBlock , &States[S_THRUSTIMPALE]),
#define S_BTHRUSTRAISE (S_THRUSTRAISE+4)
S_NORMAL (TSPK, 'B', 8, A_ThrustRaise , &States[S_BTHRUSTRAISE+1]),
S_NORMAL (TSPK, 'B', 6, A_ThrustRaise , &States[S_BTHRUSTRAISE+2]),
S_NORMAL (TSPK, 'B', 4, A_ThrustRaise , &States[S_BTHRUSTRAISE+3]),
S_NORMAL (TSPK, 'B', 3, A_ThrustBlock , &States[S_BTHRUSTIMPALE]),
};
BEGIN_DEFAULTS (AThrustFloor, Hexen, -1, 0)
PROP_RadiusFixed (20)
PROP_HeightFixed (128)
END_DEFAULTS
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 (&States[S_BTHRUSTRAISE]);
else
SetState (&States[S_THRUSTRAISE]);
}
}
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 (&States[S_BTHRUSTLOWER]);
else
SetState (&States[S_THRUSTLOWER]);
}
}
// Spike up -----------------------------------------------------------------
class AThrustFloorUp : public AThrustFloor
{
DECLARE_STATELESS_ACTOR (AThrustFloorUp, AThrustFloor)
};
IMPLEMENT_STATELESS_ACTOR (AThrustFloorUp, Hexen, 10091, 104)
PROP_Flags (MF_SOLID)
PROP_Flags2 (MF2_NOTELEPORT|MF2_FLOORCLIP)
PROP_SpawnState (S_THRUSTINIT2)
END_DEFAULTS
// Spike down ---------------------------------------------------------------
class AThrustFloorDown : public AThrustFloor
{
DECLARE_STATELESS_ACTOR (AThrustFloorDown, AThrustFloor)
};
IMPLEMENT_STATELESS_ACTOR (AThrustFloorDown, Hexen, 10090, 105)
PROP_Flags2 (MF2_NOTELEPORT|MF2_FLOORCLIP)
PROP_RenderFlags (RF_INVISIBLE)
PROP_SpawnState (S_THRUSTINIT1)
END_DEFAULTS
//===========================================================================
//
// 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 =
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Spawn<ADirtClump> (actor->x, actor->y, actor->z, ALLOW_REPLACE);
}
void A_ThrustRaise (AActor *self)
{
AThrustFloor *actor = static_cast<AThrustFloor *>(self);
if (A_RaiseMobj (actor))
{ // Reached it's target height
actor->args[0] = 1;
if (actor->args[1])
actor->SetStateNF (&AThrustFloor::States[S_BTHRUSTINIT2]);
else
actor->SetStateNF (&AThrustFloor::States[S_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))
{
actor->args[0] = 0;
if (actor->args[1])
actor->SetStateNF (&AThrustFloor::States[S_BTHRUSTINIT1]);
else
actor->SetStateNF (&AThrustFloor::States[S_THRUSTINIT1]);
}
}
void A_ThrustBlock (AActor *actor)
{
actor->flags |= MF_SOLID;
}
void A_ThrustImpale (AActor *actor)
{
AActor *thing;
FRadiusThingsIterator it(actor->x, actor->y, actor->radius);
while ((thing = it.Next()))
{
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
}
}