#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 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) { 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) { 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(actor)->DirtClump = Spawn (actor->x, actor->y, actor->z, ALLOW_REPLACE); } void A_ThrustRaise (AActor *self) { AThrustFloor *actor = static_cast(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 } }