qzdoom/src/g_strife/a_rebels.cpp
Randy Heit d0763f4820 - Fixed: The TeleporterBeacon tried to enter its See state rather than its
Drop state. Also changed it to fade out when it's done rather than
  disappearing abruptly.


SVN r1453 (trunk)
2009-03-01 02:19:46 +00:00

117 lines
3.1 KiB
C++

/*
#include "actor.h"
#include "m_random.h"
#include "a_action.h"
#include "p_local.h"
#include "p_enemy.h"
#include "s_sound.h"
#include "gi.h"
#include "a_sharedglobal.h"
#include "a_strifeglobal.h"
#include "thingdef/thingdef.h"
#include "doomstat.h"
*/
static FRandom pr_shootgun ("ShootGun");
//============================================================================
//
// A_ShootGun
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_ShootGun)
{
int pitch;
if (self->target == NULL)
return;
S_Sound (self, CHAN_WEAPON, "monsters/rifle", 1, ATTN_NORM);
A_FaceTarget (self);
pitch = P_AimLineAttack (self, self->angle, MISSILERANGE);
P_LineAttack (self, self->angle + (pr_shootgun.Random2() << 19),
MISSILERANGE, pitch,
3*(pr_shootgun() % 5 + 1), NAME_None, NAME_StrifePuff);
}
// Teleporter Beacon --------------------------------------------------------
class ATeleporterBeacon : public AInventory
{
DECLARE_CLASS (ATeleporterBeacon, AInventory)
public:
bool Use (bool pickup);
};
IMPLEMENT_CLASS (ATeleporterBeacon)
bool ATeleporterBeacon::Use (bool pickup)
{
AInventory *drop;
// Increase the amount by one so that when DropInventory decrements it,
// the actor will have the same number of beacons that he started with.
// When we return to UseInventory, it will take care of decrementing
// Amount again and disposing of this item if there are no more.
Amount++;
drop = Owner->DropInventory (this);
if (drop == NULL)
{
Amount--;
return false;
}
else
{
drop->SetState(drop->FindState(NAME_Drop));
drop->target = Owner;
return true;
}
}
DEFINE_ACTION_FUNCTION(AActor, A_Beacon)
{
AActor *owner = self->target;
AActor *rebel;
angle_t an;
rebel = Spawn("Rebel1", self->x, self->y, self->floorz, ALLOW_REPLACE);
if (!P_TryMove (rebel, rebel->x, rebel->y, true))
{
rebel->Destroy ();
return;
}
// Once the rebels start teleporting in, you can't pick up the beacon anymore.
self->flags &= ~MF_SPECIAL;
static_cast<AInventory *>(self)->DropTime = 0;
// Set up the new rebel.
rebel->threshold = BASETHRESHOLD;
rebel->target = NULL;
rebel->flags4 |= MF4_INCOMBAT;
rebel->LastHeard = owner; // Make sure the rebels look for targets
if (deathmatch)
{
rebel->health *= 2;
}
if (owner != NULL)
{
// Rebels are the same color as their owner
rebel->Translation = owner->Translation;
rebel->FriendPlayer = owner->player != NULL ? BYTE(owner->player - players + 1) : 0;
// Set the rebel's target to whatever last hurt the player, so long as it's not
// one of the player's other rebels.
if (owner->target != NULL && !rebel->IsFriend (owner->target))
{
rebel->target = owner->target;
}
}
rebel->SetState (rebel->SeeState);
rebel->angle = self->angle;
an = self->angle >> ANGLETOFINESHIFT;
Spawn<ATeleportFog> (rebel->x + 20*finecosine[an], rebel->y + 20*finesine[an], rebel->z + TELEFOGHEIGHT, ALLOW_REPLACE);
if (--self->health < 0)
{
self->SetState(self->FindState(NAME_Death));
}
}