mirror of
https://github.com/ZDoom/qzdoom.git
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760f70d3f1
so that all files are included by a central one instead of compiling each one separately. This speeds up the compilation process by 25% when doing a complete rebuild in Visual C. - Cleaned up more header dependencies. SVN r1226 (trunk)
160 lines
3.9 KiB
C++
160 lines
3.9 KiB
C++
/*
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#include "actor.h"
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#include "info.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "gstrings.h"
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#include "a_action.h"
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#include "thingdef/thingdef.h"
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*/
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//
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// Mancubus attack,
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// firing three missiles in three different directions?
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// Doesn't look like it.
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//
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#define FATSPREAD (ANG90/8)
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DEFINE_ACTION_FUNCTION(AActor, A_FatRaise)
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{
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A_FaceTarget (self);
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S_Sound (self, CHAN_WEAPON, "fatso/raiseguns", 1, ATTN_NORM);
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FatAttack1)
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{
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AActor *missile;
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angle_t an;
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if (!self->target)
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return;
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ACTION_PARAM_START(1);
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ACTION_PARAM_CLASS(spawntype, 0);
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if (spawntype == NULL) spawntype = PClass::FindClass("FatShot");
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A_FaceTarget (self);
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// Change direction to ...
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self->angle += FATSPREAD;
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P_SpawnMissile (self, self->target, spawntype);
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missile = P_SpawnMissile (self, self->target, spawntype);
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if (missile != NULL)
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{
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missile->angle += FATSPREAD;
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an = missile->angle >> ANGLETOFINESHIFT;
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missile->momx = FixedMul (missile->Speed, finecosine[an]);
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missile->momy = FixedMul (missile->Speed, finesine[an]);
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}
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FatAttack2)
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{
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AActor *missile;
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angle_t an;
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if (!self->target)
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return;
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ACTION_PARAM_START(1);
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ACTION_PARAM_CLASS(spawntype, 0);
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if (spawntype == NULL) spawntype = PClass::FindClass("FatShot");
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A_FaceTarget (self);
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// Now here choose opposite deviation.
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self->angle -= FATSPREAD;
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P_SpawnMissile (self, self->target, spawntype);
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missile = P_SpawnMissile (self, self->target, spawntype);
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if (missile != NULL)
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{
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missile->angle -= FATSPREAD*2;
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an = missile->angle >> ANGLETOFINESHIFT;
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missile->momx = FixedMul (missile->Speed, finecosine[an]);
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missile->momy = FixedMul (missile->Speed, finesine[an]);
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}
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FatAttack3)
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{
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AActor *missile;
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angle_t an;
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if (!self->target)
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return;
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ACTION_PARAM_START(1);
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ACTION_PARAM_CLASS(spawntype, 0);
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if (spawntype == NULL) spawntype = PClass::FindClass("FatShot");
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A_FaceTarget (self);
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missile = P_SpawnMissile (self, self->target, spawntype);
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if (missile != NULL)
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{
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missile->angle -= FATSPREAD/2;
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an = missile->angle >> ANGLETOFINESHIFT;
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missile->momx = FixedMul (missile->Speed, finecosine[an]);
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missile->momy = FixedMul (missile->Speed, finesine[an]);
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}
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missile = P_SpawnMissile (self, self->target, spawntype);
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if (missile != NULL)
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{
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missile->angle += FATSPREAD/2;
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an = missile->angle >> ANGLETOFINESHIFT;
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missile->momx = FixedMul (missile->Speed, finecosine[an]);
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missile->momy = FixedMul (missile->Speed, finesine[an]);
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}
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}
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//
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// killough 9/98: a mushroom explosion effect, sorta :)
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// Original idea: Linguica
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//
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Mushroom)
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{
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int i, j;
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ACTION_PARAM_START(2);
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ACTION_PARAM_CLASS(spawntype, 0);
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ACTION_PARAM_INT(n, 1);
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if (n == 0) n = self->GetMissileDamage (0, 1);
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if (spawntype == NULL) spawntype = PClass::FindClass("FatShot");
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P_RadiusAttack (self, self->target, 128, 128, self->DamageType, true);
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if (self->z <= self->floorz + (128<<FRACBITS))
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{
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P_HitFloor (self);
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}
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// Now launch mushroom cloud
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AActor *target = Spawn("Mapspot", 0, 0, 0, NO_REPLACE); // We need something to aim at.
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target->height = self->height;
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for (i = -n; i <= n; i += 8)
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{
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for (j = -n; j <= n; j += 8)
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{
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AActor *mo;
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target->x = self->x + (i << FRACBITS); // Aim in many directions from source
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target->y = self->y + (j << FRACBITS);
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target->z = self->z + (P_AproxDistance(i,j) << (FRACBITS+2)); // Aim up fairly high
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mo = P_SpawnMissile (self, target, spawntype); // Launch fireball
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if (mo != NULL)
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{
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mo->momx >>= 1;
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mo->momy >>= 1; // Slow it down a bit
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mo->momz >>= 1;
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mo->flags &= ~MF_NOGRAVITY; // Make debris fall under gravity
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}
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}
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}
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target->Destroy();
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}
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