gzdoom-gles/src/g_hexen/a_clericflame.cpp

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#include "actor.h"
#include "gi.h"
#include "m_random.h"
#include "s_sound.h"
#include "d_player.h"
#include "a_action.h"
#include "p_local.h"
#include "p_enemy.h"
#include "a_action.h"
#include "p_pspr.h"
#include "gstrings.h"
#include "a_hexenglobal.h"
const fixed_t FLAMESPEED = fixed_t(0.45*FRACUNIT);
const fixed_t CFLAMERANGE = 12*64*FRACUNIT;
const fixed_t FLAMEROTSPEED = 2*FRACUNIT;
static FRandom pr_missile ("CFlameMissile");
void A_CFlameAttack (AActor *);
void A_CFlameRotate (AActor *);
void A_CFlamePuff (AActor *);
void A_CFlameMissile (AActor *);
// Flame Missile ------------------------------------------------------------
class ACFlameMissile : public AActor
{
DECLARE_CLASS (ACFlameMissile, AActor)
public:
void BeginPlay ();
void Tick ();
};
IMPLEMENT_CLASS (ACFlameMissile)
void ACFlameMissile::BeginPlay ()
{
special1 = 2;
}
void ACFlameMissile::Tick ()
{
int i;
fixed_t xfrac;
fixed_t yfrac;
fixed_t zfrac;
fixed_t newz;
bool changexy;
AActor *mo;
PrevX = x;
PrevY = y;
PrevZ = z;
// Handle movement
if (momx || momy || (z != floorz) || momz)
{
xfrac = momx>>3;
yfrac = momy>>3;
zfrac = momz>>3;
changexy = xfrac || yfrac;
for (i = 0; i < 8; i++)
{
if (changexy)
{
if (!P_TryMove (this, x+xfrac, y+yfrac, true))
{ // Blocked move
P_ExplodeMissile (this, BlockingLine, BlockingMobj);
return;
}
}
z += zfrac;
if (z <= floorz)
{ // Hit the floor
z = floorz;
P_HitFloor (this);
P_ExplodeMissile (this, NULL, NULL);
return;
}
if (z+height > ceilingz)
{ // Hit the ceiling
z = ceilingz-height;
P_ExplodeMissile (this, NULL, NULL);
return;
}
if (changexy)
{
if (!--special1)
{
special1 = 4;
newz = z-12*FRACUNIT;
if (newz < floorz)
{
newz = floorz;
}
mo = Spawn ("CFlameFloor", x, y, newz, ALLOW_REPLACE);
if (mo)
{
mo->angle = angle;
}
}
}
}
}
// Advance the state
if (tics != -1)
{
tics--;
while (!tics)
{
if (!SetState (state->GetNextState ()))
{ // mobj was removed
return;
}
}
}
}
//============================================================================
//
// A_CFlameAttack
//
//============================================================================
void A_CFlameAttack (AActor *actor)
{
player_t *player;
if (NULL == (player = actor->player))
{
return;
}
AWeapon *weapon = actor->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
}
P_SpawnPlayerMissile (actor, RUNTIME_CLASS(ACFlameMissile));
S_Sound (actor, CHAN_WEAPON, "ClericFlameFire", 1, ATTN_NORM);
}
//============================================================================
//
// A_CFlamePuff
//
//============================================================================
void A_CFlamePuff (AActor *actor)
{
A_UnHideThing (actor);
actor->momx = 0;
actor->momy = 0;
actor->momz = 0;
S_Sound (actor, CHAN_BODY, "ClericFlameExplode", 1, ATTN_NORM);
}
//============================================================================
//
// A_CFlameMissile
//
//============================================================================
void A_CFlameMissile (AActor *actor)
{
int i;
int an, an90;
fixed_t dist;
AActor *mo;
A_UnHideThing (actor);
S_Sound (actor, CHAN_BODY, "ClericFlameExplode", 1, ATTN_NORM);
AActor *BlockingMobj = actor->BlockingMobj;
if (BlockingMobj && BlockingMobj->flags&MF_SHOOTABLE)
{ // Hit something, so spawn the flame circle around the thing
dist = BlockingMobj->radius+18*FRACUNIT;
for (i = 0; i < 4; i++)
{
an = (i*ANG45)>>ANGLETOFINESHIFT;
an90 = (i*ANG45+ANG90)>>ANGLETOFINESHIFT;
mo = Spawn ("CircleFlame", BlockingMobj->x+FixedMul(dist, finecosine[an]),
BlockingMobj->y+FixedMul(dist, finesine[an]),
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BlockingMobj->z+5*FRACUNIT, ALLOW_REPLACE);
if (mo)
{
mo->angle = an<<ANGLETOFINESHIFT;
mo->target = actor->target;
mo->momx = mo->special1 = FixedMul(FLAMESPEED, finecosine[an]);
mo->momy = mo->special2 = FixedMul(FLAMESPEED, finesine[an]);
mo->tics -= pr_missile()&3;
}
mo = Spawn ("CircleFlame", BlockingMobj->x-FixedMul(dist, finecosine[an]),
BlockingMobj->y-FixedMul(dist, finesine[an]),
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BlockingMobj->z+5*FRACUNIT, ALLOW_REPLACE);
if(mo)
{
mo->angle = ANG180+(an<<ANGLETOFINESHIFT);
mo->target = actor->target;
mo->momx = mo->special1 = FixedMul(-FLAMESPEED, finecosine[an]);
mo->momy = mo->special2 = FixedMul(-FLAMESPEED, finesine[an]);
mo->tics -= pr_missile()&3;
}
}
actor->SetState (actor->SpawnState);
}
}
//============================================================================
//
// A_CFlameRotate
//
//============================================================================
void A_CFlameRotate (AActor *actor)
{
int an;
an = (actor->angle+ANG90)>>ANGLETOFINESHIFT;
actor->momx = actor->special1+FixedMul(FLAMEROTSPEED, finecosine[an]);
actor->momy = actor->special2+FixedMul(FLAMEROTSPEED, finesine[an]);
actor->angle += ANG90/15;
}