gzdoom-gles/src/g_hexen/a_clericflame.cpp
Randy Heit e4af82ae96 - Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
  are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
  are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
  continue to work as aliases from DECORATE. The ACS functions, however,
  require you to use the new name, since they never saw an official release
  yet.


SVN r1689 (trunk)
2009-06-30 20:57:51 +00:00

167 lines
4.3 KiB
C++

/*
#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 "a_action.h"
#include "p_pspr.h"
#include "gstrings.h"
#include "a_hexenglobal.h"
#include "thingdef/thingdef.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 AFastProjectile
{
DECLARE_CLASS (ACFlameMissile, AFastProjectile)
public:
void BeginPlay ();
void Effect ();
};
IMPLEMENT_CLASS (ACFlameMissile)
void ACFlameMissile::BeginPlay ()
{
special1 = 2;
}
void ACFlameMissile::Effect ()
{
fixed_t newz;
if (!--special1)
{
special1 = 4;
newz = z-12*FRACUNIT;
if (newz < floorz)
{
newz = floorz;
}
AActor *mo = Spawn ("CFlameFloor", x, y, newz, ALLOW_REPLACE);
if (mo)
{
mo->angle = angle;
}
}
}
//============================================================================
//
// A_CFlameAttack
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_CFlameAttack)
{
player_t *player;
if (NULL == (player = self->player))
{
return;
}
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
}
P_SpawnPlayerMissile (self, RUNTIME_CLASS(ACFlameMissile));
S_Sound (self, CHAN_WEAPON, "ClericFlameFire", 1, ATTN_NORM);
}
//============================================================================
//
// A_CFlamePuff
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_CFlamePuff)
{
self->renderflags &= ~RF_INVISIBLE;
self->velx = 0;
self->vely = 0;
self->velz = 0;
S_Sound (self, CHAN_BODY, "ClericFlameExplode", 1, ATTN_NORM);
}
//============================================================================
//
// A_CFlameMissile
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_CFlameMissile)
{
int i;
int an, an90;
fixed_t dist;
AActor *mo;
self->renderflags &= ~RF_INVISIBLE;
S_Sound (self, CHAN_BODY, "ClericFlameExplode", 1, ATTN_NORM);
AActor *BlockingMobj = self->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]),
BlockingMobj->z+5*FRACUNIT, ALLOW_REPLACE);
if (mo)
{
mo->angle = an<<ANGLETOFINESHIFT;
mo->target = self->target;
mo->velx = mo->special1 = FixedMul(FLAMESPEED, finecosine[an]);
mo->vely = 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]),
BlockingMobj->z+5*FRACUNIT, ALLOW_REPLACE);
if(mo)
{
mo->angle = ANG180+(an<<ANGLETOFINESHIFT);
mo->target = self->target;
mo->velx = mo->special1 = FixedMul(-FLAMESPEED, finecosine[an]);
mo->vely = mo->special2 = FixedMul(-FLAMESPEED, finesine[an]);
mo->tics -= pr_missile()&3;
}
}
self->SetState (self->SpawnState);
}
}
//============================================================================
//
// A_CFlameRotate
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_CFlameRotate)
{
int an;
an = (self->angle+ANG90)>>ANGLETOFINESHIFT;
self->velx = self->special1+FixedMul(FLAMEROTSPEED, finecosine[an]);
self->vely = self->special2+FixedMul(FLAMEROTSPEED, finesine[an]);
self->angle += ANG90/15;
}