mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-19 19:01:24 +00:00
cf11cbdb30
SVN r4 (trunk)
279 lines
7.7 KiB
C++
279 lines
7.7 KiB
C++
#include "actor.h"
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#include "gi.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "d_player.h"
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#include "a_action.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "a_action.h"
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#include "p_pspr.h"
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#include "gstrings.h"
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#include "a_hexenglobal.h"
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const int SHARDSPAWN_LEFT = 1;
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const int SHARDSPAWN_RIGHT = 2;
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const int SHARDSPAWN_UP = 4;
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const int SHARDSPAWN_DOWN = 8;
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static FRandom pr_cone ("FireConePL1");
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void A_FireConePL1 (AActor *actor);
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void A_ShedShard (AActor *);
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// The Mage's Frost Cone ----------------------------------------------------
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class AMWeapFrost : public AMageWeapon
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{
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DECLARE_ACTOR (AMWeapFrost, AMageWeapon)
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public:
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const char *PickupMessage ()
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{
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return GStrings("TXT_WEAPON_M2");
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}
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};
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FState AMWeapFrost::States[] =
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{
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#define S_COS1 0
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S_BRIGHT (WMCS, 'A', 8, NULL , &States[S_COS1+1]),
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S_BRIGHT (WMCS, 'B', 8, NULL , &States[S_COS1+2]),
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S_BRIGHT (WMCS, 'C', 8, NULL , &States[S_COS1]),
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#define S_CONEREADY (S_COS1+3)
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S_NORMAL (CONE, 'A', 1, A_WeaponReady , &States[S_CONEREADY]),
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#define S_CONEDOWN (S_CONEREADY+1)
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S_NORMAL (CONE, 'A', 1, A_Lower , &States[S_CONEDOWN]),
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#define S_CONEUP (S_CONEDOWN+1)
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S_NORMAL (CONE, 'A', 1, A_Raise , &States[S_CONEUP]),
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#define S_CONEATK (S_CONEUP+1)
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S_NORMAL (CONE, 'B', 3, NULL , &States[S_CONEATK+1]),
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S_NORMAL (CONE, 'C', 4, NULL , &States[S_CONEATK+2]),
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S_NORMAL (CONE, 'D', 3, NULL , &States[S_CONEATK+3]),
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S_NORMAL (CONE, 'E', 5, NULL , &States[S_CONEATK+4]),
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S_NORMAL (CONE, 'F', 3, A_FireConePL1 , &States[S_CONEATK+5]),
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S_NORMAL (CONE, 'G', 3, NULL , &States[S_CONEATK+6]),
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S_NORMAL (CONE, 'A', 9, NULL , &States[S_CONEATK+7]),
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S_NORMAL (CONE, 'A', 10, A_ReFire , &States[S_CONEREADY]),
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};
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IMPLEMENT_ACTOR (AMWeapFrost, Hexen, 53, 36)
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PROP_Flags (MF_SPECIAL)
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PROP_SpawnState (S_COS1)
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PROP_Weapon_SelectionOrder (1700)
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PROP_Weapon_AmmoUse1 (3)
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PROP_Weapon_AmmoGive1 (25)
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PROP_Weapon_UpState (S_CONEUP)
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PROP_Weapon_DownState (S_CONEDOWN)
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PROP_Weapon_ReadyState (S_CONEREADY)
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PROP_Weapon_AtkState (S_CONEATK)
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PROP_Weapon_HoldAtkState (S_CONEATK+2)
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PROP_Weapon_Kickback (150)
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PROP_Weapon_YAdjust (20)
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PROP_Weapon_MoveCombatDist (19000000)
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PROP_Weapon_AmmoType1 ("Mana1")
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PROP_Weapon_ProjectileType ("FrostMissile")
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END_DEFAULTS
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// Frost Missile ------------------------------------------------------------
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class AFrostMissile : public AActor
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{
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DECLARE_ACTOR (AFrostMissile, AActor)
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public:
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int DoSpecialDamage (AActor *victim, int damage);
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};
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FState AFrostMissile::States[] =
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{
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S_BRIGHT (SHRD, 'A', 2, NULL , &States[1]),
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S_BRIGHT (SHRD, 'A', 3, A_ShedShard , &States[2]),
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S_BRIGHT (SHRD, 'B', 3, NULL , &States[3]),
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S_BRIGHT (SHRD, 'C', 3, NULL , &States[0]),
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#define S_SHARDFXE1_1 (4)
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S_BRIGHT (SHEX, 'A', 5, NULL , &States[S_SHARDFXE1_1+1]),
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S_BRIGHT (SHEX, 'B', 5, NULL , &States[S_SHARDFXE1_1+2]),
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S_BRIGHT (SHEX, 'C', 5, NULL , &States[S_SHARDFXE1_1+3]),
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S_BRIGHT (SHEX, 'D', 5, NULL , &States[S_SHARDFXE1_1+4]),
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S_BRIGHT (SHEX, 'E', 5, NULL , NULL),
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};
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IMPLEMENT_ACTOR (AFrostMissile, Hexen, -1, 0)
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PROP_SpeedFixed (25)
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PROP_RadiusFixed (13)
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PROP_HeightFixed (8)
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PROP_Damage (1)
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PROP_DamageType (MOD_ICE)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
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PROP_Flags2 (MF2_NOTELEPORT|MF2_IMPACT|MF2_PCROSS)
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PROP_SpawnState (0)
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PROP_DeathState (S_SHARDFXE1_1)
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PROP_DeathSound ("MageShardsExplode")
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END_DEFAULTS
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int AFrostMissile::DoSpecialDamage (AActor *victim, int damage)
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{
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if (special2 > 0)
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{
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damage <<= special2;
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}
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return damage;
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}
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// Ice Shard ----------------------------------------------------------------
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class AIceShard : public AFrostMissile
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{
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DECLARE_ACTOR (AIceShard, AFrostMissile)
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};
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FState AIceShard::States[] =
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{
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S_BRIGHT (SHRD, 'A', 3, NULL , &States[1]),
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S_BRIGHT (SHRD, 'B', 3, NULL , &States[2]),
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S_BRIGHT (SHRD, 'C', 3, NULL , &States[0]),
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};
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IMPLEMENT_ACTOR (AIceShard, Hexen, -1, 65)
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PROP_DamageType (MOD_ICE)
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PROP_Flags2 (MF2_NOTELEPORT)
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PROP_SpawnState (0)
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END_DEFAULTS
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//============================================================================
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//
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// A_FireConePL1
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//
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//============================================================================
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void A_FireConePL1 (AActor *actor)
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{
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angle_t angle;
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int damage;
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int slope;
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int i;
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AActor *mo;
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bool conedone=false;
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player_t *player;
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if (NULL == (player = actor->player))
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{
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return;
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}
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AWeapon *weapon = actor->player->ReadyWeapon;
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if (weapon != NULL)
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return;
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}
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S_Sound (actor, CHAN_WEAPON, "MageShardsFire", 1, ATTN_NORM);
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damage = 90+(pr_cone()&15);
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for (i = 0; i < 16; i++)
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{
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angle = actor->angle+i*(ANG45/16);
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slope = P_AimLineAttack (actor, angle, MELEERANGE);
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if (linetarget)
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{
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P_DamageMobj (linetarget, actor, actor, damage, MOD_ICE);
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conedone = true;
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break;
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}
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}
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// didn't find any creatures, so fire projectiles
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if (!conedone)
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{
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mo = P_SpawnPlayerMissile (actor, RUNTIME_CLASS(AFrostMissile));
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if (mo)
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{
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mo->special1 = SHARDSPAWN_LEFT|SHARDSPAWN_DOWN|SHARDSPAWN_UP
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|SHARDSPAWN_RIGHT;
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mo->special2 = 3; // Set sperm count (levels of reproductivity)
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mo->target = actor;
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mo->args[0] = 3; // Mark Initial shard as super damage
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}
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}
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}
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//============================================================================
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//
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// A_ShedShard
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//
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//============================================================================
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void A_ShedShard (AActor *actor)
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{
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AActor *mo;
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int spawndir = actor->special1;
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int spermcount = actor->special2;
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if (spermcount <= 0) return; // No sperm left
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actor->special2 = 0;
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spermcount--;
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// every so many calls, spawn a new missile in its set directions
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if (spawndir & SHARDSPAWN_LEFT)
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{
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mo = P_SpawnMissileAngleZSpeed (actor, actor->z, RUNTIME_CLASS(AFrostMissile), actor->angle+(ANG45/9),
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0, (20+2*spermcount)<<FRACBITS, actor->target);
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if (mo)
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{
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mo->special1 = SHARDSPAWN_LEFT;
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mo->special2 = spermcount;
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mo->momz = actor->momz;
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mo->args[0] = (spermcount==3)?2:0;
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}
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}
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if (spawndir & SHARDSPAWN_RIGHT)
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{
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mo = P_SpawnMissileAngleZSpeed (actor, actor->z, RUNTIME_CLASS(AFrostMissile), actor->angle-(ANG45/9),
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0, (20+2*spermcount)<<FRACBITS, actor->target);
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if (mo)
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{
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mo->special1 = SHARDSPAWN_RIGHT;
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mo->special2 = spermcount;
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mo->momz = actor->momz;
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mo->args[0] = (spermcount==3)?2:0;
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}
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}
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if (spawndir & SHARDSPAWN_UP)
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{
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mo = P_SpawnMissileAngleZSpeed (actor, actor->z+8*FRACUNIT, RUNTIME_CLASS(AFrostMissile), actor->angle,
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0, (15+2*spermcount)<<FRACBITS, actor->target);
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if (mo)
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{
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mo->momz = actor->momz;
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if (spermcount & 1) // Every other reproduction
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mo->special1 = SHARDSPAWN_UP | SHARDSPAWN_LEFT | SHARDSPAWN_RIGHT;
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else
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mo->special1 = SHARDSPAWN_UP;
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mo->special2 = spermcount;
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mo->args[0] = (spermcount==3)?2:0;
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}
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}
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if (spawndir & SHARDSPAWN_DOWN)
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{
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mo = P_SpawnMissileAngleZSpeed (actor, actor->z-4*FRACUNIT, RUNTIME_CLASS(AFrostMissile), actor->angle,
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0, (15+2*spermcount)<<FRACBITS, actor->target);
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if (mo)
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{
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mo->momz = actor->momz;
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if (spermcount & 1) // Every other reproduction
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mo->special1 = SHARDSPAWN_DOWN | SHARDSPAWN_LEFT | SHARDSPAWN_RIGHT;
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else
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mo->special1 = SHARDSPAWN_DOWN;
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mo->special2 = spermcount;
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mo->target = actor->target;
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mo->args[0] = (spermcount==3)?2:0;
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}
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}
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}
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