2016-03-01 15:47:10 +00:00
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#include "a_sharedglobal.h"
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#include "p_local.h"
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#include "g_level.h"
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#include "r_sky.h"
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#include "p_lnspec.h"
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#include "b_bot.h"
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#include "p_checkposition.h"
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IMPLEMENT_CLASS(AFastProjectile)
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//----------------------------------------------------------------------------
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//
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// AFastProjectile :: Tick
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//
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// Thinker for the ultra-fast projectiles used by Heretic and Hexen
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//
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//----------------------------------------------------------------------------
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void AFastProjectile::Tick ()
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{
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int i;
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fixed_t xfrac;
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fixed_t yfrac;
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fixed_t zfrac;
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int changexy;
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ClearInterpolation();
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fixed_t oldz = Z();
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if (!(flags5 & MF5_NOTIMEFREEZE))
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{
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//Added by MC: Freeze mode.
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if (bglobal.freeze || level.flags2 & LEVEL2_FROZEN)
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{
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return;
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}
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}
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// [RH] Ripping is a little different than it was in Hexen
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FCheckPosition tm(!!(flags2 & MF2_RIP));
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int shift = 3;
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int count = 8;
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if (radius > 0)
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{
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2016-03-12 13:11:43 +00:00
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while ( ((abs(vel.x) >> shift) > radius) || ((abs(vel.y) >> shift) > radius))
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2016-03-01 15:47:10 +00:00
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{
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// we need to take smaller steps.
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shift++;
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count<<=1;
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}
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}
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// Handle movement
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2016-03-12 13:11:43 +00:00
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if (vel.x || vel.y || (Z() != floorz) || vel.z)
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2016-03-01 15:47:10 +00:00
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{
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2016-03-12 13:11:43 +00:00
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xfrac = vel.x >> shift;
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yfrac = vel.y >> shift;
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zfrac = vel.z >> shift;
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2016-03-01 15:47:10 +00:00
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changexy = xfrac || yfrac;
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int ripcount = count >> 3;
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for (i = 0; i < count; i++)
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{
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if (changexy)
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{
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if (--ripcount <= 0)
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{
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tm.LastRipped.Clear(); // [RH] Do rip damage each step, like Hexen
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}
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if (!P_TryMove (this, X() + xfrac,Y() + yfrac, true, NULL, tm))
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{ // Blocked move
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if (!(flags3 & MF3_SKYEXPLODE))
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{
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if (tm.ceilingline &&
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tm.ceilingline->backsector &&
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tm.ceilingline->backsector->GetTexture(sector_t::ceiling) == skyflatnum &&
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Z() >= tm.ceilingline->backsector->ceilingplane.ZatPoint(PosRelative(tm.ceilingline)))
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{
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// Hack to prevent missiles exploding against the sky.
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// Does not handle sky floors.
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Destroy ();
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return;
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}
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// [RH] Don't explode on horizon lines.
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if (BlockingLine != NULL && BlockingLine->special == Line_Horizon)
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{
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Destroy ();
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return;
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}
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}
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P_ExplodeMissile (this, BlockingLine, BlockingMobj);
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return;
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}
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}
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AddZ(zfrac);
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UpdateWaterLevel (oldz);
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oldz = Z();
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if (Z() <= floorz)
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{ // Hit the floor
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if (floorpic == skyflatnum && !(flags3 & MF3_SKYEXPLODE))
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{
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// [RH] Just remove the missile without exploding it
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// if this is a sky floor.
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Destroy ();
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return;
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}
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SetZ(floorz);
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P_HitFloor (this);
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P_ExplodeMissile (this, NULL, NULL);
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return;
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}
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if (Top() > ceilingz)
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{ // Hit the ceiling
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if (ceilingpic == skyflatnum && !(flags3 & MF3_SKYEXPLODE))
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{
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Destroy ();
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return;
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}
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SetZ(ceilingz - height);
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P_ExplodeMissile (this, NULL, NULL);
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return;
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}
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if (changexy && ripcount <= 0)
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{
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ripcount = count >> 3;
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Effect();
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}
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}
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}
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if (!CheckNoDelay())
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return; // freed itself
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// Advance the state
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if (tics != -1)
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{
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if (tics > 0) tics--;
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while (!tics)
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{
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if (!SetState (state->GetNextState ()))
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{ // mobj was removed
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return;
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}
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}
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}
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}
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void AFastProjectile::Effect()
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{
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//if (pr_smoke() < 128) // [RH] I think it looks better if it's consistent
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{
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FName name = GetClass()->MissileName;
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if (name != NAME_None)
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{
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fixed_t hitz = Z()-8*FRACUNIT;
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if (hitz < floorz)
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{
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hitz = floorz;
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}
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// Do not clip this offset to the floor.
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hitz += GetClass()->MissileHeight;
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PClassActor *trail = PClass::FindActor(name);
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if (trail != NULL)
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{
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AActor *act = Spawn (trail, X(), Y(), hitz, ALLOW_REPLACE);
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if (act != NULL)
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{
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act->angle = this->angle;
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}
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}
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}
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}
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}
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