/* #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" #include "g_level.h" */ #define ZAGSPEED FRACUNIT static FRandom pr_lightningready ("LightningReady"); static FRandom pr_lightningclip ("LightningClip"); static FRandom pr_zap ("LightningZap"); static FRandom pr_zapf ("LightningZapF"); static FRandom pr_hit ("LightningHit"); DECLARE_ACTION(A_LightningClip) DECLARE_ACTION(A_LightningZap) // Lightning ---------------------------------------------------------------- class ALightning : public AActor { DECLARE_CLASS (ALightning, AActor) public: int SpecialMissileHit (AActor *victim); }; IMPLEMENT_CLASS(ALightning) int ALightning::SpecialMissileHit (AActor *thing) { if (thing->flags&MF_SHOOTABLE && thing != target) { if (thing->Mass != INT_MAX) { thing->momx += momx>>4; thing->momy += momy>>4; } if ((!thing->player && !(thing->flags2&MF2_BOSS)) || !(level.time&1)) { P_DamageMobj(thing, this, target, 3, NAME_Electric); if (!(S_IsActorPlayingSomething (this, CHAN_WEAPON, -1))) { S_Sound (this, CHAN_WEAPON, "MageLightningZap", 1, ATTN_NORM); } if (thing->flags3&MF3_ISMONSTER && pr_hit() < 64) { thing->Howl (); } } health--; if (health <= 0 || thing->health <= 0) { return 0; } if (flags3 & MF3_FLOORHUGGER) { if (lastenemy && ! lastenemy->tracer) { lastenemy->tracer = thing; } } else if (!tracer) { tracer = thing; } } return 1; // lightning zaps through all sprites } // Lightning Zap ------------------------------------------------------------ class ALightningZap : public AActor { DECLARE_CLASS (ALightningZap, AActor) public: int SpecialMissileHit (AActor *thing); }; IMPLEMENT_CLASS (ALightningZap) int ALightningZap::SpecialMissileHit (AActor *thing) { AActor *lmo; if (thing->flags&MF_SHOOTABLE && thing != target) { lmo = lastenemy; if (lmo) { if (lmo->flags3 & MF3_FLOORHUGGER) { if (lmo->lastenemy && !lmo->lastenemy->tracer) { lmo->lastenemy->tracer = thing; } } else if (!lmo->tracer) { lmo->tracer = thing; } if (!(level.time&3)) { lmo->health--; } } } return -1; } //============================================================================ // // A_LightningReady // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_LightningReady) { CALL_ACTION(A_WeaponReady, self); if (pr_lightningready() < 160) { S_Sound (self, CHAN_WEAPON, "MageLightningReady", 1, ATTN_NORM); } } //============================================================================ // // A_LightningClip // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_LightningClip) { AActor *cMo; AActor *target = NULL; int zigZag; if (self->flags3 & MF3_FLOORHUGGER) { if (self->lastenemy == NULL) { return; } self->z = self->floorz; target = self->lastenemy->tracer; } else if (self->flags3 & MF3_CEILINGHUGGER) { self->z = self->ceilingz-self->height; target = self->tracer; } if (self->flags3 & MF3_FLOORHUGGER) { // floor lightning zig-zags, and forces the ceiling lightning to mimic cMo = self->lastenemy; zigZag = pr_lightningclip(); if((zigZag > 128 && self->special1 < 2) || self->special1 < -2) { P_ThrustMobj(self, self->angle+ANG90, ZAGSPEED); if(cMo) { P_ThrustMobj(cMo, self->angle+ANG90, ZAGSPEED); } self->special1++; } else { P_ThrustMobj(self, self->angle-ANG90, ZAGSPEED); if(cMo) { P_ThrustMobj(cMo, cMo->angle-ANG90, ZAGSPEED); } self->special1--; } } if(target) { if(target->health <= 0) { P_ExplodeMissile(self, NULL, NULL); } else { self->angle = R_PointToAngle2(self->x, self->y, target->x, target->y); self->momx = 0; self->momy = 0; P_ThrustMobj (self, self->angle, self->Speed>>1); } } } //============================================================================ // // A_LightningZap // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_LightningZap) { AActor *mo; fixed_t deltaZ; CALL_ACTION(A_LightningClip, self); self->health -= 8; if (self->health <= 0) { self->SetState (self->FindState(NAME_Death)); return; } if (self->flags3 & MF3_FLOORHUGGER) { deltaZ = 10*FRACUNIT; } else { deltaZ = -10*FRACUNIT; } mo = Spawn (self->x+((pr_zap()-128)*self->radius/256), self->y+((pr_zap()-128)*self->radius/256), self->z+deltaZ, ALLOW_REPLACE); if (mo) { mo->lastenemy = self; mo->momx = self->momx; mo->momy = self->momy; mo->target = self->target; if (self->flags3 & MF3_FLOORHUGGER) { mo->momz = 20*FRACUNIT; } else { mo->momz = -20*FRACUNIT; } } if ((self->flags3 & MF3_FLOORHUGGER) && pr_zapf() < 160) { S_Sound (self, CHAN_BODY, "MageLightningContinuous", 1, ATTN_NORM); } } //============================================================================ // // A_MLightningAttack // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_MLightningAttack) { AActor *fmo, *cmo; fmo = P_SpawnPlayerMissile (self, PClass::FindClass ("LightningFloor")); cmo = P_SpawnPlayerMissile (self, PClass::FindClass ("LightningCeiling")); if (fmo) { fmo->special1 = 0; fmo->lastenemy = cmo; CALL_ACTION(A_LightningZap, fmo); } if (cmo) { cmo->tracer = NULL; cmo->lastenemy = fmo; CALL_ACTION(A_LightningZap, cmo); } S_Sound (self, CHAN_BODY, "MageLightningFire", 1, ATTN_NORM); if (self->player != NULL) { AWeapon *weapon = self->player->ReadyWeapon; if (weapon != NULL) { weapon->DepleteAmmo (weapon->bAltFire); } } } //============================================================================ // // A_ZapMimic // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_ZapMimic) { AActor *mo; mo = self->lastenemy; if (mo) { if (mo->state >= mo->FindState(NAME_Death)) { P_ExplodeMissile (self, NULL, NULL); } else { self->momx = mo->momx; self->momy = mo->momy; } } } //============================================================================ // // A_LastZap // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_LastZap) { AActor *mo; mo = Spawn (self->x, self->y, self->z, ALLOW_REPLACE); if (mo) { mo->SetState (mo->FindState (NAME_Death)); mo->momz = 40*FRACUNIT; mo->Damage = 0; } } //============================================================================ // // A_LightningRemove // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_LightningRemove) { AActor *mo; mo = self->lastenemy; if (mo) { mo->lastenemy = NULL; P_ExplodeMissile (mo, NULL, NULL); } }