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