/* #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 double FLAMESPEED = 0.45; const fixed_t CFLAMERANGE = 12*64*FRACUNIT; const double FLAMEROTSPEED = 2.; 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 () { if (!--special1) { special1 = 4; double newz = Z()-12; if (newz < floorz) { newz = floorz; } AActor *mo = Spawn ("CFlameFloor", PosAtZ(newz), ALLOW_REPLACE); if (mo) { mo->Angles.Yaw = Angles.Yaw; } } } //============================================================================ // // A_CFlameAttack // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_CFlameAttack) { PARAM_ACTION_PROLOGUE; player_t *player; if (NULL == (player = self->player)) { return 0; } AWeapon *weapon = self->player->ReadyWeapon; if (weapon != NULL) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return 0; } P_SpawnPlayerMissile (self, RUNTIME_CLASS(ACFlameMissile)); S_Sound (self, CHAN_WEAPON, "ClericFlameFire", 1, ATTN_NORM); return 0; } //============================================================================ // // A_CFlamePuff // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_CFlamePuff) { PARAM_ACTION_PROLOGUE; self->renderflags &= ~RF_INVISIBLE; self->Vel.Zero(); S_Sound (self, CHAN_BODY, "ClericFlameExplode", 1, ATTN_NORM); return 0; } //============================================================================ // // A_CFlameMissile // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_CFlameMissile) { PARAM_ACTION_PROLOGUE; int i; DAngle an; 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->_f_radius()+18*FRACUNIT; for (i = 0; i < 4; i++) { an = i*45.; mo = Spawn ("CircleFlame", BlockingMobj->Vec3Offset( xs_CRoundToInt(an.Cos()*dist), xs_CRoundToInt(an.Sin()*dist), 5*FRACUNIT), ALLOW_REPLACE); if (mo) { mo->Angles.Yaw = an; mo->target = self->target; mo->VelFromAngle(FLAMESPEED); mo->special1 = FLOAT2FIXED(mo->Vel.X); mo->special2 = FLOAT2FIXED(mo->Vel.Y); mo->tics -= pr_missile()&3; } mo = Spawn ("CircleFlame", BlockingMobj->Vec3Offset( -xs_CRoundToInt(an.Cos()*dist), -xs_CRoundToInt(an.Sin()*dist), 5*FRACUNIT), ALLOW_REPLACE); if(mo) { mo->Angles.Yaw = an + 180.; mo->target = self->target; mo->VelFromAngle(-FLAMESPEED); mo->special1 = FLOAT2FIXED(mo->Vel.X); mo->special2 = FLOAT2FIXED(mo->Vel.Y); mo->tics -= pr_missile()&3; } } self->SetState (self->SpawnState); } return 0; } //============================================================================ // // A_CFlameRotate // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_CFlameRotate) { PARAM_ACTION_PROLOGUE; DAngle an = self->Angles.Yaw + 90.; self->VelFromAngle(an, FLAMEROTSPEED); self->Vel += DVector2(FIXED2DBL(self->special1), FIXED2DBL(self->special2)); self->Angles.Yaw += 6.; return 0; }