gzdoom/src/g_hexen/a_magecone.cpp
Christoph Oelckers 671291227e - first stage of converting actor angles to float complete
Patched up everything so that it compiles without errors again. This only addresses code related to some compile error. A large portion of the angle code still uses angle_t and converts back and forth.
2016-03-16 12:41:26 +01:00

185 lines
4.4 KiB
C++

/*
#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 int SHARDSPAWN_LEFT = 1;
const int SHARDSPAWN_RIGHT = 2;
const int SHARDSPAWN_UP = 4;
const int SHARDSPAWN_DOWN = 8;
static FRandom pr_cone ("FireConePL1");
void A_FireConePL1 (AActor *actor);
void A_ShedShard (AActor *);
// Frost Missile ------------------------------------------------------------
class AFrostMissile : public AActor
{
DECLARE_CLASS (AFrostMissile, AActor)
public:
int DoSpecialDamage (AActor *victim, int damage, FName damagetype);
};
IMPLEMENT_CLASS (AFrostMissile)
int AFrostMissile::DoSpecialDamage (AActor *victim, int damage, FName damagetype)
{
if (special2 > 0)
{
damage <<= special2;
}
return damage;
}
//============================================================================
//
// A_FireConePL1
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FireConePL1)
{
PARAM_ACTION_PROLOGUE;
angle_t angle;
int damage;
int slope;
int i;
AActor *mo;
bool conedone=false;
player_t *player;
FTranslatedLineTarget t;
if (NULL == (player = self->player))
{
return 0;
}
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return 0;
}
S_Sound (self, CHAN_WEAPON, "MageShardsFire", 1, ATTN_NORM);
damage = 90+(pr_cone()&15);
for (i = 0; i < 16; i++)
{
angle = self->_f_angle()+i*(ANG45/16);
slope = P_AimLineAttack (self, angle, MELEERANGE, &t, 0, ALF_CHECK3D);
if (t.linetarget)
{
P_DamageMobj (t.linetarget, self, self, damage, NAME_Ice, DMG_USEANGLE, FLOAT2ANGLE(t.angleFromSource.Degrees));
conedone = true;
break;
}
}
// didn't find any creatures, so fire projectiles
if (!conedone)
{
mo = P_SpawnPlayerMissile (self, RUNTIME_CLASS(AFrostMissile));
if (mo)
{
mo->special1 = SHARDSPAWN_LEFT|SHARDSPAWN_DOWN|SHARDSPAWN_UP
|SHARDSPAWN_RIGHT;
mo->special2 = 3; // Set sperm count (levels of reproductivity)
mo->target = self;
mo->args[0] = 3; // Mark Initial shard as super damage
}
}
return 0;
}
//============================================================================
//
// A_ShedShard
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_ShedShard)
{
PARAM_ACTION_PROLOGUE;
AActor *mo;
int spawndir = self->special1;
int spermcount = self->special2;
if (spermcount <= 0)
{
return 0; // No sperm left
}
self->special2 = 0;
spermcount--;
// every so many calls, spawn a new missile in its set directions
if (spawndir & SHARDSPAWN_LEFT)
{
mo = P_SpawnMissileAngleZSpeed (self, self->Z(), RUNTIME_CLASS(AFrostMissile), self->_f_angle()+(ANG45/9),
0, (20+2*spermcount)<<FRACBITS, self->target);
if (mo)
{
mo->special1 = SHARDSPAWN_LEFT;
mo->special2 = spermcount;
mo->vel.z = self->vel.z;
mo->args[0] = (spermcount==3)?2:0;
}
}
if (spawndir & SHARDSPAWN_RIGHT)
{
mo = P_SpawnMissileAngleZSpeed (self, self->Z(), RUNTIME_CLASS(AFrostMissile), self->_f_angle()-(ANG45/9),
0, (20+2*spermcount)<<FRACBITS, self->target);
if (mo)
{
mo->special1 = SHARDSPAWN_RIGHT;
mo->special2 = spermcount;
mo->vel.z = self->vel.z;
mo->args[0] = (spermcount==3)?2:0;
}
}
if (spawndir & SHARDSPAWN_UP)
{
mo = P_SpawnMissileAngleZSpeed (self, self->Z()+8*FRACUNIT, RUNTIME_CLASS(AFrostMissile), self->_f_angle(),
0, (15+2*spermcount)<<FRACBITS, self->target);
if (mo)
{
mo->vel.z = self->vel.z;
if (spermcount & 1) // Every other reproduction
mo->special1 = SHARDSPAWN_UP | SHARDSPAWN_LEFT | SHARDSPAWN_RIGHT;
else
mo->special1 = SHARDSPAWN_UP;
mo->special2 = spermcount;
mo->args[0] = (spermcount==3)?2:0;
}
}
if (spawndir & SHARDSPAWN_DOWN)
{
mo = P_SpawnMissileAngleZSpeed (self, self->Z()-4*FRACUNIT, RUNTIME_CLASS(AFrostMissile), self->_f_angle(),
0, (15+2*spermcount)<<FRACBITS, self->target);
if (mo)
{
mo->vel.z = self->vel.z;
if (spermcount & 1) // Every other reproduction
mo->special1 = SHARDSPAWN_DOWN | SHARDSPAWN_LEFT | SHARDSPAWN_RIGHT;
else
mo->special1 = SHARDSPAWN_DOWN;
mo->special2 = spermcount;
mo->target = self->target;
mo->args[0] = (spermcount==3)?2:0;
}
}
return 0;
}