gzdoom/src/g_strife/a_spectral.cpp
Christoph Oelckers 97620b0645 - fixed some leftover unused variable warnings.
- match the variable names in thingdef_codeptr.cpp to the ones in the scripting branch to reduce the amount of merge conflicts in upcoming changes.
2016-01-19 16:09:44 +01:00

156 lines
3.4 KiB
C++

/*
#include "actor.h"
#include "m_random.h"
#include "a_action.h"
#include "p_local.h"
#include "s_sound.h"
#include "m_random.h"
#include "a_strifeglobal.h"
#include "thingdef/thingdef.h"
*/
class ASpectralMonster : public AActor
{
DECLARE_CLASS (ASpectralMonster, AActor)
public:
void Touch (AActor *toucher);
};
IMPLEMENT_CLASS (ASpectralMonster)
void ASpectralMonster::Touch (AActor *toucher)
{
P_DamageMobj (toucher, this, this, 5, NAME_Melee);
}
DEFINE_ACTION_FUNCTION(AActor, A_SpectralLightningTail)
{
PARAM_ACTION_PROLOGUE;
AActor *foo = Spawn("SpectralLightningHTail", self->Vec3Offset(-self->velx, -self->vely, 0), ALLOW_REPLACE);
foo->angle = self->angle;
foo->FriendPlayer = self->FriendPlayer;
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_SpectralBigBallLightning)
{
PARAM_ACTION_PROLOGUE;
PClassActor *cls = PClass::FindActor("SpectralLightningH3");
if (cls)
{
self->angle += ANGLE_90;
P_SpawnSubMissile (self, cls, self->target);
self->angle += ANGLE_180;
P_SpawnSubMissile (self, cls, self->target);
self->angle += ANGLE_90;
P_SpawnSubMissile (self, cls, self->target);
}
return 0;
}
static FRandom pr_zap5 ("Zap5");
DEFINE_ACTION_FUNCTION(AActor, A_SpectralLightning)
{
PARAM_ACTION_PROLOGUE;
AActor *flash;
if (self->threshold != 0)
--self->threshold;
self->velx += pr_zap5.Random2(3) << FRACBITS;
self->vely += pr_zap5.Random2(3) << FRACBITS;
fixedvec2 pos = self->Vec2Offset(
pr_zap5.Random2(3) * FRACUNIT * 50,
pr_zap5.Random2(3) * FRACUNIT * 50);
flash = Spawn (self->threshold > 25 ? PClass::FindActor(NAME_SpectralLightningV2) :
PClass::FindActor(NAME_SpectralLightningV1), pos.x, pos.y, ONCEILINGZ, ALLOW_REPLACE);
flash->target = self->target;
flash->velz = -18*FRACUNIT;
flash->FriendPlayer = self->FriendPlayer;
flash = Spawn(NAME_SpectralLightningV2, self->X(), self->Y(), ONCEILINGZ, ALLOW_REPLACE);
flash->target = self->target;
flash->velz = -18*FRACUNIT;
flash->FriendPlayer = self->FriendPlayer;
return 0;
}
// In Strife, this number is stored in the data segment, but it doesn't seem to be
// altered anywhere.
#define TRACEANGLE (0xe000000)
DEFINE_ACTION_FUNCTION(AActor, A_Tracer2)
{
PARAM_ACTION_PROLOGUE;
AActor *dest;
angle_t exact;
fixed_t dist;
fixed_t slope;
dest = self->tracer;
if (!dest || dest->health <= 0 || self->Speed == 0 || !self->CanSeek(dest))
return 0;
// change angle
exact = self->AngleTo(dest);
if (exact != self->angle)
{
if (exact - self->angle > 0x80000000)
{
self->angle -= TRACEANGLE;
if (exact - self->angle < 0x80000000)
self->angle = exact;
}
else
{
self->angle += TRACEANGLE;
if (exact - self->angle > 0x80000000)
self->angle = exact;
}
}
exact = self->angle >> ANGLETOFINESHIFT;
self->velx = FixedMul (self->Speed, finecosine[exact]);
self->vely = FixedMul (self->Speed, finesine[exact]);
if (!(self->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
{
// change slope
dist = self->AproxDistance (dest) / self->Speed;
if (dist < 1)
{
dist = 1;
}
if (dest->height >= 56*FRACUNIT)
{
slope = (dest->Z()+40*FRACUNIT - self->Z()) / dist;
}
else
{
slope = (dest->Z() + self->height*2/3 - self->Z()) / dist;
}
if (slope < self->velz)
{
self->velz -= FRACUNIT/8;
}
else
{
self->velz += FRACUNIT/8;
}
}
return 0;
}