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https://github.com/ZDoom/qzdoom-gpl.git
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3f497fe8e5
MissileActor, bulletpitch and linetarget.) SVN r899 (trunk)
202 lines
5.2 KiB
C++
202 lines
5.2 KiB
C++
#include "actor.h"
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#include "gi.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "d_player.h"
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#include "a_action.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "a_action.h"
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#include "p_pspr.h"
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#include "gstrings.h"
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#include "a_hexenglobal.h"
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static FRandom pr_smoke ("MWandSmoke");
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void A_MWandAttack (AActor *actor);
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// The Mage's Wand ----------------------------------------------------------
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class AMWeapWand : public AMageWeapon
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{
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DECLARE_ACTOR (AMWeapWand, AMageWeapon)
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};
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FState AMWeapWand::States[] =
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{
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#define S_MWANDREADY 0
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S_NORMAL (MWND, 'A', 1, A_WeaponReady , &States[S_MWANDREADY]),
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#define S_MWANDDOWN (S_MWANDREADY+1)
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S_NORMAL (MWND, 'A', 1, A_Lower , &States[S_MWANDDOWN]),
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#define S_MWANDUP (S_MWANDDOWN+1)
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S_NORMAL (MWND, 'A', 1, A_Raise , &States[S_MWANDUP]),
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#define S_MWANDATK (S_MWANDUP+1)
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S_NORMAL (MWND, 'A', 6, NULL , &States[S_MWANDATK+1]),
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S_BRIGHT2 (MWND, 'B', 6, A_MWandAttack , &States[S_MWANDATK+2], 0, 48),
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S_NORMAL2 (MWND, 'A', 3, NULL , &States[S_MWANDATK+3], 0, 40),
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S_NORMAL2 (MWND, 'A', 3, A_ReFire , &States[S_MWANDREADY], 0, 36),
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};
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IMPLEMENT_ACTOR (AMWeapWand, Hexen, -1, 0)
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PROP_Weapon_SelectionOrder (3600)
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PROP_Weapon_UpState (S_MWANDUP)
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PROP_Weapon_DownState (S_MWANDDOWN)
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PROP_Weapon_ReadyState (S_MWANDREADY)
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PROP_Weapon_AtkState (S_MWANDATK)
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PROP_Weapon_Kickback (0)
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PROP_Weapon_YAdjust (9)
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PROP_Weapon_MoveCombatDist (25000000)
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PROP_Weapon_ProjectileType ("MageWandMissile")
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END_DEFAULTS
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// Wand Smoke ---------------------------------------------------------------
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class AMageWandSmoke : public AActor
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{
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DECLARE_ACTOR (AMageWandSmoke, AActor)
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};
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FState AMageWandSmoke::States[] =
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{
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S_NORMAL (MWND, 'C', 4, NULL , &States[1]),
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S_NORMAL (MWND, 'D', 4, NULL , &States[2]),
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S_NORMAL (MWND, 'C', 4, NULL , &States[3]),
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S_NORMAL (MWND, 'D', 4, NULL , NULL),
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};
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IMPLEMENT_ACTOR (AMageWandSmoke, Hexen, -1, 0)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_SHADOW)
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PROP_Flags2 (MF2_NOTELEPORT|MF2_CANNOTPUSH|MF2_NODMGTHRUST)
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PROP_SpawnState (0)
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PROP_RenderStyle (STYLE_Translucent)
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PROP_Alpha (HX_SHADOW)
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END_DEFAULTS
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// Wand Missile -------------------------------------------------------------
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class AMageWandMissile : public AActor
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{
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DECLARE_ACTOR (AMageWandMissile, AActor)
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public:
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void Tick ();
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};
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FState AMageWandMissile::States[] =
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{
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#define S_MWAND_MISSILE 0
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S_BRIGHT (MWND, 'C', 4, NULL , &States[S_MWAND_MISSILE+1]),
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S_BRIGHT (MWND, 'D', 4, NULL , &States[S_MWAND_MISSILE]),
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#define S_MWANDPUFF (S_MWAND_MISSILE+2)
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S_BRIGHT (MWND, 'E', 4, NULL , &States[S_MWANDPUFF+1]),
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S_BRIGHT (MWND, 'F', 3, NULL , &States[S_MWANDPUFF+2]),
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S_BRIGHT (MWND, 'G', 4, NULL , &States[S_MWANDPUFF+3]),
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S_BRIGHT (MWND, 'H', 3, NULL , &States[S_MWANDPUFF+4]),
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S_BRIGHT (MWND, 'I', 4, NULL , NULL),
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};
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IMPLEMENT_ACTOR (AMageWandMissile, Hexen, -1, 0)
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PROP_SpeedFixed (184)
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PROP_RadiusFixed (12)
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PROP_HeightFixed (8)
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PROP_Damage (2)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
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PROP_Flags2 (MF2_NOTELEPORT|MF2_RIP|MF2_CANNOTPUSH|MF2_NODMGTHRUST|MF2_IMPACT|MF2_PCROSS)
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PROP_SpawnState (S_MWAND_MISSILE)
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PROP_DeathState (S_MWANDPUFF)
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END_DEFAULTS
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void AMageWandMissile::Tick ()
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{
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int i;
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fixed_t xfrac;
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fixed_t yfrac;
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fixed_t zfrac;
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fixed_t hitz;
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bool changexy;
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PrevX = x;
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PrevY = y;
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PrevZ = z;
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// [RH] Ripping is a little different than it was in Hexen
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FCheckPosition tm(!!(flags2 & MF2_RIP));
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// Handle movement
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if (momx || momy || (z != floorz) || momz)
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{
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xfrac = momx>>3;
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yfrac = momy>>3;
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zfrac = momz>>3;
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changexy = xfrac || yfrac;
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for (i = 0; i < 8; i++)
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{
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if (changexy)
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{
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tm.LastRipped = NULL; // [RH] Do rip damage each step, like Hexen
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if (!P_TryMove (this, x+xfrac,y+yfrac, true, false, tm))
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{ // Blocked move
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P_ExplodeMissile (this, BlockingLine, BlockingMobj);
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return;
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}
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}
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z += zfrac;
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if (z <= floorz)
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{ // Hit the floor
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z = floorz;
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P_HitFloor (this);
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P_ExplodeMissile (this, NULL, NULL);
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return;
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}
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if (z+height > ceilingz)
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{ // Hit the ceiling
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z = ceilingz-height;
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P_ExplodeMissile (this, NULL, NULL);
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return;
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}
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if (changexy)
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{
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//if (pr_smoke() < 128) // [RH] I think it looks better if it's consistant
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{
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hitz = z-8*FRACUNIT;
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if (hitz < floorz)
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{
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hitz = floorz;
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}
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Spawn<AMageWandSmoke> (x, y, hitz, ALLOW_REPLACE);
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}
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}
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}
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}
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// Advance the state
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if (tics != -1)
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{
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tics--;
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while (!tics)
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{
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if (!SetState (state->GetNextState()))
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{ // actor was removed
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return;
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}
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}
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}
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}
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//============================================================================
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//
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// A_MWandAttack
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//
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//============================================================================
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void A_MWandAttack (AActor *actor)
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{
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AActor *mo;
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mo = P_SpawnPlayerMissile (actor, RUNTIME_CLASS(AMageWandMissile));
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S_Sound (actor, CHAN_WEAPON, "MageWandFire", 1, ATTN_NORM);
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}
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