qzdoom-gpl/src/g_hexen/a_magewand.cpp
Christoph Oelckers 3f497fe8e5 - Eliminated some more global variables (onmobj, DoRipping, LastRipped,
MissileActor, bulletpitch and linetarget.) 

SVN r899 (trunk)
2008-04-10 14:38:43 +00:00

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