qzdoom-gpl/src/g_strife/a_spectral.cpp
Christoph Oelckers 371712c53a - turned everything I could into non-action functions.
- fixed emission of the self pointer in FxVMFunctionCall. I did not realize that the self expression only sets up a register for the value, not pushing it onto the stack.
2016-10-22 17:49:08 +02:00

144 lines
3 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 "vm.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_SELF_PROLOGUE(AActor);
AActor *foo = Spawn("SpectralLightningHTail", self->Vec3Offset(-self->Vel.X, -self->Vel.Y, 0.), ALLOW_REPLACE);
foo->Angles.Yaw = self->Angles.Yaw;
foo->FriendPlayer = self->FriendPlayer;
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_SpectralBigBallLightning)
{
PARAM_SELF_PROLOGUE(AActor);
PClassActor *cls = PClass::FindActor("SpectralLightningH3");
if (cls)
{
self->Angles.Yaw += 90.;
P_SpawnSubMissile (self, cls, self->target);
self->Angles.Yaw += 180.;
P_SpawnSubMissile (self, cls, self->target);
self->Angles.Yaw -= 270.;
P_SpawnSubMissile (self, cls, self->target);
}
return 0;
}
static FRandom pr_zap5 ("Zap5");
DEFINE_ACTION_FUNCTION(AActor, A_SpectralLightning)
{
PARAM_SELF_PROLOGUE(AActor);
AActor *flash;
if (self->threshold != 0)
--self->threshold;
self->Vel.X += pr_zap5.Random2(3);
self->Vel.Y += pr_zap5.Random2(3);
double xo = pr_zap5.Random2(3) * 50.;
double yo = pr_zap5.Random2(3) * 50.;
flash = Spawn (self->threshold > 25 ? PClass::FindActor(NAME_SpectralLightningV2) :
PClass::FindActor(NAME_SpectralLightningV1), self->Vec2OffsetZ(xo, yo, ONCEILINGZ), ALLOW_REPLACE);
flash->target = self->target;
flash->Vel.Z = -18;
flash->FriendPlayer = self->FriendPlayer;
flash = Spawn(NAME_SpectralLightningV2, self->PosAtZ(ONCEILINGZ), ALLOW_REPLACE);
flash->target = self->target;
flash->Vel.Z = -18;
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 (19.6875)
DEFINE_ACTION_FUNCTION(AActor, A_Tracer2)
{
PARAM_SELF_PROLOGUE(AActor);
AActor *dest;
double dist;
double slope;
dest = self->tracer;
if (!dest || dest->health <= 0 || self->Speed == 0 || !self->CanSeek(dest))
return 0;
DAngle exact = self->AngleTo(dest);
DAngle diff = deltaangle(self->Angles.Yaw, exact);
if (diff < 0)
{
self->Angles.Yaw -= TRACEANGLE;
if (deltaangle(self->Angles.Yaw, exact) > 0)
self->Angles.Yaw = exact;
}
else if (diff > 0)
{
self->Angles.Yaw += TRACEANGLE;
if (deltaangle(self->Angles.Yaw, exact) < 0.)
self->Angles.Yaw = exact;
}
self->VelFromAngle();
if (!(self->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
{
// change slope
dist = self->DistanceBySpeed (dest, self->Speed);
if (dest->Height >= 56)
{
slope = (dest->Z()+40 - self->Z()) / dist;
}
else
{
slope = (dest->Z() + self->Height*(2./3) - self->Z()) / dist;
}
if (slope < self->Vel.Z)
{
self->Vel.Z -= 1 / 8.;
}
else
{
self->Vel.Z += 1 / 8.;
}
}
return 0;
}