mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-12-11 21:00:53 +00:00
150 lines
3.2 KiB
C++
150 lines
3.2 KiB
C++
/*
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#include "actor.h"
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#include "m_random.h"
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#include "a_action.h"
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#include "p_local.h"
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#include "s_sound.h"
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#include "m_random.h"
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#include "a_strifeglobal.h"
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#include "thingdef/thingdef.h"
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*/
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class ASpectralMonster : public AActor
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{
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DECLARE_CLASS (ASpectralMonster, AActor)
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public:
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void Touch (AActor *toucher);
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};
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IMPLEMENT_CLASS (ASpectralMonster)
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void ASpectralMonster::Touch (AActor *toucher)
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{
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P_DamageMobj (toucher, this, this, 5, NAME_Melee);
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}
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DEFINE_ACTION_FUNCTION(AActor, A_SpectralLightningTail)
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{
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PARAM_ACTION_PROLOGUE;
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AActor *foo = Spawn("SpectralLightningHTail", self->Vec3Offset(-self->vel.x, -self->vel.y, 0), ALLOW_REPLACE);
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foo->Angles.Yaw = self->Angles.Yaw;
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foo->FriendPlayer = self->FriendPlayer;
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_SpectralBigBallLightning)
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{
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PARAM_ACTION_PROLOGUE;
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PClassActor *cls = PClass::FindActor("SpectralLightningH3");
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if (cls)
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{
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self->Angles.Yaw += 90.;
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P_SpawnSubMissile (self, cls, self->target);
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self->Angles.Yaw += 180.;
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P_SpawnSubMissile (self, cls, self->target);
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self->Angles.Yaw -= 270.;
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P_SpawnSubMissile (self, cls, self->target);
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}
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return 0;
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}
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static FRandom pr_zap5 ("Zap5");
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DEFINE_ACTION_FUNCTION(AActor, A_SpectralLightning)
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{
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PARAM_ACTION_PROLOGUE;
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AActor *flash;
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if (self->threshold != 0)
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--self->threshold;
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self->vel.x += pr_zap5.Random2(3) << FRACBITS;
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self->vel.y += pr_zap5.Random2(3) << FRACBITS;
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fixedvec2 pos = self->Vec2Offset(
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pr_zap5.Random2(3) * FRACUNIT * 50,
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pr_zap5.Random2(3) * FRACUNIT * 50);
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flash = Spawn (self->threshold > 25 ? PClass::FindActor(NAME_SpectralLightningV2) :
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PClass::FindActor(NAME_SpectralLightningV1), pos.x, pos.y, ONCEILINGZ, ALLOW_REPLACE);
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flash->target = self->target;
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flash->vel.z = -18*FRACUNIT;
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flash->FriendPlayer = self->FriendPlayer;
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flash = Spawn(NAME_SpectralLightningV2, self->X(), self->Y(), ONCEILINGZ, ALLOW_REPLACE);
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flash->target = self->target;
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flash->vel.z = -18*FRACUNIT;
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flash->FriendPlayer = self->FriendPlayer;
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return 0;
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}
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// In Strife, this number is stored in the data segment, but it doesn't seem to be
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// altered anywhere.
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#define TRACEANGLE (19.6875)
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DEFINE_ACTION_FUNCTION(AActor, A_Tracer2)
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{
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PARAM_ACTION_PROLOGUE;
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AActor *dest;
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fixed_t dist;
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fixed_t slope;
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dest = self->tracer;
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if (!dest || dest->health <= 0 || self->Speed == 0 || !self->CanSeek(dest))
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return 0;
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DAngle exact = self->AngleTo(dest);
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DAngle diff = deltaangle(self->Angles.Yaw, exact);
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if (diff < 0)
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{
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self->Angles.Yaw -= TRACEANGLE;
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if (deltaangle(self->Angles.Yaw, exact) > 0)
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self->Angles.Yaw = exact;
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}
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else if (diff > 0)
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{
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self->Angles.Yaw += TRACEANGLE;
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if (deltaangle(self->Angles.Yaw, exact) < 0.)
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self->Angles.Yaw = exact;
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}
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self->VelFromAngle();
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if (!(self->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
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{
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// change slope
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dist = self->AproxDistance (dest) / self->Speed;
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if (dist < 1)
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{
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dist = 1;
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}
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if (dest->height >= 56*FRACUNIT)
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{
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slope = (dest->Z()+40*FRACUNIT - self->Z()) / dist;
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}
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else
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{
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slope = (dest->Z() + self->height*2/3 - self->Z()) / dist;
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}
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if (slope < self->vel.z)
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{
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self->vel.z -= FRACUNIT/8;
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}
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else
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{
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self->vel.z += FRACUNIT/8;
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}
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}
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return 0;
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}
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