qzdoom/src/g_hexen/a_clericflame.cpp

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/*
#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 "a_action.h"
#include "p_pspr.h"
#include "gstrings.h"
#include "a_hexenglobal.h"
#include "thingdef/thingdef.h"
*/
const fixed_t FLAMESPEED = fixed_t(0.45*FRACUNIT);
const fixed_t CFLAMERANGE = 12*64*FRACUNIT;
const fixed_t FLAMEROTSPEED = 2*FRACUNIT;
static FRandom pr_missile ("CFlameMissile");
void A_CFlameAttack (AActor *);
void A_CFlameRotate (AActor *);
void A_CFlamePuff (AActor *);
void A_CFlameMissile (AActor *);
// Flame Missile ------------------------------------------------------------
class ACFlameMissile : public AFastProjectile
{
DECLARE_CLASS (ACFlameMissile, AFastProjectile)
public:
void BeginPlay ();
void Effect ();
};
IMPLEMENT_CLASS (ACFlameMissile)
void ACFlameMissile::BeginPlay ()
{
special1 = 2;
}
void ACFlameMissile::Effect ()
{
fixed_t newz;
if (!--special1)
{
special1 = 4;
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newz = Z()-12*FRACUNIT;
if (newz < floorz)
{
newz = floorz;
}
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AActor *mo = Spawn ("CFlameFloor", X(), Y(), newz, ALLOW_REPLACE);
if (mo)
{
mo->angle = angle;
}
}
}
//============================================================================
//
// A_CFlameAttack
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_CFlameAttack)
{
player_t *player;
if (NULL == (player = self->player))
{
return;
}
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
}
P_SpawnPlayerMissile (self, RUNTIME_CLASS(ACFlameMissile));
S_Sound (self, CHAN_WEAPON, "ClericFlameFire", 1, ATTN_NORM);
}
//============================================================================
//
// A_CFlamePuff
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_CFlamePuff)
{
self->renderflags &= ~RF_INVISIBLE;
self->velx = 0;
self->vely = 0;
self->velz = 0;
S_Sound (self, CHAN_BODY, "ClericFlameExplode", 1, ATTN_NORM);
}
//============================================================================
//
// A_CFlameMissile
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_CFlameMissile)
{
int i;
int an, an90;
fixed_t dist;
AActor *mo;
self->renderflags &= ~RF_INVISIBLE;
S_Sound (self, CHAN_BODY, "ClericFlameExplode", 1, ATTN_NORM);
AActor *BlockingMobj = self->BlockingMobj;
if (BlockingMobj && BlockingMobj->flags&MF_SHOOTABLE)
{ // Hit something, so spawn the flame circle around the thing
dist = BlockingMobj->radius+18*FRACUNIT;
for (i = 0; i < 4; i++)
{
an = (i*ANG45)>>ANGLETOFINESHIFT;
an90 = (i*ANG45+ANG90)>>ANGLETOFINESHIFT;
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mo = Spawn ("CircleFlame", BlockingMobj->Vec3Offset(
FixedMul(dist, finecosine[an]),
FixedMul(dist, finesine[an]),
5*FRACUNIT), ALLOW_REPLACE);
if (mo)
{
mo->angle = an<<ANGLETOFINESHIFT;
mo->target = self->target;
mo->velx = mo->special1 = FixedMul(FLAMESPEED, finecosine[an]);
mo->vely = mo->special2 = FixedMul(FLAMESPEED, finesine[an]);
mo->tics -= pr_missile()&3;
}
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mo = Spawn ("CircleFlame", BlockingMobj->Vec3Offset(
-FixedMul(dist, finecosine[an]),
-FixedMul(dist, finesine[an]),
5*FRACUNIT), ALLOW_REPLACE);
if(mo)
{
mo->angle = ANG180+(an<<ANGLETOFINESHIFT);
mo->target = self->target;
mo->velx = mo->special1 = FixedMul(-FLAMESPEED, finecosine[an]);
mo->vely = mo->special2 = FixedMul(-FLAMESPEED, finesine[an]);
mo->tics -= pr_missile()&3;
}
}
self->SetState (self->SpawnState);
}
}
//============================================================================
//
// A_CFlameRotate
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_CFlameRotate)
{
int an;
an = (self->angle+ANG90)>>ANGLETOFINESHIFT;
self->velx = self->special1+FixedMul(FLAMEROTSPEED, finecosine[an]);
self->vely = self->special2+FixedMul(FLAMEROTSPEED, finesine[an]);
self->angle += ANG90/15;
}