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https://github.com/ZDoom/qzdoom.git
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f1602882c8
- started converting g_hexen. Most importantly this removes CHolyWeave as it is just a specialized version of A_Weave with far more convoluted use of parameters.
170 lines
3.7 KiB
C++
170 lines
3.7 KiB
C++
/*
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#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 "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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#include "thingdef/thingdef.h"
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*/
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const double FLAMESPEED = 0.45;
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const double FLAMEROTSPEED = 2.;
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static FRandom pr_missile ("CFlameMissile");
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void A_CFlameAttack (AActor *);
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void A_CFlameRotate (AActor *);
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void A_CFlamePuff (AActor *);
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void A_CFlameMissile (AActor *);
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// Flame Missile ------------------------------------------------------------
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class ACFlameMissile : public AFastProjectile
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{
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DECLARE_CLASS (ACFlameMissile, AFastProjectile)
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public:
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void BeginPlay ();
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void Effect ();
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};
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IMPLEMENT_CLASS (ACFlameMissile)
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void ACFlameMissile::BeginPlay ()
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{
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special1 = 2;
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}
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void ACFlameMissile::Effect ()
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{
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if (!--special1)
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{
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special1 = 4;
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double newz = Z() - 12;
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if (newz < floorz)
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{
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newz = floorz;
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}
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AActor *mo = Spawn ("CFlameFloor", PosAtZ(newz), ALLOW_REPLACE);
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if (mo)
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{
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mo->Angles.Yaw = Angles.Yaw;
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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_CFlameAttack
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_CFlameAttack)
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{
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PARAM_ACTION_PROLOGUE;
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player_t *player;
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if (NULL == (player = self->player))
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{
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return 0;
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}
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AWeapon *weapon = self->player->ReadyWeapon;
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if (weapon != NULL)
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return 0;
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}
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P_SpawnPlayerMissile (self, RUNTIME_CLASS(ACFlameMissile));
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S_Sound (self, CHAN_WEAPON, "ClericFlameFire", 1, ATTN_NORM);
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return 0;
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}
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//============================================================================
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//
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// A_CFlamePuff
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_CFlamePuff)
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{
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PARAM_ACTION_PROLOGUE;
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self->renderflags &= ~RF_INVISIBLE;
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self->Vel.Zero();
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S_Sound (self, CHAN_BODY, "ClericFlameExplode", 1, ATTN_NORM);
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return 0;
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}
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//============================================================================
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//
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// A_CFlameMissile
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_CFlameMissile)
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{
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PARAM_ACTION_PROLOGUE;
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int i;
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DAngle an;
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double dist;
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AActor *mo;
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self->renderflags &= ~RF_INVISIBLE;
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S_Sound (self, CHAN_BODY, "ClericFlameExplode", 1, ATTN_NORM);
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AActor *BlockingMobj = self->BlockingMobj;
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if (BlockingMobj && BlockingMobj->flags&MF_SHOOTABLE)
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{ // Hit something, so spawn the flame circle around the thing
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dist = BlockingMobj->radius + 18;
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for (i = 0; i < 4; i++)
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{
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an = i*45.;
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mo = Spawn ("CircleFlame", BlockingMobj->Vec3Angle(dist, an, 5), ALLOW_REPLACE);
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if (mo)
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{
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mo->Angles.Yaw = an;
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mo->target = self->target;
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mo->VelFromAngle(FLAMESPEED);
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mo->specialf1 = mo->Vel.X;
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mo->specialf2 = mo->Vel.Y;
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mo->tics -= pr_missile()&3;
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}
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mo = Spawn("CircleFlame", BlockingMobj->Vec3Angle(dist, an, 5), ALLOW_REPLACE);
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if(mo)
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{
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mo->Angles.Yaw = an + 180.;
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mo->target = self->target;
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mo->VelFromAngle(-FLAMESPEED);
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mo->specialf1 = mo->Vel.X;
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mo->specialf2 = mo->Vel.Y;
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mo->tics -= pr_missile()&3;
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}
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}
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self->SetState (self->SpawnState);
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}
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return 0;
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}
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//============================================================================
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//
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// A_CFlameRotate
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_CFlameRotate)
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{
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PARAM_ACTION_PROLOGUE;
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DAngle an = self->Angles.Yaw + 90.;
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self->VelFromAngle(an, FLAMEROTSPEED);
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self->Vel += DVector2(self->specialf1, self->specialf2);
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self->Angles.Yaw += 6.;
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return 0;
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}
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