mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-02 00:43:43 +00:00
3288d56cac
was blocked. SVN r2063 (trunk)
178 lines
3.7 KiB
C++
178 lines
3.7 KiB
C++
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#include "a_sharedglobal.h"
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#include "p_local.h"
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#include "g_level.h"
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#include "r_sky.h"
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#include "p_lnspec.h"
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IMPLEMENT_CLASS(AFastProjectile)
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//----------------------------------------------------------------------------
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//
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// AFastProjectile :: Tick
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//
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// Thinker for the ultra-fast projectiles used by Heretic and Hexen
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//
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//----------------------------------------------------------------------------
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void AFastProjectile::Tick ()
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{
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int i;
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fixed_t xfrac;
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fixed_t yfrac;
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fixed_t zfrac;
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int changexy;
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PrevX = x;
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PrevY = y;
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PrevZ = z;
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PrevAngle = angle;
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if (!(flags5 & MF5_NOTIMEFREEZE))
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{
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//Added by MC: Freeze mode.
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if (bglobal.freeze || level.flags2 & LEVEL2_FROZEN)
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{
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return;
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}
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}
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// [RH] Ripping is a little different than it was in Hexen
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FCheckPosition tm(!!(flags2 & MF2_RIP));
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int shift = 3;
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int count = 8;
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if (radius > 0)
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{
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while ( ((abs(velx) >> shift) > radius) || ((abs(vely) >> shift) > radius))
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{
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// we need to take smaller steps.
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shift++;
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count<<=1;
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}
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}
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// Handle movement
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if (velx || vely || (z != floorz) || velz)
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{
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xfrac = velx >> shift;
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yfrac = vely >> shift;
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zfrac = velz >> shift;
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changexy = xfrac || yfrac;
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int ripcount = count >> 3;
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for (i = 0; i < count; i++)
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{
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if (changexy)
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{
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if (--ripcount <= 0)
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{
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tm.LastRipped = NULL; // [RH] Do rip damage each step, like Hexen
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}
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if (!P_TryMove (this, x + xfrac,y + yfrac, true, false, tm))
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{ // Blocked move
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if (!(flags3 & MF3_SKYEXPLODE))
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{
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if (tm.ceilingline &&
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tm.ceilingline->backsector &&
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tm.ceilingline->backsector->GetTexture(sector_t::ceiling) == skyflatnum &&
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z >= tm.ceilingline->backsector->ceilingplane.ZatPoint (x, y))
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{
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// Hack to prevent missiles exploding against the sky.
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// Does not handle sky floors.
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Destroy ();
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return;
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}
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// [RH] Don't explode on horizon lines.
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if (BlockingLine != NULL && BlockingLine->special == Line_Horizon)
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{
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Destroy ();
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return;
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}
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}
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P_ExplodeMissile (this, BlockingLine, BlockingMobj);
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return;
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}
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}
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z += zfrac;
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if (z <= floorz)
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{ // Hit the floor
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if (floorpic == skyflatnum && !(flags3 & MF3_SKYEXPLODE))
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{
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// [RH] Just remove the missile without exploding it
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// if this is a sky floor.
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Destroy ();
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return;
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}
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z = floorz;
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P_HitFloor (this);
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P_ExplodeMissile (this, NULL, NULL);
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return;
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}
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if (z + height > ceilingz)
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{ // Hit the ceiling
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if (ceilingpic == skyflatnum && !(flags3 & MF3_SKYEXPLODE))
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{
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Destroy ();
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return;
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}
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z = ceilingz - height;
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P_ExplodeMissile (this, NULL, NULL);
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return;
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}
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if (changexy && ripcount <= 0)
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{
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ripcount = count >> 3;
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Effect();
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}
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}
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}
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// Advance the state
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if (tics != -1)
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{
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if (tics > 0) tics--;
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while (!tics)
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{
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if (!SetState (state->GetNextState ()))
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{ // mobj was removed
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return;
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}
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}
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}
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}
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void AFastProjectile::Effect()
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{
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//if (pr_smoke() < 128) // [RH] I think it looks better if it's consistent
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{
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FName name = (ENamedName) this->GetClass()->Meta.GetMetaInt (ACMETA_MissileName, NAME_None);
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if (name != NAME_None)
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{
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fixed_t hitz = z-8*FRACUNIT;
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if (hitz < floorz)
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{
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hitz = floorz;
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}
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const PClass *trail = PClass::FindClass(name);
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if (trail != NULL)
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{
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AActor *act = Spawn (trail, x, y, hitz, ALLOW_REPLACE);
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if (act != NULL)
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{
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act->angle = this->angle;
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}
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}
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}
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}
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}
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