mirror of
https://github.com/ZDoom/qzdoom.git
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195 lines
4.1 KiB
Text
195 lines
4.1 KiB
Text
// Fast projectiles --------------------------------------------------------
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class FastProjectile : Actor
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{
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Default
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{
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Projectile;
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MissileHeight 0;
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}
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virtual void Effect()
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{
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class<Actor> trail = MissileName;
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if (trail != null)
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{
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double hitz = pos.z - 8;
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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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// Do not clip this offset to the floor.
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hitz += MissileHeight;
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Actor act = Spawn (trail, (pos.xy, hitz), ALLOW_REPLACE);
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if (act != null)
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{
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if (bGetOwner && target != null)
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act.target = target;
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else
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act.target = self;
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act.angle = angle;
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act.pitch = pitch;
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}
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}
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}
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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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override void Tick ()
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{
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ClearInterpolation();
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double oldz = pos.Z;
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if (isFrozen())
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return;
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// [RH] Ripping is a little different than it was in Hexen
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FCheckPosition tm;
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tm.DoRipping = bRipper;
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int count = 8;
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if (radius > 0)
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{
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while (abs(Vel.X) >= radius * count || abs(Vel.Y) >= radius * count)
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{
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// we need to take smaller steps.
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count += count;
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}
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}
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if (height > 0)
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{
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while (abs(Vel.Z) >= height * count)
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{
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count += count;
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}
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}
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// Handle movement
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bool ismoved = Vel != (0, 0, 0)
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// Check Z position set during previous tick.
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// It should be strictly equal to the argument of SetZ() function.
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|| ( (pos.Z != floorz ) /* Did it hit the floor? */
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&& (pos.Z != ceilingz - Height) /* Did it hit the ceiling? */ );
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if (ismoved)
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{
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// force some lateral movement so that collision detection works as intended.
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if (bMissile && Vel.X == 0 && Vel.Y == 0 && !IsZeroDamage())
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{
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VelFromAngle(MinVel);
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}
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Vector3 frac = Vel / count;
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int changexy = frac.X != 0 || frac.Y != 0;
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int ripcount = count / 8;
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for (int 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.ClearLastRipped(); // [RH] Do rip damage each step, like Hexen
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}
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if (!TryMove (Pos.XY + frac.XY, true, false, tm))
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{ // Blocked move
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if (!bSkyExplode)
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{
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let l = tm.ceilingline;
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if (l &&
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l.backsector &&
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l.backsector.GetTexture(sector.ceiling) == skyflatnum)
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{
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let posr = PosRelative(l.backsector);
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if (pos.Z >= l.backsector.ceilingplane.ZatPoint(posr.XY))
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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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}
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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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ExplodeMissile (BlockingLine, BlockingMobj);
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return;
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}
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}
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AddZ(frac.Z);
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UpdateWaterLevel ();
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oldz = pos.Z;
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if (oldz <= floorz)
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{ // Hit the floor
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if (floorpic == skyflatnum && !bSkyExplode)
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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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SetZ(floorz);
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HitFloor ();
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Destructible.ProjectileHitPlane(self, SECPART_Floor);
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ExplodeMissile (NULL, NULL);
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return;
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}
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if (pos.Z + height > ceilingz)
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{ // Hit the ceiling
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if (ceilingpic == skyflatnum && !bSkyExplode)
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{
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Destroy ();
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return;
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}
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SetZ(ceilingz - Height);
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Destructible.ProjectileHitPlane(self, SECPART_Ceiling);
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ExplodeMissile (NULL, NULL);
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return;
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}
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CheckPortalTransition();
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if (changexy && ripcount <= 0)
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{
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ripcount = count >> 3;
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// call the 'Effect' method.
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Effect();
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}
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}
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}
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if (!CheckNoDelay())
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return; // freed itself
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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 (CurState.NextState))
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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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}
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