mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-17 16:01:00 +00:00
cc99d150a3
SVN r1108 (trunk)
223 lines
5.2 KiB
C++
223 lines
5.2 KiB
C++
#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 "p_enemy.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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const fixed_t FLAMESPEED = fixed_t(0.45*FRACUNIT);
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const fixed_t CFLAMERANGE = 12*64*FRACUNIT;
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const fixed_t FLAMEROTSPEED = 2*FRACUNIT;
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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 AActor
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{
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DECLARE_CLASS (ACFlameMissile, AActor)
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public:
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void BeginPlay ();
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void Tick ();
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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::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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fixed_t newz;
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bool changexy;
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AActor *mo;
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PrevX = x;
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PrevY = y;
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PrevZ = z;
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// Handle movement
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if (momx || momy || (z != floorz) || momz)
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{
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xfrac = momx>>3;
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yfrac = momy>>3;
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zfrac = momz>>3;
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changexy = xfrac || yfrac;
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for (i = 0; i < 8; i++)
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{
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if (changexy)
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{
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if (!P_TryMove (this, x+xfrac, y+yfrac, true))
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{ // Blocked move
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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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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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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)
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{
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if (!--special1)
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{
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special1 = 4;
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newz = z-12*FRACUNIT;
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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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mo = Spawn ("CFlameFloor", x, y, newz, ALLOW_REPLACE);
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if (mo)
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{
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mo->angle = 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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// Advance the state
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if (tics != -1)
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{
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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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//============================================================================
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//
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// A_CFlameAttack
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//
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//============================================================================
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void A_CFlameAttack (AActor *actor)
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{
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player_t *player;
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if (NULL == (player = actor->player))
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{
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return;
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}
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AWeapon *weapon = actor->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;
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}
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P_SpawnPlayerMissile (actor, RUNTIME_CLASS(ACFlameMissile));
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S_Sound (actor, CHAN_WEAPON, "ClericFlameFire", 1, ATTN_NORM);
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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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void A_CFlamePuff (AActor *actor)
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{
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A_UnHideThing (actor);
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actor->momx = 0;
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actor->momy = 0;
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actor->momz = 0;
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S_Sound (actor, CHAN_BODY, "ClericFlameExplode", 1, ATTN_NORM);
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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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void A_CFlameMissile (AActor *actor)
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{
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int i;
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int an, an90;
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fixed_t dist;
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AActor *mo;
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A_UnHideThing (actor);
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S_Sound (actor, CHAN_BODY, "ClericFlameExplode", 1, ATTN_NORM);
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AActor *BlockingMobj = actor->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*FRACUNIT;
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for (i = 0; i < 4; i++)
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{
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an = (i*ANG45)>>ANGLETOFINESHIFT;
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an90 = (i*ANG45+ANG90)>>ANGLETOFINESHIFT;
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mo = Spawn ("CircleFlame", BlockingMobj->x+FixedMul(dist, finecosine[an]),
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BlockingMobj->y+FixedMul(dist, finesine[an]),
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BlockingMobj->z+5*FRACUNIT, ALLOW_REPLACE);
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if (mo)
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{
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mo->angle = an<<ANGLETOFINESHIFT;
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mo->target = actor->target;
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mo->momx = mo->special1 = FixedMul(FLAMESPEED, finecosine[an]);
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mo->momy = mo->special2 = FixedMul(FLAMESPEED, finesine[an]);
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mo->tics -= pr_missile()&3;
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}
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mo = Spawn ("CircleFlame", BlockingMobj->x-FixedMul(dist, finecosine[an]),
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BlockingMobj->y-FixedMul(dist, finesine[an]),
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BlockingMobj->z+5*FRACUNIT, ALLOW_REPLACE);
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if(mo)
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{
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mo->angle = ANG180+(an<<ANGLETOFINESHIFT);
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mo->target = actor->target;
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mo->momx = mo->special1 = FixedMul(-FLAMESPEED, finecosine[an]);
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mo->momy = mo->special2 = FixedMul(-FLAMESPEED, finesine[an]);
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mo->tics -= pr_missile()&3;
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}
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}
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actor->SetState (actor->SpawnState);
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}
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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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void A_CFlameRotate (AActor *actor)
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{
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int an;
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an = (actor->angle+ANG90)>>ANGLETOFINESHIFT;
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actor->momx = actor->special1+FixedMul(FLAMEROTSPEED, finecosine[an]);
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actor->momy = actor->special2+FixedMul(FLAMEROTSPEED, finesine[an]);
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actor->angle += ANG90/15;
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}
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