vkdoom_m/src/g_shared/a_fastprojectile.cpp
Christoph Oelckers 884a265d4a - refactored P_FindFloorCeiling to be portal aware and cleaned up its interface.
A big problem with this function was that some flags required setting up some variables before calling it and others did not. It will now set everything up itself so all initializations to AActor::floorz and ceilingz that were made before these calls (which were all identical to begin with) could be removed and the internal initialization logic streamlined.
2016-02-17 21:57:52 +01:00

188 lines
3.9 KiB
C++

#include "a_sharedglobal.h"
#include "p_local.h"
#include "g_level.h"
#include "r_sky.h"
#include "p_lnspec.h"
#include "b_bot.h"
#include "p_checkposition.h"
IMPLEMENT_CLASS(AFastProjectile)
//----------------------------------------------------------------------------
//
// AFastProjectile :: Tick
//
// Thinker for the ultra-fast projectiles used by Heretic and Hexen
//
//----------------------------------------------------------------------------
void AFastProjectile::Tick ()
{
int i;
fixed_t xfrac;
fixed_t yfrac;
fixed_t zfrac;
int changexy;
PrevX = X();
PrevY = Y();
PrevZ = Z();
fixed_t oldz = Z();
PrevAngle = angle;
if (!(flags5 & MF5_NOTIMEFREEZE))
{
//Added by MC: Freeze mode.
if (bglobal.freeze || level.flags2 & LEVEL2_FROZEN)
{
return;
}
}
// [RH] Ripping is a little different than it was in Hexen
FCheckPosition tm(!!(flags2 & MF2_RIP));
int shift = 3;
int count = 8;
if (radius > 0)
{
while ( ((abs(velx) >> shift) > radius) || ((abs(vely) >> shift) > radius))
{
// we need to take smaller steps.
shift++;
count<<=1;
}
}
// Handle movement
if (velx || vely || (Z() != floorz) || velz)
{
xfrac = velx >> shift;
yfrac = vely >> shift;
zfrac = velz >> shift;
changexy = xfrac || yfrac;
int ripcount = count >> 3;
for (i = 0; i < count; i++)
{
if (changexy)
{
if (--ripcount <= 0)
{
tm.LastRipped.Clear(); // [RH] Do rip damage each step, like Hexen
}
if (!P_TryMove (this, X() + xfrac,Y() + yfrac, true, NULL, tm))
{ // Blocked move
if (!(flags3 & MF3_SKYEXPLODE))
{
if (tm.ceilingline &&
tm.ceilingline->backsector &&
tm.ceilingline->backsector->GetTexture(sector_t::ceiling) == skyflatnum &&
Z() >= tm.ceilingline->backsector->ceilingplane.ZatPoint(PosRelative(tm.ceilingline)))
{
// Hack to prevent missiles exploding against the sky.
// Does not handle sky floors.
Destroy ();
return;
}
// [RH] Don't explode on horizon lines.
if (BlockingLine != NULL && BlockingLine->special == Line_Horizon)
{
Destroy ();
return;
}
}
P_ExplodeMissile (this, BlockingLine, BlockingMobj);
return;
}
}
AddZ(zfrac);
UpdateWaterLevel (oldz);
oldz = Z();
if (Z() <= floorz)
{ // Hit the floor
if (floorpic == skyflatnum && !(flags3 & MF3_SKYEXPLODE))
{
// [RH] Just remove the missile without exploding it
// if this is a sky floor.
Destroy ();
return;
}
SetZ(floorz);
P_HitFloor (this);
P_ExplodeMissile (this, NULL, NULL);
return;
}
if (Top() > ceilingz)
{ // Hit the ceiling
if (ceilingpic == skyflatnum && !(flags3 & MF3_SKYEXPLODE))
{
Destroy ();
return;
}
SetZ(ceilingz - height);
P_ExplodeMissile (this, NULL, NULL);
return;
}
if (changexy && ripcount <= 0)
{
ripcount = count >> 3;
Effect();
}
}
}
if (!CheckNoDelay())
return; // freed itself
// Advance the state
if (tics != -1)
{
if (tics > 0) tics--;
while (!tics)
{
if (!SetState (state->GetNextState ()))
{ // mobj was removed
return;
}
}
}
}
void AFastProjectile::Effect()
{
//if (pr_smoke() < 128) // [RH] I think it looks better if it's consistent
{
FName name = GetClass()->MissileName;
if (name != NAME_None)
{
fixed_t hitz = Z()-8*FRACUNIT;
if (hitz < floorz)
{
hitz = floorz;
}
// Do not clip this offset to the floor.
hitz += GetClass()->MissileHeight;
PClassActor *trail = PClass::FindActor(name);
if (trail != NULL)
{
AActor *act = Spawn (trail, X(), Y(), hitz, ALLOW_REPLACE);
if (act != NULL)
{
act->angle = this->angle;
}
}
}
}
}