vkdoom_m/src/g_hexen/a_magelightning.cpp
Christoph Oelckers b1a83bfd26 - started with cleanup and separation of DECORATE code.
* everything related to scripting is now placed in a subdirectory 'scripting', which itself is separated into DECORATE, ZSCRIPT, the VM and code generation.
 * a few items have been moved to different headers so that the DECORATE parser definitions can mostly be kept local. The only exception at the moment is the flags interface on which 3 source files depend.
2016-10-12 19:22:33 +02:00

367 lines
7.5 KiB
C++

/*
#include "actor.h"
#include "gi.h"
#include "m_random.h"
#include "s_sound.h"
#include "d_player.h"
#include "a_action.h"
#include "p_local.h"
#include "a_action.h"
#include "p_pspr.h"
#include "gstrings.h"
#include "a_hexenglobal.h"
#include "vm.h"
#include "g_level.h"
*/
#define ZAGSPEED 1.
static FRandom pr_lightningready ("LightningReady");
static FRandom pr_lightningclip ("LightningClip");
static FRandom pr_zap ("LightningZap");
static FRandom pr_zapf ("LightningZapF");
static FRandom pr_hit ("LightningHit");
DECLARE_ACTION(A_LightningClip)
DECLARE_ACTION(A_LightningZap)
// Lightning ----------------------------------------------------------------
class ALightning : public AActor
{
DECLARE_CLASS (ALightning, AActor)
public:
int SpecialMissileHit (AActor *victim);
};
IMPLEMENT_CLASS(ALightning)
int ALightning::SpecialMissileHit (AActor *thing)
{
if (thing->flags&MF_SHOOTABLE && thing != target)
{
if (thing->Mass != INT_MAX)
{
thing->Vel.X += Vel.X / 16;
thing->Vel.Y += Vel.Y / 16;
}
if ((!thing->player && !(thing->flags2&MF2_BOSS))
|| !(level.time&1))
{
P_DamageMobj(thing, this, target, 3, NAME_Electric);
if (!(S_IsActorPlayingSomething (this, CHAN_WEAPON, -1)))
{
S_Sound (this, CHAN_WEAPON, this->AttackSound, 1, ATTN_NORM);
}
if (thing->flags3&MF3_ISMONSTER && pr_hit() < 64)
{
thing->Howl ();
}
}
health--;
if (health <= 0 || thing->health <= 0)
{
return 0;
}
if (flags3 & MF3_FLOORHUGGER)
{
if (lastenemy && ! lastenemy->tracer)
{
lastenemy->tracer = thing;
}
}
else if (!tracer)
{
tracer = thing;
}
}
return 1; // lightning zaps through all sprites
}
// Lightning Zap ------------------------------------------------------------
class ALightningZap : public AActor
{
DECLARE_CLASS (ALightningZap, AActor)
public:
int SpecialMissileHit (AActor *thing);
};
IMPLEMENT_CLASS (ALightningZap)
int ALightningZap::SpecialMissileHit (AActor *thing)
{
AActor *lmo;
if (thing->flags&MF_SHOOTABLE && thing != target)
{
lmo = lastenemy;
if (lmo)
{
if (lmo->flags3 & MF3_FLOORHUGGER)
{
if (lmo->lastenemy && !lmo->lastenemy->tracer)
{
lmo->lastenemy->tracer = thing;
}
}
else if (!lmo->tracer)
{
lmo->tracer = thing;
}
if (!(level.time&3))
{
lmo->health--;
}
}
}
return -1;
}
//============================================================================
//
// A_LightningReady
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_LightningReady)
{
PARAM_ACTION_PROLOGUE;
DoReadyWeapon(self);
if (pr_lightningready() < 160)
{
S_Sound (self, CHAN_WEAPON, "MageLightningReady", 1, ATTN_NORM);
}
return 0;
}
//============================================================================
//
// A_LightningClip
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_LightningClip)
{
PARAM_ACTION_PROLOGUE;
AActor *cMo;
AActor *target = NULL;
int zigZag;
if (self->flags3 & MF3_FLOORHUGGER)
{
if (self->lastenemy == NULL)
{
return 0;
}
self->SetZ(self->floorz);
target = self->lastenemy->tracer;
}
else if (self->flags3 & MF3_CEILINGHUGGER)
{
self->SetZ(self->ceilingz - self->Height);
target = self->tracer;
}
if (self->flags3 & MF3_FLOORHUGGER)
{ // floor lightning zig-zags, and forces the ceiling lightning to mimic
cMo = self->lastenemy;
zigZag = pr_lightningclip();
if((zigZag > 128 && self->special1 < 2) || self->special1 < -2)
{
self->Thrust(self->Angles.Yaw + 90, ZAGSPEED);
if(cMo)
{
cMo->Thrust(self->Angles.Yaw + 90, ZAGSPEED);
}
self->special1++;
}
else
{
self->Thrust(self->Angles.Yaw - 90, ZAGSPEED);
if(cMo)
{
cMo->Thrust(self->Angles.Yaw - 90, ZAGSPEED);
}
self->special1--;
}
}
if(target)
{
if(target->health <= 0)
{
P_ExplodeMissile(self, NULL, NULL);
}
else
{
self->Angles.Yaw = self->AngleTo(target);
self->VelFromAngle(self->Speed / 2);
}
}
return 0;
}
//============================================================================
//
// A_LightningZap
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_LightningZap)
{
PARAM_ACTION_PROLOGUE;
PClassActor *lightning = PClass::FindActor(self->GetClass()->MissileName);
AActor *mo;
if (lightning == NULL)
{
lightning = PClass::FindActor(NAME_LightningZap);
}
CALL_ACTION(A_LightningClip, self);
self->health -= 8;
if (self->health <= 0)
{
self->SetState (self->FindState(NAME_Death));
return 0;
}
double deltaX = (pr_zap() - 128) * self->radius / 256;
double deltaY = (pr_zap() - 128) * self->radius / 256;
double deltaZ = (self->flags3 & MF3_FLOORHUGGER) ? 10 : -10;
mo = Spawn(lightning, self->Vec3Offset(deltaX, deltaY, deltaZ), ALLOW_REPLACE);
if (mo)
{
mo->lastenemy = self;
mo->Vel.X = self->Vel.X;
mo->Vel.Y = self->Vel.Y;
mo->Vel.Z = (self->flags3 & MF3_FLOORHUGGER) ? 20 : -20;
mo->target = self->target;
}
if ((self->flags3 & MF3_FLOORHUGGER) && pr_zapf() < 160)
{
S_Sound (self, CHAN_BODY, self->ActiveSound, 1, ATTN_NORM);
}
return 0;
}
//============================================================================
//
// A_MLightningAttack
//
//============================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_MLightningAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_CLASS_OPT(floor, AActor) { floor = PClass::FindActor("LightningFloor"); }
PARAM_CLASS_OPT(ceiling, AActor) { ceiling = PClass::FindActor("LightningCeiling"); }
AActor *fmo, *cmo;
fmo = P_SpawnPlayerMissile (self, floor);
cmo = P_SpawnPlayerMissile (self, ceiling);
if (fmo)
{
fmo->special1 = 0;
fmo->lastenemy = cmo;
CALL_ACTION(A_LightningZap, fmo);
}
if (cmo)
{
cmo->tracer = NULL;
cmo->lastenemy = fmo;
CALL_ACTION(A_LightningZap, cmo);
}
S_Sound (self, CHAN_BODY, "MageLightningFire", 1, ATTN_NORM);
if (self->player != NULL)
{
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
{
weapon->DepleteAmmo (weapon->bAltFire);
}
}
return 0;
}
//============================================================================
//
// A_ZapMimic
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_ZapMimic)
{
PARAM_ACTION_PROLOGUE;
AActor *mo;
mo = self->lastenemy;
if (mo)
{
if (mo->state >= mo->FindState(NAME_Death))
{
P_ExplodeMissile (self, NULL, NULL);
}
else
{
self->Vel.X = mo->Vel.X;
self->Vel.Y = mo->Vel.Y;
}
}
return 0;
}
//============================================================================
//
// A_LastZap
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_LastZap)
{
PARAM_ACTION_PROLOGUE;
PClassActor *lightning = PClass::FindActor(self->GetClass()->MissileName);
AActor *mo;
if (lightning == NULL)
{
lightning = PClass::FindActor(NAME_LightningZap);
}
mo = Spawn(lightning, self->Pos(), ALLOW_REPLACE);
if (mo)
{
mo->SetState (mo->FindState (NAME_Death));
mo->Vel.Z = 40;
mo->SetDamage(0);
}
return 0;
}
//============================================================================
//
// A_LightningRemove
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_LightningRemove)
{
PARAM_ACTION_PROLOGUE;
AActor *mo;
mo = self->lastenemy;
if (mo)
{
mo->lastenemy = NULL;
P_ExplodeMissile (mo, NULL, NULL);
}
return 0;
}