1320 lines
32 KiB
C
1320 lines
32 KiB
C
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//**************************************************************************
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//**
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//** a_action.c : Heretic 2 : Raven Software, Corp.
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//**
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//** $RCSfile: a_action.c,v $
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//** $Revision: 1.86 $
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//** $Date: 96/03/22 13:15:33 $
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//** $Author: bgokey $
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//**
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//**************************************************************************
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// HEADER FILES ------------------------------------------------------------
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#include "h2def.h"
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#include "p_local.h"
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#include "soundst.h"
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// MACROS ------------------------------------------------------------------
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// TYPES -------------------------------------------------------------------
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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extern fixed_t FloatBobOffsets[64];
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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int orbitTableX[256]=
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{
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983025, 982725, 981825, 980340, 978255, 975600, 972330, 968490,
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964065, 959070, 953475, 947325, 940590, 933300, 925440, 917025,
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908055, 898545, 888495, 877905, 866775, 855135, 842985, 830310,
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817155, 803490, 789360, 774735, 759660, 744120, 728130, 711690,
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694845, 677565, 659880, 641805, 623340, 604500, 585285, 565725,
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||
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545820, 525600, 505050, 484200, 463065, 441645, 419955, 398010,
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375840, 353430, 330810, 307995, 285000, 261825, 238485, 215010,
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191400, 167685, 143865, 119955, 95970, 71940, 47850, 23745,
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||
|
-375, -24495, -48600, -72690, -96720, -120705, -144600, -168420,
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||
|
-192150, -215745, -239220, -262545, -285720, -308715, -331530, -354135,
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||
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-376530, -398700, -420630, -442320, -463725, -484860, -505695, -526230,
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||
|
-546450, -566340, -585885, -605085, -623925, -642375, -660435, -678105,
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||
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-695370, -712215, -728625, -744600, -760125, -775200, -789795, -803925,
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||
|
-817575, -830715, -843375, -855510, -867135, -878235, -888810, -898845,
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-908340, -917295, -925695, -933540, -940815, -947520, -953670, -959235,
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||
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-964215, -968625, -972450, -975690, -978330, -980400, -981870, -982740,
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-983025, -982725, -981825, -980340, -978255, -975600, -972330, -968490,
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-964065, -959070, -953475, -947325, -940590, -933300, -925440, -917025,
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-908055, -898545, -888495, -877905, -866775, -855135, -842985, -830310,
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-817155, -803490, -789360, -774735, -759660, -744120, -728130, -711690,
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-694845, -677565, -659880, -641805, -623340, -604485, -585285, -565725,
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-545820, -525600, -505050, -484200, -463065, -441645, -419955, -398010,
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-375840, -353430, -330810, -307995, -285000, -261825, -238485, -215010,
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-191400, -167685, -143865, -119955, -95970, -71940, -47850, -23745,
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375, 24495, 48600, 72690, 96720, 120705, 144600, 168420,
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192150, 215745, 239220, 262545, 285720, 308715, 331530, 354135,
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376530, 398700, 420630, 442320, 463725, 484860, 505695, 526230,
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546450, 566340, 585885, 605085, 623925, 642375, 660435, 678105,
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695370, 712215, 728625, 744600, 760125, 775200, 789795, 803925,
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817575, 830715, 843375, 855510, 867135, 878235, 888810, 898845,
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908340, 917295, 925695, 933540, 940815, 947520, 953670, 959235,
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964215, 968625, 972450, 975690, 978330, 980400, 981870, 982740
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};
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int orbitTableY[256]=
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{
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375, 24495, 48600, 72690, 96720, 120705, 144600, 168420,
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192150, 215745, 239220, 262545, 285720, 308715, 331530, 354135,
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376530, 398700, 420630, 442320, 463725, 484860, 505695, 526230,
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546450, 566340, 585885, 605085, 623925, 642375, 660435, 678105,
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695370, 712215, 728625, 744600, 760125, 775200, 789795, 803925,
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817575, 830715, 843375, 855510, 867135, 878235, 888810, 898845,
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908340, 917295, 925695, 933540, 940815, 947520, 953670, 959235,
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964215, 968625, 972450, 975690, 978330, 980400, 981870, 982740,
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983025, 982725, 981825, 980340, 978255, 975600, 972330, 968490,
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||
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964065, 959070, 953475, 947325, 940590, 933300, 925440, 917025,
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||
|
908055, 898545, 888495, 877905, 866775, 855135, 842985, 830310,
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||
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817155, 803490, 789360, 774735, 759660, 744120, 728130, 711690,
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||
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694845, 677565, 659880, 641805, 623340, 604500, 585285, 565725,
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545820, 525600, 505050, 484200, 463065, 441645, 419955, 398010,
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375840, 353430, 330810, 307995, 285000, 261825, 238485, 215010,
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191400, 167685, 143865, 119955, 95970, 71940, 47850, 23745,
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-375, -24495, -48600, -72690, -96720, -120705, -144600, -168420,
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-192150, -215745, -239220, -262545, -285720, -308715, -331530, -354135,
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|
-376530, -398700, -420630, -442320, -463725, -484860, -505695, -526230,
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-546450, -566340, -585885, -605085, -623925, -642375, -660435, -678105,
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-695370, -712215, -728625, -744600, -760125, -775200, -789795, -803925,
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-817575, -830715, -843375, -855510, -867135, -878235, -888810, -898845,
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-908340, -917295, -925695, -933540, -940815, -947520, -953670, -959235,
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-964215, -968625, -972450, -975690, -978330, -980400, -981870, -982740,
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-983025, -982725, -981825, -980340, -978255, -975600, -972330, -968490,
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-964065, -959070, -953475, -947325, -940590, -933300, -925440, -917025,
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|
-908055, -898545, -888495, -877905, -866775, -855135, -842985, -830310,
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|
-817155, -803490, -789360, -774735, -759660, -744120, -728130, -711690,
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|
-694845, -677565, -659880, -641805, -623340, -604485, -585285, -565725,
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|
-545820, -525600, -505050, -484200, -463065, -441645, -419955, -398010,
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-375840, -353430, -330810, -307995, -285000, -261825, -238485, -215010,
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-191400, -167685, -143865, -119955, -95970, -71940, -47850, -23745
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};
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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// CODE --------------------------------------------------------------------
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//--------------------------------------------------------------------------
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//
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// Environmental Action routines
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//
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//--------------------------------------------------------------------------
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//==========================================================================
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//
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// A_DripBlood
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//
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//==========================================================================
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/*
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void A_DripBlood(mobj_t *actor)
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{
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mobj_t *mo;
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mo = P_SpawnMobj(actor->x+((P_Random()-P_Random())<<11),
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actor->y+((P_Random()-P_Random())<<11), actor->z, MT_BLOOD);
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mo->momx = (P_Random()-P_Random())<<10;
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mo->momy = (P_Random()-P_Random())<<10;
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mo->flags2 |= MF2_LOGRAV;
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}
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*/
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//============================================================================
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//
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// A_PotteryExplode
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//
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//============================================================================
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void A_PotteryExplode(mobj_t *actor)
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{
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mobj_t *mo=NULL;
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int i;
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for(i = (P_Random()&3)+3; i; i--)
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{
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mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_POTTERYBIT1);
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P_SetMobjState(mo, mo->info->spawnstate+(P_Random()%5));
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if(mo)
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{
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mo->momz = ((P_Random()&7)+5)*(3*FRACUNIT/4);
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mo->momx = (P_Random()-P_Random())<<(FRACBITS-6);
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mo->momy = (P_Random()-P_Random())<<(FRACBITS-6);
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}
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}
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S_StartSound(mo, SFX_POTTERY_EXPLODE);
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if(actor->args[0])
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{ // Spawn an item
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if(!nomonsters
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|| !(mobjinfo[TranslateThingType[actor->args[0]]].flags&MF_COUNTKILL))
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{ // Only spawn monsters if not -nomonsters
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P_SpawnMobj(actor->x, actor->y, actor->z,
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TranslateThingType[actor->args[0]]);
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}
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}
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P_RemoveMobj(actor);
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}
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//============================================================================
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//
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// A_PotteryChooseBit
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//
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//============================================================================
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void A_PotteryChooseBit(mobj_t *actor)
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{
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P_SetMobjState(actor, actor->info->deathstate+(P_Random()%5)+1);
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actor->tics = 256+(P_Random()<<1);
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}
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//============================================================================
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//
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// A_PotteryCheck
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//
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//============================================================================
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void A_PotteryCheck(mobj_t *actor)
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{
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int i;
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mobj_t *pmo;
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if(!netgame)
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{
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pmo = players[consoleplayer].mo;
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if(P_CheckSight(actor, pmo) && (abs(R_PointToAngle2(pmo->x,
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pmo->y, actor->x, actor->y)-pmo->angle) <= ANGLE_45))
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{ // Previous state (pottery bit waiting state)
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P_SetMobjState(actor, actor->state-&states[0]-1);
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}
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else
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{
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return;
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}
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}
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else
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{
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for(i = 0; i < MAXPLAYERS; i++)
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{
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if(!playeringame[i])
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{
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continue;
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}
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pmo = players[i].mo;
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if(P_CheckSight(actor, pmo) && (abs(R_PointToAngle2(pmo->x,
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pmo->y, actor->x, actor->y)-pmo->angle) <= ANGLE_45))
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{ // Previous state (pottery bit waiting state)
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P_SetMobjState(actor, actor->state-&states[0]-1);
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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_CorpseBloodDrip
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//
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//============================================================================
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void A_CorpseBloodDrip(mobj_t *actor)
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{
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if(P_Random() > 128)
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{
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return;
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}
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P_SpawnMobj(actor->x, actor->y, actor->z+actor->height/2,
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MT_CORPSEBLOODDRIP);
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}
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//============================================================================
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//
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// A_CorpseExplode
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//
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//============================================================================
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void A_CorpseExplode(mobj_t *actor)
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{
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mobj_t *mo;
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int i;
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for(i = (P_Random()&3)+3; i; i--)
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{
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mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_CORPSEBIT);
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P_SetMobjState(mo, mo->info->spawnstate+(P_Random()%3));
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if(mo)
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{
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mo->momz = ((P_Random()&7)+5)*(3*FRACUNIT/4);
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mo->momx = (P_Random()-P_Random())<<(FRACBITS-6);
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mo->momy = (P_Random()-P_Random())<<(FRACBITS-6);
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}
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}
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// Spawn a skull
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mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_CORPSEBIT);
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P_SetMobjState(mo, S_CORPSEBIT_4);
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if(mo)
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{
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mo->momz = ((P_Random()&7)+5)*(3*FRACUNIT/4);
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mo->momx = (P_Random()-P_Random())<<(FRACBITS-6);
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mo->momy = (P_Random()-P_Random())<<(FRACBITS-6);
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S_StartSound(mo, SFX_FIRED_DEATH);
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}
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P_RemoveMobj(actor);
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}
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//============================================================================
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//
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// A_LeafSpawn
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//
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//============================================================================
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void A_LeafSpawn(mobj_t *actor)
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{
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mobj_t *mo;
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int i;
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for(i = (P_Random()&3)+1; i; i--)
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{
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mo = P_SpawnMobj(actor->x+((P_Random()-P_Random())<<14), actor->y+
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((P_Random()-P_Random())<<14), actor->z+(P_Random()<<14),
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MT_LEAF1+(P_Random()&1));
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if(mo)
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{
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P_ThrustMobj(mo, actor->angle, (P_Random()<<9)+3*FRACUNIT);
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mo->target = actor;
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mo->special1 = 0;
|
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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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||
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// A_LeafThrust
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//
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||
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//============================================================================
|
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void A_LeafThrust(mobj_t *actor)
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{
|
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if(P_Random() > 96)
|
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{
|
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return;
|
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}
|
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actor->momz += (P_Random()<<9)+FRACUNIT;
|
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}
|
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|
|
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//============================================================================
|
||
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//
|
||
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// A_LeafCheck
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//
|
||
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//============================================================================
|
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|
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void A_LeafCheck(mobj_t *actor)
|
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{
|
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actor->special1++;
|
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if(actor->special1 >= 20)
|
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{
|
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P_SetMobjState(actor, S_NULL);
|
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return;
|
||
|
}
|
||
|
if(P_Random() > 64)
|
||
|
{
|
||
|
if(!actor->momx && !actor->momy)
|
||
|
{
|
||
|
P_ThrustMobj(actor, actor->target->angle,
|
||
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(P_Random()<<9)+FRACUNIT);
|
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|
}
|
||
|
return;
|
||
|
}
|
||
|
P_SetMobjState(actor, S_LEAF1_8);
|
||
|
actor->momz = (P_Random()<<9)+FRACUNIT;
|
||
|
P_ThrustMobj(actor, actor->target->angle, (P_Random()<<9)+2*FRACUNIT);
|
||
|
actor->flags |= MF_MISSILE;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
#define ORBIT_RADIUS (15*FRACUNIT)
|
||
|
void GenerateOrbitTable(void)
|
||
|
{
|
||
|
int angle;
|
||
|
|
||
|
for (angle=0; angle<256; angle++)
|
||
|
{
|
||
|
orbitTableX[angle] = FixedMul(ORBIT_RADIUS, finecosine[angle<<5]);
|
||
|
orbitTableY[angle] = FixedMul(ORBIT_RADIUS, finesine[angle<<5]);
|
||
|
}
|
||
|
|
||
|
printf("int orbitTableX[256]=\n{\n");
|
||
|
for (angle=0; angle<256; angle+=8)
|
||
|
{
|
||
|
printf("%d, %d, %d, %d, %d, %d, %d, %d,\n",
|
||
|
orbitTableX[angle],
|
||
|
orbitTableX[angle+1],
|
||
|
orbitTableX[angle+2],
|
||
|
orbitTableX[angle+3],
|
||
|
orbitTableX[angle+4],
|
||
|
orbitTableX[angle+5],
|
||
|
orbitTableX[angle+6],
|
||
|
orbitTableX[angle+7]);
|
||
|
}
|
||
|
printf("};\n\n");
|
||
|
|
||
|
printf("int orbitTableY[256]=\n{\n");
|
||
|
for (angle=0; angle<256; angle+=8)
|
||
|
{
|
||
|
printf("%d, %d, %d, %d, %d, %d, %d, %d,\n",
|
||
|
orbitTableY[angle],
|
||
|
orbitTableY[angle+1],
|
||
|
orbitTableY[angle+2],
|
||
|
orbitTableY[angle+3],
|
||
|
orbitTableY[angle+4],
|
||
|
orbitTableY[angle+5],
|
||
|
orbitTableY[angle+6],
|
||
|
orbitTableY[angle+7]);
|
||
|
}
|
||
|
printf("};\n");
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
// New bridge stuff
|
||
|
// Parent
|
||
|
// special1 true == removing from world
|
||
|
//
|
||
|
// Child
|
||
|
// target pointer to center mobj
|
||
|
// args[0] angle of ball
|
||
|
|
||
|
void A_BridgeOrbit(mobj_t *actor)
|
||
|
{
|
||
|
if (actor->target->special1)
|
||
|
{
|
||
|
P_SetMobjState(actor, S_NULL);
|
||
|
}
|
||
|
actor->args[0]+=3;
|
||
|
actor->x = actor->target->x + orbitTableX[actor->args[0]];
|
||
|
actor->y = actor->target->y + orbitTableY[actor->args[0]];
|
||
|
actor->z = actor->target->z;
|
||
|
}
|
||
|
|
||
|
|
||
|
void A_BridgeInit(mobj_t *actor)
|
||
|
{
|
||
|
byte startangle;
|
||
|
mobj_t *ball1, *ball2, *ball3;
|
||
|
fixed_t cx,cy,cz;
|
||
|
|
||
|
// GenerateOrbitTable();
|
||
|
|
||
|
cx = actor->x;
|
||
|
cy = actor->y;
|
||
|
cz = actor->z;
|
||
|
startangle = P_Random();
|
||
|
actor->special1 = 0;
|
||
|
|
||
|
// Spawn triad into world
|
||
|
ball1 = P_SpawnMobj(cx, cy, cz, MT_BRIDGEBALL);
|
||
|
ball1->args[0] = startangle;
|
||
|
ball1->target = actor;
|
||
|
|
||
|
ball2 = P_SpawnMobj(cx, cy, cz, MT_BRIDGEBALL);
|
||
|
ball2->args[0] = (startangle+85)&255;
|
||
|
ball2->target = actor;
|
||
|
|
||
|
ball3 = P_SpawnMobj(cx, cy, cz, MT_BRIDGEBALL);
|
||
|
ball3->args[0] = (startangle+170)&255;
|
||
|
ball3->target = actor;
|
||
|
|
||
|
A_BridgeOrbit(ball1);
|
||
|
A_BridgeOrbit(ball2);
|
||
|
A_BridgeOrbit(ball3);
|
||
|
}
|
||
|
|
||
|
void A_BridgeRemove(mobj_t *actor)
|
||
|
{
|
||
|
actor->special1 = true; // Removing the bridge
|
||
|
actor->flags &= ~MF_SOLID;
|
||
|
P_SetMobjState(actor, S_FREE_BRIDGE1);
|
||
|
}
|
||
|
|
||
|
|
||
|
//==========================================================================
|
||
|
//
|
||
|
// A_GhostOn
|
||
|
//
|
||
|
//==========================================================================
|
||
|
|
||
|
/*
|
||
|
void A_GhostOn(mobj_t *actor)
|
||
|
{
|
||
|
actor->flags |= MF_SHADOW;
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
//==========================================================================
|
||
|
//
|
||
|
// A_GhostOff
|
||
|
//
|
||
|
//==========================================================================
|
||
|
|
||
|
/*
|
||
|
void A_GhostOff(mobj_t *actor)
|
||
|
{
|
||
|
actor->flags &= ~MF_SHADOW;
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
//==========================================================================
|
||
|
//
|
||
|
// A_HideThing
|
||
|
//
|
||
|
//==========================================================================
|
||
|
|
||
|
void A_HideThing(mobj_t *actor)
|
||
|
{
|
||
|
actor->flags2 |= MF2_DONTDRAW;
|
||
|
}
|
||
|
|
||
|
//==========================================================================
|
||
|
//
|
||
|
// A_UnHideThing
|
||
|
//
|
||
|
//==========================================================================
|
||
|
|
||
|
void A_UnHideThing(mobj_t *actor)
|
||
|
{
|
||
|
actor->flags2 &= ~MF2_DONTDRAW;
|
||
|
}
|
||
|
|
||
|
//==========================================================================
|
||
|
//
|
||
|
// A_SetShootable
|
||
|
//
|
||
|
//==========================================================================
|
||
|
|
||
|
void A_SetShootable(mobj_t *actor)
|
||
|
{
|
||
|
actor->flags2 &= ~MF2_NONSHOOTABLE;
|
||
|
actor->flags |= MF_SHOOTABLE;
|
||
|
}
|
||
|
|
||
|
//==========================================================================
|
||
|
//
|
||
|
// A_UnSetShootable
|
||
|
//
|
||
|
//==========================================================================
|
||
|
|
||
|
void A_UnSetShootable(mobj_t *actor)
|
||
|
{
|
||
|
actor->flags2 |= MF2_NONSHOOTABLE;
|
||
|
actor->flags &= ~MF_SHOOTABLE;
|
||
|
}
|
||
|
|
||
|
//==========================================================================
|
||
|
//
|
||
|
// A_SetAltShadow
|
||
|
//
|
||
|
//==========================================================================
|
||
|
|
||
|
void A_SetAltShadow(mobj_t *actor)
|
||
|
{
|
||
|
actor->flags &= ~MF_SHADOW;
|
||
|
actor->flags |= MF_ALTSHADOW;
|
||
|
}
|
||
|
|
||
|
//==========================================================================
|
||
|
//
|
||
|
// A_UnSetAltShadow
|
||
|
//
|
||
|
//==========================================================================
|
||
|
|
||
|
/*
|
||
|
void A_UnSetAltShadow(mobj_t *actor)
|
||
|
{
|
||
|
actor->flags &= ~MF_ALTSHADOW;
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
//--------------------------------------------------------------------------
|
||
|
//
|
||
|
// Sound Action Routines
|
||
|
//
|
||
|
//--------------------------------------------------------------------------
|
||
|
|
||
|
//==========================================================================
|
||
|
//
|
||
|
// A_ContMobjSound
|
||
|
//
|
||
|
//==========================================================================
|
||
|
|
||
|
void A_ContMobjSound(mobj_t *actor)
|
||
|
{
|
||
|
switch(actor->type)
|
||
|
{
|
||
|
case MT_SERPENTFX:
|
||
|
S_StartSound(actor, SFX_SERPENTFX_CONTINUOUS);
|
||
|
break;
|
||
|
case MT_HAMMER_MISSILE:
|
||
|
S_StartSound(actor, SFX_FIGHTER_HAMMER_CONTINUOUS);
|
||
|
break;
|
||
|
case MT_QUAKE_FOCUS:
|
||
|
S_StartSound(actor, SFX_EARTHQUAKE);
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//==========================================================================
|
||
|
//
|
||
|
// PROC A_ESound
|
||
|
//
|
||
|
//==========================================================================
|
||
|
|
||
|
void A_ESound(mobj_t *mo)
|
||
|
{
|
||
|
int sound;
|
||
|
|
||
|
switch(mo->type)
|
||
|
{
|
||
|
case MT_SOUNDWIND:
|
||
|
sound = SFX_WIND;
|
||
|
break;
|
||
|
default:
|
||
|
sound = SFX_NONE;
|
||
|
break;
|
||
|
}
|
||
|
S_StartSound(mo, sound);
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//==========================================================================
|
||
|
// Summon Minotaur -- see p_enemy for variable descriptions
|
||
|
//==========================================================================
|
||
|
|
||
|
|
||
|
void A_Summon(mobj_t *actor)
|
||
|
{
|
||
|
mobj_t *mo;
|
||
|
mobj_t *master;
|
||
|
|
||
|
mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_MINOTAUR);
|
||
|
if (mo)
|
||
|
{
|
||
|
if(P_TestMobjLocation(mo) == false || !actor->special1)
|
||
|
{ // Didn't fit - change back to artifact
|
||
|
P_SetMobjState(mo, S_NULL);
|
||
|
mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_SUMMONMAULATOR);
|
||
|
if (mo) mo->flags2 |= MF2_DROPPED;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
memcpy((void *)mo->args, &leveltime, sizeof(leveltime));
|
||
|
master = (mobj_t *)actor->special1;
|
||
|
if (master->flags&MF_CORPSE)
|
||
|
{ // Master dead
|
||
|
mo->special1 = 0; // No master
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
mo->special1 = actor->special1; // Pointer to master (mobj_t *)
|
||
|
P_GivePower(master->player, pw_minotaur);
|
||
|
}
|
||
|
|
||
|
// Make smoke puff
|
||
|
P_SpawnMobj(actor->x, actor->y, actor->z, MT_MNTRSMOKE);
|
||
|
S_StartSound(actor, SFX_MAULATOR_ACTIVE);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//==========================================================================
|
||
|
// Fog Variables:
|
||
|
//
|
||
|
// args[0] Speed (0..10) of fog
|
||
|
// args[1] Angle of spread (0..128)
|
||
|
// args[2] Frequency of spawn (1..10)
|
||
|
// args[3] Lifetime countdown
|
||
|
// args[4] Boolean: fog moving?
|
||
|
// special1 Internal: Counter for spawn frequency
|
||
|
// special2 Internal: Index into floatbob table
|
||
|
//
|
||
|
//==========================================================================
|
||
|
|
||
|
void A_FogSpawn(mobj_t *actor)
|
||
|
{
|
||
|
mobj_t *mo=NULL;
|
||
|
angle_t delta;
|
||
|
|
||
|
if (actor->special1-- > 0) return;
|
||
|
|
||
|
actor->special1 = actor->args[2]; // Reset frequency count
|
||
|
|
||
|
switch(P_Random()%3)
|
||
|
{
|
||
|
case 0:
|
||
|
mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_FOGPATCHS);
|
||
|
break;
|
||
|
case 1:
|
||
|
mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_FOGPATCHM);
|
||
|
break;
|
||
|
case 2:
|
||
|
mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_FOGPATCHL);
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if (mo)
|
||
|
{
|
||
|
delta = actor->args[1];
|
||
|
if (delta==0) delta=1;
|
||
|
mo->angle = actor->angle + (((P_Random()%delta)-(delta>>1))<<24);
|
||
|
mo->target = actor;
|
||
|
if (actor->args[0] < 1) actor->args[0] = 1;
|
||
|
mo->args[0] = (P_Random() % (actor->args[0]))+1; // Random speed
|
||
|
mo->args[3] = actor->args[3]; // Set lifetime
|
||
|
mo->args[4] = 1; // Set to moving
|
||
|
mo->special2 = P_Random()&63;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void A_FogMove(mobj_t *actor)
|
||
|
{
|
||
|
int speed = actor->args[0]<<FRACBITS;
|
||
|
angle_t angle;
|
||
|
int weaveindex;
|
||
|
|
||
|
if (!(actor->args[4])) return;
|
||
|
|
||
|
if (actor->args[3]-- <= 0)
|
||
|
{
|
||
|
P_SetMobjStateNF(actor, actor->info->deathstate);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ((actor->args[3] % 4) == 0)
|
||
|
{
|
||
|
weaveindex = actor->special2;
|
||
|
actor->z += FloatBobOffsets[weaveindex]>>1;
|
||
|
actor->special2 = (weaveindex+1)&63;
|
||
|
}
|
||
|
|
||
|
angle = actor->angle>>ANGLETOFINESHIFT;
|
||
|
actor->momx = FixedMul(speed, finecosine[angle]);
|
||
|
actor->momy = FixedMul(speed, finesine[angle]);
|
||
|
}
|
||
|
|
||
|
//===========================================================================
|
||
|
//
|
||
|
// A_PoisonBagInit
|
||
|
//
|
||
|
//===========================================================================
|
||
|
|
||
|
void A_PoisonBagInit(mobj_t *actor)
|
||
|
{
|
||
|
mobj_t *mo;
|
||
|
|
||
|
mo = P_SpawnMobj(actor->x, actor->y, actor->z+28*FRACUNIT,
|
||
|
MT_POISONCLOUD);
|
||
|
if(!mo)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
mo->momx = 1; // missile objects must move to impact other objects
|
||
|
mo->special1 = 24+(P_Random()&7);
|
||
|
mo->special2 = 0;
|
||
|
mo->target = actor->target;
|
||
|
mo->radius = 20*FRACUNIT;
|
||
|
mo->height = 30*FRACUNIT;
|
||
|
mo->flags &= ~MF_NOCLIP;
|
||
|
}
|
||
|
|
||
|
//===========================================================================
|
||
|
//
|
||
|
// A_PoisonBagCheck
|
||
|
//
|
||
|
//===========================================================================
|
||
|
|
||
|
void A_PoisonBagCheck(mobj_t *actor)
|
||
|
{
|
||
|
if(!--actor->special1)
|
||
|
{
|
||
|
P_SetMobjState(actor, S_POISONCLOUD_X1);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//===========================================================================
|
||
|
//
|
||
|
// A_PoisonBagDamage
|
||
|
//
|
||
|
//===========================================================================
|
||
|
|
||
|
void A_PoisonBagDamage(mobj_t *actor)
|
||
|
{
|
||
|
int bobIndex;
|
||
|
|
||
|
extern void A_Explode(mobj_t *actor);
|
||
|
|
||
|
A_Explode(actor);
|
||
|
|
||
|
bobIndex = actor->special2;
|
||
|
actor->z += FloatBobOffsets[bobIndex]>>4;
|
||
|
actor->special2 = (bobIndex+1)&63;
|
||
|
}
|
||
|
|
||
|
//===========================================================================
|
||
|
//
|
||
|
// A_PoisonShroom
|
||
|
//
|
||
|
//===========================================================================
|
||
|
|
||
|
void A_PoisonShroom(mobj_t *actor)
|
||
|
{
|
||
|
actor->tics = 128+(P_Random()<<1);
|
||
|
}
|
||
|
|
||
|
//===========================================================================
|
||
|
//
|
||
|
// A_CheckThrowBomb
|
||
|
//
|
||
|
//===========================================================================
|
||
|
|
||
|
void A_CheckThrowBomb(mobj_t *actor)
|
||
|
{
|
||
|
if(abs(actor->momx) < 1.5*FRACUNIT && abs(actor->momy) < 1.5*FRACUNIT
|
||
|
&& actor->momz < 2*FRACUNIT
|
||
|
&& actor->state == &states[S_THROWINGBOMB6])
|
||
|
{
|
||
|
P_SetMobjState(actor, S_THROWINGBOMB7);
|
||
|
actor->z = actor->floorz;
|
||
|
actor->momz = 0;
|
||
|
actor->flags2 &= ~MF2_FLOORBOUNCE;
|
||
|
actor->flags &= ~MF_MISSILE;
|
||
|
}
|
||
|
if(!--actor->health)
|
||
|
{
|
||
|
P_SetMobjState(actor, actor->info->deathstate);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//===========================================================================
|
||
|
// Quake variables
|
||
|
//
|
||
|
// args[0] Intensity on richter scale (2..9)
|
||
|
// args[1] Duration in tics
|
||
|
// args[2] Radius for damage
|
||
|
// args[3] Radius for tremor
|
||
|
// args[4] TID of map thing for focus of quake
|
||
|
//
|
||
|
//===========================================================================
|
||
|
|
||
|
//===========================================================================
|
||
|
//
|
||
|
// A_LocalQuake
|
||
|
//
|
||
|
//===========================================================================
|
||
|
|
||
|
boolean A_LocalQuake(byte *args, mobj_t *actor)
|
||
|
{
|
||
|
mobj_t *focus, *target;
|
||
|
int lastfound=0;
|
||
|
int success=false;
|
||
|
|
||
|
actor=actor; // suppress warning
|
||
|
|
||
|
// Find all quake foci
|
||
|
do
|
||
|
{
|
||
|
target = P_FindMobjFromTID(args[4], &lastfound);
|
||
|
if (target)
|
||
|
{
|
||
|
focus = P_SpawnMobj(target->x,
|
||
|
target->y,
|
||
|
target->z, MT_QUAKE_FOCUS);
|
||
|
if (focus)
|
||
|
{
|
||
|
focus->args[0] = args[0];
|
||
|
focus->args[1] = args[1]>>1; // decremented every 2 tics
|
||
|
focus->args[2] = args[2];
|
||
|
focus->args[3] = args[3];
|
||
|
focus->args[4] = args[4];
|
||
|
success = true;
|
||
|
}
|
||
|
}
|
||
|
}while(target != NULL);
|
||
|
|
||
|
return(success);
|
||
|
}
|
||
|
|
||
|
|
||
|
//===========================================================================
|
||
|
//
|
||
|
// A_Quake
|
||
|
//
|
||
|
//===========================================================================
|
||
|
int localQuakeHappening[MAXPLAYERS];
|
||
|
|
||
|
void A_Quake(mobj_t *actor)
|
||
|
{
|
||
|
angle_t an;
|
||
|
player_t *player;
|
||
|
mobj_t *victim;
|
||
|
int richters = actor->args[0];
|
||
|
int playnum;
|
||
|
fixed_t dist;
|
||
|
|
||
|
if (actor->args[1]-- > 0)
|
||
|
{
|
||
|
for (playnum=0; playnum < MAXPLAYERS; playnum++)
|
||
|
{
|
||
|
player = &players[playnum];
|
||
|
if (!playeringame[playnum]) continue;
|
||
|
|
||
|
victim = player->mo;
|
||
|
dist = P_AproxDistance(actor->x - victim->x,
|
||
|
actor->y - victim->y) >> (FRACBITS+6);
|
||
|
// Tested in tile units (64 pixels)
|
||
|
if (dist < actor->args[3]) // In tremor radius
|
||
|
{
|
||
|
localQuakeHappening[playnum] = richters;
|
||
|
}
|
||
|
// Check if in damage radius
|
||
|
if ((dist < actor->args[2]) &&
|
||
|
(victim->z <= victim->floorz))
|
||
|
{
|
||
|
if (P_Random() < 50)
|
||
|
{
|
||
|
P_DamageMobj(victim, NULL, NULL, HITDICE(1));
|
||
|
}
|
||
|
// Thrust player around
|
||
|
an = victim->angle + ANGLE_1*P_Random();
|
||
|
P_ThrustMobj(victim,an,richters<<(FRACBITS-1));
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
for (playnum=0; playnum < MAXPLAYERS; playnum++)
|
||
|
{
|
||
|
localQuakeHappening[playnum] = false;
|
||
|
}
|
||
|
P_SetMobjState(actor, S_NULL);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
//===========================================================================
|
||
|
//
|
||
|
// Teleport other stuff
|
||
|
//
|
||
|
//===========================================================================
|
||
|
|
||
|
#define TELEPORT_LIFE 1
|
||
|
|
||
|
void A_TeloSpawnA(mobj_t *actor)
|
||
|
{
|
||
|
mobj_t *mo;
|
||
|
|
||
|
mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_TELOTHER_FX2);
|
||
|
if (mo)
|
||
|
{
|
||
|
mo->special1 = TELEPORT_LIFE; // Lifetime countdown
|
||
|
mo->angle = actor->angle;
|
||
|
mo->target = actor->target;
|
||
|
mo->momx = actor->momx>>1;
|
||
|
mo->momy = actor->momy>>1;
|
||
|
mo->momz = actor->momz>>1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void A_TeloSpawnB(mobj_t *actor)
|
||
|
{
|
||
|
mobj_t *mo;
|
||
|
|
||
|
mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_TELOTHER_FX3);
|
||
|
if (mo)
|
||
|
{
|
||
|
mo->special1 = TELEPORT_LIFE; // Lifetime countdown
|
||
|
mo->angle = actor->angle;
|
||
|
mo->target = actor->target;
|
||
|
mo->momx = actor->momx>>1;
|
||
|
mo->momy = actor->momy>>1;
|
||
|
mo->momz = actor->momz>>1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void A_TeloSpawnC(mobj_t *actor)
|
||
|
{
|
||
|
mobj_t *mo;
|
||
|
|
||
|
mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_TELOTHER_FX4);
|
||
|
if (mo)
|
||
|
{
|
||
|
mo->special1 = TELEPORT_LIFE; // Lifetime countdown
|
||
|
mo->angle = actor->angle;
|
||
|
mo->target = actor->target;
|
||
|
mo->momx = actor->momx>>1;
|
||
|
mo->momy = actor->momy>>1;
|
||
|
mo->momz = actor->momz>>1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void A_TeloSpawnD(mobj_t *actor)
|
||
|
{
|
||
|
mobj_t *mo;
|
||
|
|
||
|
mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_TELOTHER_FX5);
|
||
|
if (mo)
|
||
|
{
|
||
|
mo->special1 = TELEPORT_LIFE; // Lifetime countdown
|
||
|
mo->angle = actor->angle;
|
||
|
mo->target = actor->target;
|
||
|
mo->momx = actor->momx>>1;
|
||
|
mo->momy = actor->momy>>1;
|
||
|
mo->momz = actor->momz>>1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void A_CheckTeleRing(mobj_t *actor)
|
||
|
{
|
||
|
if (actor->special1-- <= 0)
|
||
|
{
|
||
|
P_SetMobjState(actor, actor->info->deathstate);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
// Dirt stuff
|
||
|
|
||
|
void P_SpawnDirt(mobj_t *actor, fixed_t radius)
|
||
|
{
|
||
|
fixed_t x,y,z;
|
||
|
int dtype=0;
|
||
|
mobj_t *mo;
|
||
|
angle_t angle;
|
||
|
|
||
|
angle = P_Random()<<5; // <<24 >>19
|
||
|
x = actor->x + FixedMul(radius,finecosine[angle]);
|
||
|
y = actor->y + FixedMul(radius,finesine[angle]);
|
||
|
// x = actor->x + ((P_Random()-P_Random())%radius)<<FRACBITS;
|
||
|
// y = actor->y + ((P_Random()-P_Random()<<FRACBITS)%radius);
|
||
|
z = actor->z + (P_Random()<<9) + FRACUNIT;
|
||
|
switch(P_Random()%6)
|
||
|
{
|
||
|
case 0:
|
||
|
dtype = MT_DIRT1;
|
||
|
break;
|
||
|
case 1:
|
||
|
dtype = MT_DIRT2;
|
||
|
break;
|
||
|
case 2:
|
||
|
dtype = MT_DIRT3;
|
||
|
break;
|
||
|
case 3:
|
||
|
dtype = MT_DIRT4;
|
||
|
break;
|
||
|
case 4:
|
||
|
dtype = MT_DIRT5;
|
||
|
break;
|
||
|
case 5:
|
||
|
dtype = MT_DIRT6;
|
||
|
break;
|
||
|
}
|
||
|
mo = P_SpawnMobj(x,y,z,dtype);
|
||
|
if (mo)
|
||
|
{
|
||
|
mo->momz = P_Random()<<10;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
//===========================================================================
|
||
|
//
|
||
|
// Thrust floor stuff
|
||
|
//
|
||
|
// Thrust Spike Variables
|
||
|
// special1 pointer to dirt clump mobj
|
||
|
// special2 speed of raise
|
||
|
// args[0] 0 = lowered, 1 = raised
|
||
|
// args[1] 0 = normal, 1 = bloody
|
||
|
//===========================================================================
|
||
|
|
||
|
void A_ThrustInitUp(mobj_t *actor)
|
||
|
{
|
||
|
actor->special2 = 5; // Raise speed
|
||
|
actor->args[0] = 1; // Mark as up
|
||
|
actor->floorclip = 0;
|
||
|
actor->flags = MF_SOLID;
|
||
|
actor->flags2 = MF2_NOTELEPORT|MF2_FLOORCLIP;
|
||
|
actor->special1 = 0L;
|
||
|
}
|
||
|
|
||
|
void A_ThrustInitDn(mobj_t *actor)
|
||
|
{
|
||
|
mobj_t *mo;
|
||
|
actor->special2 = 5; // Raise speed
|
||
|
actor->args[0] = 0; // Mark as down
|
||
|
actor->floorclip = actor->info->height;
|
||
|
actor->flags = 0;
|
||
|
actor->flags2 = MF2_NOTELEPORT|MF2_FLOORCLIP|MF2_DONTDRAW;
|
||
|
mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_DIRTCLUMP);
|
||
|
actor->special1 = (int)mo;
|
||
|
}
|
||
|
|
||
|
|
||
|
void A_ThrustRaise(mobj_t *actor)
|
||
|
{
|
||
|
if (A_RaiseMobj(actor))
|
||
|
{ // Reached it's target height
|
||
|
actor->args[0] = 1;
|
||
|
if (actor->args[1])
|
||
|
P_SetMobjStateNF(actor, S_BTHRUSTINIT2_1);
|
||
|
else
|
||
|
P_SetMobjStateNF(actor, S_THRUSTINIT2_1);
|
||
|
}
|
||
|
|
||
|
// Lose the dirt clump
|
||
|
if ((actor->floorclip < actor->height) && actor->special1)
|
||
|
{
|
||
|
P_RemoveMobj( (mobj_t *)actor->special1 );
|
||
|
actor->special1 = 0;
|
||
|
}
|
||
|
|
||
|
// Spawn some dirt
|
||
|
if (P_Random()<40)
|
||
|
P_SpawnDirt(actor, actor->radius);
|
||
|
actor->special2++; // Increase raise speed
|
||
|
}
|
||
|
|
||
|
void A_ThrustLower(mobj_t *actor)
|
||
|
{
|
||
|
if (A_SinkMobj(actor))
|
||
|
{
|
||
|
actor->args[0] = 0;
|
||
|
if (actor->args[1])
|
||
|
P_SetMobjStateNF(actor, S_BTHRUSTINIT1_1);
|
||
|
else
|
||
|
P_SetMobjStateNF(actor, S_THRUSTINIT1_1);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void A_ThrustBlock(mobj_t *actor)
|
||
|
{
|
||
|
actor->flags |= MF_SOLID;
|
||
|
}
|
||
|
|
||
|
void A_ThrustImpale(mobj_t *actor)
|
||
|
{
|
||
|
// Impale all shootables in radius
|
||
|
PIT_ThrustSpike(actor);
|
||
|
}
|
||
|
|
||
|
//===========================================================================
|
||
|
//
|
||
|
// A_SoAExplode - Suit of Armor Explode
|
||
|
//
|
||
|
//===========================================================================
|
||
|
|
||
|
void A_SoAExplode(mobj_t *actor)
|
||
|
{
|
||
|
mobj_t *mo;
|
||
|
int i;
|
||
|
|
||
|
for(i = 0; i < 10; i++)
|
||
|
{
|
||
|
mo = P_SpawnMobj(actor->x+((P_Random()-128)<<12),
|
||
|
actor->y+((P_Random()-128)<<12),
|
||
|
actor->z+(P_Random()*actor->height/256), MT_ZARMORCHUNK);
|
||
|
P_SetMobjState(mo, mo->info->spawnstate+i);
|
||
|
if(mo)
|
||
|
{
|
||
|
mo->momz = ((P_Random()&7)+5)*FRACUNIT;
|
||
|
mo->momx = (P_Random()-P_Random())<<(FRACBITS-6);
|
||
|
mo->momy = (P_Random()-P_Random())<<(FRACBITS-6);
|
||
|
}
|
||
|
}
|
||
|
if(actor->args[0])
|
||
|
{ // Spawn an item
|
||
|
if(!nomonsters
|
||
|
|| !(mobjinfo[TranslateThingType[actor->args[0]]].flags&MF_COUNTKILL))
|
||
|
{ // Only spawn monsters if not -nomonsters
|
||
|
P_SpawnMobj(actor->x, actor->y, actor->z,
|
||
|
TranslateThingType[actor->args[0]]);
|
||
|
}
|
||
|
}
|
||
|
S_StartSound(mo, SFX_SUITOFARMOR_BREAK);
|
||
|
P_RemoveMobj(actor);
|
||
|
}
|
||
|
|
||
|
//===========================================================================
|
||
|
//
|
||
|
// A_BellReset1
|
||
|
//
|
||
|
//===========================================================================
|
||
|
|
||
|
void A_BellReset1(mobj_t *actor)
|
||
|
{
|
||
|
actor->flags |= MF_NOGRAVITY;
|
||
|
actor->height <<= 2;
|
||
|
}
|
||
|
|
||
|
//===========================================================================
|
||
|
//
|
||
|
// A_BellReset2
|
||
|
//
|
||
|
//===========================================================================
|
||
|
|
||
|
void A_BellReset2(mobj_t *actor)
|
||
|
{
|
||
|
actor->flags |= MF_SHOOTABLE;
|
||
|
actor->flags &= ~MF_CORPSE;
|
||
|
actor->health = 5;
|
||
|
}
|
||
|
|
||
|
|
||
|
//===========================================================================
|
||
|
//
|
||
|
// A_FlameCheck
|
||
|
//
|
||
|
//===========================================================================
|
||
|
|
||
|
void A_FlameCheck(mobj_t *actor)
|
||
|
{
|
||
|
if(!actor->args[0]--) // Called every 8 tics
|
||
|
{
|
||
|
P_SetMobjState(actor, S_NULL);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//===========================================================================
|
||
|
// Bat Spawner Variables
|
||
|
// special1 frequency counter
|
||
|
// special2
|
||
|
// args[0] frequency of spawn (1=fastest, 10=slowest)
|
||
|
// args[1] spread angle (0..255)
|
||
|
// args[2]
|
||
|
// args[3] duration of bats (in octics)
|
||
|
// args[4] turn amount per move (in degrees)
|
||
|
//
|
||
|
// Bat Variables
|
||
|
// special2 lifetime counter
|
||
|
// args[4] turn amount per move (in degrees)
|
||
|
//===========================================================================
|
||
|
|
||
|
void A_BatSpawnInit(mobj_t *actor)
|
||
|
{
|
||
|
actor->special1 = 0; // Frequency count
|
||
|
}
|
||
|
|
||
|
void A_BatSpawn(mobj_t *actor)
|
||
|
{
|
||
|
mobj_t *mo;
|
||
|
int delta;
|
||
|
angle_t angle;
|
||
|
|
||
|
// Countdown until next spawn
|
||
|
if (actor->special1-- > 0) return;
|
||
|
actor->special1 = actor->args[0]; // Reset frequency count
|
||
|
|
||
|
delta = actor->args[1];
|
||
|
if (delta==0) delta=1;
|
||
|
angle = actor->angle + (((P_Random()%delta)-(delta>>1))<<24);
|
||
|
mo = P_SpawnMissileAngle(actor, MT_BAT, angle, 0);
|
||
|
if (mo)
|
||
|
{
|
||
|
mo->args[0] = P_Random()&63; // floatbob index
|
||
|
mo->args[4] = actor->args[4]; // turn degrees
|
||
|
mo->special2 = actor->args[3]<<3; // Set lifetime
|
||
|
mo->target = actor;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void A_BatMove(mobj_t *actor)
|
||
|
{
|
||
|
angle_t newangle;
|
||
|
fixed_t speed;
|
||
|
|
||
|
if (actor->special2 < 0)
|
||
|
{
|
||
|
P_SetMobjState(actor, actor->info->deathstate);
|
||
|
}
|
||
|
actor->special2 -= 2; // Called every 2 tics
|
||
|
|
||
|
if (P_Random()<128)
|
||
|
{
|
||
|
newangle = actor->angle + ANGLE_1*actor->args[4];
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
newangle = actor->angle - ANGLE_1*actor->args[4];
|
||
|
}
|
||
|
|
||
|
// Adjust momentum vector to new direction
|
||
|
newangle >>= ANGLETOFINESHIFT;
|
||
|
speed = FixedMul(actor->info->speed, P_Random()<<10);
|
||
|
actor->momx = FixedMul(speed, finecosine[newangle]);
|
||
|
actor->momy = FixedMul(speed, finesine[newangle]);
|
||
|
|
||
|
if (P_Random()<15)
|
||
|
S_StartSound(actor, SFX_BAT_SCREAM);
|
||
|
|
||
|
// Handle Z movement
|
||
|
actor->z = actor->target->z + 2*FloatBobOffsets[actor->args[0]];
|
||
|
actor->args[0] = (actor->args[0]+3)&63;
|
||
|
}
|
||
|
|
||
|
//===========================================================================
|
||
|
//
|
||
|
// A_TreeDeath
|
||
|
//
|
||
|
//===========================================================================
|
||
|
|
||
|
void A_TreeDeath(mobj_t *actor)
|
||
|
{
|
||
|
if(!(actor->flags2&MF2_FIREDAMAGE))
|
||
|
{
|
||
|
actor->height <<= 2;
|
||
|
actor->flags |= MF_SHOOTABLE;
|
||
|
actor->flags &= ~(MF_CORPSE+MF_DROPOFF);
|
||
|
actor->health = 35;
|
||
|
return;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
P_SetMobjState(actor, actor->info->meleestate);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//===========================================================================
|
||
|
//
|
||
|
// A_NoGravity
|
||
|
//
|
||
|
//===========================================================================
|
||
|
|
||
|
void A_NoGravity(mobj_t *actor)
|
||
|
{
|
||
|
actor->flags |= MF_NOGRAVITY;
|
||
|
}
|