gzdoom-gles/src/g_hexen/a_bishop.cpp

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#include "actor.h"
#include "info.h"
#include "p_local.h"
#include "s_sound.h"
#include "p_enemy.h"
#include "a_action.h"
#include "m_random.h"
#include "a_hexenglobal.h"
static FRandom pr_boom ("BishopBoom");
static FRandom pr_atk ("BishopAttack");
static FRandom pr_decide ("BishopDecide");
static FRandom pr_doblur ("BishopDoBlur");
static FRandom pr_sblur ("BishopSpawnBlur");
static FRandom pr_pain ("BishopPainBlur");
//============================================================================
//
// A_BishopAttack
//
//============================================================================
void A_BishopAttack (AActor *actor)
{
if (!actor->target)
{
return;
}
S_Sound (actor, CHAN_BODY, actor->AttackSound, 1, ATTN_NORM);
if (actor->CheckMeleeRange())
{
int damage = pr_atk.HitDice (4);
P_DamageMobj (actor->target, actor, actor, damage, NAME_Melee);
P_TraceBleed (damage, actor->target, actor);
return;
}
actor->special1 = (pr_atk() & 3) + 5;
}
//============================================================================
//
// A_BishopAttack2
//
// Spawns one of a string of bishop missiles
//============================================================================
void A_BishopAttack2 (AActor *actor)
{
AActor *mo;
if (!actor->target || !actor->special1)
{
actor->special1 = 0;
actor->SetState (actor->SeeState);
return;
}
mo = P_SpawnMissile (actor, actor->target, PClass::FindClass("BishopFX"));
if (mo != NULL)
{
mo->tracer = actor->target;
mo->special2 = 16; // High word == x/y, Low word == z
}
actor->special1--;
}
//============================================================================
//
// A_BishopMissileWeave
//
//============================================================================
void A_BishopMissileWeave (AActor *actor)
{
fixed_t newX, newY;
int weaveXY, weaveZ;
int angle;
if (actor->special2 == 0) actor->special2 = 16;
weaveXY = actor->special2 >> 16;
weaveZ = actor->special2 & 0xFFFF;
angle = (actor->angle + ANG90) >> ANGLETOFINESHIFT;
newX = actor->x - FixedMul (finecosine[angle], FloatBobOffsets[weaveXY]<<1);
newY = actor->y - FixedMul (finesine[angle], FloatBobOffsets[weaveXY]<<1);
weaveXY = (weaveXY + 2) & 63;
newX += FixedMul (finecosine[angle], FloatBobOffsets[weaveXY]<<1);
newY += FixedMul (finesine[angle], FloatBobOffsets[weaveXY]<<1);
P_TryMove (actor, newX, newY, true);
actor->z -= FloatBobOffsets[weaveZ];
weaveZ = (weaveZ + 2) & 63;
actor->z += FloatBobOffsets[weaveZ];
actor->special2 = weaveZ + (weaveXY<<16);
}
//============================================================================
//
// A_BishopDecide
//
//============================================================================
void A_BishopDecide (AActor *actor)
{
if (pr_decide() < 220)
{
return;
}
else
{
actor->SetState (actor->FindState ("Blur"));
}
}
//============================================================================
//
// A_BishopDoBlur
//
//============================================================================
void A_BishopDoBlur (AActor *actor)
{
actor->special1 = (pr_doblur() & 3) + 3; // Random number of blurs
if (pr_doblur() < 120)
{
P_ThrustMobj (actor, actor->angle + ANG90, 11*FRACUNIT);
}
else if (pr_doblur() > 125)
{
P_ThrustMobj (actor, actor->angle - ANG90, 11*FRACUNIT);
}
else
{ // Thrust forward
P_ThrustMobj (actor, actor->angle, 11*FRACUNIT);
}
S_Sound (actor, CHAN_BODY, "BishopBlur", 1, ATTN_NORM);
}
//============================================================================
//
// A_BishopSpawnBlur
//
//============================================================================
void A_BishopSpawnBlur (AActor *actor)
{
AActor *mo;
if (!--actor->special1)
{
actor->momx = 0;
actor->momy = 0;
if (pr_sblur() > 96)
{
actor->SetState (actor->SeeState);
}
else
{
actor->SetState (actor->MissileState);
}
}
mo = Spawn ("BishopBlur", actor->x, actor->y, actor->z, ALLOW_REPLACE);
if (mo)
{
mo->angle = actor->angle;
}
}
//============================================================================
//
// A_BishopChase
//
//============================================================================
void A_BishopChase (AActor *actor)
{
actor->z -= FloatBobOffsets[actor->special2] >> 1;
actor->special2 = (actor->special2 + 4) & 63;
actor->z += FloatBobOffsets[actor->special2] >> 1;
}
//============================================================================
//
// A_BishopPuff
//
//============================================================================
void A_BishopPuff (AActor *actor)
{
AActor *mo;
mo = Spawn ("BishopPuff", actor->x, actor->y, actor->z + 40*FRACUNIT, ALLOW_REPLACE);
if (mo)
{
mo->momz = FRACUNIT/2;
}
}
//============================================================================
//
// A_BishopPainBlur
//
//============================================================================
void A_BishopPainBlur (AActor *actor)
{
AActor *mo;
if (pr_pain() < 64)
{
actor->SetState (actor->FindState ("Blur"));
return;
}
fixed_t x = actor->x + (pr_pain.Random2()<<12);
fixed_t y = actor->y + (pr_pain.Random2()<<12);
fixed_t z = actor->z + (pr_pain.Random2()<<11);
mo = Spawn ("BishopPainBlur", x, y, z, ALLOW_REPLACE);
if (mo)
{
mo->angle = actor->angle;
}
}