2006-02-24 04:48:15 +00:00
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#include "actor.h"
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#include "info.h"
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#include "m_random.h"
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#include "p_local.h"
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#include "s_sound.h"
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static FRandom pr_batspawn ("BatSpawn");
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static FRandom pr_batmove ("BatMove");
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void A_BatSpawnInit (AActor *);
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void A_BatSpawn (AActor *);
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void A_BatMove (AActor *);
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// Bat Spawner --------------------------------------------------------------
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class ABatSpawner : public AActor
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{
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DECLARE_ACTOR (ABatSpawner, AActor)
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public:
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void Activate (AActor *activator);
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void Deactivate (AActor *activator);
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};
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FState ABatSpawner::States[] =
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{
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#define S_SPAWNBATS1 0
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S_NORMAL (TNT1, 'A', 2, NULL , &States[S_SPAWNBATS1+1]),
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S_NORMAL (TNT1, 'A', 2, A_BatSpawnInit , &States[S_SPAWNBATS1+2]),
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S_NORMAL (TNT1, 'A', 2, A_BatSpawn , &States[S_SPAWNBATS1+2]),
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#define S_SPAWNBATS_OFF (S_SPAWNBATS1+3)
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S_NORMAL (TNT1, 'A', -1, NULL , NULL)
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};
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IMPLEMENT_ACTOR (ABatSpawner, Hexen, 10225, 0)
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PROP_Flags (MF_NOSECTOR|MF_NOBLOCKMAP|MF_NOGRAVITY)
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PROP_RenderStyle (STYLE_None)
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PROP_SpawnState (S_SPAWNBATS1)
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END_DEFAULTS
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void ABatSpawner::Activate (AActor *activator)
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{
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SetState (&States[S_SPAWNBATS1]);
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}
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void ABatSpawner::Deactivate (AActor *activator)
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{
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SetState (&States[S_SPAWNBATS_OFF]);
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}
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// Bat ----------------------------------------------------------------------
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class ABat : public AActor
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{
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DECLARE_ACTOR (ABat, AActor)
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};
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FState ABat::States[] =
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{
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#define S_BAT1 0
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S_NORMAL (ABAT, 'A', 2, A_BatMove , &States[S_BAT1+1]),
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S_NORMAL (ABAT, 'B', 2, A_BatMove , &States[S_BAT1+2]),
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S_NORMAL (ABAT, 'C', 2, A_BatMove , &States[S_BAT1]),
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#define S_BAT_DEATH (S_BAT1+3)
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S_NORMAL (ABAT, 'A', 2, NULL , NULL),
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};
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IMPLEMENT_ACTOR (ABat, Hexen, -1, 0)
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PROP_SpeedFixed (5)
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PROP_RadiusFixed (3)
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PROP_HeightFixed (3)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_MISSILE)
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PROP_Flags2 (MF2_NOTELEPORT|MF2_PASSMOBJ)
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PROP_SpawnState (S_BAT1)
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PROP_DeathState (S_BAT_DEATH)
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END_DEFAULTS
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//===========================================================================
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// Bat Spawner Variables
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// special1 frequency counter
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// special2
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// args[0] frequency of spawn (1=fastest, 10=slowest)
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// args[1] spread angle (0..255)
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// args[2]
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// args[3] duration of bats (in octics)
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// args[4] turn amount per move (in degrees)
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//
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// Bat Variables
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// special2 lifetime counter
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// args[4] turn amount per move (in degrees)
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//===========================================================================
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void A_BatSpawnInit (AActor *actor)
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{
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actor->special1 = 0; // Frequency count
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}
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void A_BatSpawn (AActor *actor)
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{
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AActor *mo;
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int delta;
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angle_t angle;
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// Countdown until next spawn
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if (actor->special1-- > 0) return;
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actor->special1 = actor->args[0]; // Reset frequency count
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delta = actor->args[1];
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if (delta==0) delta=1;
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angle = actor->angle + (((pr_batspawn()%delta)-(delta>>1))<<24);
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mo = P_SpawnMissileAngle (actor, RUNTIME_CLASS(ABat), angle, 0);
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if (mo)
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{
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mo->args[0] = pr_batspawn()&63; // floatbob index
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mo->args[4] = actor->args[4]; // turn degrees
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mo->special2 = actor->args[3]<<3; // Set lifetime
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mo->target = actor;
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}
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}
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void A_BatMove (AActor *actor)
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{
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angle_t newangle;
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if (actor->special2 < 0)
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{
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2006-10-31 14:53:21 +00:00
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actor->SetState (actor->FindState(NAME_Death));
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2006-02-24 04:48:15 +00:00
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}
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actor->special2 -= 2; // Called every 2 tics
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if (pr_batmove()<128)
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{
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newangle = actor->angle + ANGLE_1*actor->args[4];
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}
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else
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{
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newangle = actor->angle - ANGLE_1*actor->args[4];
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}
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// Adjust momentum vector to new direction
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newangle >>= ANGLETOFINESHIFT;
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actor->momx = FixedMul (actor->Speed, finecosine[newangle]);
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actor->momy = FixedMul (actor->Speed, finesine[newangle]);
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if (pr_batmove()<15)
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{
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S_Sound (actor, CHAN_VOICE, "BatScream", 1, ATTN_IDLE);
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}
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// Handle Z movement
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actor->z = actor->target->z + 2*FloatBobOffsets[actor->args[0]];
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actor->args[0] = (actor->args[0]+3)&63;
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}
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