gzdoom-gles/src/g_doom/a_possessed.cpp

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#include "actor.h"
#include "info.h"
#include "m_random.h"
#include "s_sound.h"
#include "p_local.h"
#include "p_enemy.h"
#include "gstrings.h"
#include "a_action.h"
#include "a_doomglobal.h"
static FRandom pr_posattack ("PosAttack");
static FRandom pr_sposattack ("SPosAttack");
static FRandom pr_cposattack ("CPosAttack");
static FRandom pr_cposrefire ("CPosRefire");
//
// A_PosAttack
//
void A_PosAttack (AActor *self)
{
int angle;
int damage;
int slope;
if (!self->target)
return;
A_FaceTarget (self);
angle = self->angle;
slope = P_AimLineAttack (self, angle, MISSILERANGE);
S_Sound (self, CHAN_WEAPON, "grunt/attack", 1, ATTN_NORM);
angle += pr_posattack.Random2() << 20;
damage = ((pr_posattack()%5)+1)*3;
P_LineAttack (self, angle, MISSILERANGE, slope, damage, NAME_None, RUNTIME_CLASS(ABulletPuff));
}
static void A_SPosAttack2 (AActor *self)
{
int i;
int bangle;
int slope;
A_FaceTarget (self);
bangle = self->angle;
slope = P_AimLineAttack (self, bangle, MISSILERANGE);
for (i=0 ; i<3 ; i++)
{
int angle = bangle + (pr_sposattack.Random2() << 20);
int damage = ((pr_sposattack()%5)+1)*3;
P_LineAttack(self, angle, MISSILERANGE, slope, damage, NAME_None, RUNTIME_CLASS(ABulletPuff));
}
}
void A_SPosAttackUseAtkSound (AActor *self)
{
if (!self->target)
return;
S_SoundID (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
A_SPosAttack2 (self);
}
// This version of the function, which uses a hard-coded sound, is
// meant for Dehacked only.
void A_SPosAttack (AActor *self)
{
if (!self->target)
return;
S_Sound (self, CHAN_WEAPON, "shotguy/attack", 1, ATTN_NORM);
A_SPosAttack2 (self);
}
void A_CPosAttack (AActor *self)
{
int angle;
int bangle;
int damage;
int slope;
if (!self->target)
return;
// [RH] Andy Baker's stealth monsters
if (self->flags & MF_STEALTH)
{
self->visdir = 1;
}
S_SoundID (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
A_FaceTarget (self);
bangle = self->angle;
slope = P_AimLineAttack (self, bangle, MISSILERANGE);
angle = bangle + (pr_cposattack.Random2() << 20);
damage = ((pr_cposattack()%5)+1)*3;
P_LineAttack (self, angle, MISSILERANGE, slope, damage, NAME_None, RUNTIME_CLASS(ABulletPuff));
}
void A_CPosRefire (AActor *self)
{
// keep firing unless target got out of sight
A_FaceTarget (self);
if (pr_cposrefire() < 40)
return;
if (!self->target
|| P_HitFriend (self)
|| self->target->health <= 0
|| !P_CheckSight (self, self->target, 0) )
{
self->SetState (self->SeeState);
}
}