/* #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_sharedglobal.h" #include "thingdef/thingdef.h" */ static FRandom pr_stealhealth ("StealHealth"); static FRandom pr_wraithfx2 ("WraithFX2"); static FRandom pr_wraithfx3 ("WraithFX3"); static FRandom pr_wraithfx4 ("WraithFX4"); //============================================================================ // Wraith Variables // // special1 Internal index into floatbob //============================================================================ //============================================================================ // // A_WraithInit // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_WraithInit) { self->z += 48<z + self->height > self->ceilingz) { self->z = self->ceilingz - self->height; } self->special1 = 0; // index into floatbob } //============================================================================ // // A_WraithRaiseInit // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_WraithRaiseInit) { self->renderflags &= ~RF_INVISIBLE; self->flags2 &= ~MF2_NONSHOOTABLE; self->flags3 &= ~MF3_DONTBLAST; self->flags |= MF_SHOOTABLE|MF_SOLID; self->floorclip = self->height; } //============================================================================ // // A_WraithRaise // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_WraithRaise) { if (A_RaiseMobj (self, 2*FRACUNIT)) { // Reached it's target height // [RH] Once a buried wraith is fully raised, it should be // morphable, right? self->flags3 &= ~(MF3_DONTMORPH|MF3_SPECIALFLOORCLIP); self->SetState (self->FindState("Chase")); // [RH] Reset PainChance to a normal wraith's. self->PainChance = GetDefaultByName ("Wraith")->PainChance; } P_SpawnDirt (self, self->radius); } //============================================================================ // // A_WraithMelee // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_WraithMelee) { int amount; // Steal health from target and give to self if (self->CheckMeleeRange() && (pr_stealhealth()<220)) { amount = pr_stealhealth.HitDice (2); P_DamageMobj (self->target, self, self, amount, NAME_Melee); self->health += amount; } } //============================================================================ // // A_WraithFX2 - spawns sparkle tail of missile // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_WraithFX2) { AActor *mo; angle_t angle; int i; for (i = 2; i; --i) { mo = Spawn ("WraithFX2", self->x, self->y, self->z, ALLOW_REPLACE); if(mo) { if (pr_wraithfx2 ()<128) { angle = self->angle+(pr_wraithfx2()<<22); } else { angle = self->angle-(pr_wraithfx2()<<22); } mo->velz = 0; mo->velx = FixedMul((pr_wraithfx2()<<7)+FRACUNIT, finecosine[angle>>ANGLETOFINESHIFT]); mo->vely = FixedMul((pr_wraithfx2()<<7)+FRACUNIT, finesine[angle>>ANGLETOFINESHIFT]); mo->target = self; mo->floorclip = 10*FRACUNIT; } } } //============================================================================ // // A_WraithFX3 // // Spawn an FX3 around the self during attacks // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_WraithFX3) { AActor *mo; int numdropped = pr_wraithfx3()%15; while (numdropped-- > 0) { mo = Spawn ("WraithFX3", self->x, self->y, self->z, ALLOW_REPLACE); if (mo) { mo->x += (pr_wraithfx3()-128)<<11; mo->y += (pr_wraithfx3()-128)<<11; mo->z += (pr_wraithfx3()<<10); mo->target = self; } } } //============================================================================ // // A_WraithFX4 // // Spawn an FX4 during movement // //============================================================================ void A_WraithFX4 (AActor *self) { AActor *mo; int chance = pr_wraithfx4(); bool spawn4, spawn5; if (chance < 10) { spawn4 = true; spawn5 = false; } else if (chance < 20) { spawn4 = false; spawn5 = true; } else if (chance < 25) { spawn4 = true; spawn5 = true; } else { spawn4 = false; spawn5 = false; } if (spawn4) { mo = Spawn ("WraithFX4", self->x, self->y, self->z, ALLOW_REPLACE); if (mo) { mo->x += (pr_wraithfx4()-128)<<12; mo->y += (pr_wraithfx4()-128)<<12; mo->z += (pr_wraithfx4()<<10); mo->target = self; } } if (spawn5) { mo = Spawn ("WraithFX5", self->x, self->y, self->z, ALLOW_REPLACE); if (mo) { mo->x += (pr_wraithfx4()-128)<<11; mo->y += (pr_wraithfx4()-128)<<11; mo->z += (pr_wraithfx4()<<10); mo->target = self; } } } //============================================================================ // // A_WraithChase // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_WraithChase) { int weaveindex = self->special1; self->z += finesine[weaveindex << BOBTOFINESHIFT] * 8; self->special1 = (weaveindex + 2) & 63; // if (self->floorclip > 0) // { // P_SetMobjState(self, S_WRAITH_RAISE2); // return; // } A_Chase (self); A_WraithFX4 (self); }