/* #include "actor.h" #include "info.h" #include "p_enemy.h" #include "p_local.h" #include "a_action.h" #include "m_random.h" #include "s_sound.h" #include "thingdef/thingdef.h" */ static FRandom pr_dragonseek ("DragonSeek"); static FRandom pr_dragonflight ("DragonFlight"); static FRandom pr_dragonflap ("DragonFlap"); static FRandom pr_dragonfx2 ("DragonFX2"); DECLARE_ACTION(A_DragonFlight) //============================================================================ // // DragonSeek // //============================================================================ static void DragonSeek (AActor *actor, angle_t thresh, angle_t turnMax) { int dir; int dist; angle_t delta; angle_t angle; AActor *target; int i; angle_t bestAngle; angle_t angleToSpot, angleToTarget; AActor *mo; target = actor->tracer; if(target == NULL) { return; } dir = P_FaceMobj (actor, target, &delta); if (delta > thresh) { delta >>= 1; if (delta > turnMax) { delta = turnMax; } } if (dir) { // Turn clockwise actor->angle += delta; } else { // Turn counter clockwise actor->angle -= delta; } angle = actor->angle>>ANGLETOFINESHIFT; actor->velx = FixedMul (actor->Speed, finecosine[angle]); actor->vely = FixedMul (actor->Speed, finesine[angle]); if (actor->z+actor->height < target->z || target->z+target->height < actor->z) { dist = P_AproxDistance(target->x-actor->x, target->y-actor->y); dist = dist/actor->Speed; if (dist < 1) { dist = 1; } actor->velz = (target->z - actor->z)/dist; } else { dist = P_AproxDistance (target->x-actor->x, target->y-actor->y); dist = dist/actor->Speed; } if (target->flags&MF_SHOOTABLE && pr_dragonseek() < 64) { // attack the destination mobj if it's attackable AActor *oldTarget; if (abs(actor->angle-R_PointToAngle2(actor->x, actor->y, target->x, target->y)) < ANGLE_45/2) { oldTarget = actor->target; actor->target = target; if (actor->CheckMeleeRange ()) { int damage = pr_dragonseek.HitDice (10); int newdam = P_DamageMobj (actor->target, actor, actor, damage, NAME_Melee); P_TraceBleed (newdam > 0 ? newdam : damage, actor->target, actor); S_Sound (actor, CHAN_WEAPON, actor->AttackSound, 1, ATTN_NORM); } else if (pr_dragonseek() < 128 && P_CheckMissileRange(actor)) { P_SpawnMissile(actor, target, PClass::FindClass ("DragonFireball")); S_Sound (actor, CHAN_WEAPON, actor->AttackSound, 1, ATTN_NORM); } actor->target = oldTarget; } } if (dist < 4) { // Hit the target thing if (actor->target && pr_dragonseek() < 200) { AActor *bestActor = NULL; bestAngle = ANGLE_MAX; angleToTarget = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y); for (i = 0; i < 5; i++) { if (!target->args[i]) { continue; } FActorIterator iterator (target->args[i]); mo = iterator.Next (); if (mo == NULL) { continue; } angleToSpot = R_PointToAngle2(actor->x, actor->y, mo->x, mo->y); if ((angle_t)abs(angleToSpot-angleToTarget) < bestAngle) { bestAngle = abs(angleToSpot-angleToTarget); bestActor = mo; } } if (bestActor != NULL) { actor->tracer = bestActor; } } else { // [RH] Don't lock up if the dragon doesn't have any // targets defined for (i = 0; i < 5; ++i) { if (target->args[i] != 0) { break; } } if (i < 5) { do { i = (pr_dragonseek()>>2)%5; } while(!target->args[i]); FActorIterator iterator (target->args[i]); actor->tracer = iterator.Next (); } } } } //============================================================================ // // A_DragonInitFlight // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_DragonInitFlight) { FActorIterator iterator (self->tid); do { // find the first tid identical to the dragon's tid self->tracer = iterator.Next (); if (self->tracer == NULL) { self->SetState (self->SpawnState); return; } } while (self->tracer == self); self->RemoveFromHash (); } //============================================================================ // // A_DragonFlight // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_DragonFlight) { angle_t angle; DragonSeek (self, 4*ANGLE_1, 8*ANGLE_1); if (self->target) { if(!(self->target->flags&MF_SHOOTABLE)) { // target died self->target = NULL; return; } angle = R_PointToAngle2(self->x, self->y, self->target->x, self->target->y); if (abs(self->angle-angle) < ANGLE_45/2 && self->CheckMeleeRange()) { int damage = pr_dragonflight.HitDice (8); int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee); P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self); S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM); } else if (abs(self->angle-angle) <= ANGLE_1*20) { self->SetState (self->MissileState); S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM); } } else { P_LookForPlayers (self, true, NULL); } } //============================================================================ // // A_DragonFlap // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_DragonFlap) { CALL_ACTION(A_DragonFlight, self); if (pr_dragonflap() < 240) { S_Sound (self, CHAN_BODY, "DragonWingflap", 1, ATTN_NORM); } else { self->PlayActiveSound (); } } //============================================================================ // // A_DragonAttack // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_DragonAttack) { P_SpawnMissile (self, self->target, PClass::FindClass ("DragonFireball")); } //============================================================================ // // A_DragonFX2 // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_DragonFX2) { AActor *mo; int i; int delay; delay = 16+(pr_dragonfx2()>>3); for (i = 1+(pr_dragonfx2()&3); i; i--) { fixed_t x = self->x+((pr_dragonfx2()-128)<<14); fixed_t y = self->y+((pr_dragonfx2()-128)<<14); fixed_t z = self->z+((pr_dragonfx2()-128)<<12); mo = Spawn ("DragonExplosion", x, y, z, ALLOW_REPLACE); if (mo) { mo->tics = delay+(pr_dragonfx2()&3)*i*2; mo->target = self->target; } } } //============================================================================ // // A_DragonPain // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_DragonPain) { CALL_ACTION(A_Pain, self); if (!self->tracer) { // no destination spot yet self->SetState (self->SeeState); } } //============================================================================ // // A_DragonCheckCrash // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_DragonCheckCrash) { if (self->z <= self->floorz) { self->SetState (self->FindState ("Crash")); } }