gzdoom-gles/src/g_doom/a_possessed.cpp

134 lines
2.8 KiB
C++

/*
#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 "thingdef/thingdef.h"
*/
static FRandom pr_posattack ("PosAttack");
static FRandom pr_sposattack ("SPosAttack");
static FRandom pr_cposattack ("CPosAttack");
static FRandom pr_cposrefire ("CPosRefire");
//
// A_PosAttack
//
DEFINE_ACTION_FUNCTION(AActor, A_PosAttack)
{
PARAM_ACTION_PROLOGUE;
int damage;
DAngle angle;
DAngle slope;
if (!self->target)
return 0;
A_FaceTarget (self);
angle = self->Angles.Yaw;
slope = P_AimLineAttack (self, angle, MISSILERANGE);
S_Sound (self, CHAN_WEAPON, "grunt/attack", 1, ATTN_NORM);
angle += pr_posattack.Random2() * (22.5 / 256);
damage = ((pr_posattack()%5)+1)*3;
P_LineAttack (self, angle, MISSILERANGE, slope, damage, NAME_Hitscan, NAME_BulletPuff);
return 0;
}
static void A_SPosAttack2 (AActor *self)
{
int i;
DAngle bangle;
DAngle slope;
A_FaceTarget (self);
bangle = self->Angles.Yaw;
slope = P_AimLineAttack (self, bangle, MISSILERANGE);
for (i=0 ; i<3 ; i++)
{
DAngle angle = bangle + pr_sposattack.Random2() * (22.5 / 256);
int damage = ((pr_sposattack()%5)+1)*3;
P_LineAttack(self, angle, MISSILERANGE, slope, damage, NAME_Hitscan, NAME_BulletPuff);
}
}
DEFINE_ACTION_FUNCTION(AActor, A_SPosAttackUseAtkSound)
{
PARAM_ACTION_PROLOGUE;
if (!self->target)
return 0;
S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
A_SPosAttack2 (self);
return 0;
}
// This version of the function, which uses a hard-coded sound, is
// meant for Dehacked only.
DEFINE_ACTION_FUNCTION(AActor, A_SPosAttack)
{
PARAM_ACTION_PROLOGUE;
if (!self->target)
return 0;
S_Sound (self, CHAN_WEAPON, "shotguy/attack", 1, ATTN_NORM);
A_SPosAttack2 (self);
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_CPosAttack)
{
PARAM_ACTION_PROLOGUE;
DAngle angle;
DAngle bangle;
int damage;
DAngle slope;
if (!self->target)
return 0;
// [RH] Andy Baker's stealth monsters
if (self->flags & MF_STEALTH)
{
self->visdir = 1;
}
S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
A_FaceTarget (self);
bangle = self->Angles.Yaw;
slope = P_AimLineAttack (self, bangle, MISSILERANGE);
angle = bangle + pr_cposattack.Random2() * (22.5 / 256);
damage = ((pr_cposattack()%5)+1)*3;
P_LineAttack (self, angle, MISSILERANGE, slope, damage, NAME_Hitscan, NAME_BulletPuff);
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_CPosRefire)
{
PARAM_ACTION_PROLOGUE;
// keep firing unless target got out of sight
A_FaceTarget (self);
if (pr_cposrefire() < 40)
return 0;
if (!self->target
|| P_HitFriend (self)
|| self->target->health <= 0
|| !P_CheckSight (self, self->target, SF_SEEPASTBLOCKEVERYTHING|SF_SEEPASTSHOOTABLELINES))
{
self->SetState (self->SeeState);
}
return 0;
}