mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-01 08:31:14 +00:00
ba00e3a185
SVN r3753 (trunk)
89 lines
2.2 KiB
C++
89 lines
2.2 KiB
C++
/*
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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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#include "thingdef/thingdef.h"
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*/
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static FRandom pr_batspawn ("BatSpawn");
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static FRandom pr_batmove ("BatMove");
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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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DEFINE_ACTION_FUNCTION(AActor, A_BatSpawnInit)
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{
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self->special1 = 0; // Frequency count
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}
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DEFINE_ACTION_FUNCTION(AActor, A_BatSpawn)
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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 (self->special1-- > 0) return;
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self->special1 = self->args[0]; // Reset frequency count
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delta = self->args[1];
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if (delta==0) delta=1;
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angle = self->angle + (((pr_batspawn()%delta)-(delta>>1))<<24);
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mo = P_SpawnMissileAngle (self, PClass::FindClass ("Bat"), 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] = self->args[4]; // turn degrees
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mo->special2 = self->args[3]<<3; // Set lifetime
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mo->target = self;
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, A_BatMove)
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{
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angle_t newangle;
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if (self->special2 < 0)
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{
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self->SetState (self->FindState(NAME_Death));
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}
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self->special2 -= 2; // Called every 2 tics
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if (pr_batmove()<128)
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{
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newangle = self->angle + ANGLE_1*self->args[4];
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}
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else
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{
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newangle = self->angle - ANGLE_1*self->args[4];
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}
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// Adjust velocity vector to new direction
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newangle >>= ANGLETOFINESHIFT;
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self->velx = FixedMul (self->Speed, finecosine[newangle]);
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self->vely = FixedMul (self->Speed, finesine[newangle]);
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if (pr_batmove()<15)
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{
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S_Sound (self, CHAN_VOICE, "BatScream", 1, ATTN_IDLE);
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}
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// Handle Z movement
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self->z = self->target->z + 16*finesine[self->args[0] << BOBTOFINESHIFT];
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self->args[0] = (self->args[0]+3)&63;
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}
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