mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-20 03:11:43 +00:00
dc292caaa3
- Cleaned up A_LookEx code and merged most of it with the base functions. The major difference was a common piece of code that was repeated 5 times throughout the code so I moved it into a subfunction. - Changed P_BlockmapSearch to pass a user parameter to its callback so that A_LookEx does not need to store its info inside the actor itself. SVN r1846 (trunk)
236 lines
5.9 KiB
C++
236 lines
5.9 KiB
C++
/*
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#include "actor.h"
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#include "info.h"
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#include "p_local.h"
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#include "s_sound.h"
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#include "p_enemy.h"
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#include "a_action.h"
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#include "m_random.h"
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#include "thingdef/thingdef.h"
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*/
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#define FIREDEMON_ATTACK_RANGE 64*8*FRACUNIT
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static FRandom pr_firedemonrock ("FireDemonRock");
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static FRandom pr_smbounce ("SMBounce");
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static FRandom pr_firedemonchase ("FiredChase");
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static FRandom pr_firedemonsplotch ("FiredSplotch");
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//============================================================================
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// Fire Demon AI
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//
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// special1 index into floatbob
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// special2 whether strafing or not
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//============================================================================
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//============================================================================
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//
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// A_FiredSpawnRock
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//
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//============================================================================
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void A_FiredSpawnRock (AActor *actor)
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{
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AActor *mo;
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int x,y,z;
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const PClass *rtype;
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switch (pr_firedemonrock() % 5)
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{
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case 0:
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rtype = PClass::FindClass ("FireDemonRock1");
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break;
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case 1:
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rtype = PClass::FindClass ("FireDemonRock2");
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break;
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case 2:
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rtype = PClass::FindClass ("FireDemonRock3");
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break;
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case 3:
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rtype = PClass::FindClass ("FireDemonRock4");
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break;
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case 4:
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default:
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rtype = PClass::FindClass ("FireDemonRock5");
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break;
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}
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x = actor->x + ((pr_firedemonrock() - 128) << 12);
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y = actor->y + ((pr_firedemonrock() - 128) << 12);
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z = actor->z + ( pr_firedemonrock() << 11);
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mo = Spawn (rtype, x, y, z, ALLOW_REPLACE);
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if (mo)
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{
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mo->target = actor;
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mo->velx = (pr_firedemonrock() - 128) <<10;
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mo->vely = (pr_firedemonrock() - 128) <<10;
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mo->velz = (pr_firedemonrock() << 10);
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mo->special1 = 2; // Number bounces
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}
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// Initialize fire demon
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actor->special2 = 0;
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actor->flags &= ~MF_JUSTATTACKED;
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}
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//============================================================================
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//
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// A_FiredRocks
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FiredRocks)
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{
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A_FiredSpawnRock (self);
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A_FiredSpawnRock (self);
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A_FiredSpawnRock (self);
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A_FiredSpawnRock (self);
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A_FiredSpawnRock (self);
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}
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//============================================================================
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//
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// A_SmBounce
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_SmBounce)
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{
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// give some more velocity (x,y,&z)
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self->z = self->floorz + FRACUNIT;
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self->velz = (2*FRACUNIT) + (pr_smbounce() << 10);
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self->velx = pr_smbounce()%3<<FRACBITS;
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self->vely = pr_smbounce()%3<<FRACBITS;
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}
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//============================================================================
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//
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// A_FiredAttack
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FiredAttack)
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{
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if (self->target == NULL)
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return;
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AActor *mo = P_SpawnMissile (self, self->target, PClass::FindClass ("FireDemonMissile"));
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if (mo) S_Sound (self, CHAN_BODY, "FireDemonAttack", 1, ATTN_NORM);
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}
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//============================================================================
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//
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// A_FiredChase
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FiredChase)
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{
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int weaveindex = self->special1;
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AActor *target = self->target;
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angle_t ang;
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fixed_t dist;
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if (self->reactiontime) self->reactiontime--;
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if (self->threshold) self->threshold--;
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// Float up and down
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self->z += FloatBobOffsets[weaveindex];
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self->special1 = (weaveindex+2)&63;
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// Ensure it stays above certain height
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if (self->z < self->floorz + (64*FRACUNIT))
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{
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self->z += 2*FRACUNIT;
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}
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if(!self->target || !(self->target->flags&MF_SHOOTABLE))
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{ // Invalid target
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P_LookForPlayers (self,true, NULL);
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return;
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}
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// Strafe
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if (self->special2 > 0)
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{
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self->special2--;
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}
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else
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{
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self->special2 = 0;
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self->velx = self->vely = 0;
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dist = P_AproxDistance (self->x - target->x, self->y - target->y);
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if (dist < FIREDEMON_ATTACK_RANGE)
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{
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if (pr_firedemonchase() < 30)
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{
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ang = R_PointToAngle2 (self->x, self->y, target->x, target->y);
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if (pr_firedemonchase() < 128)
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ang += ANGLE_90;
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else
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ang -= ANGLE_90;
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ang >>= ANGLETOFINESHIFT;
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self->velx = finecosine[ang] << 3; //FixedMul (8*FRACUNIT, finecosine[ang]);
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self->vely = finesine[ang] << 3; //FixedMul (8*FRACUNIT, finesine[ang]);
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self->special2 = 3; // strafe time
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}
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}
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}
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FaceMovementDirection (self);
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// Normal movement
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if (!self->special2)
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{
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if (--self->movecount<0 || !P_Move (self))
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{
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P_NewChaseDir (self);
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}
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}
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// Do missile attack
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if (!(self->flags & MF_JUSTATTACKED))
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{
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if (P_CheckMissileRange (self) && (pr_firedemonchase() < 20))
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{
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self->SetState (self->MissileState);
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self->flags |= MF_JUSTATTACKED;
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return;
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}
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}
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else
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{
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self->flags &= ~MF_JUSTATTACKED;
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}
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// make active sound
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if (pr_firedemonchase() < 3)
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{
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self->PlayActiveSound ();
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}
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}
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//============================================================================
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//
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// A_FiredSplotch
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FiredSplotch)
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{
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AActor *mo;
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mo = Spawn ("FireDemonSplotch1", self->x, self->y, self->z, ALLOW_REPLACE);
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if (mo)
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{
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mo->velx = (pr_firedemonsplotch() - 128) << 11;
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mo->vely = (pr_firedemonsplotch() - 128) << 11;
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mo->velz = (pr_firedemonsplotch() << 10) + FRACUNIT*3;
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}
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mo = Spawn ("FireDemonSplotch2", self->x, self->y, self->z, ALLOW_REPLACE);
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if (mo)
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{
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mo->velx = (pr_firedemonsplotch() - 128) << 11;
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mo->vely = (pr_firedemonsplotch() - 128) << 11;
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mo->velz = (pr_firedemonsplotch() << 10) + FRACUNIT*3;
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}
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}
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