mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-15 06:41:27 +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++
/*
|
|
#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 "thingdef/thingdef.h"
|
|
*/
|
|
|
|
#define FIREDEMON_ATTACK_RANGE 64*8*FRACUNIT
|
|
|
|
static FRandom pr_firedemonrock ("FireDemonRock");
|
|
static FRandom pr_smbounce ("SMBounce");
|
|
static FRandom pr_firedemonchase ("FiredChase");
|
|
static FRandom pr_firedemonsplotch ("FiredSplotch");
|
|
|
|
//============================================================================
|
|
// Fire Demon AI
|
|
//
|
|
// special1 index into floatbob
|
|
// special2 whether strafing or not
|
|
//============================================================================
|
|
|
|
//============================================================================
|
|
//
|
|
// A_FiredSpawnRock
|
|
//
|
|
//============================================================================
|
|
|
|
void A_FiredSpawnRock (AActor *actor)
|
|
{
|
|
AActor *mo;
|
|
int x,y,z;
|
|
const PClass *rtype;
|
|
|
|
switch (pr_firedemonrock() % 5)
|
|
{
|
|
case 0:
|
|
rtype = PClass::FindClass ("FireDemonRock1");
|
|
break;
|
|
case 1:
|
|
rtype = PClass::FindClass ("FireDemonRock2");
|
|
break;
|
|
case 2:
|
|
rtype = PClass::FindClass ("FireDemonRock3");
|
|
break;
|
|
case 3:
|
|
rtype = PClass::FindClass ("FireDemonRock4");
|
|
break;
|
|
case 4:
|
|
default:
|
|
rtype = PClass::FindClass ("FireDemonRock5");
|
|
break;
|
|
}
|
|
|
|
x = actor->x + ((pr_firedemonrock() - 128) << 12);
|
|
y = actor->y + ((pr_firedemonrock() - 128) << 12);
|
|
z = actor->z + ( pr_firedemonrock() << 11);
|
|
mo = Spawn (rtype, x, y, z, ALLOW_REPLACE);
|
|
if (mo)
|
|
{
|
|
mo->target = actor;
|
|
mo->velx = (pr_firedemonrock() - 128) <<10;
|
|
mo->vely = (pr_firedemonrock() - 128) <<10;
|
|
mo->velz = (pr_firedemonrock() << 10);
|
|
mo->special1 = 2; // Number bounces
|
|
}
|
|
|
|
// Initialize fire demon
|
|
actor->special2 = 0;
|
|
actor->flags &= ~MF_JUSTATTACKED;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_FiredRocks
|
|
//
|
|
//============================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_FiredRocks)
|
|
{
|
|
A_FiredSpawnRock (self);
|
|
A_FiredSpawnRock (self);
|
|
A_FiredSpawnRock (self);
|
|
A_FiredSpawnRock (self);
|
|
A_FiredSpawnRock (self);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_SmBounce
|
|
//
|
|
//============================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_SmBounce)
|
|
{
|
|
// give some more velocity (x,y,&z)
|
|
self->z = self->floorz + FRACUNIT;
|
|
self->velz = (2*FRACUNIT) + (pr_smbounce() << 10);
|
|
self->velx = pr_smbounce()%3<<FRACBITS;
|
|
self->vely = pr_smbounce()%3<<FRACBITS;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_FiredAttack
|
|
//
|
|
//============================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_FiredAttack)
|
|
{
|
|
if (self->target == NULL)
|
|
return;
|
|
AActor *mo = P_SpawnMissile (self, self->target, PClass::FindClass ("FireDemonMissile"));
|
|
if (mo) S_Sound (self, CHAN_BODY, "FireDemonAttack", 1, ATTN_NORM);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_FiredChase
|
|
//
|
|
//============================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_FiredChase)
|
|
{
|
|
int weaveindex = self->special1;
|
|
AActor *target = self->target;
|
|
angle_t ang;
|
|
fixed_t dist;
|
|
|
|
if (self->reactiontime) self->reactiontime--;
|
|
if (self->threshold) self->threshold--;
|
|
|
|
// Float up and down
|
|
self->z += FloatBobOffsets[weaveindex];
|
|
self->special1 = (weaveindex+2)&63;
|
|
|
|
// Ensure it stays above certain height
|
|
if (self->z < self->floorz + (64*FRACUNIT))
|
|
{
|
|
self->z += 2*FRACUNIT;
|
|
}
|
|
|
|
if(!self->target || !(self->target->flags&MF_SHOOTABLE))
|
|
{ // Invalid target
|
|
P_LookForPlayers (self,true, NULL);
|
|
return;
|
|
}
|
|
|
|
// Strafe
|
|
if (self->special2 > 0)
|
|
{
|
|
self->special2--;
|
|
}
|
|
else
|
|
{
|
|
self->special2 = 0;
|
|
self->velx = self->vely = 0;
|
|
dist = P_AproxDistance (self->x - target->x, self->y - target->y);
|
|
if (dist < FIREDEMON_ATTACK_RANGE)
|
|
{
|
|
if (pr_firedemonchase() < 30)
|
|
{
|
|
ang = R_PointToAngle2 (self->x, self->y, target->x, target->y);
|
|
if (pr_firedemonchase() < 128)
|
|
ang += ANGLE_90;
|
|
else
|
|
ang -= ANGLE_90;
|
|
ang >>= ANGLETOFINESHIFT;
|
|
self->velx = finecosine[ang] << 3; //FixedMul (8*FRACUNIT, finecosine[ang]);
|
|
self->vely = finesine[ang] << 3; //FixedMul (8*FRACUNIT, finesine[ang]);
|
|
self->special2 = 3; // strafe time
|
|
}
|
|
}
|
|
}
|
|
|
|
FaceMovementDirection (self);
|
|
|
|
// Normal movement
|
|
if (!self->special2)
|
|
{
|
|
if (--self->movecount<0 || !P_Move (self))
|
|
{
|
|
P_NewChaseDir (self);
|
|
}
|
|
}
|
|
|
|
// Do missile attack
|
|
if (!(self->flags & MF_JUSTATTACKED))
|
|
{
|
|
if (P_CheckMissileRange (self) && (pr_firedemonchase() < 20))
|
|
{
|
|
self->SetState (self->MissileState);
|
|
self->flags |= MF_JUSTATTACKED;
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
self->flags &= ~MF_JUSTATTACKED;
|
|
}
|
|
|
|
// make active sound
|
|
if (pr_firedemonchase() < 3)
|
|
{
|
|
self->PlayActiveSound ();
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_FiredSplotch
|
|
//
|
|
//============================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_FiredSplotch)
|
|
{
|
|
AActor *mo;
|
|
|
|
mo = Spawn ("FireDemonSplotch1", self->x, self->y, self->z, ALLOW_REPLACE);
|
|
if (mo)
|
|
{
|
|
mo->velx = (pr_firedemonsplotch() - 128) << 11;
|
|
mo->vely = (pr_firedemonsplotch() - 128) << 11;
|
|
mo->velz = (pr_firedemonsplotch() << 10) + FRACUNIT*3;
|
|
}
|
|
mo = Spawn ("FireDemonSplotch2", self->x, self->y, self->z, ALLOW_REPLACE);
|
|
if (mo)
|
|
{
|
|
mo->velx = (pr_firedemonsplotch() - 128) << 11;
|
|
mo->vely = (pr_firedemonsplotch() - 128) << 11;
|
|
mo->velz = (pr_firedemonsplotch() << 10) + FRACUNIT*3;
|
|
}
|
|
}
|