mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-20 11:21:25 +00:00
e4af82ae96
velocity, and now it's known as such. The actor variables momx/momy/momz are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will continue to work as aliases from DECORATE. The ACS functions, however, require you to use the new name, since they never saw an official release yet. SVN r1689 (trunk)
238 lines
5.6 KiB
C++
238 lines
5.6 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 "a_sharedglobal.h"
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#include "thingdef/thingdef.h"
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*/
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static FRandom pr_stealhealth ("StealHealth");
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static FRandom pr_wraithfx2 ("WraithFX2");
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static FRandom pr_wraithfx3 ("WraithFX3");
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static FRandom pr_wraithfx4 ("WraithFX4");
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//============================================================================
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// Wraith Variables
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//
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// special1 Internal index into floatbob
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//============================================================================
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//============================================================================
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//
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// A_WraithInit
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_WraithInit)
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{
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self->z += 48<<FRACBITS;
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// [RH] Make sure the wraith didn't go into the ceiling
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if (self->z + self->height > self->ceilingz)
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{
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self->z = self->ceilingz - self->height;
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}
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self->special1 = 0; // index into floatbob
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}
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//============================================================================
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//
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// A_WraithRaiseInit
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_WraithRaiseInit)
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{
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self->renderflags &= ~RF_INVISIBLE;
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self->flags2 &= ~MF2_NONSHOOTABLE;
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self->flags3 &= ~MF3_DONTBLAST;
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self->flags |= MF_SHOOTABLE|MF_SOLID;
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self->floorclip = self->height;
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}
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//============================================================================
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//
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// A_WraithRaise
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_WraithRaise)
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{
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if (A_RaiseMobj (self, 2*FRACUNIT))
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{
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// Reached it's target height
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// [RH] Once a buried wraith is fully raised, it should be
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// morphable, right?
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self->flags3 &= ~(MF3_DONTMORPH|MF3_SPECIALFLOORCLIP);
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self->SetState (self->FindState("Chase"));
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// [RH] Reset PainChance to a normal wraith's.
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self->PainChance = GetDefaultByName ("Wraith")->PainChance;
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}
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P_SpawnDirt (self, self->radius);
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}
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//============================================================================
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//
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// A_WraithMelee
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_WraithMelee)
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{
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int amount;
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// Steal health from target and give to self
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if (self->CheckMeleeRange() && (pr_stealhealth()<220))
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{
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amount = pr_stealhealth.HitDice (2);
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P_DamageMobj (self->target, self, self, amount, NAME_Melee);
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self->health += amount;
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}
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}
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//============================================================================
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//
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// A_WraithFX2 - spawns sparkle tail of missile
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_WraithFX2)
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{
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AActor *mo;
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angle_t angle;
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int i;
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for (i = 2; i; --i)
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{
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mo = Spawn ("WraithFX2", self->x, self->y, self->z, ALLOW_REPLACE);
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if(mo)
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{
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if (pr_wraithfx2 ()<128)
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{
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angle = self->angle+(pr_wraithfx2()<<22);
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}
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else
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{
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angle = self->angle-(pr_wraithfx2()<<22);
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}
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mo->velz = 0;
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mo->velx = FixedMul((pr_wraithfx2()<<7)+FRACUNIT,
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finecosine[angle>>ANGLETOFINESHIFT]);
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mo->vely = FixedMul((pr_wraithfx2()<<7)+FRACUNIT,
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finesine[angle>>ANGLETOFINESHIFT]);
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mo->target = self;
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mo->floorclip = 10*FRACUNIT;
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}
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}
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}
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//============================================================================
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//
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// A_WraithFX3
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//
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// Spawn an FX3 around the self during attacks
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_WraithFX3)
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{
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AActor *mo;
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int numdropped = pr_wraithfx3()%15;
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while (numdropped-- > 0)
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{
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mo = Spawn ("WraithFX3", self->x, self->y, self->z, ALLOW_REPLACE);
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if (mo)
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{
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mo->x += (pr_wraithfx3()-128)<<11;
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mo->y += (pr_wraithfx3()-128)<<11;
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mo->z += (pr_wraithfx3()<<10);
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mo->target = self;
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}
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}
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}
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//============================================================================
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//
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// A_WraithFX4
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//
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// Spawn an FX4 during movement
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//
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//============================================================================
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void A_WraithFX4 (AActor *self)
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{
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AActor *mo;
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int chance = pr_wraithfx4();
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bool spawn4, spawn5;
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if (chance < 10)
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{
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spawn4 = true;
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spawn5 = false;
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}
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else if (chance < 20)
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{
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spawn4 = false;
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spawn5 = true;
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}
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else if (chance < 25)
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{
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spawn4 = true;
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spawn5 = true;
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}
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else
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{
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spawn4 = false;
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spawn5 = false;
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}
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if (spawn4)
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{
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mo = Spawn ("WraithFX4", self->x, self->y, self->z, ALLOW_REPLACE);
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if (mo)
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{
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mo->x += (pr_wraithfx4()-128)<<12;
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mo->y += (pr_wraithfx4()-128)<<12;
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mo->z += (pr_wraithfx4()<<10);
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mo->target = self;
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}
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}
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if (spawn5)
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{
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mo = Spawn ("WraithFX5", self->x, self->y, self->z, ALLOW_REPLACE);
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if (mo)
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{
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mo->x += (pr_wraithfx4()-128)<<11;
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mo->y += (pr_wraithfx4()-128)<<11;
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mo->z += (pr_wraithfx4()<<10);
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mo->target = self;
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}
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}
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}
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//============================================================================
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//
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// A_WraithChase
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_WraithChase)
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{
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int weaveindex = self->special1;
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self->z += FloatBobOffsets[weaveindex];
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self->special1 = (weaveindex+2)&63;
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// if (self->floorclip > 0)
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// {
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// P_SetMobjState(self, S_WRAITH_RAISE2);
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// return;
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// }
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A_Chase (self);
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A_WraithFX4 (self);
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}
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