gzdoom/src/g_hexen/a_iceguy.cpp

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#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"
static FRandom pr_iceguylook ("IceGuyLook");
static FRandom pr_iceguychase ("IceGuyChase");
static const char *WispTypes[2] =
{
"IceGuyWisp1",
"IceGuyWisp2",
};
//============================================================================
//
// A_IceGuyLook
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_IceGuyLook)
{
fixed_t dist;
fixed_t an;
A_Look (self);
if (pr_iceguylook() < 64)
{
dist = ((pr_iceguylook()-128)*self->radius)>>7;
an = (self->angle+ANG90)>>ANGLETOFINESHIFT;
Spawn (WispTypes[pr_iceguylook()&1],
self->x+FixedMul(dist, finecosine[an]),
self->y+FixedMul(dist, finesine[an]),
self->z+60*FRACUNIT, ALLOW_REPLACE);
}
}
//============================================================================
//
// A_IceGuyChase
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_IceGuyChase)
{
fixed_t dist;
fixed_t an;
AActor *mo;
A_Chase (self);
if (pr_iceguychase() < 128)
{
dist = ((pr_iceguychase()-128)*self->radius)>>7;
an = (self->angle+ANG90)>>ANGLETOFINESHIFT;
mo = Spawn (WispTypes[pr_iceguychase()&1],
self->x+FixedMul(dist, finecosine[an]),
self->y+FixedMul(dist, finesine[an]),
self->z+60*FRACUNIT, ALLOW_REPLACE);
if (mo)
{
mo->momx = self->momx;
mo->momy = self->momy;
mo->momz = self->momz;
mo->target = self;
}
}
}
//============================================================================
//
// A_IceGuyAttack
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_IceGuyAttack)
{
fixed_t an;
if(!self->target)
{
return;
}
an = (self->angle+ANG90)>>ANGLETOFINESHIFT;
P_SpawnMissileXYZ(self->x+FixedMul(self->radius>>1,
finecosine[an]), self->y+FixedMul(self->radius>>1,
finesine[an]), self->z+40*FRACUNIT, self, self->target,
PClass::FindClass ("IceGuyFX"));
an = (self->angle-ANG90)>>ANGLETOFINESHIFT;
P_SpawnMissileXYZ(self->x+FixedMul(self->radius>>1,
finecosine[an]), self->y+FixedMul(self->radius>>1,
finesine[an]), self->z+40*FRACUNIT, self, self->target,
PClass::FindClass ("IceGuyFX"));
S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
}
//============================================================================
//
// A_IceGuyDie
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_IceGuyDie)
{
self->momx = 0;
self->momy = 0;
self->momz = 0;
self->height = self->GetDefault()->height;
A_FreezeDeathChunks (self);
}
//============================================================================
//
// A_IceGuyMissileExplode
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_IceGuyMissileExplode)
{
AActor *mo;
int i;
for (i = 0; i < 8; i++)
{
mo = P_SpawnMissileAngleZ (self, self->z+3*FRACUNIT,
PClass::FindClass("IceGuyFX2"), i*ANG45, (fixed_t)(-0.3*FRACUNIT));
if (mo)
{
mo->target = self->target;
}
}
}