gzdoom/src/g_hexen/a_bats.cpp

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#include "actor.h"
#include "info.h"
#include "m_random.h"
#include "p_local.h"
#include "s_sound.h"
static FRandom pr_batspawn ("BatSpawn");
static FRandom pr_batmove ("BatMove");
void A_BatSpawnInit (AActor *);
void A_BatSpawn (AActor *);
void A_BatMove (AActor *);
// Bat Spawner --------------------------------------------------------------
class ABatSpawner : public AActor
{
DECLARE_ACTOR (ABatSpawner, AActor)
public:
void Activate (AActor *activator);
void Deactivate (AActor *activator);
};
FState ABatSpawner::States[] =
{
#define S_SPAWNBATS1 0
S_NORMAL (TNT1, 'A', 2, NULL , &States[S_SPAWNBATS1+1]),
S_NORMAL (TNT1, 'A', 2, A_BatSpawnInit , &States[S_SPAWNBATS1+2]),
S_NORMAL (TNT1, 'A', 2, A_BatSpawn , &States[S_SPAWNBATS1+2]),
#define S_SPAWNBATS_OFF (S_SPAWNBATS1+3)
S_NORMAL (TNT1, 'A', -1, NULL , NULL)
};
IMPLEMENT_ACTOR (ABatSpawner, Hexen, 10225, 0)
PROP_Flags (MF_NOSECTOR|MF_NOBLOCKMAP|MF_NOGRAVITY)
PROP_RenderStyle (STYLE_None)
PROP_SpawnState (S_SPAWNBATS1)
END_DEFAULTS
void ABatSpawner::Activate (AActor *activator)
{
SetState (&States[S_SPAWNBATS1]);
}
void ABatSpawner::Deactivate (AActor *activator)
{
SetState (&States[S_SPAWNBATS_OFF]);
}
// Bat ----------------------------------------------------------------------
class ABat : public AActor
{
DECLARE_ACTOR (ABat, AActor)
};
FState ABat::States[] =
{
#define S_BAT1 0
S_NORMAL (ABAT, 'A', 2, A_BatMove , &States[S_BAT1+1]),
S_NORMAL (ABAT, 'B', 2, A_BatMove , &States[S_BAT1+2]),
S_NORMAL (ABAT, 'C', 2, A_BatMove , &States[S_BAT1]),
#define S_BAT_DEATH (S_BAT1+3)
S_NORMAL (ABAT, 'A', 2, NULL , NULL),
};
IMPLEMENT_ACTOR (ABat, Hexen, -1, 0)
PROP_SpeedFixed (5)
PROP_RadiusFixed (3)
PROP_HeightFixed (3)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_MISSILE)
PROP_Flags2 (MF2_NOTELEPORT|MF2_PASSMOBJ)
PROP_SpawnState (S_BAT1)
PROP_DeathState (S_BAT_DEATH)
END_DEFAULTS
//===========================================================================
// Bat Spawner Variables
// special1 frequency counter
// special2
// args[0] frequency of spawn (1=fastest, 10=slowest)
// args[1] spread angle (0..255)
// args[2]
// args[3] duration of bats (in octics)
// args[4] turn amount per move (in degrees)
//
// Bat Variables
// special2 lifetime counter
// args[4] turn amount per move (in degrees)
//===========================================================================
void A_BatSpawnInit (AActor *actor)
{
actor->special1 = 0; // Frequency count
}
void A_BatSpawn (AActor *actor)
{
AActor *mo;
int delta;
angle_t angle;
// Countdown until next spawn
if (actor->special1-- > 0) return;
actor->special1 = actor->args[0]; // Reset frequency count
delta = actor->args[1];
if (delta==0) delta=1;
angle = actor->angle + (((pr_batspawn()%delta)-(delta>>1))<<24);
mo = P_SpawnMissileAngle (actor, RUNTIME_CLASS(ABat), angle, 0);
if (mo)
{
mo->args[0] = pr_batspawn()&63; // floatbob index
mo->args[4] = actor->args[4]; // turn degrees
mo->special2 = actor->args[3]<<3; // Set lifetime
mo->target = actor;
}
}
void A_BatMove (AActor *actor)
{
angle_t newangle;
if (actor->special2 < 0)
{
actor->SetState (actor->DeathState);
}
actor->special2 -= 2; // Called every 2 tics
if (pr_batmove()<128)
{
newangle = actor->angle + ANGLE_1*actor->args[4];
}
else
{
newangle = actor->angle - ANGLE_1*actor->args[4];
}
// Adjust momentum vector to new direction
newangle >>= ANGLETOFINESHIFT;
actor->momx = FixedMul (actor->Speed, finecosine[newangle]);
actor->momy = FixedMul (actor->Speed, finesine[newangle]);
if (pr_batmove()<15)
{
S_Sound (actor, CHAN_VOICE, "BatScream", 1, ATTN_IDLE);
}
// Handle Z movement
actor->z = actor->target->z + 2*FloatBobOffsets[actor->args[0]];
actor->args[0] = (actor->args[0]+3)&63;
}