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)
{
PARAM_ACTION_PROLOGUE;
fixed_t dist;
fixed_t an;
CALL_ACTION(A_Look, self);
if (pr_iceguylook() < 64)
{
dist = ((pr_iceguylook()-128)*self->_f_radius())>>7;
an = (self->_f_angle()+ANG90)>>ANGLETOFINESHIFT;
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Spawn(WispTypes[pr_iceguylook() & 1], self->Vec3Offset(
FixedMul(dist, finecosine[an]),
FixedMul(dist, finesine[an]),
60 * FRACUNIT), ALLOW_REPLACE);
}
return 0;
}
//============================================================================
//
// A_IceGuyChase
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_IceGuyChase)
{
PARAM_ACTION_PROLOGUE;
fixed_t dist;
fixed_t an;
AActor *mo;
A_Chase (stack, self);
if (pr_iceguychase() < 128)
{
dist = ((pr_iceguychase()-128)*self->_f_radius())>>7;
an = (self->_f_angle()+ANG90)>>ANGLETOFINESHIFT;
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mo = Spawn(WispTypes[pr_iceguychase() & 1], self->Vec3Offset(
FixedMul(dist, finecosine[an]),
FixedMul(dist, finesine[an]),
60 * FRACUNIT), ALLOW_REPLACE);
if (mo)
{
mo->Vel = self->Vel;
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mo->target = self;
}
}
return 0;
}
//============================================================================
//
// A_IceGuyAttack
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_IceGuyAttack)
{
PARAM_ACTION_PROLOGUE;
if(!self->target)
{
return 0;
}
P_SpawnMissileXYZ(self->_f_Vec3Angle(self->_f_radius()>>1, self->_f_angle()+ANG90, 40*FRACUNIT), self, self->target, PClass::FindActor ("IceGuyFX"));
P_SpawnMissileXYZ(self->_f_Vec3Angle(self->_f_radius()>>1, self->_f_angle()-ANG90, 40*FRACUNIT), self, self->target, PClass::FindActor ("IceGuyFX"));
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S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
return 0;
}
//============================================================================
//
// A_IceGuyDie
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_IceGuyDie)
{
PARAM_ACTION_PROLOGUE;
self->Vel.Zero();
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self->height = self->GetDefault()->height;
CALL_ACTION(A_FreezeDeathChunks, self);
return 0;
}
//============================================================================
//
// A_IceGuyMissileExplode
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_IceGuyMissileExplode)
{
PARAM_ACTION_PROLOGUE;
AActor *mo;
unsigned int i;
for (i = 0; i < 8; i++)
{
mo = P_SpawnMissileAngleZ (self, self->_f_Z()+3*FRACUNIT,
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PClass::FindActor("IceGuyFX2"), i*ANG45, (fixed_t)(-0.3*FRACUNIT));
if (mo)
{
mo->target = self->target;
}
}
return 0;
}