#include "templates.h" #include "actor.h" #include "info.h" #include "m_random.h" #include "s_sound.h" #include "p_local.h" #include "p_enemy.h" #include "gstrings.h" #include "a_action.h" #include "a_doomglobal.h" static FRandom pr_tracer ("Tracer"); static FRandom pr_skelfist ("SkelFist"); // // A_SkelMissile // void A_SkelMissile (AActor *self) { AActor *missile; if (!self->target) return; A_FaceTarget (self); missile = P_SpawnMissileZ (self, self->z + 48*FRACUNIT, self->target, PClass::FindClass("RevenantTracer")); if (missile != NULL) { missile->x += missile->momx; missile->y += missile->momy; missile->tracer = self->target; } } #define TRACEANGLE (0xc000000) void A_Tracer (AActor *self) { angle_t exact; fixed_t dist; fixed_t slope; AActor *dest; AActor *smoke; // killough 1/18/98: this is why some missiles do not have smoke // and some do. Also, internal demos start at random gametics, thus // the bug in which revenants cause internal demos to go out of sync. // // killough 3/6/98: fix revenant internal demo bug by subtracting // levelstarttic from gametic: // // [RH] level.time is always 0-based, so nothing special to do here. if (level.time & 3) return; // spawn a puff of smoke behind the rocket P_SpawnPuff (PClass::FindClass(NAME_BulletPuff), self->x, self->y, self->z, 0, 3); smoke = Spawn ("RevenantTracerSmoke", self->x - self->momx, self->y - self->momy, self->z, ALLOW_REPLACE); smoke->momz = FRACUNIT; smoke->tics -= pr_tracer()&3; if (smoke->tics < 1) smoke->tics = 1; // adjust direction dest = self->tracer; if (!dest || dest->health <= 0) return; // change angle exact = R_PointToAngle2 (self->x, self->y, dest->x, dest->y); if (exact != self->angle) { if (exact - self->angle > 0x80000000) { self->angle -= TRACEANGLE; if (exact - self->angle < 0x80000000) self->angle = exact; } else { self->angle += TRACEANGLE; if (exact - self->angle > 0x80000000) self->angle = exact; } } exact = self->angle>>ANGLETOFINESHIFT; self->momx = FixedMul (self->Speed, finecosine[exact]); self->momy = FixedMul (self->Speed, finesine[exact]); // change slope dist = P_AproxDistance (dest->x - self->x, dest->y - self->y); dist = dist / self->Speed; if (dist < 1) dist = 1; slope = (dest->z+40*FRACUNIT - self->z) / dist; if (slope < self->momz) self->momz -= FRACUNIT/8; else self->momz += FRACUNIT/8; } void A_SkelWhoosh (AActor *self) { if (!self->target) return; A_FaceTarget (self); S_Sound (self, CHAN_WEAPON, "skeleton/swing", 1, ATTN_NORM); } void A_SkelFist (AActor *self) { if (!self->target) return; A_FaceTarget (self); if (self->CheckMeleeRange ()) { int damage = ((pr_skelfist()%10)+1)*6; S_Sound (self, CHAN_WEAPON, "skeleton/melee", 1, ATTN_NORM); P_DamageMobj (self->target, self, self, damage, NAME_Melee); P_TraceBleed (damage, self->target, self); } }