/* #include "actor.h" #include "gi.h" #include "m_random.h" #include "s_sound.h" #include "d_player.h" #include "a_action.h" #include "a_pickups.h" #include "p_local.h" #include "a_sharedglobal.h" #include "p_enemy.h" #include "d_event.h" #include "gstrings.h" #include "thingdef/thingdef.h" */ void P_UpdateBeak (AActor *actor); static FRandom pr_chickenplayerthink ("ChickenPlayerThink"); static FRandom pr_chicattack ("ChicAttack"); static FRandom pr_feathers ("Feathers"); static FRandom pr_beakatkpl1 ("BeakAtkPL1"); static FRandom pr_beakatkpl2 ("BeakAtkPL2"); class AChickenPlayer : public APlayerPawn { DECLARE_CLASS (AChickenPlayer, APlayerPawn) public: void MorphPlayerThink (); }; IMPLEMENT_CLASS(AChickenPlayer) void AChickenPlayer::MorphPlayerThink () { if (health > 0) { // Handle beak movement P_UpdateBeak (this); } if (player->morphTics & 15) { return; } if (!(velx | vely) && pr_chickenplayerthink () < 160) { // Twitch view angle angle += pr_chickenplayerthink.Random2 () << 19; } if ((z <= floorz) && (pr_chickenplayerthink() < 32)) { // Jump and noise velz += JumpZ; FState * painstate = FindState(NAME_Pain); if (painstate != NULL) SetState (painstate); } if (pr_chickenplayerthink () < 48) { // Just noise S_Sound (this, CHAN_VOICE, "chicken/active", 1, ATTN_NORM); } } //---------------------------------------------------------------------------- // // PROC A_ChicAttack // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_ChicAttack) { if (!self->target) { return; } if (self->CheckMeleeRange()) { int damage = 1 + (pr_chicattack() & 1); P_DamageMobj (self->target, self, self, damage, NAME_Melee); P_TraceBleed (damage, self->target, self); } } //---------------------------------------------------------------------------- // // PROC A_Feathers // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_Feathers) { int i; int count; AActor *mo; if (self->health > 0) { // Pain count = pr_feathers() < 32 ? 2 : 1; } else { // Death count = 5 + (pr_feathers()&3); } for (i = 0; i < count; i++) { mo = Spawn("Feather", self->x, self->y, self->z+20*FRACUNIT, NO_REPLACE); mo->target = self; mo->velx = pr_feathers.Random2() << 8; mo->vely = pr_feathers.Random2() << 8; mo->velz = FRACUNIT + (pr_feathers() << 9); mo->SetState (mo->SpawnState + (pr_feathers()&7)); } } //--------------------------------------------------------------------------- // // PROC P_UpdateBeak // //--------------------------------------------------------------------------- void P_UpdateBeak (AActor *self) { if (self->player != NULL) { self->player->psprites[ps_weapon].sy = WEAPONTOP + (self->player->chickenPeck << (FRACBITS-1)); } } //--------------------------------------------------------------------------- // // PROC A_BeakRaise // //--------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_BeakRaise) { player_t *player; if (NULL == (player = self->player)) { return; } player->psprites[ps_weapon].sy = WEAPONTOP; P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetReadyState()); } //---------------------------------------------------------------------------- // // PROC P_PlayPeck // //---------------------------------------------------------------------------- void P_PlayPeck (AActor *chicken) { S_Sound (chicken, CHAN_VOICE, "chicken/peck", 1, ATTN_NORM); } //---------------------------------------------------------------------------- // // PROC A_BeakAttackPL1 // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_BeakAttackPL1) { angle_t angle; int damage; int slope; player_t *player; AActor *linetarget; if (NULL == (player = self->player)) { return; } damage = 1 + (pr_beakatkpl1()&3); angle = player->mo->angle; slope = P_AimLineAttack (player->mo, angle, MELEERANGE, &linetarget); P_LineAttack (player->mo, angle, MELEERANGE, slope, damage, NAME_Melee, "BeakPuff", true); if (linetarget) { player->mo->angle = R_PointToAngle2 (player->mo->x, player->mo->y, linetarget->x, linetarget->y); } P_PlayPeck (player->mo); player->chickenPeck = 12; player->psprites[ps_weapon].tics -= pr_beakatkpl1() & 7; } //---------------------------------------------------------------------------- // // PROC A_BeakAttackPL2 // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_BeakAttackPL2) { angle_t angle; int damage; int slope; player_t *player; AActor *linetarget; if (NULL == (player = self->player)) { return; } damage = pr_beakatkpl2.HitDice (4); angle = player->mo->angle; slope = P_AimLineAttack (player->mo, angle, MELEERANGE, &linetarget); P_LineAttack (player->mo, angle, MELEERANGE, slope, damage, NAME_Melee, "BeakPuff", true); if (linetarget) { player->mo->angle = R_PointToAngle2 (player->mo->x, player->mo->y, linetarget->x, linetarget->y); } P_PlayPeck (player->mo); player->chickenPeck = 12; player->psprites[ps_weapon].tics -= pr_beakatkpl2()&3; }