#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"); //=========================================================================== // 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, PClass::FindClass ("Bat"), 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->FindState(NAME_Death)); } 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; }