#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_posattack ("PosAttack"); static FRandom pr_sposattack ("SPosAttack"); static FRandom pr_cposattack ("CPosAttack"); static FRandom pr_cposrefire ("CPosRefire"); // // A_PosAttack // void A_PosAttack (AActor *self) { int angle; int damage; int slope; if (!self->target) return; A_FaceTarget (self); angle = self->angle; slope = P_AimLineAttack (self, angle, MISSILERANGE); S_Sound (self, CHAN_WEAPON, "grunt/attack", 1, ATTN_NORM); angle += pr_posattack.Random2() << 20; damage = ((pr_posattack()%5)+1)*3; P_LineAttack (self, angle, MISSILERANGE, slope, damage, NAME_None, NAME_BulletPuff); } static void A_SPosAttack2 (AActor *self) { int i; int bangle; int slope; A_FaceTarget (self); bangle = self->angle; slope = P_AimLineAttack (self, bangle, MISSILERANGE); for (i=0 ; i<3 ; i++) { int angle = bangle + (pr_sposattack.Random2() << 20); int damage = ((pr_sposattack()%5)+1)*3; P_LineAttack(self, angle, MISSILERANGE, slope, damage, NAME_None, NAME_BulletPuff); } } void A_SPosAttackUseAtkSound (AActor *self) { if (!self->target) return; S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM); A_SPosAttack2 (self); } // This version of the function, which uses a hard-coded sound, is // meant for Dehacked only. void A_SPosAttack (AActor *self) { if (!self->target) return; S_Sound (self, CHAN_WEAPON, "shotguy/attack", 1, ATTN_NORM); A_SPosAttack2 (self); } void A_CPosAttack (AActor *self) { int angle; int bangle; int damage; int slope; if (!self->target) return; // [RH] Andy Baker's stealth monsters if (self->flags & MF_STEALTH) { self->visdir = 1; } S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM); A_FaceTarget (self); bangle = self->angle; slope = P_AimLineAttack (self, bangle, MISSILERANGE); angle = bangle + (pr_cposattack.Random2() << 20); damage = ((pr_cposattack()%5)+1)*3; P_LineAttack (self, angle, MISSILERANGE, slope, damage, NAME_None, NAME_BulletPuff); } void A_CPosRefire (AActor *self) { // keep firing unless target got out of sight A_FaceTarget (self); if (pr_cposrefire() < 40) return; if (!self->target || P_HitFriend (self) || self->target->health <= 0 || !P_CheckSight (self, self->target, 0) ) { self->SetState (self->SeeState); } }