/* #include "actor.h" #include "info.h" #include "p_local.h" #include "s_sound.h" #include "a_action.h" #include "m_random.h" #include "a_hexenglobal.h" #include "thingdef/thingdef.h" */ static FRandom pr_boom ("BishopBoom"); static FRandom pr_atk ("BishopAttack"); static FRandom pr_decide ("BishopDecide"); static FRandom pr_doblur ("BishopDoBlur"); static FRandom pr_sblur ("BishopSpawnBlur"); static FRandom pr_pain ("BishopPainBlur"); //============================================================================ // // A_BishopAttack // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_BishopAttack) { if (!self->target) { return; } S_Sound (self, CHAN_BODY, self->AttackSound, 1, ATTN_NORM); if (self->CheckMeleeRange()) { int damage = pr_atk.HitDice (4); P_DamageMobj (self->target, self, self, damage, NAME_Melee); P_TraceBleed (damage, self->target, self); return; } self->special1 = (pr_atk() & 3) + 5; } //============================================================================ // // A_BishopAttack2 // // Spawns one of a string of bishop missiles //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_BishopAttack2) { AActor *mo; if (!self->target || !self->special1) { self->special1 = 0; self->SetState (self->SeeState); return; } mo = P_SpawnMissile (self, self->target, PClass::FindClass("BishopFX")); if (mo != NULL) { mo->tracer = self->target; } self->special1--; } //============================================================================ // // A_BishopMissileWeave // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_BishopMissileWeave) { fixed_t newX, newY; int weaveXY, weaveZ; int angle; // since these values are now user configurable we have to do a proper range check to avoid array overflows. weaveXY = self->WeaveIndexXY & 63; weaveZ = self->WeaveIndexZ & 63; angle = (self->angle + ANG90) >> ANGLETOFINESHIFT; newX = self->x - FixedMul (finecosine[angle], FloatBobOffsets[weaveXY]<<1); newY = self->y - FixedMul (finesine[angle], FloatBobOffsets[weaveXY]<<1); weaveXY = (weaveXY + 2) & 63; newX += FixedMul (finecosine[angle], FloatBobOffsets[weaveXY]<<1); newY += FixedMul (finesine[angle], FloatBobOffsets[weaveXY]<<1); P_TryMove (self, newX, newY, true); self->z -= FloatBobOffsets[weaveZ]; weaveZ = (weaveZ + 2) & 63; self->z += FloatBobOffsets[weaveZ]; self->WeaveIndexXY = weaveXY; self->WeaveIndexZ = weaveZ; } //============================================================================ // // A_BishopDecide // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_BishopDecide) { if (pr_decide() < 220) { return; } else { self->SetState (self->FindState ("Blur")); } } //============================================================================ // // A_BishopDoBlur // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_BishopDoBlur) { self->special1 = (pr_doblur() & 3) + 3; // Random number of blurs if (pr_doblur() < 120) { P_ThrustMobj (self, self->angle + ANG90, 11*FRACUNIT); } else if (pr_doblur() > 125) { P_ThrustMobj (self, self->angle - ANG90, 11*FRACUNIT); } else { // Thrust forward P_ThrustMobj (self, self->angle, 11*FRACUNIT); } S_Sound (self, CHAN_BODY, "BishopBlur", 1, ATTN_NORM); } //============================================================================ // // A_BishopSpawnBlur // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_BishopSpawnBlur) { AActor *mo; if (!--self->special1) { self->velx = 0; self->vely = 0; if (pr_sblur() > 96) { self->SetState (self->SeeState); } else { self->SetState (self->MissileState); } } mo = Spawn ("BishopBlur", self->x, self->y, self->z, ALLOW_REPLACE); if (mo) { mo->angle = self->angle; } } //============================================================================ // // A_BishopChase // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_BishopChase) { self->z -= FloatBobOffsets[self->special2] >> 1; self->special2 = (self->special2 + 4) & 63; self->z += FloatBobOffsets[self->special2] >> 1; } //============================================================================ // // A_BishopPuff // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_BishopPuff) { AActor *mo; mo = Spawn ("BishopPuff", self->x, self->y, self->z + 40*FRACUNIT, ALLOW_REPLACE); if (mo) { mo->velz = FRACUNIT/2; } } //============================================================================ // // A_BishopPainBlur // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_BishopPainBlur) { AActor *mo; if (pr_pain() < 64) { self->SetState (self->FindState ("Blur")); return; } fixed_t x = self->x + (pr_pain.Random2()<<12); fixed_t y = self->y + (pr_pain.Random2()<<12); fixed_t z = self->z + (pr_pain.Random2()<<11); mo = Spawn ("BishopPainBlur", x, y, z, ALLOW_REPLACE); if (mo) { mo->angle = self->angle; } }