/* #include "actor.h" #include "info.h" #include "p_local.h" #include "s_sound.h" #include "p_enemy.h" #include "a_action.h" #include "m_random.h" #include "thingdef/thingdef.h" */ static FRandom pr_iceguylook ("IceGuyLook"); static FRandom pr_iceguychase ("IceGuyChase"); static const char *WispTypes[2] = { "IceGuyWisp1", "IceGuyWisp2", }; //============================================================================ // // A_IceGuyLook // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_IceGuyLook) { PARAM_ACTION_PROLOGUE; fixed_t dist; fixed_t an; CALL_ACTION(A_Look, self); if (pr_iceguylook() < 64) { dist = ((pr_iceguylook()-128)*self->radius)>>7; an = (self->angle+ANG90)>>ANGLETOFINESHIFT; Spawn(WispTypes[pr_iceguylook() & 1], self->Vec3Offset( FixedMul(dist, finecosine[an]), FixedMul(dist, finesine[an]), 60 * FRACUNIT), ALLOW_REPLACE); } return 0; } //============================================================================ // // A_IceGuyChase // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_IceGuyChase) { PARAM_ACTION_PROLOGUE; fixed_t dist; fixed_t an; AActor *mo; A_Chase (stack, self); if (pr_iceguychase() < 128) { dist = ((pr_iceguychase()-128)*self->radius)>>7; an = (self->angle+ANG90)>>ANGLETOFINESHIFT; mo = Spawn(WispTypes[pr_iceguychase() & 1], self->Vec3Offset( FixedMul(dist, finecosine[an]), FixedMul(dist, finesine[an]), 60 * FRACUNIT), ALLOW_REPLACE); if (mo) { mo->vel.x = self->vel.x; mo->vel.y = self->vel.y; mo->vel.z = self->vel.z; mo->target = self; } } return 0; } //============================================================================ // // A_IceGuyAttack // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_IceGuyAttack) { PARAM_ACTION_PROLOGUE; if(!self->target) { return 0; } P_SpawnMissileXYZ(self->Vec3Angle(self->radius>>1, self->angle+ANG90, 40*FRACUNIT), self, self->target, PClass::FindActor ("IceGuyFX")); P_SpawnMissileXYZ(self->Vec3Angle(self->radius>>1, self->angle-ANG90, 40*FRACUNIT), self, self->target, PClass::FindActor ("IceGuyFX")); S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM); return 0; } //============================================================================ // // A_IceGuyDie // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_IceGuyDie) { PARAM_ACTION_PROLOGUE; self->vel.x = 0; self->vel.y = 0; self->vel.z = 0; self->height = self->GetDefault()->height; CALL_ACTION(A_FreezeDeathChunks, self); return 0; } //============================================================================ // // A_IceGuyMissileExplode // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_IceGuyMissileExplode) { PARAM_ACTION_PROLOGUE; AActor *mo; unsigned int i; for (i = 0; i < 8; i++) { mo = P_SpawnMissileAngleZ (self, self->Z()+3*FRACUNIT, PClass::FindActor("IceGuyFX2"), i*ANG45, (fixed_t)(-0.3*FRACUNIT)); if (mo) { mo->target = self->target; } } return 0; }