/* #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) { 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->x+FixedMul(dist, finecosine[an]), self->y+FixedMul(dist, finesine[an]), self->z+60*FRACUNIT, ALLOW_REPLACE); } } //============================================================================ // // A_IceGuyChase // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_IceGuyChase) { fixed_t dist; fixed_t an; AActor *mo; A_Chase (self); if (pr_iceguychase() < 128) { dist = ((pr_iceguychase()-128)*self->radius)>>7; an = (self->angle+ANG90)>>ANGLETOFINESHIFT; mo = Spawn (WispTypes[pr_iceguychase()&1], self->x+FixedMul(dist, finecosine[an]), self->y+FixedMul(dist, finesine[an]), self->z+60*FRACUNIT, ALLOW_REPLACE); if (mo) { mo->velx = self->velx; mo->vely = self->vely; mo->velz = self->velz; mo->target = self; } } } //============================================================================ // // A_IceGuyAttack // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_IceGuyAttack) { fixed_t an; if(!self->target) { return; } an = (self->angle+ANG90)>>ANGLETOFINESHIFT; P_SpawnMissileXYZ(self->x+FixedMul(self->radius>>1, finecosine[an]), self->y+FixedMul(self->radius>>1, finesine[an]), self->z+40*FRACUNIT, self, self->target, PClass::FindClass ("IceGuyFX")); an = (self->angle-ANG90)>>ANGLETOFINESHIFT; P_SpawnMissileXYZ(self->x+FixedMul(self->radius>>1, finecosine[an]), self->y+FixedMul(self->radius>>1, finesine[an]), self->z+40*FRACUNIT, self, self->target, PClass::FindClass ("IceGuyFX")); S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM); } //============================================================================ // // A_IceGuyDie // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_IceGuyDie) { self->velx = 0; self->vely = 0; self->velz = 0; self->height = self->GetDefault()->height; CALL_ACTION(A_FreezeDeathChunks, self); } //============================================================================ // // A_IceGuyMissileExplode // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_IceGuyMissileExplode) { AActor *mo; unsigned int i; for (i = 0; i < 8; i++) { mo = P_SpawnMissileAngleZ (self, self->z+3*FRACUNIT, PClass::FindClass("IceGuyFX2"), i*ANG45, (fixed_t)(-0.3*FRACUNIT)); if (mo) { mo->target = self->target; } } }