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https://github.com/ZDoom/gzdoom.git
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5ea4b37373
- Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted GetRaiseSpeed and GetSinkSpeed. - Added some remaining DECORATE conversions for Hexen by Karate Chris. SVN r1144 (trunk)
137 lines
3.3 KiB
C++
137 lines
3.3 KiB
C++
#include "actor.h"
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#include "info.h"
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#include "p_local.h"
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#include "s_sound.h"
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#include "p_enemy.h"
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#include "a_action.h"
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#include "m_random.h"
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static FRandom pr_iceguylook ("IceGuyLook");
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static FRandom pr_iceguychase ("IceGuyChase");
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static const char *WispTypes[2] =
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{
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"IceGuyWisp1",
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"IceGuyWisp2",
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};
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//============================================================================
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//
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// A_IceGuyLook
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//
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//============================================================================
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void A_IceGuyLook (AActor *actor)
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{
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fixed_t dist;
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fixed_t an;
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A_Look (actor);
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if (pr_iceguylook() < 64)
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{
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dist = ((pr_iceguylook()-128)*actor->radius)>>7;
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an = (actor->angle+ANG90)>>ANGLETOFINESHIFT;
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Spawn (WispTypes[pr_iceguylook()&1],
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actor->x+FixedMul(dist, finecosine[an]),
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actor->y+FixedMul(dist, finesine[an]),
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actor->z+60*FRACUNIT, ALLOW_REPLACE);
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}
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}
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//============================================================================
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//
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// A_IceGuyChase
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//
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//============================================================================
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void A_IceGuyChase (AActor *actor)
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{
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fixed_t dist;
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fixed_t an;
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AActor *mo;
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A_Chase (actor);
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if (pr_iceguychase() < 128)
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{
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dist = ((pr_iceguychase()-128)*actor->radius)>>7;
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an = (actor->angle+ANG90)>>ANGLETOFINESHIFT;
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mo = Spawn (WispTypes[pr_iceguychase()&1],
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actor->x+FixedMul(dist, finecosine[an]),
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actor->y+FixedMul(dist, finesine[an]),
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actor->z+60*FRACUNIT, ALLOW_REPLACE);
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if (mo)
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{
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mo->momx = actor->momx;
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mo->momy = actor->momy;
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mo->momz = actor->momz;
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mo->target = actor;
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}
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}
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}
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//============================================================================
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//
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// A_IceGuyAttack
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//
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//============================================================================
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void A_IceGuyAttack (AActor *actor)
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{
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fixed_t an;
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if(!actor->target)
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{
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return;
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}
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an = (actor->angle+ANG90)>>ANGLETOFINESHIFT;
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P_SpawnMissileXYZ(actor->x+FixedMul(actor->radius>>1,
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finecosine[an]), actor->y+FixedMul(actor->radius>>1,
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finesine[an]), actor->z+40*FRACUNIT, actor, actor->target,
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PClass::FindClass ("IceGuyFX"));
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an = (actor->angle-ANG90)>>ANGLETOFINESHIFT;
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P_SpawnMissileXYZ(actor->x+FixedMul(actor->radius>>1,
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finecosine[an]), actor->y+FixedMul(actor->radius>>1,
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finesine[an]), actor->z+40*FRACUNIT, actor, actor->target,
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PClass::FindClass ("IceGuyFX"));
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S_Sound (actor, CHAN_WEAPON, actor->AttackSound, 1, ATTN_NORM);
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}
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//============================================================================
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//
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// A_IceGuyDie
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//
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//============================================================================
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void A_IceGuyDie (AActor *actor)
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{
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actor->momx = 0;
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actor->momy = 0;
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actor->momz = 0;
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actor->height = actor->GetDefault()->height;
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A_FreezeDeathChunks (actor);
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}
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//============================================================================
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//
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// A_IceGuyMissileExplode
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//
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//============================================================================
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void A_IceGuyMissileExplode (AActor *actor)
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{
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AActor *mo;
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int i;
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for (i = 0; i < 8; i++)
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{
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mo = P_SpawnMissileAngleZ (actor, actor->z+3*FRACUNIT,
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PClass::FindClass("IceGuyFX2"), i*ANG45, (fixed_t)(-0.3*FRACUNIT));
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if (mo)
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{
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mo->target = actor->target;
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}
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}
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}
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