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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)
235 lines
5.6 KiB
C++
235 lines
5.6 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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#include "a_sharedglobal.h"
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static FRandom pr_stealhealth ("StealHealth");
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static FRandom pr_wraithfx2 ("WraithFX2");
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static FRandom pr_wraithfx3 ("WraithFX3");
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static FRandom pr_wraithfx4 ("WraithFX4");
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//============================================================================
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// Wraith Variables
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//
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// special1 Internal index into floatbob
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//============================================================================
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//============================================================================
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//
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// A_WraithInit
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//
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//============================================================================
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void A_WraithInit (AActor *actor)
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{
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actor->z += 48<<FRACBITS;
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// [RH] Make sure the wraith didn't go into the ceiling
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if (actor->z + actor->height > actor->ceilingz)
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{
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actor->z = actor->ceilingz - actor->height;
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}
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actor->special1 = 0; // index into floatbob
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}
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//============================================================================
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//
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// A_WraithRaiseInit
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//
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//============================================================================
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void A_WraithRaiseInit (AActor *actor)
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{
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actor->renderflags &= ~RF_INVISIBLE;
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actor->flags2 &= ~MF2_NONSHOOTABLE;
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actor->flags3 &= ~MF3_DONTBLAST;
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actor->flags |= MF_SHOOTABLE|MF_SOLID;
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actor->floorclip = actor->height;
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}
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//============================================================================
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//
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// A_WraithRaise
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//
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//============================================================================
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void A_WraithRaise (AActor *actor)
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{
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if (A_RaiseMobj (actor, 2*FRACUNIT))
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{
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// Reached it's target height
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// [RH] Once a buried wraith is fully raised, it should be
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// morphable, right?
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actor->flags3 &= ~(MF3_DONTMORPH|MF3_SPECIALFLOORCLIP);
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actor->SetState (actor->FindState("Chase"));
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// [RH] Reset PainChance to a normal wraith's.
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actor->PainChance = GetDefaultByName ("Wraith")->PainChance;
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}
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P_SpawnDirt (actor, actor->radius);
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}
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//============================================================================
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//
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// A_WraithMelee
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//
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//============================================================================
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void A_WraithMelee (AActor *actor)
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{
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int amount;
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// Steal health from target and give to self
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if (actor->CheckMeleeRange() && (pr_stealhealth()<220))
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{
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amount = pr_stealhealth.HitDice (2);
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P_DamageMobj (actor->target, actor, actor, amount, NAME_Melee);
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actor->health += amount;
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}
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}
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//============================================================================
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//
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// A_WraithFX2 - spawns sparkle tail of missile
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//
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//============================================================================
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void A_WraithFX2 (AActor *actor)
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{
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AActor *mo;
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angle_t angle;
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int i;
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for (i = 2; i; --i)
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{
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mo = Spawn ("WraithFX2", actor->x, actor->y, actor->z, ALLOW_REPLACE);
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if(mo)
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{
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if (pr_wraithfx2 ()<128)
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{
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angle = actor->angle+(pr_wraithfx2()<<22);
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}
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else
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{
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angle = actor->angle-(pr_wraithfx2()<<22);
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}
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mo->momz = 0;
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mo->momx = FixedMul((pr_wraithfx2()<<7)+FRACUNIT,
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finecosine[angle>>ANGLETOFINESHIFT]);
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mo->momy = FixedMul((pr_wraithfx2()<<7)+FRACUNIT,
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finesine[angle>>ANGLETOFINESHIFT]);
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mo->target = actor;
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mo->floorclip = 10*FRACUNIT;
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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_WraithFX3
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//
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// Spawn an FX3 around the actor during attacks
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//
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//============================================================================
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void A_WraithFX3 (AActor *actor)
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{
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AActor *mo;
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int numdropped = pr_wraithfx3()%15;
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while (numdropped-- > 0)
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{
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mo = Spawn ("WraithFX3", actor->x, actor->y, actor->z, ALLOW_REPLACE);
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if (mo)
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{
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mo->x += (pr_wraithfx3()-128)<<11;
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mo->y += (pr_wraithfx3()-128)<<11;
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mo->z += (pr_wraithfx3()<<10);
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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_WraithFX4
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//
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// Spawn an FX4 during movement
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//
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//============================================================================
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void A_WraithFX4 (AActor *actor)
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{
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AActor *mo;
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int chance = pr_wraithfx4();
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bool spawn4, spawn5;
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if (chance < 10)
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{
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spawn4 = true;
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spawn5 = false;
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}
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else if (chance < 20)
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{
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spawn4 = false;
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spawn5 = true;
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}
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else if (chance < 25)
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{
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spawn4 = true;
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spawn5 = true;
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}
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else
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{
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spawn4 = false;
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spawn5 = false;
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}
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if (spawn4)
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{
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mo = Spawn ("WraithFX4", actor->x, actor->y, actor->z, ALLOW_REPLACE);
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if (mo)
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{
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mo->x += (pr_wraithfx4()-128)<<12;
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mo->y += (pr_wraithfx4()-128)<<12;
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mo->z += (pr_wraithfx4()<<10);
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mo->target = actor;
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}
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}
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if (spawn5)
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{
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mo = Spawn ("WraithFX5", actor->x, actor->y, actor->z, ALLOW_REPLACE);
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if (mo)
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{
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mo->x += (pr_wraithfx4()-128)<<11;
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mo->y += (pr_wraithfx4()-128)<<11;
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mo->z += (pr_wraithfx4()<<10);
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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_WraithChase
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//
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//============================================================================
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void A_WraithChase (AActor *actor)
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{
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int weaveindex = actor->special1;
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actor->z += FloatBobOffsets[weaveindex];
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actor->special1 = (weaveindex+2)&63;
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// if (actor->floorclip > 0)
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// {
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// P_SetMobjState(actor, S_WRAITH_RAISE2);
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// return;
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// }
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A_Chase (actor);
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A_WraithFX4 (actor);
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}
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