gzdoom/src/g_hexen/a_wraith.cpp
Christoph Oelckers 5ea4b37373 - Added an Active and Inactive state for monsters.
- 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)
2008-08-10 11:29:19 +00:00

235 lines
5.6 KiB
C++

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