gzdoom/src/g_hexen/a_bishop.cpp
Randy Heit e4af82ae96 - Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
  are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
  are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
  continue to work as aliases from DECORATE. The ACS functions, however,
  require you to use the new name, since they never saw an official release
  yet.


SVN r1689 (trunk)
2009-06-30 20:57:51 +00:00

222 lines
5.5 KiB
C++

/*
#include "actor.h"
#include "info.h"
#include "p_local.h"
#include "s_sound.h"
#include "a_action.h"
#include "m_random.h"
#include "a_hexenglobal.h"
#include "thingdef/thingdef.h"
*/
static FRandom pr_boom ("BishopBoom");
static FRandom pr_atk ("BishopAttack");
static FRandom pr_decide ("BishopDecide");
static FRandom pr_doblur ("BishopDoBlur");
static FRandom pr_sblur ("BishopSpawnBlur");
static FRandom pr_pain ("BishopPainBlur");
//============================================================================
//
// A_BishopAttack
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_BishopAttack)
{
if (!self->target)
{
return;
}
S_Sound (self, CHAN_BODY, self->AttackSound, 1, ATTN_NORM);
if (self->CheckMeleeRange())
{
int damage = pr_atk.HitDice (4);
P_DamageMobj (self->target, self, self, damage, NAME_Melee);
P_TraceBleed (damage, self->target, self);
return;
}
self->special1 = (pr_atk() & 3) + 5;
}
//============================================================================
//
// A_BishopAttack2
//
// Spawns one of a string of bishop missiles
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_BishopAttack2)
{
AActor *mo;
if (!self->target || !self->special1)
{
self->special1 = 0;
self->SetState (self->SeeState);
return;
}
mo = P_SpawnMissile (self, self->target, PClass::FindClass("BishopFX"));
if (mo != NULL)
{
mo->tracer = self->target;
mo->special2 = 16; // High word == x/y, Low word == z
}
self->special1--;
}
//============================================================================
//
// A_BishopMissileWeave
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_BishopMissileWeave)
{
fixed_t newX, newY;
int weaveXY, weaveZ;
int angle;
if (self->special2 == 0) self->special2 = 16;
weaveXY = self->special2 >> 16;
weaveZ = self->special2 & 0xFFFF;
angle = (self->angle + ANG90) >> ANGLETOFINESHIFT;
newX = self->x - FixedMul (finecosine[angle], FloatBobOffsets[weaveXY]<<1);
newY = self->y - FixedMul (finesine[angle], FloatBobOffsets[weaveXY]<<1);
weaveXY = (weaveXY + 2) & 63;
newX += FixedMul (finecosine[angle], FloatBobOffsets[weaveXY]<<1);
newY += FixedMul (finesine[angle], FloatBobOffsets[weaveXY]<<1);
P_TryMove (self, newX, newY, true);
self->z -= FloatBobOffsets[weaveZ];
weaveZ = (weaveZ + 2) & 63;
self->z += FloatBobOffsets[weaveZ];
self->special2 = weaveZ + (weaveXY<<16);
}
//============================================================================
//
// A_BishopDecide
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_BishopDecide)
{
if (pr_decide() < 220)
{
return;
}
else
{
self->SetState (self->FindState ("Blur"));
}
}
//============================================================================
//
// A_BishopDoBlur
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_BishopDoBlur)
{
self->special1 = (pr_doblur() & 3) + 3; // Random number of blurs
if (pr_doblur() < 120)
{
P_ThrustMobj (self, self->angle + ANG90, 11*FRACUNIT);
}
else if (pr_doblur() > 125)
{
P_ThrustMobj (self, self->angle - ANG90, 11*FRACUNIT);
}
else
{ // Thrust forward
P_ThrustMobj (self, self->angle, 11*FRACUNIT);
}
S_Sound (self, CHAN_BODY, "BishopBlur", 1, ATTN_NORM);
}
//============================================================================
//
// A_BishopSpawnBlur
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_BishopSpawnBlur)
{
AActor *mo;
if (!--self->special1)
{
self->velx = 0;
self->vely = 0;
if (pr_sblur() > 96)
{
self->SetState (self->SeeState);
}
else
{
self->SetState (self->MissileState);
}
}
mo = Spawn ("BishopBlur", self->x, self->y, self->z, ALLOW_REPLACE);
if (mo)
{
mo->angle = self->angle;
}
}
//============================================================================
//
// A_BishopChase
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_BishopChase)
{
self->z -= FloatBobOffsets[self->special2] >> 1;
self->special2 = (self->special2 + 4) & 63;
self->z += FloatBobOffsets[self->special2] >> 1;
}
//============================================================================
//
// A_BishopPuff
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_BishopPuff)
{
AActor *mo;
mo = Spawn ("BishopPuff", self->x, self->y, self->z + 40*FRACUNIT, ALLOW_REPLACE);
if (mo)
{
mo->velz = FRACUNIT/2;
}
}
//============================================================================
//
// A_BishopPainBlur
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_BishopPainBlur)
{
AActor *mo;
if (pr_pain() < 64)
{
self->SetState (self->FindState ("Blur"));
return;
}
fixed_t x = self->x + (pr_pain.Random2()<<12);
fixed_t y = self->y + (pr_pain.Random2()<<12);
fixed_t z = self->z + (pr_pain.Random2()<<11);
mo = Spawn ("BishopPainBlur", x, y, z, ALLOW_REPLACE);
if (mo)
{
mo->angle = self->angle;
}
}