mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-08 05:51:09 +00:00
511c9366f7
SVN r1149 (trunk)
304 lines
7.3 KiB
C++
304 lines
7.3 KiB
C++
#include "actor.h"
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#include "info.h"
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#include "p_enemy.h"
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#include "p_local.h"
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#include "a_action.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "thingdef/thingdef.h"
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static FRandom pr_dragonseek ("DragonSeek");
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static FRandom pr_dragonflight ("DragonFlight");
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static FRandom pr_dragonflap ("DragonFlap");
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static FRandom pr_dragonfx2 ("DragonFX2");
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DECLARE_ACTION(A_DragonFlight)
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//============================================================================
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//
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// DragonSeek
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//
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//============================================================================
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static void DragonSeek (AActor *actor, angle_t thresh, angle_t turnMax)
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{
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int dir;
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int dist;
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angle_t delta;
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angle_t angle;
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AActor *target;
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int i;
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angle_t bestAngle;
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angle_t angleToSpot, angleToTarget;
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AActor *mo;
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target = actor->tracer;
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if(target == NULL)
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{
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return;
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}
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dir = P_FaceMobj (actor, target, &delta);
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if (delta > thresh)
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{
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delta >>= 1;
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if (delta > turnMax)
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{
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delta = turnMax;
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}
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}
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if (dir)
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{ // Turn clockwise
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actor->angle += delta;
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}
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else
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{ // Turn counter clockwise
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actor->angle -= delta;
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}
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angle = actor->angle>>ANGLETOFINESHIFT;
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actor->momx = FixedMul (actor->Speed, finecosine[angle]);
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actor->momy = FixedMul (actor->Speed, finesine[angle]);
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if (actor->z+actor->height < target->z ||
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target->z+target->height < actor->z)
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{
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dist = P_AproxDistance(target->x-actor->x, target->y-actor->y);
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dist = dist/actor->Speed;
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if (dist < 1)
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{
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dist = 1;
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}
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actor->momz = (target->z-actor->z)/dist;
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}
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else
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{
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dist = P_AproxDistance (target->x-actor->x, target->y-actor->y);
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dist = dist/actor->Speed;
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}
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if (target->flags&MF_SHOOTABLE && pr_dragonseek() < 64)
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{ // attack the destination mobj if it's attackable
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AActor *oldTarget;
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if (abs(actor->angle-R_PointToAngle2(actor->x, actor->y,
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target->x, target->y)) < ANGLE_45/2)
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{
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oldTarget = actor->target;
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actor->target = target;
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if (actor->CheckMeleeRange ())
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{
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int damage = pr_dragonseek.HitDice (10);
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P_DamageMobj (actor->target, actor, actor, damage, NAME_Melee);
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P_TraceBleed (damage, actor->target, actor);
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S_Sound (actor, CHAN_WEAPON, actor->AttackSound, 1, ATTN_NORM);
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}
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else if (pr_dragonseek() < 128 && P_CheckMissileRange(actor))
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{
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P_SpawnMissile(actor, target, PClass::FindClass ("DragonFireball"));
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S_Sound (actor, CHAN_WEAPON, actor->AttackSound, 1, ATTN_NORM);
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}
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actor->target = oldTarget;
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}
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}
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if (dist < 4)
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{ // Hit the target thing
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if (actor->target && pr_dragonseek() < 200)
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{
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AActor *bestActor = NULL;
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bestAngle = ANGLE_MAX;
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angleToTarget = R_PointToAngle2(actor->x, actor->y,
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actor->target->x, actor->target->y);
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for (i = 0; i < 5; i++)
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{
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if (!target->args[i])
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{
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continue;
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}
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FActorIterator iterator (target->args[i]);
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mo = iterator.Next ();
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if (mo == NULL)
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{
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continue;
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}
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angleToSpot = R_PointToAngle2(actor->x, actor->y,
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mo->x, mo->y);
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if ((angle_t)abs(angleToSpot-angleToTarget) < bestAngle)
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{
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bestAngle = abs(angleToSpot-angleToTarget);
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bestActor = mo;
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}
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}
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if (bestActor != NULL)
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{
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actor->tracer = bestActor;
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}
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}
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else
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{
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// [RH] Don't lock up if the dragon doesn't have any
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// targets defined
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for (i = 0; i < 5; ++i)
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{
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if (target->args[i] != 0)
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{
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break;
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}
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}
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if (i < 5)
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{
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do
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{
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i = (pr_dragonseek()>>2)%5;
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} while(!target->args[i]);
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FActorIterator iterator (target->args[i]);
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actor->tracer = iterator.Next ();
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}
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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_DragonInitFlight
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_DragonInitFlight)
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{
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FActorIterator iterator (self->tid);
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do
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{ // find the first tid identical to the dragon's tid
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self->tracer = iterator.Next ();
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if (self->tracer == NULL)
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{
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self->SetState (self->SpawnState);
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return;
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}
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} while (self->tracer == self);
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self->RemoveFromHash ();
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}
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//============================================================================
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//
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// A_DragonFlight
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_DragonFlight)
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{
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angle_t angle;
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DragonSeek (self, 4*ANGLE_1, 8*ANGLE_1);
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if (self->target)
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{
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if(!(self->target->flags&MF_SHOOTABLE))
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{ // target died
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self->target = NULL;
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return;
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}
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angle = R_PointToAngle2(self->x, self->y, self->target->x,
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self->target->y);
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if (abs(self->angle-angle) < ANGLE_45/2 && self->CheckMeleeRange())
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{
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int damage = pr_dragonflight.HitDice (8);
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P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (damage, self->target, self);
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S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
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}
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else if (abs(self->angle-angle) <= ANGLE_1*20)
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{
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self->SetState (self->MissileState);
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S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
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}
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}
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else
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{
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P_LookForPlayers (self, true);
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}
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}
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//============================================================================
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//
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// A_DragonFlap
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_DragonFlap)
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{
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CALL_ACTION(A_DragonFlight, self);
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if (pr_dragonflap() < 240)
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{
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S_Sound (self, CHAN_BODY, "DragonWingflap", 1, ATTN_NORM);
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}
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else
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{
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self->PlayActiveSound ();
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}
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}
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//============================================================================
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//
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// A_DragonAttack
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_DragonAttack)
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{
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P_SpawnMissile (self, self->target, PClass::FindClass ("DragonFireball"));
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}
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//============================================================================
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//
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// A_DragonFX2
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_DragonFX2)
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{
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AActor *mo;
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int i;
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int delay;
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delay = 16+(pr_dragonfx2()>>3);
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for (i = 1+(pr_dragonfx2()&3); i; i--)
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{
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fixed_t x = self->x+((pr_dragonfx2()-128)<<14);
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fixed_t y = self->y+((pr_dragonfx2()-128)<<14);
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fixed_t z = self->z+((pr_dragonfx2()-128)<<12);
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mo = Spawn ("DragonExplosion", x, y, z, ALLOW_REPLACE);
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if (mo)
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{
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mo->tics = delay+(pr_dragonfx2()&3)*i*2;
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mo->target = self->target;
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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_DragonPain
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_DragonPain)
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{
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CALL_ACTION(A_Pain, self);
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if (!self->tracer)
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{ // no destination spot yet
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self->SetState (self->SeeState);
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}
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}
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//============================================================================
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//
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// A_DragonCheckCrash
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_DragonCheckCrash)
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{
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if (self->z <= self->floorz)
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{
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self->SetState (self->FindState ("Crash"));
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}
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}
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