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1983b5c586
DEFINE_ACTION_FUNCTION macro. This should make it easier to improve the whole system. SVN r1148 (trunk)
221 lines
5.5 KiB
C++
221 lines
5.5 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_hexenglobal.h"
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#include "thingdef/thingdef.h"
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static FRandom pr_boom ("BishopBoom");
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static FRandom pr_atk ("BishopAttack");
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static FRandom pr_decide ("BishopDecide");
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static FRandom pr_doblur ("BishopDoBlur");
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static FRandom pr_sblur ("BishopSpawnBlur");
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static FRandom pr_pain ("BishopPainBlur");
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//============================================================================
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//
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// A_BishopAttack
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_BishopAttack)
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{
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if (!self->target)
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{
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return;
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}
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S_Sound (self, CHAN_BODY, self->AttackSound, 1, ATTN_NORM);
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if (self->CheckMeleeRange())
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{
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int damage = pr_atk.HitDice (4);
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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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return;
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}
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self->special1 = (pr_atk() & 3) + 5;
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}
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//============================================================================
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//
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// A_BishopAttack2
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//
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// Spawns one of a string of bishop missiles
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_BishopAttack2)
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{
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AActor *mo;
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if (!self->target || !self->special1)
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{
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self->special1 = 0;
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self->SetState (self->SeeState);
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return;
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}
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mo = P_SpawnMissile (self, self->target, PClass::FindClass("BishopFX"));
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if (mo != NULL)
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{
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mo->tracer = self->target;
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mo->special2 = 16; // High word == x/y, Low word == z
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}
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self->special1--;
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}
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//============================================================================
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//
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// A_BishopMissileWeave
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_BishopMissileWeave)
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{
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fixed_t newX, newY;
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int weaveXY, weaveZ;
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int angle;
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if (self->special2 == 0) self->special2 = 16;
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weaveXY = self->special2 >> 16;
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weaveZ = self->special2 & 0xFFFF;
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angle = (self->angle + ANG90) >> ANGLETOFINESHIFT;
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newX = self->x - FixedMul (finecosine[angle], FloatBobOffsets[weaveXY]<<1);
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newY = self->y - FixedMul (finesine[angle], FloatBobOffsets[weaveXY]<<1);
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weaveXY = (weaveXY + 2) & 63;
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newX += FixedMul (finecosine[angle], FloatBobOffsets[weaveXY]<<1);
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newY += FixedMul (finesine[angle], FloatBobOffsets[weaveXY]<<1);
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P_TryMove (self, newX, newY, true);
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self->z -= FloatBobOffsets[weaveZ];
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weaveZ = (weaveZ + 2) & 63;
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self->z += FloatBobOffsets[weaveZ];
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self->special2 = weaveZ + (weaveXY<<16);
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}
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//============================================================================
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//
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// A_BishopDecide
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_BishopDecide)
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{
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if (pr_decide() < 220)
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{
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return;
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}
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else
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{
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self->SetState (self->FindState ("Blur"));
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}
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}
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//============================================================================
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//
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// A_BishopDoBlur
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_BishopDoBlur)
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{
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self->special1 = (pr_doblur() & 3) + 3; // Random number of blurs
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if (pr_doblur() < 120)
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{
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P_ThrustMobj (self, self->angle + ANG90, 11*FRACUNIT);
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}
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else if (pr_doblur() > 125)
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{
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P_ThrustMobj (self, self->angle - ANG90, 11*FRACUNIT);
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}
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else
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{ // Thrust forward
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P_ThrustMobj (self, self->angle, 11*FRACUNIT);
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}
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S_Sound (self, CHAN_BODY, "BishopBlur", 1, ATTN_NORM);
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}
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//============================================================================
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//
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// A_BishopSpawnBlur
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_BishopSpawnBlur)
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{
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AActor *mo;
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if (!--self->special1)
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{
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self->momx = 0;
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self->momy = 0;
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if (pr_sblur() > 96)
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{
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self->SetState (self->SeeState);
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}
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else
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{
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self->SetState (self->MissileState);
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}
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}
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mo = Spawn ("BishopBlur", self->x, self->y, self->z, ALLOW_REPLACE);
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if (mo)
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{
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mo->angle = self->angle;
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}
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}
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//============================================================================
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//
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// A_BishopChase
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_BishopChase)
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{
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self->z -= FloatBobOffsets[self->special2] >> 1;
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self->special2 = (self->special2 + 4) & 63;
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self->z += FloatBobOffsets[self->special2] >> 1;
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}
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//============================================================================
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//
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// A_BishopPuff
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_BishopPuff)
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{
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AActor *mo;
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mo = Spawn ("BishopPuff", self->x, self->y, self->z + 40*FRACUNIT, ALLOW_REPLACE);
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if (mo)
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{
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mo->momz = FRACUNIT/2;
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}
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}
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//============================================================================
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//
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// A_BishopPainBlur
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_BishopPainBlur)
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{
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AActor *mo;
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if (pr_pain() < 64)
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{
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self->SetState (self->FindState ("Blur"));
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return;
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}
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fixed_t x = self->x + (pr_pain.Random2()<<12);
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fixed_t y = self->y + (pr_pain.Random2()<<12);
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fixed_t z = self->z + (pr_pain.Random2()<<11);
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mo = Spawn ("BishopPainBlur", x, y, z, ALLOW_REPLACE);
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if (mo)
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{
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mo->angle = self->angle;
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}
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}
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