qzdoom/src/g_hexen/a_firedemon.cpp

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#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"
#define FIREDEMON_ATTACK_RANGE 64*8*FRACUNIT
static FRandom pr_firedemonrock ("FireDemonRock");
static FRandom pr_smbounce ("SMBounce");
static FRandom pr_firedemonchase ("FiredChase");
static FRandom pr_firedemonsplotch ("FiredSplotch");
//============================================================================
// Fire Demon AI
//
// special1 index into floatbob
// special2 whether strafing or not
//============================================================================
void A_FiredRocks (AActor *);
void A_FiredSpawnRock (AActor *);
void A_SmBounce (AActor *);
void A_FiredChase (AActor *);
void A_FiredAttack (AActor *);
void A_FiredSplotch (AActor *);
//============================================================================
//
// A_FiredRocks
//
//============================================================================
void A_FiredRocks (AActor *actor)
{
A_FiredSpawnRock (actor);
A_FiredSpawnRock (actor);
A_FiredSpawnRock (actor);
A_FiredSpawnRock (actor);
A_FiredSpawnRock (actor);
}
//============================================================================
//
// A_FiredSpawnRock
//
//============================================================================
void A_FiredSpawnRock (AActor *actor)
{
AActor *mo;
int x,y,z;
const PClass *rtype;
switch (pr_firedemonrock() % 5)
{
case 0:
rtype = PClass::FindClass ("FireDemonRock1");
break;
case 1:
rtype = PClass::FindClass ("FireDemonRock2");
break;
case 2:
rtype = PClass::FindClass ("FireDemonRock3");
break;
case 3:
rtype = PClass::FindClass ("FireDemonRock4");
break;
case 4:
default:
rtype = PClass::FindClass ("FireDemonRock5");
break;
}
x = actor->x + ((pr_firedemonrock() - 128) << 12);
y = actor->y + ((pr_firedemonrock() - 128) << 12);
z = actor->z + ( pr_firedemonrock() << 11);
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mo = Spawn (rtype, x, y, z, ALLOW_REPLACE);
if (mo)
{
mo->target = actor;
mo->momx = (pr_firedemonrock() - 128) <<10;
mo->momy = (pr_firedemonrock() - 128) <<10;
mo->momz = (pr_firedemonrock() << 10);
mo->special1 = 2; // Number bounces
}
// Initialize fire demon
actor->special2 = 0;
actor->flags &= ~MF_JUSTATTACKED;
}
//============================================================================
//
// A_SmBounce
//
//============================================================================
void A_SmBounce (AActor *actor)
{
// give some more momentum (x,y,&z)
actor->z = actor->floorz + FRACUNIT;
actor->momz = (2*FRACUNIT) + (pr_smbounce() << 10);
actor->momx = pr_smbounce()%3<<FRACBITS;
actor->momy = pr_smbounce()%3<<FRACBITS;
}
//============================================================================
//
// A_FiredAttack
//
//============================================================================
void A_FiredAttack (AActor *actor)
{
if (actor->target == NULL)
return;
AActor *mo = P_SpawnMissile (actor, actor->target, PClass::FindClass ("FireDemonMissile"));
if (mo) S_Sound (actor, CHAN_BODY, "FireDemonAttack", 1, ATTN_NORM);
}
//============================================================================
//
// A_FiredChase
//
//============================================================================
void A_FiredChase (AActor *actor)
{
int weaveindex = actor->special1;
AActor *target = actor->target;
angle_t ang;
fixed_t dist;
if (actor->reactiontime) actor->reactiontime--;
if (actor->threshold) actor->threshold--;
// Float up and down
actor->z += FloatBobOffsets[weaveindex];
actor->special1 = (weaveindex+2)&63;
// Ensure it stays above certain height
if (actor->z < actor->floorz + (64*FRACUNIT))
{
actor->z += 2*FRACUNIT;
}
if(!actor->target || !(actor->target->flags&MF_SHOOTABLE))
{ // Invalid target
P_LookForPlayers (actor,true);
return;
}
// Strafe
if (actor->special2 > 0)
{
actor->special2--;
}
else
{
actor->special2 = 0;
actor->momx = actor->momy = 0;
dist = P_AproxDistance (actor->x - target->x, actor->y - target->y);
if (dist < FIREDEMON_ATTACK_RANGE)
{
if (pr_firedemonchase() < 30)
{
ang = R_PointToAngle2 (actor->x, actor->y, target->x, target->y);
if (pr_firedemonchase() < 128)
ang += ANGLE_90;
else
ang -= ANGLE_90;
ang >>= ANGLETOFINESHIFT;
actor->momx = finecosine[ang] << 3; //FixedMul (8*FRACUNIT, finecosine[ang]);
actor->momy = finesine[ang] << 3; //FixedMul (8*FRACUNIT, finesine[ang]);
actor->special2 = 3; // strafe time
}
}
}
FaceMovementDirection (actor);
// Normal movement
if (!actor->special2)
{
if (--actor->movecount<0 || !P_Move (actor))
{
P_NewChaseDir (actor);
}
}
// Do missile attack
if (!(actor->flags & MF_JUSTATTACKED))
{
if (P_CheckMissileRange (actor) && (pr_firedemonchase() < 20))
{
actor->SetState (actor->MissileState);
actor->flags |= MF_JUSTATTACKED;
return;
}
}
else
{
actor->flags &= ~MF_JUSTATTACKED;
}
// make active sound
if (pr_firedemonchase() < 3)
{
actor->PlayActiveSound ();
}
}
//============================================================================
//
// A_FiredSplotch
//
//============================================================================
void A_FiredSplotch (AActor *actor)
{
AActor *mo;
mo = Spawn ("FireDemonSplotch1", actor->x, actor->y, actor->z, ALLOW_REPLACE);
if (mo)
{
mo->momx = (pr_firedemonsplotch() - 128) << 11;
mo->momy = (pr_firedemonsplotch() - 128) << 11;
mo->momz = (pr_firedemonsplotch() << 10) + FRACUNIT*3;
}
mo = Spawn ("FireDemonSplotch2", actor->x, actor->y, actor->z, ALLOW_REPLACE);
if (mo)
{
mo->momx = (pr_firedemonsplotch() - 128) << 11;
mo->momy = (pr_firedemonsplotch() - 128) << 11;
mo->momz = (pr_firedemonsplotch() << 10) + FRACUNIT*3;
}
}