#include "actor.h" #include "info.h" #include "m_random.h" #include "s_sound.h" #include "p_local.h" #include "p_enemy.h" #include "a_action.h" #include "a_sharedglobal.h" #include "gstrings.h" #include "thingdef/thingdef.h" static FRandom pr_dripblood ("DripBlood"); static FRandom pr_knightatk ("KnightAttack"); //---------------------------------------------------------------------------- // // PROC A_DripBlood // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_DripBlood) { AActor *mo; fixed_t x, y; x = self->x + (pr_dripblood.Random2 () << 11); y = self->y + (pr_dripblood.Random2 () << 11); mo = Spawn ("Blood", x, y, self->z, ALLOW_REPLACE); mo->momx = pr_dripblood.Random2 () << 10; mo->momy = pr_dripblood.Random2 () << 10; mo->gravity = FRACUNIT/8; } //---------------------------------------------------------------------------- // // PROC A_KnightAttack // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_KnightAttack) { if (!self->target) { return; } if (self->CheckMeleeRange ()) { int damage = pr_knightatk.HitDice (3); P_DamageMobj (self->target, self, self, damage, NAME_Melee); P_TraceBleed (damage, self->target, self); S_Sound (self, CHAN_BODY, "hknight/melee", 1, ATTN_NORM); return; } // Throw axe S_Sound (self, CHAN_BODY, self->AttackSound, 1, ATTN_NORM); if (self->flags & MF_SHADOW || pr_knightatk () < 40) { // Red axe P_SpawnMissileZ (self, self->z + 36*FRACUNIT, self->target, PClass::FindClass("RedAxe")); return; } // Green axe P_SpawnMissileZ (self, self->z + 36*FRACUNIT, self->target, PClass::FindClass("KnightAxe")); }