Exemple #1
0
DEFINE_ACTION_FUNCTION(AActor, A_MinotaurRoam)
{
    PARAM_ACTION_PROLOGUE;

    // In case pain caused him to skip his fade in.
    self->RenderStyle = STYLE_Normal;

    if (self->IsKindOf(RUNTIME_CLASS(AMinotaurFriend)))
    {
        AMinotaurFriend *self1 = static_cast<AMinotaurFriend *> (self);

        if (self1->StartTime >= 0 && (level.maptime - self1->StartTime) >= MAULATORTICS)
        {
            P_DamageMobj (self1, NULL, NULL, TELEFRAG_DAMAGE, NAME_None);
            return 0;
        }
    }

    if (pr_minotaurroam() < 30)
        CALL_ACTION(A_MinotaurLook, self);		// adjust to closest target

    if (pr_minotaurroam() < 6)
    {
        //Choose new direction
        self->movedir = pr_minotaurroam() % 8;
        FaceMovementDirection (self);
    }
    if (!P_Move(self))
    {
        // Turn
        if (pr_minotaurroam() & 1)
            self->movedir = (self->movedir + 1) % 8;
        else
            self->movedir = (self->movedir + 7) % 8;
        FaceMovementDirection (self);
    }
    return 0;
}
Exemple #2
0
DEFINE_ACTION_FUNCTION(AActor, A_MinotaurChase)
{
    PARAM_ACTION_PROLOGUE;

    if (!self->IsKindOf(RUNTIME_CLASS(AMinotaurFriend)))
    {
        A_Chase (stack, self);
        return 0;
    }

    AMinotaurFriend *self1 = static_cast<AMinotaurFriend *> (self);

    // In case pain caused him to skip his fade in.
    self1->RenderStyle = STYLE_Normal;

    if (self1->StartTime >= 0 && (level.maptime - self1->StartTime) >= MAULATORTICS)
    {
        P_DamageMobj (self1, NULL, NULL, TELEFRAG_DAMAGE, NAME_None);
        return 0;
    }

    if (pr_minotaurchase() < 30)
        CALL_ACTION(A_MinotaurLook, self1);		// adjust to closest target

    if (!self1->target || (self1->target->health <= 0) ||
            !(self1->target->flags&MF_SHOOTABLE))
    {   // look for a new target
        self1->SetIdle();
        return 0;
    }

    FaceMovementDirection (self1);
    self1->reactiontime = 0;

    // Melee attack
    if (self1->MeleeState && self1->CheckMeleeRange ())
    {
        if (self1->AttackSound)
        {
            S_Sound (self1, CHAN_WEAPON, self1->AttackSound, 1, ATTN_NORM);
        }
        self1->SetState (self1->MeleeState);
        return 0;
    }

    // Missile attack
    if (self1->MissileState && P_CheckMissileRange(self1))
    {
        self1->SetState (self1->MissileState);
        return 0;
    }

    // chase towards target
    if (!P_Move (self1))
    {
        P_NewChaseDir (self1);
        FaceMovementDirection (self1);
    }

    // Active sound
    if (pr_minotaurchase() < 6)
    {
        self1->PlayActiveSound ();
    }
    return 0;
}
Exemple #3
0
DEFINE_ACTION_FUNCTION(AActor, A_FiredChase)
{
	int weaveindex = self->special1;
	AActor *target = self->target;
	angle_t ang;
	fixed_t dist;

	// [BC] Let the server do this.
	if (( NETWORK_GetState( ) == NETSTATE_CLIENT ) ||
		( CLIENTDEMO_IsPlaying( )))
	{
		// make active sound
		if (pr_firedemonchase() < 3)
		{
			self->PlayActiveSound ();
		}

		// Normal movement
		if ( self->special2 == 0 )
			P_Move( self );

		return;
	}

	if (self->reactiontime) self->reactiontime--;
	if (self->threshold) self->threshold--;

	// Float up and down
	self->z += FloatBobOffsets[weaveindex];
	self->special1 = (weaveindex+2)&63;

	// Ensure it stays above certain height
	if (self->z < self->floorz + (64*FRACUNIT))
	{
		self->z += 2*FRACUNIT;
	}

	// [BC] If we're the server, update the thing's z position.
	if ( NETWORK_GetState( ) == NETSTATE_SERVER )
		SERVERCOMMANDS_MoveThing( self, CM_Z );

	if(!self->target || !(self->target->flags&MF_SHOOTABLE))
	{	// Invalid target
		P_LookForPlayers (self,true, NULL);
		return;
	}

	// Strafe
	if (self->special2 > 0)
	{
		self->special2--;
	}
	else
	{
		self->special2 = 0;
		self->velx = self->vely = 0;
		dist = P_AproxDistance (self->x - target->x, self->y - target->y);
		if (dist < FIREDEMON_ATTACK_RANGE)
		{
			if (pr_firedemonchase() < 30)
			{
				ang = R_PointToAngle2 (self->x, self->y, target->x, target->y);
				if (pr_firedemonchase() < 128)
					ang += ANGLE_90;
				else
					ang -= ANGLE_90;
				ang >>= ANGLETOFINESHIFT;
				self->velx = finecosine[ang] << 3; //FixedMul (8*FRACUNIT, finecosine[ang]);
				self->vely = finesine[ang] << 3; //FixedMul (8*FRACUNIT, finesine[ang]);
				self->special2 = 3;		// strafe time
			}
		}

		// [BC] If we're the server, update the thing's z position.
		if ( NETWORK_GetState( ) == NETSTATE_SERVER )
		{
			SERVERCOMMANDS_MoveThingExact( self, CM_MOMX|CM_MOMY );
			SERVERCOMMANDS_SetThingSpecial2( self );
		}
	}