From 533755e5298ecd39bd682dfd1e33c98d80445369 Mon Sep 17 00:00:00 2001 From: Samuel Villareal Date: Sat, 18 Sep 2010 02:32:24 +0000 Subject: + A_Tracer, A_BurnSpread and A_AcolyteSpecial done + Macro added for giving objective logs Subversion-branch: /branches/strife-branch Subversion-revision: 2100 --- src/strife/p_enemy.c | 176 ++++++++++++++++++++++++++++++++++++--------------- 1 file changed, 126 insertions(+), 50 deletions(-) (limited to 'src/strife/p_enemy.c') diff --git a/src/strife/p_enemy.c b/src/strife/p_enemy.c index d0c235c0..fed64e85 100644 --- a/src/strife/p_enemy.c +++ b/src/strife/p_enemy.c @@ -31,13 +31,11 @@ #include "m_random.h" #include "i_system.h" - #include "doomdef.h" #include "p_local.h" - #include "s_sound.h" - #include "g_game.h" +#include "z_zone.h" // villsa [STRIFE] // State. #include "doomstat.h" @@ -2116,78 +2114,80 @@ void A_SpawnSparkPuff(mobj_t* actor) // A_BspiAttack, A_TroopAttack, A_SargAttack, A_HeadAttack, A_CyberAttack, // A_BruisAttack, A_SkelMissile -int TRACEANGLE = 0xc000000; +int TRACEANGLE = 0xE000000; // villsa [STRIFE] changed from 0xC000000 to 0xE000000 + +// +// A_Tracer +// void A_Tracer (mobj_t* actor) { - // villsa [STRIFE] TODO - update with strife version -/* angle_t exact; - fixed_t dist; - fixed_t slope; - mobj_t* dest; - mobj_t* th; - - if (gametic & 3) - return; - + angle_t exact; + fixed_t dist; + fixed_t slope; + mobj_t* dest; + //mobj_t* th; + + // villsa [STRIFE] not used + /*if(gametic & 3) + return;*/ + // spawn a puff of smoke behind the rocket - P_SpawnPuff (actor->x, actor->y, actor->z); - + /*P_SpawnPuff(actor->x, actor->y, actor->z); + th = P_SpawnMobj (actor->x-actor->momx, - actor->y-actor->momy, - actor->z, MT_SMOKE); - + actor->y-actor->momy, + actor->z, MT_SMOKE); + th->momz = FRACUNIT; th->tics -= P_Random()&3; if (th->tics < 1) - th->tics = 1; - + th->tics = 1;*/ + // adjust direction dest = actor->tracer; - - if (!dest || dest->health <= 0) - return; - + + if(!dest || dest->health <= 0) + return; + // change angle - exact = R_PointToAngle2 (actor->x, - actor->y, - dest->x, - dest->y); + exact = R_PointToAngle2(actor->x, actor->y, dest->x, dest->y); - if (exact != actor->angle) + if(exact != actor->angle) { - if (exact - actor->angle > 0x80000000) - { - actor->angle -= TRACEANGLE; - if (exact - actor->angle < 0x80000000) - actor->angle = exact; - } - else - { - actor->angle += TRACEANGLE; - if (exact - actor->angle > 0x80000000) - actor->angle = exact; - } + // villsa [STRIFE] slightly different algorithm + if(exact - actor->angle <= 0x80000000) + { + actor->angle += TRACEANGLE; + if(exact - actor->angle > 0x80000000) + actor->angle = exact; + } + else + { + actor->angle -= TRACEANGLE; + if (exact - actor->angle < 0x80000000) + actor->angle = exact; + } } - + exact = actor->angle>>ANGLETOFINESHIFT; actor->momx = FixedMul (actor->info->speed, finecosine[exact]); actor->momy = FixedMul (actor->info->speed, finesine[exact]); - + // change slope dist = P_AproxDistance (dest->x - actor->x, - dest->y - actor->y); - + dest->y - actor->y); + dist = dist / actor->info->speed; if (dist < 1) - dist = 1; + dist = 1; slope = (dest->z+40*FRACUNIT - actor->z) / dist; if (slope < actor->momz) - actor->momz -= FRACUNIT/8; + actor->momz -= FRACUNIT/8; else - actor->momz += FRACUNIT/8;*/ + actor->momz += FRACUNIT/8; } // @@ -2820,9 +2820,42 @@ void A_HeadChunk(mobj_t* actor) mo->momz = (P_Random() & 7) << FRACBITS; } +// +// A_BurnSpread +// villsa [STRIFE] - new codepointer +// void A_BurnSpread(mobj_t* actor) { + int t; + mobj_t* mo; + fixed_t x; + fixed_t y; + + actor->momz -= (8*FRACUNIT); + + t = P_Random(); + actor->momx += ((t & 3) - (P_Random() & 3)) << FRACBITS; + t = P_Random(); + actor->momy += ((t & 3) - (P_Random() & 3)) << FRACBITS; + S_StartSound(actor, sfx_lgfire); + + if(actor->flags & MF_DROPPED) + return; // not the parent + + x = actor->x + (((P_Random() + 12) & 31) << FRACBITS); + y = actor->y + (((P_Random() + 12) & 31) << FRACBITS); + + // spawn child + mo = P_SpawnMobj(x, y, actor->z + (4*FRACUNIT), MT_PFLAME); + + t = P_Random(); + mo->momx += ((t & 7) - (P_Random() & 7)) << FRACBITS; + t = P_Random(); + mo->momy += ((t & 7) - (P_Random() & 7)) << FRACBITS; + mo->momz -= FRACUNIT; + mo->flags |= MF_DROPPED; + mo->reactiontime = (P_Random() & 3) + 2; } // @@ -2835,9 +2868,52 @@ void A_BossDeath (mobj_t* mo) // villsa [STRIFE] TODO - update to strife version } +// +// A_AcolyteSpecial +// villsa [STRIFE] - new codepointer +// void A_AcolyteSpecial(mobj_t* actor) { - // STRIFE-TODO + int p; + int i; + thinker_t* th; + + if(actor->type != MT_GUARD8) + return; // must be MT_GUARD8 + + for(i = 0; i < MAXPLAYERS; i++) + { + if(playeringame[i]) + p++; + } + + // [STRIFE] TODO - whats the point of this? + if(p == 8) + return; + + for(th = thinkercap.next; th != &thinkercap; th = th->next) + { + if(th->function.acp1 == P_MobjThinker) + { + mobj_t *mo = (mobj_t *)th; + + if(mo != actor && mo->type == actor->type && mo->health > 0) + return; + + if(mo->type != MT_GUARD8) + continue; // not MT_GUARD8 + + // give quest token #7 to all players + for(i = 0; i < MAXPLAYERS; i++) + P_GiveItemToPlayer(&players[i], SPR_TOKN, MT_TOKEN_QUEST7); + + // play voice + I_StartVoice(DEH_String("VOC14")); + + // give objective + GiveObjective("LOG14"); + } + } } // -- cgit v1.2.3