From 7cf7985d5a706680aa1fbec7af5d670a1ad711e8 Mon Sep 17 00:00:00 2001 From: Samuel Villareal Date: Mon, 6 Sep 2010 21:34:45 +0000 Subject: + More codepointers implemented Subversion-branch: /branches/strife-branch Subversion-revision: 2021 --- src/strife/p_enemy.c | 259 +++++++++++++++++++++++++++++++++++++++++++-------- 1 file changed, 218 insertions(+), 41 deletions(-) (limited to 'src/strife') diff --git a/src/strife/p_enemy.c b/src/strife/p_enemy.c index 0acf15dd..7390843c 100644 --- a/src/strife/p_enemy.c +++ b/src/strife/p_enemy.c @@ -1603,10 +1603,31 @@ void A_InqFlyCheck(mobj_t* actor) // // A_InqGrenade +// villsa [STRIFE] new codepointer // + void A_InqGrenade(mobj_t* actor) { - // STRIFE-TODO + mobj_t* mo; + + if(!actor->target) + return; + + A_FaceTarget(actor); + + actor->z += (32*FRACUNIT); + + // grenade 1 + actor->angle -= (ANG45 / 32); + mo = P_SpawnFacingMissile(actor, actor->target, MT_INQGRENADE); + mo->momz += (9*FRACUNIT); + + // grenade 2 + actor->angle += (ANG45 / 16); + mo = P_SpawnFacingMissile(actor, actor->target, MT_INQGRENADE); + mo->momz += (16*FRACUNIT); + + actor->z -= (32*FRACUNIT); } // @@ -1782,9 +1803,34 @@ void A_SpectreEAttack(mobj_t* actor) mo->health = -2; } +// +// A_SpectreCAttack +// villsa [STRIFE] new codepointer +// + void A_SpectreCAttack(mobj_t* actor) { - // STRIFE-TODO + mobj_t* mo; + int i; + + if(!actor->target) + return; + + mo = P_SpawnMobj(actor->x, actor->y, actor->z + (32*FRACUNIT), MT_SIGIL_A_ZAP_RIGHT); + mo->momz = -(18*FRACUNIT); + mo->target = actor; + mo->health = -2; + mo->tracer = actor->target; + + actor->angle -= ANG90; + for(i = 0; i < 20; i++) + { + actor->angle += (ANG90 / 10); + mo = P_SpawnMortar(actor, MT_SIGIL_C_SHOT); + mo->health = -2; + mo->z = actor->z + (32*FRACUNIT); + } + actor->angle -= ANG90; } // @@ -1814,13 +1860,39 @@ void A_AlertSpectreC(mobj_t* actor) } } +// +// A_Sigil_E_Action +// villsa [STRIFE] new codepointer +// + void A_Sigil_E_Action(mobj_t* actor) { + actor->angle += ANG90; + P_SpawnMortar(actor, MT_SIGIL_E_OFFSHOOT); + + actor->angle -= ANG180; + P_SpawnMortar(actor, MT_SIGIL_E_OFFSHOOT); + + actor->angle += ANG90; + P_SpawnMortar(actor, MT_SIGIL_E_OFFSHOOT); } +// +// A_SigilTrail +// villsa [STRIFE] new codepointer +// + void A_SigilTrail(mobj_t* actor) { + mobj_t* mo; + + mo = P_SpawnMobj(actor->x - actor->momx, + actor->y - actor->momy, + actor->z, MT_SIGIL_TRAIL); + + mo->angle = actor->angle; + mo->health = actor->health; } @@ -1861,19 +1933,161 @@ void A_FireSigilEOffshoot(mobj_t* actor) mo->health = -2; } +// +// A_ShadowOff +// villsa [STRIFE] new codepointer +// + void A_ShadowOff(mobj_t* actor) { - + actor->flags &= ~(MF_SHADOW|MF_MVIS); } +// +// A_ModifyVisibility +// villsa [STRIFE] new codepointer +// + + void A_ModifyVisibility(mobj_t* actor) { - + actor->flags |= MF_SHADOW; + actor->flags &= ~MF_MVIS; } +// +// A_ShadowOn +// villsa [STRIFE] new codepointer +// + void A_ShadowOn(mobj_t* actor) { + actor->flags |= (MF_SHADOW|MF_MVIS); +} + +// +// A_SetTLOptions +// villsa [STRIFE] new codepointer +// + +void A_SetTLOptions(mobj_t* actor) +{ + if(actor->spawnpoint.options & MTF_TRANSLUCENT) + actor->flags |= MF_SHADOW; + if(actor->spawnpoint.options & MTF_MVIS) + actor->flags |= MF_MVIS; + +} + +// +// A_BossMeleeAtk +// villsa [STRIFE] new codepointer +// + +void A_BossMeleeAtk(mobj_t* actor) +{ + int r; + + if(!actor->target) + return; + + r = P_Random(); + P_DamageMobj(actor->target, actor, actor, 10 * (r & 9)); +} + +// +// A_BishopAttack +// villsa [STRIFE] new codepointer +// + +void A_BishopAttack(mobj_t* actor) +{ + mobj_t* mo; + + if(!actor->target) + return; + + actor->z += (32*FRACUNIT); + + mo = P_SpawnMissile(actor, actor->target, MT_SEEKMISSILE); + mo->tracer = actor->target; + + actor->z -= (32*FRACUNIT); +} + +// +// A_FireHookShot +// villsa [STRIFE] new codepointer +// + +void A_FireHookShot(mobj_t* actor) +{ + if(!actor->target) + return; + + P_SpawnMissile(actor, actor->target, MT_HOOKSHOT); +} + +// +// A_FireChainShot +// villsa [STRIFE] new codepointer +// + +void A_FireChainShot(mobj_t* actor) +{ + S_StartSound(actor, sfx_tend); + + P_SpawnMobj(actor->x, actor->y, actor->z, actor->z); + + P_SpawnMobj(actor->x - (actor->momx >> 1), + actor->y - (actor->momy >> 1), + actor->z, MT_CHAINSHOT); + + P_SpawnMobj(actor->x - actor->momx, + actor->y - actor->momy, + actor->z, MT_CHAINSHOT); + +} + +// +// A_MissileSmoke +// villsa [STRIFE] new codepointer +// + +void A_MissileSmoke(mobj_t* actor) +{ + mobj_t* mo; + + S_StartSound(actor, sfx_rflite); + P_SpawnPuff(actor->x, actor->y, actor->z); + mo = P_SpawnMobj(actor->x - actor->momx, + actor->y - actor->momy, + actor->z, MT_MISSILESMOKE); + + mo->momz = FRACUNIT; + +} + +// +// A_SpawnSparkPuff +// villsa [STRIFE] new codepointer +// + +void A_SpawnSparkPuff(mobj_t* actor) +{ + int r; + mobj_t* mo; + fixed_t x; + fixed_t y; + r = P_Random(); + x = (10*FRACUNIT) * ((r & 3) - (P_Random() & 3)) + actor->x; + r = P_Random(); + y = (10*FRACUNIT) * ((r & 3) - (P_Random() & 3)) + actor->y; + + mo = P_SpawnMobj(x, y, actor->z, MT_SPARKPUFF); + P_SetMobjState(mo, S_BNG4_01); + mo->momz = FRACUNIT; } @@ -2055,43 +2269,6 @@ void A_PlayerScream (mobj_t* mo) S_StartSound (mo, sound); } - - -void A_SetTLOptions(mobj_t* actor) -{ - -} - -void A_BossMeleeAtk(mobj_t* actor) -{ - -} - -void A_BishopAttack(mobj_t* actor) -{ - -} - -void A_FireHookShot(mobj_t* actor) -{ - -} - -void A_FireChainShot(mobj_t* actor) -{ - -} - -void A_MissileSmoke(mobj_t* actor) -{ - -} - -void A_SpawnSparkPuff(mobj_t* actor) -{ - -} - void A_ProgrammerMelee(mobj_t* actor) { -- cgit v1.2.3