gzdoom-gles/src/g_hexen/a_serpent.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"
#include "p_terrain.h"
static FRandom pr_serpentchase ("SerpentChase");
static FRandom pr_serpenthump ("SerpentHump");
static FRandom pr_serpentattack ("SerpentAttack");
static FRandom pr_serpentmeattack ("SerpentMeAttack");
static FRandom pr_serpentgibs ("SerpentGibs");
static FRandom pr_delaygib ("DelayGib");
void A_DoChase(AActor * actor, bool fastchase, FState * meleestate, FState * missilestate, bool playactive, bool nightmarefast);
void A_SerpentChase (AActor *);
void A_SerpentHumpDecide (AActor *);
void A_SerpentDiveSound (AActor *);
void A_SerpentHide (AActor *);
void A_SerpentBirthScream (AActor *);
void A_SerpentDiveSound (AActor *);
void A_SerpentCheckForAttack (AActor *);
void A_SerpentHeadPop (AActor *);
void A_SerpentSpawnGibs (AActor *);
void A_SerpentWalk (AActor *);
void A_SerpentUnHide (AActor *);
void A_SerpentRaiseHump (AActor *);
void A_SerpentLowerHump (AActor *);
void A_SerpentMeleeAttack (AActor *);
void A_SerpentMissileAttack (AActor *);
void A_SerpentChooseAttack (AActor *);
void A_SerpentFXSound (AActor *);
void A_StopSerpentFXSound (AActor *);
void A_SerpentHeadCheck (AActor *);
void A_FloatGib (AActor *);
void A_DelayGib (AActor *);
void A_SinkGib (AActor *);
// Serpent ------------------------------------------------------------------
class ASerpent : public AActor
{
DECLARE_ACTOR (ASerpent, AActor)
public:
bool bLeader;
void Serialize (FArchive &arc);
};
FState ASerpent::States[] =
{
#define S_SERPENT_LOOK1 0
S_NORMAL (SSPT, 'H', 10, A_Look , &States[S_SERPENT_LOOK1]),
#define S_SERPENT_SWIM1 (S_SERPENT_LOOK1+1)
S_NORMAL (SSPT, 'H', 1, A_SerpentChase , &States[S_SERPENT_SWIM1+1]),
S_NORMAL (SSPT, 'H', 1, A_SerpentChase , &States[S_SERPENT_SWIM1+2]),
S_NORMAL (SSPT, 'H', 2, A_SerpentHumpDecide , &States[S_SERPENT_SWIM1]),
#define S_SERPENT_PAIN1 (S_SERPENT_SWIM1+3)
S_NORMAL (SSPT, 'L', 5, NULL , &States[S_SERPENT_PAIN1+1]),
S_NORMAL (SSPT, 'L', 5, A_Pain , &States[S_SERPENT_PAIN1+2]),
S_NORMAL (SSDV, 'A', 4, NULL , &States[S_SERPENT_PAIN1+3]),
S_NORMAL (SSDV, 'B', 4, NULL , &States[S_SERPENT_PAIN1+4]),
S_NORMAL (SSDV, 'C', 4, NULL , &States[S_SERPENT_PAIN1+5]),
S_NORMAL (SSDV, 'D', 4, A_UnSetShootable , &States[S_SERPENT_PAIN1+6]),
S_NORMAL (SSDV, 'E', 3, A_SerpentDiveSound , &States[S_SERPENT_PAIN1+7]),
S_NORMAL (SSDV, 'F', 3, NULL , &States[S_SERPENT_PAIN1+8]),
S_NORMAL (SSDV, 'G', 4, NULL , &States[S_SERPENT_PAIN1+9]),
S_NORMAL (SSDV, 'H', 4, NULL , &States[S_SERPENT_PAIN1+10]),
S_NORMAL (SSDV, 'I', 3, NULL , &States[S_SERPENT_PAIN1+11]),
S_NORMAL (SSDV, 'J', 3, A_SerpentHide , &States[S_SERPENT_SWIM1]),
#define S_SERPENT_SURFACE1 (S_SERPENT_PAIN1+12)
S_NORMAL (SSPT, 'A', 1, A_UnHideThing , &States[S_SERPENT_SURFACE1+1]),
S_NORMAL (SSPT, 'A', 1, A_SerpentBirthScream , &States[S_SERPENT_SURFACE1+2]),
S_NORMAL (SSPT, 'B', 3, A_SetShootable , &States[S_SERPENT_SURFACE1+3]),
S_NORMAL (SSPT, 'C', 3, NULL , &States[S_SERPENT_SURFACE1+4]),
S_NORMAL (SSPT, 'D', 4, A_SerpentCheckForAttack , &States[S_SERPENT_PAIN1+2]),
#define S_SERPENT_DIE1 (S_SERPENT_SURFACE1+5)
S_NORMAL (SSPT, 'O', 4, NULL , &States[S_SERPENT_DIE1+1]),
S_NORMAL (SSPT, 'P', 4, A_Scream , &States[S_SERPENT_DIE1+2]),
S_NORMAL (SSPT, 'Q', 4, A_NoBlocking , &States[S_SERPENT_DIE1+3]),
S_NORMAL (SSPT, 'R', 4, NULL , &States[S_SERPENT_DIE1+4]),
S_NORMAL (SSPT, 'S', 4, NULL , &States[S_SERPENT_DIE1+5]),
S_NORMAL (SSPT, 'T', 4, NULL , &States[S_SERPENT_DIE1+6]),
S_NORMAL (SSPT, 'U', 4, NULL , &States[S_SERPENT_DIE1+7]),
S_NORMAL (SSPT, 'V', 4, NULL , &States[S_SERPENT_DIE1+8]),
S_NORMAL (SSPT, 'W', 4, NULL , &States[S_SERPENT_DIE1+9]),
S_NORMAL (SSPT, 'X', 4, NULL , &States[S_SERPENT_DIE1+10]),
S_NORMAL (SSPT, 'Y', 4, NULL , &States[S_SERPENT_DIE1+11]),
S_NORMAL (SSPT, 'Z', 4, NULL , NULL),
#define S_SERPENT_XDIE1 (S_SERPENT_DIE1+12)
S_NORMAL (SSXD, 'A', 4, NULL , &States[S_SERPENT_XDIE1+1]),
S_NORMAL (SSXD, 'B', 4, A_SerpentHeadPop , &States[S_SERPENT_XDIE1+2]),
S_NORMAL (SSXD, 'C', 4, A_NoBlocking , &States[S_SERPENT_XDIE1+3]),
S_NORMAL (SSXD, 'D', 4, NULL , &States[S_SERPENT_XDIE1+4]),
S_NORMAL (SSXD, 'E', 4, NULL , &States[S_SERPENT_XDIE1+5]),
S_NORMAL (SSXD, 'F', 3, NULL , &States[S_SERPENT_XDIE1+6]),
S_NORMAL (SSXD, 'G', 3, NULL , &States[S_SERPENT_XDIE1+7]),
S_NORMAL (SSXD, 'H', 3, A_SerpentSpawnGibs , NULL),
#define S_SERPENT_WALK1 (S_SERPENT_XDIE1+8)
S_NORMAL (SSPT, 'I', 5, A_SerpentWalk , &States[S_SERPENT_WALK1+1]),
S_NORMAL (SSPT, 'J', 5, A_SerpentWalk , &States[S_SERPENT_WALK1+2]),
S_NORMAL (SSPT, 'I', 5, A_SerpentWalk , &States[S_SERPENT_WALK1+3]),
S_NORMAL (SSPT, 'J', 5, A_SerpentCheckForAttack , &States[S_SERPENT_PAIN1+2]),
#define S_SERPENT_HUMP1 (S_SERPENT_WALK1+4)
S_NORMAL (SSPT, 'H', 3, A_SerpentUnHide , &States[S_SERPENT_HUMP1+1]),
S_NORMAL (SSPT, 'E', 3, A_SerpentRaiseHump , &States[S_SERPENT_HUMP1+2]),
S_NORMAL (SSPT, 'F', 3, A_SerpentRaiseHump , &States[S_SERPENT_HUMP1+3]),
S_NORMAL (SSPT, 'G', 3, A_SerpentRaiseHump , &States[S_SERPENT_HUMP1+4]),
S_NORMAL (SSPT, 'E', 3, A_SerpentRaiseHump , &States[S_SERPENT_HUMP1+5]),
S_NORMAL (SSPT, 'F', 3, A_SerpentRaiseHump , &States[S_SERPENT_HUMP1+6]),
S_NORMAL (SSPT, 'G', 3, NULL , &States[S_SERPENT_HUMP1+7]),
S_NORMAL (SSPT, 'E', 3, NULL , &States[S_SERPENT_HUMP1+8]),
S_NORMAL (SSPT, 'F', 3, NULL , &States[S_SERPENT_HUMP1+9]),
S_NORMAL (SSPT, 'G', 3, A_SerpentLowerHump , &States[S_SERPENT_HUMP1+10]),
S_NORMAL (SSPT, 'E', 3, A_SerpentLowerHump , &States[S_SERPENT_HUMP1+11]),
S_NORMAL (SSPT, 'F', 3, A_SerpentLowerHump , &States[S_SERPENT_HUMP1+12]),
S_NORMAL (SSPT, 'G', 3, A_SerpentLowerHump , &States[S_SERPENT_HUMP1+13]),
S_NORMAL (SSPT, 'E', 3, A_SerpentLowerHump , &States[S_SERPENT_HUMP1+14]),
S_NORMAL (SSPT, 'F', 3, A_SerpentHide , &States[S_SERPENT_SWIM1]),
#define S_SERPENT_MELEE1 (S_SERPENT_HUMP1+15)
S_NORMAL (SSPT, 'N', 5, A_SerpentMeleeAttack , &ASerpent::States[S_SERPENT_PAIN1+2]),
#define S_SERPENT_MISSILE1 (S_SERPENT_MELEE1+1)
S_NORMAL (SSPT, 'N', 5, A_SerpentMissileAttack , &ASerpent::States[S_SERPENT_PAIN1+2]),
#define S_SERPENT_ATK1 (S_SERPENT_MISSILE1+1)
S_NORMAL (SSPT, 'K', 6, A_FaceTarget , &States[S_SERPENT_ATK1+1]),
S_NORMAL (SSPT, 'L', 5, A_SerpentChooseAttack , &States[S_SERPENT_MELEE1]),
#define S_SERPENT_ICE (S_SERPENT_ATK1+2)
S_NORMAL (SSPT, '[', 5, A_FreezeDeath , &States[S_SERPENT_ICE+1]),
S_NORMAL (SSPT, '[', 1, A_FreezeDeathChunks , &States[S_SERPENT_ICE+1]),
};
IMPLEMENT_ACTOR (ASerpent, Hexen, 121, 6)
PROP_SpawnHealth (90)
PROP_PainChance (96)
PROP_SpeedFixed (12)
PROP_RadiusFixed (32)
PROP_HeightFixed (70)
PROP_MassLong (0x7fffffff) // [RH] Is this a mistake?
PROP_Flags (MF_SOLID|MF_NOBLOOD|MF_COUNTKILL)
PROP_Flags2 (MF2_PASSMOBJ|MF2_MCROSS|MF2_CANTLEAVEFLOORPIC|MF2_NONSHOOTABLE)
PROP_Flags3 (MF3_STAYMORPHED|MF3_DONTBLAST|MF3_NOTELEOTHER)
PROP_RenderFlags (RF_INVISIBLE)
PROP_SpawnState (S_SERPENT_LOOK1)
PROP_SeeState (S_SERPENT_SWIM1)
PROP_PainState (S_SERPENT_PAIN1)
PROP_MeleeState (S_SERPENT_SURFACE1)
PROP_DeathState (S_SERPENT_DIE1)
PROP_XDeathState (S_SERPENT_XDIE1)
PROP_IDeathState (S_SERPENT_ICE)
PROP_SeeSound ("SerpentSight")
PROP_AttackSound ("SerpentAttack")
PROP_PainSound ("SerpentPain")
PROP_DeathSound ("SerpentDeath")
PROP_HitObituary("$OB_SERPENTHIT")
END_DEFAULTS
void ASerpent::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << bLeader;
}
// Serpent Leader -----------------------------------------------------------
class ASerpentLeader : public ASerpent
{
DECLARE_STATELESS_ACTOR (ASerpentLeader, ASerpent)
public:
void BeginPlay ();
};
IMPLEMENT_STATELESS_ACTOR (ASerpentLeader, Hexen, 120, 7)
PROP_Mass (200)
PROP_Obituary("$OB_SERPENT")
END_DEFAULTS
void ASerpentLeader::BeginPlay ()
{
bLeader = true;
}
// Serpent Missile Ball -----------------------------------------------------
class ASerpentFX : public AActor
{
DECLARE_ACTOR (ASerpentFX, AActor)
public:
void Tick ()
{
Super::Tick ();
}
};
FState ASerpentFX::States[] =
{
#define S_SERPENT_FX1 0
// [RH] This 0-length state was added so that the looping sound can start
// playing as soon as possible, because action functions are not called
// when an actor is spawned. (Should I change that? No.)
S_BRIGHT (SSFX, 'A', 0, NULL , &States[S_SERPENT_FX1+1]),
S_BRIGHT (SSFX, 'A', 3, A_SerpentFXSound , &States[S_SERPENT_FX1+2]),
S_BRIGHT (SSFX, 'B', 3, NULL , &States[S_SERPENT_FX1+3]),
S_BRIGHT (SSFX, 'A', 3, NULL , &States[S_SERPENT_FX1+4]),
S_BRIGHT (SSFX, 'B', 3, NULL , &States[S_SERPENT_FX1+1]),
#define S_SERPENT_FX_X1 (S_SERPENT_FX1+5)
S_BRIGHT (SSFX, 'C', 4, A_StopSerpentFXSound , &States[S_SERPENT_FX_X1+1]),
S_BRIGHT (SSFX, 'D', 4, NULL , &States[S_SERPENT_FX_X1+2]),
S_BRIGHT (SSFX, 'E', 4, NULL , &States[S_SERPENT_FX_X1+3]),
S_BRIGHT (SSFX, 'F', 4, NULL , &States[S_SERPENT_FX_X1+4]),
S_BRIGHT (SSFX, 'G', 4, NULL , &States[S_SERPENT_FX_X1+5]),
S_BRIGHT (SSFX, 'H', 4, NULL , NULL),
};
IMPLEMENT_ACTOR (ASerpentFX, Hexen, -1, 0)
PROP_SpeedFixed (15)
PROP_RadiusFixed (8)
PROP_HeightFixed (10)
PROP_Damage (4)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
PROP_Flags2 (MF2_NOTELEPORT)
PROP_RenderStyle (STYLE_Add)
PROP_SpawnState (S_SERPENT_FX1)
PROP_DeathState (S_SERPENT_FX_X1)
PROP_DeathSound ("SerpentFXHit")
END_DEFAULTS
// Serpent Head -------------------------------------------------------------
class ASerpentHead : public AActor
{
DECLARE_ACTOR (ASerpentHead, AActor)
};
FState ASerpentHead::States[] =
{
#define S_SERPENT_HEAD1 0
S_NORMAL (SSXD, 'I', 4, A_SerpentHeadCheck , &States[S_SERPENT_HEAD1+1]),
S_NORMAL (SSXD, 'J', 4, A_SerpentHeadCheck , &States[S_SERPENT_HEAD1+2]),
S_NORMAL (SSXD, 'K', 4, A_SerpentHeadCheck , &States[S_SERPENT_HEAD1+3]),
S_NORMAL (SSXD, 'L', 4, A_SerpentHeadCheck , &States[S_SERPENT_HEAD1+4]),
S_NORMAL (SSXD, 'M', 4, A_SerpentHeadCheck , &States[S_SERPENT_HEAD1+5]),
S_NORMAL (SSXD, 'N', 4, A_SerpentHeadCheck , &States[S_SERPENT_HEAD1+6]),
S_NORMAL (SSXD, 'O', 4, A_SerpentHeadCheck , &States[S_SERPENT_HEAD1+7]),
S_NORMAL (SSXD, 'P', 4, A_SerpentHeadCheck , &States[S_SERPENT_HEAD1]),
#define S_SERPENT_HEAD_X1 (S_SERPENT_HEAD1+8)
S_NORMAL (SSXD, 'S', -1, NULL , &States[S_SERPENT_HEAD_X1]),
};
IMPLEMENT_ACTOR (ASerpentHead, Hexen, -1, 0)
PROP_RadiusFixed (5)
PROP_HeightFixed (10)
PROP_Flags (MF_NOBLOCKMAP)
PROP_Flags2 (MF2_LOGRAV)
PROP_SpawnState (S_SERPENT_HEAD1)
PROP_DeathState (S_SERPENT_HEAD_X1)
END_DEFAULTS
// Serpent Gib 1 ------------------------------------------------------------
class ASerpentGib1 : public AActor
{
DECLARE_ACTOR (ASerpentGib1, AActor)
};
FState ASerpentGib1::States[] =
{
#define S_SERPENT_GIB1_1 0
S_NORMAL (SSXD, 'Q', 6, NULL , &States[S_SERPENT_GIB1_1+1]),
S_NORMAL (SSXD, 'Q', 6, A_FloatGib , &States[S_SERPENT_GIB1_1+2]),
S_NORMAL (SSXD, 'Q', 8, A_FloatGib , &States[S_SERPENT_GIB1_1+3]),
S_NORMAL (SSXD, 'Q', 8, A_FloatGib , &States[S_SERPENT_GIB1_1+4]),
S_NORMAL (SSXD, 'Q', 12, A_FloatGib , &States[S_SERPENT_GIB1_1+5]),
S_NORMAL (SSXD, 'Q', 12, A_FloatGib , &States[S_SERPENT_GIB1_1+6]),
S_NORMAL (SSXD, 'Q', 232, A_DelayGib , &States[S_SERPENT_GIB1_1+7]),
S_NORMAL (SSXD, 'Q', 12, A_SinkGib , &States[S_SERPENT_GIB1_1+8]),
S_NORMAL (SSXD, 'Q', 12, A_SinkGib , &States[S_SERPENT_GIB1_1+9]),
S_NORMAL (SSXD, 'Q', 8, A_SinkGib , &States[S_SERPENT_GIB1_1+10]),
S_NORMAL (SSXD, 'Q', 8, A_SinkGib , &States[S_SERPENT_GIB1_1+11]),
S_NORMAL (SSXD, 'Q', 8, A_SinkGib , NULL),
};
IMPLEMENT_ACTOR (ASerpentGib1, Hexen, -1, 0)
PROP_RadiusFixed (3)
PROP_HeightFixed (3)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
PROP_SpawnState (S_SERPENT_GIB1_1)
END_DEFAULTS
// Serpent Gib 2 ------------------------------------------------------------
class ASerpentGib2 : public AActor
{
DECLARE_ACTOR (ASerpentGib2, AActor)
};
FState ASerpentGib2::States[] =
{
#define S_SERPENT_GIB2_1 0
S_NORMAL (SSXD, 'R', 6, NULL , &States[S_SERPENT_GIB2_1+1]),
S_NORMAL (SSXD, 'R', 6, A_FloatGib , &States[S_SERPENT_GIB2_1+2]),
S_NORMAL (SSXD, 'R', 8, A_FloatGib , &States[S_SERPENT_GIB2_1+3]),
S_NORMAL (SSXD, 'R', 8, A_FloatGib , &States[S_SERPENT_GIB2_1+4]),
S_NORMAL (SSXD, 'R', 12, A_FloatGib , &States[S_SERPENT_GIB2_1+5]),
S_NORMAL (SSXD, 'R', 12, A_FloatGib , &States[S_SERPENT_GIB2_1+6]),
S_NORMAL (SSXD, 'R', 232, A_DelayGib , &States[S_SERPENT_GIB2_1+7]),
S_NORMAL (SSXD, 'R', 12, A_SinkGib , &States[S_SERPENT_GIB2_1+8]),
S_NORMAL (SSXD, 'R', 12, A_SinkGib , &States[S_SERPENT_GIB2_1+9]),
S_NORMAL (SSXD, 'R', 8, A_SinkGib , &States[S_SERPENT_GIB2_1+10]),
S_NORMAL (SSXD, 'R', 8, A_SinkGib , &States[S_SERPENT_GIB2_1+11]),
S_NORMAL (SSXD, 'R', 8, A_SinkGib , NULL),
};
IMPLEMENT_ACTOR (ASerpentGib2, Hexen, -1, 0)
PROP_RadiusFixed (3)
PROP_HeightFixed (3)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
PROP_SpawnState (S_SERPENT_GIB2_1)
END_DEFAULTS
// Serpent Gib 3 ------------------------------------------------------------
class ASerpentGib3 : public AActor
{
DECLARE_ACTOR (ASerpentGib3, AActor)
};
FState ASerpentGib3::States[] =
{
#define S_SERPENT_GIB3_1 0
S_NORMAL (SSXD, 'T', 6, NULL , &States[S_SERPENT_GIB3_1+1]),
S_NORMAL (SSXD, 'T', 6, A_FloatGib , &States[S_SERPENT_GIB3_1+2]),
S_NORMAL (SSXD, 'T', 8, A_FloatGib , &States[S_SERPENT_GIB3_1+3]),
S_NORMAL (SSXD, 'T', 8, A_FloatGib , &States[S_SERPENT_GIB3_1+4]),
S_NORMAL (SSXD, 'T', 12, A_FloatGib , &States[S_SERPENT_GIB3_1+5]),
S_NORMAL (SSXD, 'T', 12, A_FloatGib , &States[S_SERPENT_GIB3_1+6]),
S_NORMAL (SSXD, 'T', 232, A_DelayGib , &States[S_SERPENT_GIB3_1+7]),
S_NORMAL (SSXD, 'T', 12, A_SinkGib , &States[S_SERPENT_GIB3_1+8]),
S_NORMAL (SSXD, 'T', 12, A_SinkGib , &States[S_SERPENT_GIB3_1+9]),
S_NORMAL (SSXD, 'T', 8, A_SinkGib , &States[S_SERPENT_GIB3_1+10]),
S_NORMAL (SSXD, 'T', 8, A_SinkGib , &States[S_SERPENT_GIB3_1+11]),
S_NORMAL (SSXD, 'T', 8, A_SinkGib , NULL),
};
IMPLEMENT_ACTOR (ASerpentGib3, Hexen, -1, 0)
PROP_RadiusFixed (3)
PROP_HeightFixed (3)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
PROP_SpawnState (S_SERPENT_GIB3_1)
END_DEFAULTS
//============================================================================
//
// A_SerpentUnHide
//
//============================================================================
void A_SerpentUnHide (AActor *actor)
{
actor->renderflags &= ~RF_INVISIBLE;
actor->floorclip = 24*FRACUNIT;
}
//============================================================================
//
// A_SerpentHide
//
//============================================================================
void A_SerpentHide (AActor *actor)
{
actor->renderflags |= RF_INVISIBLE;
actor->floorclip = 0;
}
//============================================================================
//
// A_SerpentChase
//
//============================================================================
void A_SerpentChase (AActor *actor)
{
A_DoChase (actor, false, actor->MeleeState, NULL, false, true);
}
//============================================================================
//
// A_SerpentRaiseHump
//
// Raises the hump above the surface by raising the floorclip level
//============================================================================
void A_SerpentRaiseHump (AActor *actor)
{
actor->floorclip -= 4*FRACUNIT;
}
//============================================================================
//
// A_SerpentLowerHump
//
//============================================================================
void A_SerpentLowerHump (AActor *actor)
{
actor->floorclip += 4*FRACUNIT;
}
//============================================================================
//
// A_SerpentHumpDecide
//
// Decided whether to hump up, or if the mobj is a serpent leader,
// to missile attack
//============================================================================
void A_SerpentHumpDecide (AActor *actor)
{
if (static_cast<ASerpent *>(actor)->bLeader)
{
if (pr_serpenthump() > 30)
{
return;
}
else if (pr_serpenthump() < 40)
{ // Missile attack
actor->SetState (&ASerpent::States[S_SERPENT_SURFACE1]);
return;
}
}
else if (pr_serpenthump() > 3)
{
return;
}
if (!actor->CheckMeleeRange ())
{ // The hump shouldn't occur when within melee range
if (static_cast<ASerpent *>(actor)->bLeader &&
pr_serpenthump() < 128)
{
actor->SetState (&ASerpent::States[S_SERPENT_SURFACE1]);
}
else
{
actor->SetState (&ASerpent::States[S_SERPENT_HUMP1]);
S_Sound (actor, CHAN_BODY, "SerpentActive", 1, ATTN_NORM);
}
}
}
//============================================================================
//
// A_SerpentBirthScream
//
//============================================================================
void A_SerpentBirthScream (AActor *actor)
{
S_Sound (actor, CHAN_VOICE, "SerpentBirth", 1, ATTN_NORM);
}
//============================================================================
//
// A_SerpentDiveSound
//
//============================================================================
void A_SerpentDiveSound (AActor *actor)
{
S_Sound (actor, CHAN_BODY, "SerpentActive", 1, ATTN_NORM);
}
//============================================================================
//
// A_SerpentWalk
//
// Similar to A_Chase, only has a hardcoded entering of meleestate
//============================================================================
void A_SerpentWalk (AActor *actor)
{
A_DoChase (actor, false, &ASerpent::States[S_SERPENT_ATK1], NULL, true, true);
}
//============================================================================
//
// A_SerpentCheckForAttack
//
//============================================================================
void A_SerpentCheckForAttack (AActor *actor)
{
if (!actor->target)
{
return;
}
if (static_cast<ASerpent *>(actor)->bLeader)
{
if (!actor->CheckMeleeRange ())
{
actor->SetState (&ASerpent::States[S_SERPENT_ATK1]);
return;
}
}
if (P_CheckMeleeRange2 (actor))
{
actor->SetState (&ASerpent::States[S_SERPENT_WALK1]);
}
else if (actor->CheckMeleeRange ())
{
if (pr_serpentattack() < 32)
{
actor->SetState (&ASerpent::States[S_SERPENT_WALK1]);
}
else
{
actor->SetState (&ASerpent::States[S_SERPENT_ATK1]);
}
}
}
//============================================================================
//
// A_SerpentChooseAttack
//
//============================================================================
void A_SerpentChooseAttack (AActor *actor)
{
if (!actor->target || actor->CheckMeleeRange())
{
return;
}
if (static_cast<ASerpent *>(actor)->bLeader)
{
actor->SetState (&ASerpent::States[S_SERPENT_MISSILE1]);
}
}
//============================================================================
//
// A_SerpentMeleeAttack
//
//============================================================================
void A_SerpentMeleeAttack (AActor *actor)
{
if (!actor->target)
{
return;
}
if (actor->CheckMeleeRange ())
{
int damage = pr_serpentmeattack.HitDice (5);
P_DamageMobj (actor->target, actor, actor, damage, NAME_Melee);
P_TraceBleed (damage, actor->target, actor);
S_Sound (actor, CHAN_BODY, "SerpentMeleeHit", 1, ATTN_NORM);
}
if (pr_serpentmeattack() < 96)
{
A_SerpentCheckForAttack (actor);
}
}
//============================================================================
//
// A_SerpentMissileAttack
//
//============================================================================
void A_SerpentMissileAttack (AActor *actor)
{
AActor *mo;
if (!actor->target)
{
return;
}
mo = P_SpawnMissile (actor, actor->target, RUNTIME_CLASS(ASerpentFX));
}
//============================================================================
//
// A_SerpentHeadPop
//
//============================================================================
void A_SerpentHeadPop (AActor *actor)
{
2006-07-16 09:10:45 +00:00
Spawn<ASerpentHead> (actor->x, actor->y, actor->z+45*FRACUNIT, ALLOW_REPLACE);
}
//============================================================================
//
// A_SerpentSpawnGibs
//
//============================================================================
void A_SerpentSpawnGibs (AActor *actor)
{
AActor *mo;
static const PClass *const GibTypes[] =
{
RUNTIME_CLASS(ASerpentGib3),
RUNTIME_CLASS(ASerpentGib2),
RUNTIME_CLASS(ASerpentGib1)
};
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
for (int i = countof(GibTypes)-1; i >= 0; --i)
{
mo = Spawn (GibTypes[i],
actor->x+((pr_serpentgibs()-128)<<12),
actor->y+((pr_serpentgibs()-128)<<12),
2006-07-16 09:10:45 +00:00
actor->floorz+FRACUNIT, ALLOW_REPLACE);
if (mo)
{
mo->momx = (pr_serpentgibs()-128)<<6;
mo->momy = (pr_serpentgibs()-128)<<6;
mo->floorclip = 6*FRACUNIT;
}
}
}
//============================================================================
//
// A_FloatGib
//
//============================================================================
void A_FloatGib (AActor *actor)
{
actor->floorclip -= FRACUNIT;
}
//============================================================================
//
// A_SinkGib
//
//============================================================================
void A_SinkGib (AActor *actor)
{
actor->floorclip += FRACUNIT;
}
//============================================================================
//
// A_DelayGib
//
//============================================================================
void A_DelayGib (AActor *actor)
{
actor->tics -= pr_delaygib()>>2;
}
//============================================================================
//
// A_SerpentHeadCheck
//
//============================================================================
void A_SerpentHeadCheck (AActor *actor)
{
if (actor->z <= actor->floorz)
{
if (Terrains[P_GetThingFloorType(actor)].IsLiquid)
{
P_HitFloor (actor);
actor->SetState (NULL);
}
else
{
actor->SetState (actor->FindState(NAME_Death));
}
}
}
//============================================================================
//
// A_SerpentFXSound
//
//============================================================================
void A_SerpentFXSound (AActor *actor)
{
2006-08-31 00:16:12 +00:00
if (!S_IsActorPlayingSomething (actor, CHAN_BODY, -1))
{
S_LoopedSound (actor, CHAN_BODY, "SerpentFXContinuous", 1, ATTN_NORM);
}
}
//============================================================================
//
// A_StopSerpentFXSound
//
//============================================================================
void A_StopSerpentFXSound (AActor *actor)
{
S_StopSound (actor, CHAN_BODY);
}