gzdoom-gles/src/g_shared/a_hatetarget.cpp

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/*
** a_hatetarget.cpp
** Something for monsters to hate and shoot at
**
**---------------------------------------------------------------------------
** Copyright 2003-2005 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "actor.h"
#include "info.h"
// Hate Target --------------------------------------------------------------
class AHateTarget : public AActor
{
DECLARE_ACTOR (AHateTarget, AActor)
public:
void BeginPlay ();
angle_t AngleIncrements (void);
int TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, int damagetype);
};
FState AHateTarget::States[] =
{
S_NORMAL (TNT1, 'A', -1, NULL , NULL)
};
IMPLEMENT_ACTOR (AHateTarget, Any, 9076, 0)
PROP_RadiusFixed (20)
PROP_HeightFixed (56)
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PROP_Flags (MF_SHOOTABLE|MF_NOGRAVITY|MF_NOBLOOD)
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PROP_Flags3 (MF3_DONTSPLASH)
PROP_SpawnState (0)
PROP_MassLong (INT_MAX)
END_DEFAULTS
void AHateTarget::BeginPlay ()
{
Super::BeginPlay ();
if (angle != 0)
{ // Each degree translates into 10 units of health
health = Scale (angle >> 1, 1800, 0x40000000);
// Round to the nearest 10 because of inaccuracy above
health = (health + 5) / 10 * 10;
}
else
{
special2 = 1;
health = 1000001;
}
}
int AHateTarget::TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, int damagetype)
{
if (special2 != 0)
{
return 0;
}
else
{
return damage;
}
}
angle_t AHateTarget::AngleIncrements (void)
{
return ANGLE_1;
}