gzdoom-gles/src/g_strife/a_programmer.cpp
Randy Heit 549712e719 - P_DamageMobj() now returns the amount of damage actually done so that the bleed functions
can perform based on the amount of damage actually taken after all modifications are done to
  it. However, if the damage is canceled away, blood will still spawn for the original damage
  amount rather than the modified amount.

SVN r4012 (trunk)
2013-01-02 04:39:59 +00:00

156 lines
3.9 KiB
C++

/*
#include "actor.h"
#include "m_random.h"
#include "a_action.h"
#include "p_local.h"
#include "p_enemy.h"
#include "s_sound.h"
#include "a_strifeglobal.h"
#include "thingdef/thingdef.h"
#include "g_level.h"
#include "doomstat.h"
*/
static FRandom pr_prog ("Programmer");
// The Programmer level ending thing ----------------------------------------
// [RH] I took some liberties to make this "cooler" than it was in Strife.
class AProgLevelEnder : public AInventory
{
DECLARE_CLASS (AProgLevelEnder, AInventory)
public:
void Tick ();
PalEntry GetBlend ();
};
IMPLEMENT_CLASS (AProgLevelEnder)
//============================================================================
//
// AProgLevelEnder :: Tick
//
// Fade to black, end the level, then unfade.
//
//============================================================================
void AProgLevelEnder::Tick ()
{
if (special2 == 0)
{ // fade out over .66 second
special1 += 255 / (TICRATE*2/3);
if (++special1 >= 255)
{
special1 = 255;
special2 = 1;
G_ExitLevel (0, false);
}
}
else
{ // fade in over two seconds
special1 -= 255 / (TICRATE*2);
if (special1 <= 0)
{
Destroy ();
}
}
}
//============================================================================
//
// AProgLevelEnder :: GetBlend
//
//============================================================================
PalEntry AProgLevelEnder::GetBlend ()
{
return PalEntry ((BYTE)special1, 0, 0, 0);
}
//============================================================================
//
// A_ProgrammerMelee
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_ProgrammerMelee)
{
int damage;
if (self->target == NULL)
return;
A_FaceTarget (self);
if (!self->CheckMeleeRange ())
return;
S_Sound (self, CHAN_WEAPON, "programmer/clank", 1, ATTN_NORM);
damage = ((pr_prog() % 10) + 1) * 6;
int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
}
//============================================================================
//
// A_SpotLightning
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SpotLightning)
{
AActor *spot;
if (self->target == NULL)
return;
spot = Spawn("SpectralLightningSpot", self->target->x, self->target->y, self->target->floorz, ALLOW_REPLACE);
if (spot != NULL)
{
spot->threshold = 25;
spot->target = self;
spot->FriendPlayer = 0;
spot->tracer = self->target;
}
}
//============================================================================
//
// A_SpawnProgrammerBase
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SpawnProgrammerBase)
{
AActor *foo = Spawn("ProgrammerBase", self->x, self->y, self->z + 24*FRACUNIT, ALLOW_REPLACE);
if (foo != NULL)
{
foo->angle = self->angle + ANGLE_180 + (pr_prog.Random2() << 22);
foo->velx = FixedMul (foo->Speed, finecosine[foo->angle >> ANGLETOFINESHIFT]);
foo->vely = FixedMul (foo->Speed, finesine[foo->angle >> ANGLETOFINESHIFT]);
foo->velz = pr_prog() << 9;
}
}
//============================================================================
//
// A_ProgrammerDeath
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_ProgrammerDeath)
{
if (!CheckBossDeath (self))
return;
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i] && players[i].health > 0)
{
players[i].mo->GiveInventoryType (RUNTIME_CLASS(AProgLevelEnder));
break;
}
}
// the sky change scripts are now done as special actions in MAPINFO
CALL_ACTION(A_BossDeath, self);
}