gzdoom-gles/src/g_hexen/a_pig.cpp
Randy Heit e4af82ae96 - Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
  are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
  are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
  continue to work as aliases from DECORATE. The ACS functions, however,
  require you to use the new name, since they never saw an official release
  yet.


SVN r1689 (trunk)
2009-06-30 20:57:51 +00:00

103 lines
2.4 KiB
C++

/*
#include "actor.h"
#include "gi.h"
#include "m_random.h"
#include "s_sound.h"
#include "d_player.h"
#include "a_action.h"
#include "a_pickups.h"
#include "p_local.h"
#include "a_sharedglobal.h"
#include "p_enemy.h"
#include "d_event.h"
#include "gstrings.h"
#include "thingdef/thingdef.h"
*/
static FRandom pr_snoutattack ("SnoutAttack");
static FRandom pr_pigattack ("PigAttack");
static FRandom pr_pigplayerthink ("PigPlayerThink");
extern void AdjustPlayerAngle (AActor *, AActor *);
// Pig player ---------------------------------------------------------------
class APigPlayer : public APlayerPawn
{
DECLARE_CLASS (APigPlayer, APlayerPawn)
public:
void MorphPlayerThink ();
};
IMPLEMENT_CLASS (APigPlayer)
void APigPlayer::MorphPlayerThink ()
{
if (player->morphTics & 15)
{
return;
}
if(!(velx | vely) && pr_pigplayerthink() < 64)
{ // Snout sniff
if (player->ReadyWeapon != NULL)
{
P_SetPsprite(player, ps_weapon, player->ReadyWeapon->FindState("Grunt"));
}
S_Sound (this, CHAN_VOICE, "PigActive1", 1, ATTN_NORM); // snort
return;
}
if (pr_pigplayerthink() < 48)
{
S_Sound (this, CHAN_VOICE, "PigActive", 1, ATTN_NORM);
}
}
//============================================================================
//
// A_SnoutAttack
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SnoutAttack)
{
angle_t angle;
int damage;
int slope;
player_t *player;
AActor *puff;
AActor *linetarget;
if (NULL == (player = self->player))
{
return;
}
damage = 3+(pr_snoutattack()&3);
angle = player->mo->angle;
slope = P_AimLineAttack(player->mo, angle, MELEERANGE, &linetarget);
puff = P_LineAttack(player->mo, angle, MELEERANGE, slope, damage, NAME_Melee, "SnoutPuff", true);
S_Sound(player->mo, CHAN_VOICE, "PigActive", 1, ATTN_NORM);
if(linetarget)
{
AdjustPlayerAngle(player->mo, linetarget);
if(puff != NULL)
{ // Bit something
S_Sound(player->mo, CHAN_VOICE, "PigAttack", 1, ATTN_NORM);
}
}
}
//============================================================================
//
// A_PigPain
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_PigPain)
{
CALL_ACTION(A_Pain, self);
if (self->z <= self->floorz)
{
self->velz = FRACUNIT*7/2;
}
}