gzdoom-gles/src/g_hexen/a_dragon.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

305 lines
7.4 KiB
C++

/*
#include "actor.h"
#include "info.h"
#include "p_enemy.h"
#include "p_local.h"
#include "a_action.h"
#include "m_random.h"
#include "s_sound.h"
#include "thingdef/thingdef.h"
*/
static FRandom pr_dragonseek ("DragonSeek");
static FRandom pr_dragonflight ("DragonFlight");
static FRandom pr_dragonflap ("DragonFlap");
static FRandom pr_dragonfx2 ("DragonFX2");
DECLARE_ACTION(A_DragonFlight)
//============================================================================
//
// DragonSeek
//
//============================================================================
static void DragonSeek (AActor *actor, angle_t thresh, angle_t turnMax)
{
int dir;
int dist;
angle_t delta;
angle_t angle;
AActor *target;
int i;
angle_t bestAngle;
angle_t angleToSpot, angleToTarget;
AActor *mo;
target = actor->tracer;
if(target == NULL)
{
return;
}
dir = P_FaceMobj (actor, target, &delta);
if (delta > thresh)
{
delta >>= 1;
if (delta > turnMax)
{
delta = turnMax;
}
}
if (dir)
{ // Turn clockwise
actor->angle += delta;
}
else
{ // Turn counter clockwise
actor->angle -= delta;
}
angle = actor->angle>>ANGLETOFINESHIFT;
actor->velx = FixedMul (actor->Speed, finecosine[angle]);
actor->vely = FixedMul (actor->Speed, finesine[angle]);
if (actor->z+actor->height < target->z ||
target->z+target->height < actor->z)
{
dist = P_AproxDistance(target->x-actor->x, target->y-actor->y);
dist = dist/actor->Speed;
if (dist < 1)
{
dist = 1;
}
actor->velz = (target->z - actor->z)/dist;
}
else
{
dist = P_AproxDistance (target->x-actor->x, target->y-actor->y);
dist = dist/actor->Speed;
}
if (target->flags&MF_SHOOTABLE && pr_dragonseek() < 64)
{ // attack the destination mobj if it's attackable
AActor *oldTarget;
if (abs(actor->angle-R_PointToAngle2(actor->x, actor->y,
target->x, target->y)) < ANGLE_45/2)
{
oldTarget = actor->target;
actor->target = target;
if (actor->CheckMeleeRange ())
{
int damage = pr_dragonseek.HitDice (10);
int newdam = P_DamageMobj (actor->target, actor, actor, damage, NAME_Melee);
P_TraceBleed (newdam > 0 ? newdam : damage, actor->target, actor);
S_Sound (actor, CHAN_WEAPON, actor->AttackSound, 1, ATTN_NORM);
}
else if (pr_dragonseek() < 128 && P_CheckMissileRange(actor))
{
P_SpawnMissile(actor, target, PClass::FindClass ("DragonFireball"));
S_Sound (actor, CHAN_WEAPON, actor->AttackSound, 1, ATTN_NORM);
}
actor->target = oldTarget;
}
}
if (dist < 4)
{ // Hit the target thing
if (actor->target && pr_dragonseek() < 200)
{
AActor *bestActor = NULL;
bestAngle = ANGLE_MAX;
angleToTarget = R_PointToAngle2(actor->x, actor->y,
actor->target->x, actor->target->y);
for (i = 0; i < 5; i++)
{
if (!target->args[i])
{
continue;
}
FActorIterator iterator (target->args[i]);
mo = iterator.Next ();
if (mo == NULL)
{
continue;
}
angleToSpot = R_PointToAngle2(actor->x, actor->y,
mo->x, mo->y);
if ((angle_t)abs(angleToSpot-angleToTarget) < bestAngle)
{
bestAngle = abs(angleToSpot-angleToTarget);
bestActor = mo;
}
}
if (bestActor != NULL)
{
actor->tracer = bestActor;
}
}
else
{
// [RH] Don't lock up if the dragon doesn't have any
// targets defined
for (i = 0; i < 5; ++i)
{
if (target->args[i] != 0)
{
break;
}
}
if (i < 5)
{
do
{
i = (pr_dragonseek()>>2)%5;
} while(!target->args[i]);
FActorIterator iterator (target->args[i]);
actor->tracer = iterator.Next ();
}
}
}
}
//============================================================================
//
// A_DragonInitFlight
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_DragonInitFlight)
{
FActorIterator iterator (self->tid);
do
{ // find the first tid identical to the dragon's tid
self->tracer = iterator.Next ();
if (self->tracer == NULL)
{
self->SetState (self->SpawnState);
return;
}
} while (self->tracer == self);
self->RemoveFromHash ();
}
//============================================================================
//
// A_DragonFlight
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_DragonFlight)
{
angle_t angle;
DragonSeek (self, 4*ANGLE_1, 8*ANGLE_1);
if (self->target)
{
if(!(self->target->flags&MF_SHOOTABLE))
{ // target died
self->target = NULL;
return;
}
angle = R_PointToAngle2(self->x, self->y, self->target->x,
self->target->y);
if (abs(self->angle-angle) < ANGLE_45/2 && self->CheckMeleeRange())
{
int damage = pr_dragonflight.HitDice (8);
int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
}
else if (abs(self->angle-angle) <= ANGLE_1*20)
{
self->SetState (self->MissileState);
S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
}
}
else
{
P_LookForPlayers (self, true, NULL);
}
}
//============================================================================
//
// A_DragonFlap
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_DragonFlap)
{
CALL_ACTION(A_DragonFlight, self);
if (pr_dragonflap() < 240)
{
S_Sound (self, CHAN_BODY, "DragonWingflap", 1, ATTN_NORM);
}
else
{
self->PlayActiveSound ();
}
}
//============================================================================
//
// A_DragonAttack
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_DragonAttack)
{
P_SpawnMissile (self, self->target, PClass::FindClass ("DragonFireball"));
}
//============================================================================
//
// A_DragonFX2
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_DragonFX2)
{
AActor *mo;
int i;
int delay;
delay = 16+(pr_dragonfx2()>>3);
for (i = 1+(pr_dragonfx2()&3); i; i--)
{
fixed_t x = self->x+((pr_dragonfx2()-128)<<14);
fixed_t y = self->y+((pr_dragonfx2()-128)<<14);
fixed_t z = self->z+((pr_dragonfx2()-128)<<12);
mo = Spawn ("DragonExplosion", x, y, z, ALLOW_REPLACE);
if (mo)
{
mo->tics = delay+(pr_dragonfx2()&3)*i*2;
mo->target = self->target;
}
}
}
//============================================================================
//
// A_DragonPain
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_DragonPain)
{
CALL_ACTION(A_Pain, self);
if (!self->tracer)
{ // no destination spot yet
self->SetState (self->SeeState);
}
}
//============================================================================
//
// A_DragonCheckCrash
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_DragonCheckCrash)
{
if (self->z <= self->floorz)
{
self->SetState (self->FindState ("Crash"));
}
}