gzdoom/src/g_doom/a_revenant.cpp

153 lines
3.2 KiB
C++
Raw Normal View History

2016-03-01 15:47:10 +00:00
/*
#include "templates.h"
#include "actor.h"
#include "info.h"
#include "m_random.h"
#include "s_sound.h"
#include "p_local.h"
#include "p_enemy.h"
#include "gstrings.h"
#include "a_action.h"
#include "thingdef/thingdef.h"
#include "g_level.h"
*/
static FRandom pr_tracer ("Tracer");
static FRandom pr_skelfist ("SkelFist");
//
// A_SkelMissile
//
DEFINE_ACTION_FUNCTION(AActor, A_SkelMissile)
{
PARAM_ACTION_PROLOGUE;
AActor *missile;
if (!self->target)
return 0;
A_FaceTarget (self);
self->AddZ(16.);
missile = P_SpawnMissile(self, self->target, PClass::FindActor("RevenantTracer"));
self->AddZ(-16.);
2016-03-01 15:47:10 +00:00
if (missile != NULL)
{
missile->SetOrigin(missile->Vec3Offset(missile->Vel.X, missile->Vel.Y, 0.), false);
2016-03-01 15:47:10 +00:00
missile->tracer = self->target;
}
return 0;
}
#define TRACEANGLE (16.875)
2016-03-01 15:47:10 +00:00
DEFINE_ACTION_FUNCTION(AActor, A_Tracer)
{
PARAM_ACTION_PROLOGUE;
double dist;
double slope;
2016-03-01 15:47:10 +00:00
AActor *dest;
AActor *smoke;
// killough 1/18/98: this is why some missiles do not have smoke
// and some do. Also, internal demos start at random gametics, thus
// the bug in which revenants cause internal demos to go out of sync.
//
// killough 3/6/98: fix revenant internal demo bug by subtracting
// levelstarttic from gametic:
//
// [RH] level.time is always 0-based, so nothing special to do here.
if (level.time & 3)
return 0;
// spawn a puff of smoke behind the rocket
P_SpawnPuff (self, PClass::FindActor(NAME_BulletPuff), self->Pos(), self->Angles.Yaw, self->Angles.Yaw, 3);
2016-03-01 15:47:10 +00:00
smoke = Spawn ("RevenantTracerSmoke", self->Vec3Offset(-self->Vel.X, -self->Vel.Y, 0.), ALLOW_REPLACE);
2016-03-01 15:47:10 +00:00
smoke->Vel.Z = 1.;
2016-03-01 15:47:10 +00:00
smoke->tics -= pr_tracer()&3;
if (smoke->tics < 1)
smoke->tics = 1;
// adjust direction
dest = self->tracer;
if (!dest || dest->health <= 0 || self->Speed == 0 || !self->CanSeek(dest))
return 0;
// change angle
DAngle exact = self->AngleTo(dest);
DAngle diff = deltaangle(self->Angles.Yaw, exact);
2016-03-01 15:47:10 +00:00
if (diff < 0)
2016-03-01 15:47:10 +00:00
{
self->Angles.Yaw -= TRACEANGLE;
if (deltaangle(self->Angles.Yaw, exact) > 0)
self->Angles.Yaw = exact;
2016-03-01 15:47:10 +00:00
}
else if (diff > 0)
{
self->Angles.Yaw += TRACEANGLE;
if (deltaangle(self->Angles.Yaw, exact) < 0.)
self->Angles.Yaw = exact;
}
self->VelFromAngle();
2016-03-01 15:47:10 +00:00
if (!(self->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
{
// change slope
dist = self->DistanceBySpeed(dest, self->Speed);
2016-03-01 15:47:10 +00:00
2016-03-20 19:55:06 +00:00
if (dest->Height >= 56.)
2016-03-01 15:47:10 +00:00
{
slope = (dest->Z() + 40. - self->Z()) / dist;
2016-03-01 15:47:10 +00:00
}
else
{
2016-03-20 19:55:06 +00:00
slope = (dest->Z() + self->Height*(2./3) - self->Z()) / dist;
2016-03-01 15:47:10 +00:00
}
if (slope < self->Vel.Z)
self->Vel.Z -= 1. / 8;
2016-03-01 15:47:10 +00:00
else
self->Vel.Z += 1. / 8;
2016-03-01 15:47:10 +00:00
}
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_SkelWhoosh)
{
PARAM_ACTION_PROLOGUE;
if (!self->target)
return 0;
A_FaceTarget (self);
S_Sound (self, CHAN_WEAPON, "skeleton/swing", 1, ATTN_NORM);
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_SkelFist)
{
PARAM_ACTION_PROLOGUE;
if (!self->target)
return 0;
A_FaceTarget (self);
if (self->CheckMeleeRange ())
{
int damage = ((pr_skelfist()%10)+1)*6;
S_Sound (self, CHAN_WEAPON, "skeleton/melee", 1, ATTN_NORM);
int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
}
return 0;
}