gzdoom/src/g_hexen/a_serpent.cpp

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#include "actor.h"
#include "info.h"
#include "p_local.h"
#include "s_sound.h"
#include "p_enemy.h"
#include "a_action.h"
#include "m_random.h"
#include "p_terrain.h"
static FRandom pr_serpentchase ("SerpentChase");
static FRandom pr_serpenthump ("SerpentHump");
static FRandom pr_serpentattack ("SerpentAttack");
static FRandom pr_serpentmeattack ("SerpentMeAttack");
static FRandom pr_serpentgibs ("SerpentGibs");
static FRandom pr_delaygib ("DelayGib");
//============================================================================
//
// A_SerpentUnHide
//
//============================================================================
void A_SerpentUnHide (AActor *actor)
{
actor->renderflags &= ~RF_INVISIBLE;
actor->floorclip = 24*FRACUNIT;
}
//============================================================================
//
// A_SerpentHide
//
//============================================================================
void A_SerpentHide (AActor *actor)
{
actor->renderflags |= RF_INVISIBLE;
actor->floorclip = 0;
}
//============================================================================
//
// A_SerpentRaiseHump
//
// Raises the hump above the surface by raising the floorclip level
//============================================================================
void A_SerpentRaiseHump (AActor *actor)
{
actor->floorclip -= 4*FRACUNIT;
}
//============================================================================
//
// A_SerpentLowerHump
//
//============================================================================
void A_SerpentLowerHump (AActor *actor)
{
actor->floorclip += 4*FRACUNIT;
}
//============================================================================
//
// A_SerpentHumpDecide
//
// Decided whether to hump up, or if the mobj is a serpent leader,
// to missile attack
//============================================================================
void A_SerpentHumpDecide (AActor *actor)
{
if (actor->MissileState != NULL)
{
if (pr_serpenthump() > 30)
{
return;
}
else if (pr_serpenthump() < 40)
{ // Missile attack
actor->SetState (actor->MeleeState);
return;
}
}
else if (pr_serpenthump() > 3)
{
return;
}
if (!actor->CheckMeleeRange ())
{ // The hump shouldn't occur when within melee range
if (actor->MissileState != NULL && pr_serpenthump() < 128)
{
actor->SetState (actor->MeleeState);
}
else
{
actor->SetState (actor->FindState ("Hump"));
S_Sound (actor, CHAN_BODY, "SerpentActive", 1, ATTN_NORM);
}
}
}
//============================================================================
//
// A_SerpentCheckForAttack
//
//============================================================================
void A_SerpentCheckForAttack (AActor *actor)
{
if (!actor->target)
{
return;
}
if (actor->MissileState != NULL)
{
if (!actor->CheckMeleeRange ())
{
actor->SetState (actor->FindState ("Attack"));
return;
}
}
if (P_CheckMeleeRange2 (actor))
{
actor->SetState (actor->FindState ("Walk"));
}
else if (actor->CheckMeleeRange ())
{
if (pr_serpentattack() < 32)
{
actor->SetState (actor->FindState ("Walk"));
}
else
{
actor->SetState (actor->FindState ("Attack"));
}
}
}
//============================================================================
//
// A_SerpentChooseAttack
//
//============================================================================
void A_SerpentChooseAttack (AActor *actor)
{
if (!actor->target || actor->CheckMeleeRange())
{
return;
}
if (actor->MissileState != NULL)
{
actor->SetState (actor->MissileState);
}
}
//============================================================================
//
// A_SerpentMeleeAttack
//
//============================================================================
void A_SerpentMeleeAttack (AActor *actor)
{
if (!actor->target)
{
return;
}
if (actor->CheckMeleeRange ())
{
int damage = pr_serpentmeattack.HitDice (5);
P_DamageMobj (actor->target, actor, actor, damage, NAME_Melee);
P_TraceBleed (damage, actor->target, actor);
S_Sound (actor, CHAN_BODY, "SerpentMeleeHit", 1, ATTN_NORM);
}
if (pr_serpentmeattack() < 96)
{
A_SerpentCheckForAttack (actor);
}
}
//============================================================================
//
// A_SerpentSpawnGibs
//
//============================================================================
void A_SerpentSpawnGibs (AActor *actor)
{
AActor *mo;
static const char *GibTypes[] =
{
"SerpentGib3",
"SerpentGib2",
"SerpentGib1"
};
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
for (int i = countof(GibTypes)-1; i >= 0; --i)
{
mo = Spawn (GibTypes[i],
actor->x+((pr_serpentgibs()-128)<<12),
actor->y+((pr_serpentgibs()-128)<<12),
2006-07-16 09:10:45 +00:00
actor->floorz+FRACUNIT, ALLOW_REPLACE);
if (mo)
{
mo->momx = (pr_serpentgibs()-128)<<6;
mo->momy = (pr_serpentgibs()-128)<<6;
mo->floorclip = 6*FRACUNIT;
}
}
}
//============================================================================
//
// A_FloatGib
//
//============================================================================
void A_FloatGib (AActor *actor)
{
actor->floorclip -= FRACUNIT;
}
//============================================================================
//
// A_SinkGib
//
//============================================================================
void A_SinkGib (AActor *actor)
{
actor->floorclip += FRACUNIT;
}
//============================================================================
//
// A_DelayGib
//
//============================================================================
void A_DelayGib (AActor *actor)
{
actor->tics -= pr_delaygib()>>2;
}
//============================================================================
//
// A_SerpentHeadCheck
//
//============================================================================
void A_SerpentHeadCheck (AActor *actor)
{
if (actor->z <= actor->floorz)
{
if (Terrains[P_GetThingFloorType(actor)].IsLiquid)
{
P_HitFloor (actor);
actor->SetState (NULL);
}
else
{
actor->SetState (actor->FindState(NAME_Death));
}
}
}