gzdoom/src/g_doom/a_revenant.cpp

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/*
#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);
missile = P_SpawnMissileZ (self, self->Z() + 48*FRACUNIT,
self->target, PClass::FindActor("RevenantTracer"));
if (missile != NULL)
{
missile->SetOrigin(missile->Vec3Offset(missile->vel.x, missile->vel.y, 0), false);
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missile->tracer = self->target;
}
return 0;
}
#define TRACEANGLE (0xc000000)
DEFINE_ACTION_FUNCTION(AActor, A_Tracer)
{
PARAM_ACTION_PROLOGUE;
angle_t exact;
fixed_t dist;
fixed_t slope;
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->angle, self->angle, 3);
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smoke = Spawn ("RevenantTracerSmoke", self->Vec3Offset(-self->vel.x, -self->vel.y, 0), ALLOW_REPLACE);
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smoke->vel.z = FRACUNIT;
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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
exact = self->AngleTo(dest);
if (exact != self->angle)
{
if (exact - self->angle > 0x80000000)
{
self->angle -= TRACEANGLE;
if (exact - self->angle < 0x80000000)
self->angle = exact;
}
else
{
self->angle += TRACEANGLE;
if (exact - self->angle > 0x80000000)
self->angle = exact;
}
}
exact = self->angle>>ANGLETOFINESHIFT;
self->vel.x = FixedMul (self->Speed, finecosine[exact]);
self->vel.y = FixedMul (self->Speed, finesine[exact]);
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if (!(self->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
{
// change slope
dist = self->AproxDistance (dest) / self->Speed;
if (dist < 1)
dist = 1;
if (dest->height >= 56*FRACUNIT)
{
slope = (dest->Z()+40*FRACUNIT - self->Z()) / dist;
}
else
{
slope = (dest->Z() + self->height*2/3 - self->Z()) / dist;
}
if (slope < self->vel.z)
self->vel.z -= FRACUNIT/8;
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else
self->vel.z += FRACUNIT/8;
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}
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;
}