/* ** a_hatetarget.cpp ** Something for monsters to hate and shoot at ** **--------------------------------------------------------------------------- ** Copyright 2003-2005 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "actor.h" #include "info.h" // Hate Target -------------------------------------------------------------- class AHateTarget : public AActor { DECLARE_ACTOR (AHateTarget, AActor) public: void BeginPlay (); angle_t AngleIncrements (void); int TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, int damagetype); }; FState AHateTarget::States[] = { S_NORMAL (TNT1, 'A', -1, NULL , NULL) }; IMPLEMENT_ACTOR (AHateTarget, Any, 9076, 0) PROP_RadiusFixed (20) PROP_HeightFixed (56) PROP_Flags (MF_SHOOTABLE|MF_NOGRAVITY|MF_NOBLOOD) PROP_Flags3 (MF3_DONTSPLASH) PROP_SpawnState (0) PROP_MassLong (INT_MAX) END_DEFAULTS void AHateTarget::BeginPlay () { Super::BeginPlay (); if (angle != 0) { // Each degree translates into 10 units of health health = Scale (angle >> 1, 1800, 0x40000000); // Round to the nearest 10 because of inaccuracy above health = (health + 5) / 10 * 10; } else { special2 = 1; health = 1000001; } } int AHateTarget::TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, int damagetype) { if (special2 != 0) { return 0; } else { return damage; } } angle_t AHateTarget::AngleIncrements (void) { return ANGLE_1; }