gzdoom/src/g_hexen/a_serpent.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

272 lines
6.4 KiB
C++

/*
#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"
#include "thingdef/thingdef.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
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SerpentUnHide)
{
self->renderflags &= ~RF_INVISIBLE;
self->floorclip = 24*FRACUNIT;
}
//============================================================================
//
// A_SerpentHide
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SerpentHide)
{
self->renderflags |= RF_INVISIBLE;
self->floorclip = 0;
}
//============================================================================
//
// A_SerpentRaiseHump
//
// Raises the hump above the surface by raising the floorclip level
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SerpentRaiseHump)
{
self->floorclip -= 4*FRACUNIT;
}
//============================================================================
//
// A_SerpentLowerHump
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SerpentLowerHump)
{
self->floorclip += 4*FRACUNIT;
}
//============================================================================
//
// A_SerpentHumpDecide
//
// Decided whether to hump up, or if the mobj is a serpent leader,
// to missile attack
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SerpentHumpDecide)
{
if (self->MissileState != NULL)
{
if (pr_serpenthump() > 30)
{
return;
}
else if (pr_serpenthump() < 40)
{ // Missile attack
self->SetState (self->MeleeState);
return;
}
}
else if (pr_serpenthump() > 3)
{
return;
}
if (!self->CheckMeleeRange ())
{ // The hump shouldn't occur when within melee range
if (self->MissileState != NULL && pr_serpenthump() < 128)
{
self->SetState (self->MeleeState);
}
else
{
self->SetState (self->FindState ("Hump"));
S_Sound (self, CHAN_BODY, "SerpentActive", 1, ATTN_NORM);
}
}
}
//============================================================================
//
// A_SerpentCheckForAttack
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SerpentCheckForAttack)
{
if (!self->target)
{
return;
}
if (self->MissileState != NULL)
{
if (!self->CheckMeleeRange ())
{
self->SetState (self->FindState ("Attack"));
return;
}
}
if (P_CheckMeleeRange2 (self))
{
self->SetState (self->FindState ("Walk"));
}
else if (self->CheckMeleeRange ())
{
if (pr_serpentattack() < 32)
{
self->SetState (self->FindState ("Walk"));
}
else
{
self->SetState (self->FindState ("Attack"));
}
}
}
//============================================================================
//
// A_SerpentChooseAttack
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SerpentChooseAttack)
{
if (!self->target || self->CheckMeleeRange())
{
return;
}
if (self->MissileState != NULL)
{
self->SetState (self->MissileState);
}
}
//============================================================================
//
// A_SerpentMeleeAttack
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SerpentMeleeAttack)
{
if (!self->target)
{
return;
}
if (self->CheckMeleeRange ())
{
int damage = pr_serpentmeattack.HitDice (5);
int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
S_Sound (self, CHAN_BODY, "SerpentMeleeHit", 1, ATTN_NORM);
}
if (pr_serpentmeattack() < 96)
{
CALL_ACTION(A_SerpentCheckForAttack, self);
}
}
//============================================================================
//
// A_SerpentSpawnGibs
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SerpentSpawnGibs)
{
AActor *mo;
static const char *GibTypes[] =
{
"SerpentGib3",
"SerpentGib2",
"SerpentGib1"
};
for (int i = countof(GibTypes)-1; i >= 0; --i)
{
mo = Spawn (GibTypes[i],
self->x+((pr_serpentgibs()-128)<<12),
self->y+((pr_serpentgibs()-128)<<12),
self->floorz+FRACUNIT, ALLOW_REPLACE);
if (mo)
{
mo->velx = (pr_serpentgibs()-128)<<6;
mo->vely = (pr_serpentgibs()-128)<<6;
mo->floorclip = 6*FRACUNIT;
}
}
}
//============================================================================
//
// A_FloatGib
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FloatGib)
{
self->floorclip -= FRACUNIT;
}
//============================================================================
//
// A_SinkGib
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SinkGib)
{
self->floorclip += FRACUNIT;
}
//============================================================================
//
// A_DelayGib
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_DelayGib)
{
self->tics -= pr_delaygib()>>2;
}
//============================================================================
//
// A_SerpentHeadCheck
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SerpentHeadCheck)
{
if (self->z <= self->floorz)
{
if (Terrains[P_GetThingFloorType(self)].IsLiquid)
{
P_HitFloor (self);
self->SetState (NULL);
}
else
{
self->SetState (self->FindState(NAME_Death));
}
}
}