mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-12-16 15:41:39 +00:00
549712e719
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)
272 lines
6.4 KiB
C++
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));
|
|
}
|
|
}
|
|
}
|
|
|