gzdoom/src/g_hexen/a_bishop.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

203 lines
4.8 KiB
C++

/*
#include "actor.h"
#include "info.h"
#include "p_local.h"
#include "s_sound.h"
#include "a_action.h"
#include "m_random.h"
#include "a_hexenglobal.h"
#include "thingdef/thingdef.h"
*/
static FRandom pr_boom ("BishopBoom");
static FRandom pr_atk ("BishopAttack");
static FRandom pr_decide ("BishopDecide");
static FRandom pr_doblur ("BishopDoBlur");
static FRandom pr_sblur ("BishopSpawnBlur");
static FRandom pr_pain ("BishopPainBlur");
//============================================================================
//
// A_BishopAttack
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_BishopAttack)
{
if (!self->target)
{
return;
}
S_Sound (self, CHAN_BODY, self->AttackSound, 1, ATTN_NORM);
if (self->CheckMeleeRange())
{
int damage = pr_atk.HitDice (4);
int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
return;
}
self->special1 = (pr_atk() & 3) + 5;
}
//============================================================================
//
// A_BishopAttack2
//
// Spawns one of a string of bishop missiles
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_BishopAttack2)
{
AActor *mo;
if (!self->target || !self->special1)
{
self->special1 = 0;
self->SetState (self->SeeState);
return;
}
mo = P_SpawnMissile (self, self->target, PClass::FindClass("BishopFX"));
if (mo != NULL)
{
mo->tracer = self->target;
}
self->special1--;
}
//============================================================================
//
// A_BishopMissileWeave
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_BishopMissileWeave)
{
A_Weave(self, 2, 2, 2*FRACUNIT, FRACUNIT);
}
//============================================================================
//
// A_BishopDecide
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_BishopDecide)
{
if (pr_decide() < 220)
{
return;
}
else
{
self->SetState (self->FindState ("Blur"));
}
}
//============================================================================
//
// A_BishopDoBlur
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_BishopDoBlur)
{
self->special1 = (pr_doblur() & 3) + 3; // Random number of blurs
if (pr_doblur() < 120)
{
P_ThrustMobj (self, self->angle + ANG90, 11*FRACUNIT);
}
else if (pr_doblur() > 125)
{
P_ThrustMobj (self, self->angle - ANG90, 11*FRACUNIT);
}
else
{ // Thrust forward
P_ThrustMobj (self, self->angle, 11*FRACUNIT);
}
S_Sound (self, CHAN_BODY, "BishopBlur", 1, ATTN_NORM);
}
//============================================================================
//
// A_BishopSpawnBlur
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_BishopSpawnBlur)
{
AActor *mo;
if (!--self->special1)
{
self->velx = 0;
self->vely = 0;
if (pr_sblur() > 96)
{
self->SetState (self->SeeState);
}
else
{
self->SetState (self->MissileState);
}
}
mo = Spawn ("BishopBlur", self->x, self->y, self->z, ALLOW_REPLACE);
if (mo)
{
mo->angle = self->angle;
}
}
//============================================================================
//
// A_BishopChase
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_BishopChase)
{
self->z -= finesine[self->special2 << BOBTOFINESHIFT] * 4;
self->special2 = (self->special2 + 4) & 63;
self->z += finesine[self->special2 << BOBTOFINESHIFT] * 4;
}
//============================================================================
//
// A_BishopPuff
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_BishopPuff)
{
AActor *mo;
mo = Spawn ("BishopPuff", self->x, self->y, self->z + 40*FRACUNIT, ALLOW_REPLACE);
if (mo)
{
mo->velz = FRACUNIT/2;
}
}
//============================================================================
//
// A_BishopPainBlur
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_BishopPainBlur)
{
AActor *mo;
if (pr_pain() < 64)
{
self->SetState (self->FindState ("Blur"));
return;
}
fixed_t x = self->x + (pr_pain.Random2()<<12);
fixed_t y = self->y + (pr_pain.Random2()<<12);
fixed_t z = self->z + (pr_pain.Random2()<<11);
mo = Spawn ("BishopPainBlur", x, y, z, ALLOW_REPLACE);
if (mo)
{
mo->angle = self->angle;
}
}