gzdoom/src/g_hexen/a_serpent.cpp

722 lines
23 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"
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");
void A_DoChase(AActor * actor, bool fastchase, FState * meleestate, FState * missilestate, bool playactive, bool nightmarefast);
void A_SerpentChase (AActor *);
void A_SerpentHumpDecide (AActor *);
void A_SerpentDiveSound (AActor *);
void A_SerpentHide (AActor *);
void A_SerpentBirthScream (AActor *);
void A_SerpentDiveSound (AActor *);
void A_SerpentCheckForAttack (AActor *);
void A_SerpentHeadPop (AActor *);
void A_SerpentSpawnGibs (AActor *);
void A_SerpentWalk (AActor *);
void A_SerpentUnHide (AActor *);
void A_SerpentRaiseHump (AActor *);
void A_SerpentLowerHump (AActor *);
void A_SerpentMeleeAttack (AActor *);
void A_SerpentMissileAttack (AActor *);
void A_SerpentChooseAttack (AActor *);
void A_SerpentFXSound (AActor *);
void A_StopSerpentFXSound (AActor *);
void A_SerpentHeadCheck (AActor *);
void A_FloatGib (AActor *);
void A_DelayGib (AActor *);
void A_SinkGib (AActor *);
// Serpent ------------------------------------------------------------------
class ASerpent : public AActor
{
DECLARE_ACTOR (ASerpent, AActor)
public:
bool bLeader;
void Serialize (FArchive &arc);
};
FState ASerpent::States[] =
{
#define S_SERPENT_LOOK1 0
S_NORMAL (SSPT, 'H', 10, A_Look , &States[S_SERPENT_LOOK1]),
#define S_SERPENT_SWIM1 (S_SERPENT_LOOK1+1)
S_NORMAL (SSPT, 'H', 1, A_SerpentChase , &States[S_SERPENT_SWIM1+1]),
S_NORMAL (SSPT, 'H', 1, A_SerpentChase , &States[S_SERPENT_SWIM1+2]),
S_NORMAL (SSPT, 'H', 2, A_SerpentHumpDecide , &States[S_SERPENT_SWIM1]),
#define S_SERPENT_PAIN1 (S_SERPENT_SWIM1+3)
S_NORMAL (SSPT, 'L', 5, NULL , &States[S_SERPENT_PAIN1+1]),
S_NORMAL (SSPT, 'L', 5, A_Pain , &States[S_SERPENT_PAIN1+2]),
S_NORMAL (SSDV, 'A', 4, NULL , &States[S_SERPENT_PAIN1+3]),
S_NORMAL (SSDV, 'B', 4, NULL , &States[S_SERPENT_PAIN1+4]),
S_NORMAL (SSDV, 'C', 4, NULL , &States[S_SERPENT_PAIN1+5]),
S_NORMAL (SSDV, 'D', 4, A_UnSetShootable , &States[S_SERPENT_PAIN1+6]),
S_NORMAL (SSDV, 'E', 3, A_SerpentDiveSound , &States[S_SERPENT_PAIN1+7]),
S_NORMAL (SSDV, 'F', 3, NULL , &States[S_SERPENT_PAIN1+8]),
S_NORMAL (SSDV, 'G', 4, NULL , &States[S_SERPENT_PAIN1+9]),
S_NORMAL (SSDV, 'H', 4, NULL , &States[S_SERPENT_PAIN1+10]),
S_NORMAL (SSDV, 'I', 3, NULL , &States[S_SERPENT_PAIN1+11]),
S_NORMAL (SSDV, 'J', 3, A_SerpentHide , &States[S_SERPENT_SWIM1]),
#define S_SERPENT_SURFACE1 (S_SERPENT_PAIN1+12)
S_NORMAL (SSPT, 'A', 1, A_UnHideThing , &States[S_SERPENT_SURFACE1+1]),
S_NORMAL (SSPT, 'A', 1, A_SerpentBirthScream , &States[S_SERPENT_SURFACE1+2]),
S_NORMAL (SSPT, 'B', 3, A_SetShootable , &States[S_SERPENT_SURFACE1+3]),
S_NORMAL (SSPT, 'C', 3, NULL , &States[S_SERPENT_SURFACE1+4]),
S_NORMAL (SSPT, 'D', 4, A_SerpentCheckForAttack , &States[S_SERPENT_PAIN1+2]),
#define S_SERPENT_DIE1 (S_SERPENT_SURFACE1+5)
S_NORMAL (SSPT, 'O', 4, NULL , &States[S_SERPENT_DIE1+1]),
S_NORMAL (SSPT, 'P', 4, A_Scream , &States[S_SERPENT_DIE1+2]),
S_NORMAL (SSPT, 'Q', 4, A_NoBlocking , &States[S_SERPENT_DIE1+3]),
S_NORMAL (SSPT, 'R', 4, NULL , &States[S_SERPENT_DIE1+4]),
S_NORMAL (SSPT, 'S', 4, NULL , &States[S_SERPENT_DIE1+5]),
S_NORMAL (SSPT, 'T', 4, NULL , &States[S_SERPENT_DIE1+6]),
S_NORMAL (SSPT, 'U', 4, NULL , &States[S_SERPENT_DIE1+7]),
S_NORMAL (SSPT, 'V', 4, NULL , &States[S_SERPENT_DIE1+8]),
S_NORMAL (SSPT, 'W', 4, NULL , &States[S_SERPENT_DIE1+9]),
S_NORMAL (SSPT, 'X', 4, NULL , &States[S_SERPENT_DIE1+10]),
S_NORMAL (SSPT, 'Y', 4, NULL , &States[S_SERPENT_DIE1+11]),
S_NORMAL (SSPT, 'Z', 4, NULL , NULL),
#define S_SERPENT_XDIE1 (S_SERPENT_DIE1+12)
S_NORMAL (SSXD, 'A', 4, NULL , &States[S_SERPENT_XDIE1+1]),
S_NORMAL (SSXD, 'B', 4, A_SerpentHeadPop , &States[S_SERPENT_XDIE1+2]),
S_NORMAL (SSXD, 'C', 4, A_NoBlocking , &States[S_SERPENT_XDIE1+3]),
S_NORMAL (SSXD, 'D', 4, NULL , &States[S_SERPENT_XDIE1+4]),
S_NORMAL (SSXD, 'E', 4, NULL , &States[S_SERPENT_XDIE1+5]),
S_NORMAL (SSXD, 'F', 3, NULL , &States[S_SERPENT_XDIE1+6]),
S_NORMAL (SSXD, 'G', 3, NULL , &States[S_SERPENT_XDIE1+7]),
S_NORMAL (SSXD, 'H', 3, A_SerpentSpawnGibs , NULL),
#define S_SERPENT_WALK1 (S_SERPENT_XDIE1+8)
S_NORMAL (SSPT, 'I', 5, A_SerpentWalk , &States[S_SERPENT_WALK1+1]),
S_NORMAL (SSPT, 'J', 5, A_SerpentWalk , &States[S_SERPENT_WALK1+2]),
S_NORMAL (SSPT, 'I', 5, A_SerpentWalk , &States[S_SERPENT_WALK1+3]),
S_NORMAL (SSPT, 'J', 5, A_SerpentCheckForAttack , &States[S_SERPENT_PAIN1+2]),
#define S_SERPENT_HUMP1 (S_SERPENT_WALK1+4)
S_NORMAL (SSPT, 'H', 3, A_SerpentUnHide , &States[S_SERPENT_HUMP1+1]),
S_NORMAL (SSPT, 'E', 3, A_SerpentRaiseHump , &States[S_SERPENT_HUMP1+2]),
S_NORMAL (SSPT, 'F', 3, A_SerpentRaiseHump , &States[S_SERPENT_HUMP1+3]),
S_NORMAL (SSPT, 'G', 3, A_SerpentRaiseHump , &States[S_SERPENT_HUMP1+4]),
S_NORMAL (SSPT, 'E', 3, A_SerpentRaiseHump , &States[S_SERPENT_HUMP1+5]),
S_NORMAL (SSPT, 'F', 3, A_SerpentRaiseHump , &States[S_SERPENT_HUMP1+6]),
S_NORMAL (SSPT, 'G', 3, NULL , &States[S_SERPENT_HUMP1+7]),
S_NORMAL (SSPT, 'E', 3, NULL , &States[S_SERPENT_HUMP1+8]),
S_NORMAL (SSPT, 'F', 3, NULL , &States[S_SERPENT_HUMP1+9]),
S_NORMAL (SSPT, 'G', 3, A_SerpentLowerHump , &States[S_SERPENT_HUMP1+10]),
S_NORMAL (SSPT, 'E', 3, A_SerpentLowerHump , &States[S_SERPENT_HUMP1+11]),
S_NORMAL (SSPT, 'F', 3, A_SerpentLowerHump , &States[S_SERPENT_HUMP1+12]),
S_NORMAL (SSPT, 'G', 3, A_SerpentLowerHump , &States[S_SERPENT_HUMP1+13]),
S_NORMAL (SSPT, 'E', 3, A_SerpentLowerHump , &States[S_SERPENT_HUMP1+14]),
S_NORMAL (SSPT, 'F', 3, A_SerpentHide , &States[S_SERPENT_SWIM1]),
#define S_SERPENT_MELEE1 (S_SERPENT_HUMP1+15)
S_NORMAL (SSPT, 'N', 5, A_SerpentMeleeAttack , &ASerpent::States[S_SERPENT_PAIN1+2]),
#define S_SERPENT_MISSILE1 (S_SERPENT_MELEE1+1)
S_NORMAL (SSPT, 'N', 5, A_SerpentMissileAttack , &ASerpent::States[S_SERPENT_PAIN1+2]),
#define S_SERPENT_ATK1 (S_SERPENT_MISSILE1+1)
S_NORMAL (SSPT, 'K', 6, A_FaceTarget , &States[S_SERPENT_ATK1+1]),
S_NORMAL (SSPT, 'L', 5, A_SerpentChooseAttack , &States[S_SERPENT_MELEE1]),
#define S_SERPENT_ICE (S_SERPENT_ATK1+2)
S_NORMAL (SSPT, '[', 5, A_FreezeDeath , &States[S_SERPENT_ICE+1]),
S_NORMAL (SSPT, '[', 1, A_FreezeDeathChunks , &States[S_SERPENT_ICE+1]),
};
IMPLEMENT_ACTOR (ASerpent, Hexen, 121, 6)
PROP_SpawnHealth (90)
PROP_PainChance (96)
PROP_SpeedFixed (12)
PROP_RadiusFixed (32)
PROP_HeightFixed (70)
PROP_MassLong (0x7fffffff) // [RH] Is this a mistake?
PROP_Flags (MF_SOLID|MF_NOBLOOD|MF_COUNTKILL)
PROP_Flags2 (MF2_PASSMOBJ|MF2_MCROSS|MF2_CANTLEAVEFLOORPIC|MF2_NONSHOOTABLE)
PROP_Flags3 (MF3_STAYMORPHED|MF3_DONTBLAST|MF3_NOTELEOTHER)
PROP_RenderFlags (RF_INVISIBLE)
PROP_SpawnState (S_SERPENT_LOOK1)
PROP_SeeState (S_SERPENT_SWIM1)
PROP_PainState (S_SERPENT_PAIN1)
PROP_MeleeState (S_SERPENT_SURFACE1)
PROP_DeathState (S_SERPENT_DIE1)
PROP_XDeathState (S_SERPENT_XDIE1)
PROP_IDeathState (S_SERPENT_ICE)
PROP_SeeSound ("SerpentSight")
PROP_AttackSound ("SerpentAttack")
PROP_PainSound ("SerpentPain")
PROP_DeathSound ("SerpentDeath")
END_DEFAULTS
void ASerpent::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << bLeader;
}
// Serpent Leader -----------------------------------------------------------
class ASerpentLeader : public ASerpent
{
DECLARE_STATELESS_ACTOR (ASerpentLeader, ASerpent)
public:
void BeginPlay ();
};
IMPLEMENT_STATELESS_ACTOR (ASerpentLeader, Hexen, 120, 7)
PROP_Mass (200)
END_DEFAULTS
void ASerpentLeader::BeginPlay ()
{
bLeader = true;
}
// Serpent Missile Ball -----------------------------------------------------
class ASerpentFX : public AActor
{
DECLARE_ACTOR (ASerpentFX, AActor)
public:
void Tick ()
{
Super::Tick ();
}
};
FState ASerpentFX::States[] =
{
#define S_SERPENT_FX1 0
// [RH] This 0-length state was added so that the looping sound can start
// playing as soon as possible, because action functions are not called
// when an actor is spawned. (Should I change that? No.)
S_BRIGHT (SSFX, 'A', 0, NULL , &States[S_SERPENT_FX1+1]),
S_BRIGHT (SSFX, 'A', 3, A_SerpentFXSound , &States[S_SERPENT_FX1+2]),
S_BRIGHT (SSFX, 'B', 3, NULL , &States[S_SERPENT_FX1+3]),
S_BRIGHT (SSFX, 'A', 3, NULL , &States[S_SERPENT_FX1+4]),
S_BRIGHT (SSFX, 'B', 3, NULL , &States[S_SERPENT_FX1+1]),
#define S_SERPENT_FX_X1 (S_SERPENT_FX1+5)
S_BRIGHT (SSFX, 'C', 4, A_StopSerpentFXSound , &States[S_SERPENT_FX_X1+1]),
S_BRIGHT (SSFX, 'D', 4, NULL , &States[S_SERPENT_FX_X1+2]),
S_BRIGHT (SSFX, 'E', 4, NULL , &States[S_SERPENT_FX_X1+3]),
S_BRIGHT (SSFX, 'F', 4, NULL , &States[S_SERPENT_FX_X1+4]),
S_BRIGHT (SSFX, 'G', 4, NULL , &States[S_SERPENT_FX_X1+5]),
S_BRIGHT (SSFX, 'H', 4, NULL , NULL),
};
IMPLEMENT_ACTOR (ASerpentFX, Hexen, -1, 0)
PROP_SpeedFixed (15)
PROP_RadiusFixed (8)
PROP_HeightFixed (10)
PROP_Damage (4)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
PROP_Flags2 (MF2_NOTELEPORT)
PROP_RenderStyle (STYLE_Add)
PROP_SpawnState (S_SERPENT_FX1)
PROP_DeathState (S_SERPENT_FX_X1)
PROP_DeathSound ("SerpentFXHit")
END_DEFAULTS
// Serpent Head -------------------------------------------------------------
class ASerpentHead : public AActor
{
DECLARE_ACTOR (ASerpentHead, AActor)
};
FState ASerpentHead::States[] =
{
#define S_SERPENT_HEAD1 0
S_NORMAL (SSXD, 'I', 4, A_SerpentHeadCheck , &States[S_SERPENT_HEAD1+1]),
S_NORMAL (SSXD, 'J', 4, A_SerpentHeadCheck , &States[S_SERPENT_HEAD1+2]),
S_NORMAL (SSXD, 'K', 4, A_SerpentHeadCheck , &States[S_SERPENT_HEAD1+3]),
S_NORMAL (SSXD, 'L', 4, A_SerpentHeadCheck , &States[S_SERPENT_HEAD1+4]),
S_NORMAL (SSXD, 'M', 4, A_SerpentHeadCheck , &States[S_SERPENT_HEAD1+5]),
S_NORMAL (SSXD, 'N', 4, A_SerpentHeadCheck , &States[S_SERPENT_HEAD1+6]),
S_NORMAL (SSXD, 'O', 4, A_SerpentHeadCheck , &States[S_SERPENT_HEAD1+7]),
S_NORMAL (SSXD, 'P', 4, A_SerpentHeadCheck , &States[S_SERPENT_HEAD1]),
#define S_SERPENT_HEAD_X1 (S_SERPENT_HEAD1+8)
S_NORMAL (SSXD, 'S', -1, NULL , &States[S_SERPENT_HEAD_X1]),
};
IMPLEMENT_ACTOR (ASerpentHead, Hexen, -1, 0)
PROP_RadiusFixed (5)
PROP_HeightFixed (10)
PROP_Flags (MF_NOBLOCKMAP)
PROP_Flags2 (MF2_LOGRAV)
PROP_SpawnState (S_SERPENT_HEAD1)
PROP_DeathState (S_SERPENT_HEAD_X1)
END_DEFAULTS
// Serpent Gib 1 ------------------------------------------------------------
class ASerpentGib1 : public AActor
{
DECLARE_ACTOR (ASerpentGib1, AActor)
};
FState ASerpentGib1::States[] =
{
#define S_SERPENT_GIB1_1 0
S_NORMAL (SSXD, 'Q', 6, NULL , &States[S_SERPENT_GIB1_1+1]),
S_NORMAL (SSXD, 'Q', 6, A_FloatGib , &States[S_SERPENT_GIB1_1+2]),
S_NORMAL (SSXD, 'Q', 8, A_FloatGib , &States[S_SERPENT_GIB1_1+3]),
S_NORMAL (SSXD, 'Q', 8, A_FloatGib , &States[S_SERPENT_GIB1_1+4]),
S_NORMAL (SSXD, 'Q', 12, A_FloatGib , &States[S_SERPENT_GIB1_1+5]),
S_NORMAL (SSXD, 'Q', 12, A_FloatGib , &States[S_SERPENT_GIB1_1+6]),
S_NORMAL (SSXD, 'Q', 232, A_DelayGib , &States[S_SERPENT_GIB1_1+7]),
S_NORMAL (SSXD, 'Q', 12, A_SinkGib , &States[S_SERPENT_GIB1_1+8]),
S_NORMAL (SSXD, 'Q', 12, A_SinkGib , &States[S_SERPENT_GIB1_1+9]),
S_NORMAL (SSXD, 'Q', 8, A_SinkGib , &States[S_SERPENT_GIB1_1+10]),
S_NORMAL (SSXD, 'Q', 8, A_SinkGib , &States[S_SERPENT_GIB1_1+11]),
S_NORMAL (SSXD, 'Q', 8, A_SinkGib , NULL),
};
IMPLEMENT_ACTOR (ASerpentGib1, Hexen, -1, 0)
PROP_RadiusFixed (3)
PROP_HeightFixed (3)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
PROP_SpawnState (S_SERPENT_GIB1_1)
END_DEFAULTS
// Serpent Gib 2 ------------------------------------------------------------
class ASerpentGib2 : public AActor
{
DECLARE_ACTOR (ASerpentGib2, AActor)
};
FState ASerpentGib2::States[] =
{
#define S_SERPENT_GIB2_1 0
S_NORMAL (SSXD, 'R', 6, NULL , &States[S_SERPENT_GIB2_1+1]),
S_NORMAL (SSXD, 'R', 6, A_FloatGib , &States[S_SERPENT_GIB2_1+2]),
S_NORMAL (SSXD, 'R', 8, A_FloatGib , &States[S_SERPENT_GIB2_1+3]),
S_NORMAL (SSXD, 'R', 8, A_FloatGib , &States[S_SERPENT_GIB2_1+4]),
S_NORMAL (SSXD, 'R', 12, A_FloatGib , &States[S_SERPENT_GIB2_1+5]),
S_NORMAL (SSXD, 'R', 12, A_FloatGib , &States[S_SERPENT_GIB2_1+6]),
S_NORMAL (SSXD, 'R', 232, A_DelayGib , &States[S_SERPENT_GIB2_1+7]),
S_NORMAL (SSXD, 'R', 12, A_SinkGib , &States[S_SERPENT_GIB2_1+8]),
S_NORMAL (SSXD, 'R', 12, A_SinkGib , &States[S_SERPENT_GIB2_1+9]),
S_NORMAL (SSXD, 'R', 8, A_SinkGib , &States[S_SERPENT_GIB2_1+10]),
S_NORMAL (SSXD, 'R', 8, A_SinkGib , &States[S_SERPENT_GIB2_1+11]),
S_NORMAL (SSXD, 'R', 8, A_SinkGib , NULL),
};
IMPLEMENT_ACTOR (ASerpentGib2, Hexen, -1, 0)
PROP_RadiusFixed (3)
PROP_HeightFixed (3)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
PROP_SpawnState (S_SERPENT_GIB2_1)
END_DEFAULTS
// Serpent Gib 3 ------------------------------------------------------------
class ASerpentGib3 : public AActor
{
DECLARE_ACTOR (ASerpentGib3, AActor)
};
FState ASerpentGib3::States[] =
{
#define S_SERPENT_GIB3_1 0
S_NORMAL (SSXD, 'T', 6, NULL , &States[S_SERPENT_GIB3_1+1]),
S_NORMAL (SSXD, 'T', 6, A_FloatGib , &States[S_SERPENT_GIB3_1+2]),
S_NORMAL (SSXD, 'T', 8, A_FloatGib , &States[S_SERPENT_GIB3_1+3]),
S_NORMAL (SSXD, 'T', 8, A_FloatGib , &States[S_SERPENT_GIB3_1+4]),
S_NORMAL (SSXD, 'T', 12, A_FloatGib , &States[S_SERPENT_GIB3_1+5]),
S_NORMAL (SSXD, 'T', 12, A_FloatGib , &States[S_SERPENT_GIB3_1+6]),
S_NORMAL (SSXD, 'T', 232, A_DelayGib , &States[S_SERPENT_GIB3_1+7]),
S_NORMAL (SSXD, 'T', 12, A_SinkGib , &States[S_SERPENT_GIB3_1+8]),
S_NORMAL (SSXD, 'T', 12, A_SinkGib , &States[S_SERPENT_GIB3_1+9]),
S_NORMAL (SSXD, 'T', 8, A_SinkGib , &States[S_SERPENT_GIB3_1+10]),
S_NORMAL (SSXD, 'T', 8, A_SinkGib , &States[S_SERPENT_GIB3_1+11]),
S_NORMAL (SSXD, 'T', 8, A_SinkGib , NULL),
};
IMPLEMENT_ACTOR (ASerpentGib3, Hexen, -1, 0)
PROP_RadiusFixed (3)
PROP_HeightFixed (3)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
PROP_SpawnState (S_SERPENT_GIB3_1)
END_DEFAULTS
//============================================================================
//
// A_SerpentUnHide
//
//============================================================================
void A_SerpentUnHide (AActor *actor)
{
actor->renderflags &= ~RF_INVISIBLE;
actor->floorclip = 24*FRACUNIT;
}
//============================================================================
//
// A_SerpentHide
//
//============================================================================
void A_SerpentHide (AActor *actor)
{
actor->renderflags |= RF_INVISIBLE;
actor->floorclip = 0;
}
//============================================================================
//
// A_SerpentChase
//
//============================================================================
void A_SerpentChase (AActor *actor)
{
A_DoChase (actor, false, actor->MeleeState, NULL, false, true);
}
//============================================================================
//
// A_SerpentRaiseHump
//
// Raises the hump above the surface by raising the floorclip level
//============================================================================
void A_SerpentRaiseHump (AActor *actor)
{
actor->floorclip -= 4*FRACUNIT;
}
//============================================================================
//
// A_SerpentLowerHump
//
//============================================================================
void A_SerpentLowerHump (AActor *actor)
{
actor->floorclip += 4*FRACUNIT;
}
//============================================================================
//
// A_SerpentHumpDecide
//
// Decided whether to hump up, or if the mobj is a serpent leader,
// to missile attack
//============================================================================
void A_SerpentHumpDecide (AActor *actor)
{
if (static_cast<ASerpent *>(actor)->bLeader)
{
if (pr_serpenthump() > 30)
{
return;
}
else if (pr_serpenthump() < 40)
{ // Missile attack
actor->SetState (&ASerpent::States[S_SERPENT_SURFACE1]);
return;
}
}
else if (pr_serpenthump() > 3)
{
return;
}
if (!actor->CheckMeleeRange ())
{ // The hump shouldn't occur when within melee range
if (static_cast<ASerpent *>(actor)->bLeader &&
pr_serpenthump() < 128)
{
actor->SetState (&ASerpent::States[S_SERPENT_SURFACE1]);
}
else
{
actor->SetState (&ASerpent::States[S_SERPENT_HUMP1]);
S_Sound (actor, CHAN_BODY, "SerpentActive", 1, ATTN_NORM);
}
}
}
//============================================================================
//
// A_SerpentBirthScream
//
//============================================================================
void A_SerpentBirthScream (AActor *actor)
{
S_Sound (actor, CHAN_VOICE, "SerpentBirth", 1, ATTN_NORM);
}
//============================================================================
//
// A_SerpentDiveSound
//
//============================================================================
void A_SerpentDiveSound (AActor *actor)
{
S_Sound (actor, CHAN_BODY, "SerpentActive", 1, ATTN_NORM);
}
//============================================================================
//
// A_SerpentWalk
//
// Similar to A_Chase, only has a hardcoded entering of meleestate
//============================================================================
void A_SerpentWalk (AActor *actor)
{
A_DoChase (actor, false, &ASerpent::States[S_SERPENT_ATK1], NULL, true, true);
}
//============================================================================
//
// A_SerpentCheckForAttack
//
//============================================================================
void A_SerpentCheckForAttack (AActor *actor)
{
if (!actor->target)
{
return;
}
if (static_cast<ASerpent *>(actor)->bLeader)
{
if (!actor->CheckMeleeRange ())
{
actor->SetState (&ASerpent::States[S_SERPENT_ATK1]);
return;
}
}
if (P_CheckMeleeRange2 (actor))
{
actor->SetState (&ASerpent::States[S_SERPENT_WALK1]);
}
else if (actor->CheckMeleeRange ())
{
if (pr_serpentattack() < 32)
{
actor->SetState (&ASerpent::States[S_SERPENT_WALK1]);
}
else
{
actor->SetState (&ASerpent::States[S_SERPENT_ATK1]);
}
}
}
//============================================================================
//
// A_SerpentChooseAttack
//
//============================================================================
void A_SerpentChooseAttack (AActor *actor)
{
if (!actor->target || actor->CheckMeleeRange())
{
return;
}
if (static_cast<ASerpent *>(actor)->bLeader)
{
actor->SetState (&ASerpent::States[S_SERPENT_MISSILE1]);
}
}
//============================================================================
//
// A_SerpentMeleeAttack
//
//============================================================================
void A_SerpentMeleeAttack (AActor *actor)
{
if (!actor->target)
{
return;
}
if (actor->CheckMeleeRange ())
{
int damage = pr_serpentmeattack.HitDice (5);
P_DamageMobj (actor->target, actor, actor, damage, MOD_HIT);
P_TraceBleed (damage, actor->target, actor);
S_Sound (actor, CHAN_BODY, "SerpentMeleeHit", 1, ATTN_NORM);
}
if (pr_serpentmeattack() < 96)
{
A_SerpentCheckForAttack (actor);
}
}
//============================================================================
//
// A_SerpentMissileAttack
//
//============================================================================
void A_SerpentMissileAttack (AActor *actor)
{
AActor *mo;
if (!actor->target)
{
return;
}
mo = P_SpawnMissile (actor, actor->target, RUNTIME_CLASS(ASerpentFX));
}
//============================================================================
//
// A_SerpentHeadPop
//
//============================================================================
void A_SerpentHeadPop (AActor *actor)
{
Spawn<ASerpentHead> (actor->x, actor->y, actor->z+45*FRACUNIT);
}
//============================================================================
//
// A_SerpentSpawnGibs
//
//============================================================================
void A_SerpentSpawnGibs (AActor *actor)
{
AActor *mo;
static const TypeInfo *const GibTypes[] =
{
RUNTIME_CLASS(ASerpentGib3),
RUNTIME_CLASS(ASerpentGib2),
RUNTIME_CLASS(ASerpentGib1)
};
for (int i = sizeof(GibTypes)/sizeof(GibTypes[0])-1; i >= 0; --i)
{
mo = Spawn (GibTypes[i],
actor->x+((pr_serpentgibs()-128)<<12),
actor->y+((pr_serpentgibs()-128)<<12),
actor->floorz+FRACUNIT);
if (mo)
{
mo->momx = (pr_serpentgibs()-128)<<6;
mo->momy = (pr_serpentgibs()-128)<<6;
mo->floorclip = 6*FRACUNIT;
}
}
}
//============================================================================
//
// A_FloatGib
//
//============================================================================
void A_FloatGib (AActor *actor)
{
actor->floorclip -= FRACUNIT;
}
//============================================================================
//
// A_SinkGib
//
//============================================================================
void A_SinkGib (AActor *actor)
{
actor->floorclip += FRACUNIT;
}
//============================================================================
//
// A_DelayGib
//
//============================================================================
void A_DelayGib (AActor *actor)
{
actor->tics -= pr_delaygib()>>2;
}
//============================================================================
//
// A_SerpentHeadCheck
//
//============================================================================
void A_SerpentHeadCheck (AActor *actor)
{
if (actor->z <= actor->floorz)
{
if (Terrains[P_GetThingFloorType(actor)].IsLiquid)
{
P_HitFloor (actor);
actor->SetState (NULL);
}
else
{
actor->SetState (actor->DeathState);
}
}
}
//============================================================================
//
// A_SerpentFXSound
//
//============================================================================
void A_SerpentFXSound (AActor *actor)
{
if (!S_IsActorPlayingSomething (actor, CHAN_BODY))
{
S_LoopedSound (actor, CHAN_BODY, "SerpentFXContinuous", 1, ATTN_NORM);
}
}
//============================================================================
//
// A_StopSerpentFXSound
//
//============================================================================
void A_StopSerpentFXSound (AActor *actor)
{
S_StopSound (actor, CHAN_BODY);
}