gzdoom/src/g_hexen/a_serpent.cpp
Christoph Oelckers bc63b70d88 Merge branch 'master' into scripting
Conflicts:
	src/actor.h
	src/fragglescript/t_func.cpp
	src/g_doom/a_bossbrain.cpp
	src/g_doom/a_revenant.cpp
	src/g_heretic/a_hereticartifacts.cpp
	src/g_heretic/a_hereticweaps.cpp
	src/g_heretic/a_knight.cpp
	src/g_hexen/a_bishop.cpp
	src/g_hexen/a_clericholy.cpp
	src/g_hexen/a_dragon.cpp
	src/g_hexen/a_firedemon.cpp
	src/g_hexen/a_flechette.cpp
	src/g_hexen/a_heresiarch.cpp
	src/g_hexen/a_hexenspecialdecs.cpp
	src/g_hexen/a_iceguy.cpp
	src/g_hexen/a_korax.cpp
	src/g_hexen/a_magelightning.cpp
	src/g_hexen/a_serpent.cpp
	src/g_hexen/a_spike.cpp
	src/g_hexen/a_wraith.cpp
	src/g_raven/a_minotaur.cpp
	src/g_shared/a_bridge.cpp
	src/g_shared/a_pickups.cpp
	src/g_shared/a_randomspawner.cpp
	src/g_strife/a_alienspectres.cpp
	src/g_strife/a_crusader.cpp
	src/g_strife/a_entityboss.cpp
	src/g_strife/a_inquisitor.cpp
	src/g_strife/a_loremaster.cpp
	src/g_strife/a_programmer.cpp
	src/g_strife/a_sentinel.cpp
	src/g_strife/a_spectral.cpp
	src/g_strife/a_strifestuff.cpp
	src/g_strife/a_strifeweapons.cpp
	src/g_strife/a_thingstoblowup.cpp
	src/p_local.h
	src/r_utility.cpp
2016-01-19 13:43:11 +01:00

313 lines
6.9 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)
{
PARAM_ACTION_PROLOGUE;
self->renderflags &= ~RF_INVISIBLE;
self->floorclip = 24*FRACUNIT;
return 0;
}
//============================================================================
//
// A_SerpentHide
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SerpentHide)
{
PARAM_ACTION_PROLOGUE;
self->renderflags |= RF_INVISIBLE;
self->floorclip = 0;
return 0;
}
//============================================================================
//
// A_SerpentRaiseHump
//
// Raises the hump above the surface by raising the floorclip level
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SerpentRaiseHump)
{
PARAM_ACTION_PROLOGUE;
self->floorclip -= 4*FRACUNIT;
return 0;
}
//============================================================================
//
// A_SerpentLowerHump
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SerpentLowerHump)
{
PARAM_ACTION_PROLOGUE;
self->floorclip += 4*FRACUNIT;
return 0;
}
//============================================================================
//
// A_SerpentHumpDecide
//
// Decided whether to hump up, or if the mobj is a serpent leader,
// to missile attack
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SerpentHumpDecide)
{
PARAM_ACTION_PROLOGUE;
if (self->MissileState != NULL)
{
if (pr_serpenthump() > 30)
{
return 0;
}
else if (pr_serpenthump() < 40)
{ // Missile attack
self->SetState (self->MeleeState);
return 0;
}
}
else if (pr_serpenthump() > 3)
{
return 0;
}
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);
}
}
return 0;
}
//============================================================================
//
// A_SerpentCheckForAttack
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SerpentCheckForAttack)
{
PARAM_ACTION_PROLOGUE;
if (!self->target)
{
return 0;
}
if (self->MissileState != NULL)
{
if (!self->CheckMeleeRange ())
{
self->SetState (self->FindState ("Attack"));
return 0;
}
}
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"));
}
}
return 0;
}
//============================================================================
//
// A_SerpentChooseAttack
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SerpentChooseAttack)
{
PARAM_ACTION_PROLOGUE;
if (!self->target || self->CheckMeleeRange())
{
return 0;
}
if (self->MissileState != NULL)
{
self->SetState (self->MissileState);
}
return 0;
}
//============================================================================
//
// A_SerpentMeleeAttack
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SerpentMeleeAttack)
{
PARAM_ACTION_PROLOGUE;
if (!self->target)
{
return 0;
}
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);
}
return 0;
}
//============================================================================
//
// A_SerpentSpawnGibs
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SerpentSpawnGibs)
{
PARAM_ACTION_PROLOGUE;
AActor *mo;
static const char *GibTypes[] =
{
"SerpentGib3",
"SerpentGib2",
"SerpentGib1"
};
for (int i = countof(GibTypes)-1; i >= 0; --i)
{
fixedvec2 pos = self->Vec2Offset(
((pr_serpentgibs() - 128) << 12),
((pr_serpentgibs() - 128) << 12));
mo = Spawn (GibTypes[i], pos.x, pos.y,
self->floorz+FRACUNIT, ALLOW_REPLACE);
if (mo)
{
mo->velx = (pr_serpentgibs()-128)<<6;
mo->vely = (pr_serpentgibs()-128)<<6;
mo->floorclip = 6*FRACUNIT;
}
}
return 0;
}
//============================================================================
//
// A_FloatGib
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FloatGib)
{
PARAM_ACTION_PROLOGUE;
self->floorclip -= FRACUNIT;
return 0;
}
//============================================================================
//
// A_SinkGib
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SinkGib)
{
PARAM_ACTION_PROLOGUE;
self->floorclip += FRACUNIT;
return 0;
}
//============================================================================
//
// A_DelayGib
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_DelayGib)
{
PARAM_ACTION_PROLOGUE;
self->tics -= pr_delaygib()>>2;
return 0;
}
//============================================================================
//
// A_SerpentHeadCheck
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SerpentHeadCheck)
{
PARAM_ACTION_PROLOGUE;
if (self->Z() <= self->floorz)
{
if (Terrains[P_GetThingFloorType(self)].IsLiquid)
{
P_HitFloor (self);
self->SetState (NULL);
}
else
{
self->SetState (self->FindState(NAME_Death));
}
}
return 0;
}