gzdoom/src/g_doom/a_revenant.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

152 lines
3.4 KiB
C++

/*
#include "templates.h"
#include "actor.h"
#include "info.h"
#include "m_random.h"
#include "s_sound.h"
#include "p_local.h"
#include "p_enemy.h"
#include "gstrings.h"
#include "a_action.h"
#include "thingdef/thingdef.h"
#include "g_level.h"
*/
static FRandom pr_tracer ("Tracer");
static FRandom pr_skelfist ("SkelFist");
//
// A_SkelMissile
//
DEFINE_ACTION_FUNCTION(AActor, A_SkelMissile)
{
AActor *missile;
if (!self->target)
return;
A_FaceTarget (self);
missile = P_SpawnMissileZ (self, self->z + 48*FRACUNIT,
self->target, PClass::FindClass("RevenantTracer"));
if (missile != NULL)
{
missile->x += missile->velx;
missile->y += missile->vely;
missile->tracer = self->target;
}
}
#define TRACEANGLE (0xc000000)
DEFINE_ACTION_FUNCTION(AActor, A_Tracer)
{
angle_t exact;
fixed_t dist;
fixed_t slope;
AActor *dest;
AActor *smoke;
// killough 1/18/98: this is why some missiles do not have smoke
// and some do. Also, internal demos start at random gametics, thus
// the bug in which revenants cause internal demos to go out of sync.
//
// killough 3/6/98: fix revenant internal demo bug by subtracting
// levelstarttic from gametic:
//
// [RH] level.time is always 0-based, so nothing special to do here.
if (level.time & 3)
return;
// spawn a puff of smoke behind the rocket
P_SpawnPuff (self, PClass::FindClass(NAME_BulletPuff), self->x, self->y, self->z, 0, 3);
smoke = Spawn ("RevenantTracerSmoke", self->x - self->velx,
self->y - self->vely, self->z, ALLOW_REPLACE);
smoke->velz = FRACUNIT;
smoke->tics -= pr_tracer()&3;
if (smoke->tics < 1)
smoke->tics = 1;
// adjust direction
dest = self->tracer;
if (!dest || dest->health <= 0 || self->Speed == 0 || !self->CanSeek(dest))
return;
// change angle
exact = R_PointToAngle2 (self->x, self->y, dest->x, dest->y);
if (exact != self->angle)
{
if (exact - self->angle > 0x80000000)
{
self->angle -= TRACEANGLE;
if (exact - self->angle < 0x80000000)
self->angle = exact;
}
else
{
self->angle += TRACEANGLE;
if (exact - self->angle > 0x80000000)
self->angle = exact;
}
}
exact = self->angle>>ANGLETOFINESHIFT;
self->velx = FixedMul (self->Speed, finecosine[exact]);
self->vely = FixedMul (self->Speed, finesine[exact]);
if (!(self->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
{
// change slope
dist = P_AproxDistance (dest->x - self->x,
dest->y - self->y);
dist = dist / self->Speed;
if (dist < 1)
dist = 1;
if (dest->height >= 56*FRACUNIT)
{
slope = (dest->z+40*FRACUNIT - self->z) / dist;
}
else
{
slope = (dest->z + self->height*2/3 - self->z) / dist;
}
if (slope < self->velz)
self->velz -= FRACUNIT/8;
else
self->velz += FRACUNIT/8;
}
}
DEFINE_ACTION_FUNCTION(AActor, A_SkelWhoosh)
{
if (!self->target)
return;
A_FaceTarget (self);
S_Sound (self, CHAN_WEAPON, "skeleton/swing", 1, ATTN_NORM);
}
DEFINE_ACTION_FUNCTION(AActor, A_SkelFist)
{
if (!self->target)
return;
A_FaceTarget (self);
if (self->CheckMeleeRange ())
{
int damage = ((pr_skelfist()%10)+1)*6;
S_Sound (self, CHAN_WEAPON, "skeleton/melee", 1, ATTN_NORM);
int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
}
}