qzdoom-gpl/src/g_doom/a_revenant.cpp

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/*
#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]);
// 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);
P_DamageMobj (self->target, self, self, damage, NAME_Melee);
P_TraceBleed (damage, self->target, self);
}
}