qzdoom-gpl/src/g_doom/a_revenant.cpp
Christoph Oelckers 8c2f651bdb - Replaced the static string buffer in ProcessStates with an FString.
- After doing some tests with state label scopes I had to conclude that
  using '.' both for separating sub-state-labels and scope resolution 
  identifiers does not work reliably unless all actor class names were
  prohibited from being used as state labels.  Since that is undesirable
  the only solution is to change the scope resolution operator. Fortunately 
  no WADs so far have used it so implementing such a breaking change isn't 
  a major issue. Now it uses '::', like C++ for this purpose.
- Converted Revenant, Mancubus and Pain Elemental to DECORATE.


SVN r375 (trunk)
2006-11-04 22:26:04 +00:00

138 lines
3 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 "a_doomglobal.h"
static FRandom pr_tracer ("Tracer");
static FRandom pr_skelfist ("SkelFist");
//
// A_SkelMissile
//
void A_SkelMissile (AActor *self)
{
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->momx;
missile->y += missile->momy;
missile->tracer = self->target;
}
}
#define TRACEANGLE (0xc000000)
void A_Tracer (AActor *self)
{
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 (PClass::FindClass(NAME_BulletPuff), self->x, self->y, self->z, 0, 3);
smoke = Spawn ("RevenantTracerSmoke", self->x - self->momx,
self->y - self->momy, self->z, ALLOW_REPLACE);
smoke->momz = FRACUNIT;
smoke->tics -= pr_tracer()&3;
if (smoke->tics < 1)
smoke->tics = 1;
// adjust direction
dest = self->tracer;
if (!dest || dest->health <= 0)
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->momx = FixedMul (self->Speed, finecosine[exact]);
self->momy = 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;
slope = (dest->z+40*FRACUNIT - self->z) / dist;
if (slope < self->momz)
self->momz -= FRACUNIT/8;
else
self->momz += FRACUNIT/8;
}
void A_SkelWhoosh (AActor *self)
{
if (!self->target)
return;
A_FaceTarget (self);
S_Sound (self, CHAN_WEAPON, "skeleton/swing", 1, ATTN_NORM);
}
void A_SkelFist (AActor *self)
{
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);
}
}