qzdoom-gpl/src/g_hexen/a_serpent.cpp
Randy Heit e4af82ae96 - Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
  are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
  are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
  continue to work as aliases from DECORATE. The ACS functions, however,
  require you to use the new name, since they never saw an official release
  yet.


SVN r1689 (trunk)
2009-06-30 20:57:51 +00:00

272 lines
6.4 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)
{
self->renderflags &= ~RF_INVISIBLE;
self->floorclip = 24*FRACUNIT;
}
//============================================================================
//
// A_SerpentHide
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SerpentHide)
{
self->renderflags |= RF_INVISIBLE;
self->floorclip = 0;
}
//============================================================================
//
// A_SerpentRaiseHump
//
// Raises the hump above the surface by raising the floorclip level
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SerpentRaiseHump)
{
self->floorclip -= 4*FRACUNIT;
}
//============================================================================
//
// A_SerpentLowerHump
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SerpentLowerHump)
{
self->floorclip += 4*FRACUNIT;
}
//============================================================================
//
// A_SerpentHumpDecide
//
// Decided whether to hump up, or if the mobj is a serpent leader,
// to missile attack
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SerpentHumpDecide)
{
if (self->MissileState != NULL)
{
if (pr_serpenthump() > 30)
{
return;
}
else if (pr_serpenthump() < 40)
{ // Missile attack
self->SetState (self->MeleeState);
return;
}
}
else if (pr_serpenthump() > 3)
{
return;
}
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);
}
}
}
//============================================================================
//
// A_SerpentCheckForAttack
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SerpentCheckForAttack)
{
if (!self->target)
{
return;
}
if (self->MissileState != NULL)
{
if (!self->CheckMeleeRange ())
{
self->SetState (self->FindState ("Attack"));
return;
}
}
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"));
}
}
}
//============================================================================
//
// A_SerpentChooseAttack
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SerpentChooseAttack)
{
if (!self->target || self->CheckMeleeRange())
{
return;
}
if (self->MissileState != NULL)
{
self->SetState (self->MissileState);
}
}
//============================================================================
//
// A_SerpentMeleeAttack
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SerpentMeleeAttack)
{
if (!self->target)
{
return;
}
if (self->CheckMeleeRange ())
{
int damage = pr_serpentmeattack.HitDice (5);
P_DamageMobj (self->target, self, self, damage, NAME_Melee);
P_TraceBleed (damage, self->target, self);
S_Sound (self, CHAN_BODY, "SerpentMeleeHit", 1, ATTN_NORM);
}
if (pr_serpentmeattack() < 96)
{
CALL_ACTION(A_SerpentCheckForAttack, self);
}
}
//============================================================================
//
// A_SerpentSpawnGibs
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SerpentSpawnGibs)
{
AActor *mo;
static const char *GibTypes[] =
{
"SerpentGib3",
"SerpentGib2",
"SerpentGib1"
};
for (int i = countof(GibTypes)-1; i >= 0; --i)
{
mo = Spawn (GibTypes[i],
self->x+((pr_serpentgibs()-128)<<12),
self->y+((pr_serpentgibs()-128)<<12),
self->floorz+FRACUNIT, ALLOW_REPLACE);
if (mo)
{
mo->velx = (pr_serpentgibs()-128)<<6;
mo->vely = (pr_serpentgibs()-128)<<6;
mo->floorclip = 6*FRACUNIT;
}
}
}
//============================================================================
//
// A_FloatGib
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FloatGib)
{
self->floorclip -= FRACUNIT;
}
//============================================================================
//
// A_SinkGib
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SinkGib)
{
self->floorclip += FRACUNIT;
}
//============================================================================
//
// A_DelayGib
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_DelayGib)
{
self->tics -= pr_delaygib()>>2;
}
//============================================================================
//
// A_SerpentHeadCheck
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SerpentHeadCheck)
{
if (self->z <= self->floorz)
{
if (Terrains[P_GetThingFloorType(self)].IsLiquid)
{
P_HitFloor (self);
self->SetState (NULL);
}
else
{
self->SetState (self->FindState(NAME_Death));
}
}
}