qzdoom/src/g_hexen/a_pig.cpp

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/*
#include "actor.h"
#include "gi.h"
#include "m_random.h"
#include "s_sound.h"
#include "d_player.h"
#include "a_action.h"
#include "a_pickups.h"
#include "p_local.h"
#include "a_sharedglobal.h"
#include "p_enemy.h"
#include "d_event.h"
#include "gstrings.h"
#include "thingdef/thingdef.h"
*/
static FRandom pr_snoutattack ("SnoutAttack");
static FRandom pr_pigattack ("PigAttack");
static FRandom pr_pigplayerthink ("PigPlayerThink");
// Pig player ---------------------------------------------------------------
class APigPlayer : public APlayerPawn
{
DECLARE_CLASS (APigPlayer, APlayerPawn)
public:
void MorphPlayerThink ();
};
IMPLEMENT_CLASS (APigPlayer)
void APigPlayer::MorphPlayerThink ()
{
if (player->morphTics & 15)
{
return;
}
if(!(vel.x | vel.y) && pr_pigplayerthink() < 64)
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{ // Snout sniff
if (player->ReadyWeapon != NULL)
{
P_SetPsprite(player, ps_weapon, player->ReadyWeapon->FindState("Grunt"));
}
S_Sound (this, CHAN_VOICE, "PigActive1", 1, ATTN_NORM); // snort
return;
}
if (pr_pigplayerthink() < 48)
{
S_Sound (this, CHAN_VOICE, "PigActive", 1, ATTN_NORM);
}
}
//============================================================================
//
// A_SnoutAttack
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SnoutAttack)
{
PARAM_ACTION_PROLOGUE;
DAngle angle;
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int damage;
DAngle slope;
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player_t *player;
AActor *puff;
FTranslatedLineTarget t;
if (NULL == (player = self->player))
{
return 0;
}
damage = 3+(pr_snoutattack()&3);
angle = player->mo->Angles.Yaw;
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slope = P_AimLineAttack(player->mo, angle, MELEERANGE);
puff = P_LineAttack(player->mo, angle, MELEERANGE, slope, damage, NAME_Melee, "SnoutPuff", true, &t);
S_Sound(player->mo, CHAN_VOICE, "PigActive", 1, ATTN_NORM);
if(t.linetarget)
{
AdjustPlayerAngle(player->mo, &t);
if(puff != NULL)
{ // Bit something
S_Sound(player->mo, CHAN_VOICE, "PigAttack", 1, ATTN_NORM);
}
}
return 0;
}
//============================================================================
//
// A_PigPain
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_PigPain)
{
PARAM_ACTION_PROLOGUE;
CALL_ACTION(A_Pain, self);
if (self->Z() <= self->floorz)
{
self->vel.z = FRACUNIT*7/2;
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}
return 0;
}