qzdoom/src/g_hexen/a_serpent.cpp
Christoph Oelckers 511c9366f7 - Macro-fied all access to action functions.
SVN r1149 (trunk)
2008-08-10 22:48:37 +00:00

270 lines
6.3 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->momx = (pr_serpentgibs()-128)<<6;
mo->momy = (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));
}
}
}