gzdoom/src/g_heretic/a_knight.cpp

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/*
#include "actor.h"
#include "info.h"
#include "m_random.h"
#include "s_sound.h"
#include "p_local.h"
#include "a_action.h"
#include "a_sharedglobal.h"
#include "gstrings.h"
#include "thingdef/thingdef.h"
*/
static FRandom pr_dripblood ("DripBlood");
static FRandom pr_knightatk ("KnightAttack");
//----------------------------------------------------------------------------
//
// PROC A_DripBlood
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_DripBlood)
{
PARAM_ACTION_PROLOGUE;
AActor *mo;
fixed_t xo = (pr_dripblood.Random2() << 11);
fixed_t yo = (pr_dripblood.Random2() << 11);
mo = Spawn ("Blood", self->Vec3Offset(xo, yo, 0), ALLOW_REPLACE);
mo->Vel.X = pr_dripblood.Random2 () / 64.;
mo->Vel.Y = pr_dripblood.Random2() / 64.;
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mo->gravity = FRACUNIT/8;
return 0;
}
//----------------------------------------------------------------------------
//
// PROC A_KnightAttack
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_KnightAttack)
{
PARAM_ACTION_PROLOGUE;
if (!self->target)
{
return 0;
}
if (self->CheckMeleeRange ())
{
int damage = pr_knightatk.HitDice (3);
int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
S_Sound (self, CHAN_BODY, "hknight/melee", 1, ATTN_NORM);
return 0;
}
// Throw axe
S_Sound (self, CHAN_BODY, self->AttackSound, 1, ATTN_NORM);
if (self->flags & MF_SHADOW || pr_knightatk () < 40)
{ // Red axe
P_SpawnMissileZ (self, self->_f_Z() + 36*FRACUNIT, self->target, PClass::FindActor("RedAxe"));
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return 0;
}
// Green axe
P_SpawnMissileZ (self, self->_f_Z() + 36*FRACUNIT, self->target, PClass::FindActor("KnightAxe"));
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return 0;
}