gzdoom/src/g_heretic/a_ironlich.cpp

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/*
#include "actor.h"
#include "info.h"
#include "m_random.h"
#include "s_sound.h"
#include "p_local.h"
#include "p_enemy.h"
#include "a_action.h"
#include "gstrings.h"
#include "thingdef/thingdef.h"
#include "g_level.h"
*/
static FRandom pr_foo ("WhirlwindDamage");
static FRandom pr_atk ("LichAttack");
static FRandom pr_seek ("WhirlwindSeek");
class AWhirlwind : public AActor
{
DECLARE_CLASS (AWhirlwind, AActor)
public:
int DoSpecialDamage (AActor *target, int damage, FName damagetype);
};
IMPLEMENT_CLASS(AWhirlwind)
int AWhirlwind::DoSpecialDamage (AActor *target, int damage, FName damagetype)
{
int randVal;
if (!(target->flags7 & MF7_DONTTHRUST))
{
target->Angles.Yaw += pr_foo.Random2() * (360 / 4096.);
target->Vel.X += pr_foo.Random2() / 64.;
target->Vel.Y += pr_foo.Random2() / 64.;
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}
if ((level.time & 16) && !(target->flags2 & MF2_BOSS) && !(target->flags7 & MF7_DONTTHRUST))
{
randVal = pr_foo();
if (randVal > 160)
{
randVal = 160;
}
target->Vel.Z += randVal / 32.;
if (target->Vel.Z > 12)
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{
target->Vel.Z = 12;
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}
}
if (!(level.time & 7))
{
P_DamageMobj (target, NULL, this->target, 3, NAME_Melee);
}
return -1;
}
//----------------------------------------------------------------------------
//
// PROC A_LichAttack
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_LichAttack)
{
PARAM_ACTION_PROLOGUE;
int i;
AActor *fire;
AActor *baseFire;
AActor *mo;
AActor *target;
int randAttack;
static const int atkResolve1[] = { 50, 150 };
static const int atkResolve2[] = { 150, 200 };
// Ice ball (close 20% : far 60%)
// Fire column (close 40% : far 20%)
// Whirlwind (close 40% : far 20%)
// Distance threshold = 8 cells
target = self->target;
if (target == NULL)
{
return 0;
}
A_FaceTarget (self);
if (self->CheckMeleeRange ())
{
int damage = pr_atk.HitDice (6);
int newdam = P_DamageMobj (target, self, self, damage, NAME_Melee);
P_TraceBleed (newdam > 0 ? newdam : damage, target, self);
return 0;
}
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int dist = self->Distance2D(target) > 8 * 64;
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randAttack = pr_atk ();
if (randAttack < atkResolve1[dist])
{ // Ice ball
P_SpawnMissile (self, target, PClass::FindActor("HeadFX1"));
S_Sound (self, CHAN_BODY, "ironlich/attack2", 1, ATTN_NORM);
}
else if (randAttack < atkResolve2[dist])
{ // Fire column
baseFire = P_SpawnMissile (self, target, PClass::FindActor("HeadFX3"));
if (baseFire != NULL)
{
baseFire->SetState (baseFire->FindState("NoGrow"));
for (i = 0; i < 5; i++)
{
fire = Spawn("HeadFX3", baseFire->Pos(), ALLOW_REPLACE);
if (i == 0)
{
S_Sound (self, CHAN_BODY, "ironlich/attack1", 1, ATTN_NORM);
}
fire->target = baseFire->target;
fire->Angles.Yaw = baseFire->Angles.Yaw;
fire->Vel = baseFire->Vel;
fire->SetDamage(0);
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fire->health = (i+1) * 2;
P_CheckMissileSpawn (fire, self->radius);
}
}
}
else
{ // Whirlwind
mo = P_SpawnMissile (self, target, RUNTIME_CLASS(AWhirlwind));
if (mo != NULL)
{
mo->AddZ(-32);
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mo->tracer = target;
mo->health = 20*TICRATE; // Duration
S_Sound (self, CHAN_BODY, "ironlich/attack3", 1, ATTN_NORM);
}
}
return 0;
}
//----------------------------------------------------------------------------
//
// PROC A_WhirlwindSeek
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_WhirlwindSeek)
{
PARAM_ACTION_PROLOGUE;
self->health -= 3;
if (self->health < 0)
{
self->Vel.Zero();
self->SetState(self->FindState(NAME_Death));
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self->flags &= ~MF_MISSILE;
return 0;
}
if ((self->threshold -= 3) < 0)
{
self->threshold = 58 + (pr_seek() & 31);
S_Sound(self, CHAN_BODY, "ironlich/attack3", 1, ATTN_NORM);
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}
if (self->tracer && self->tracer->flags&MF_SHADOW)
{
return 0;
}
P_SeekerMissile(self, 10, 30);
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return 0;
}
//----------------------------------------------------------------------------
//
// PROC A_LichIceImpact
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_LichIceImpact)
{
PARAM_ACTION_PROLOGUE;
unsigned int i;
AActor *shard;
for (i = 0; i < 8; i++)
{
shard = Spawn("HeadFX2", self->Pos(), ALLOW_REPLACE);
shard->target = self->target;
shard->Angles.Yaw = i*45.;
shard->VelFromAngle();
shard->Vel.Z = -.6;
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P_CheckMissileSpawn (shard, self->radius);
}
return 0;
}
//----------------------------------------------------------------------------
//
// PROC A_LichFireGrow
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_LichFireGrow)
{
PARAM_ACTION_PROLOGUE;
self->health--;
self->AddZ(9.);
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if (self->health == 0)
{
self->RestoreDamage();
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self->SetState (self->FindState("NoGrow"));
}
return 0;
}