/* #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; target->angle += pr_foo.Random2() << 20; target->velx += pr_foo.Random2() << 10; target->vely += pr_foo.Random2() << 10; if ((level.time & 16) && !(target->flags2 & MF2_BOSS)) { randVal = pr_foo(); if (randVal > 160) { randVal = 160; } target->velz += randVal << 11; if (target->velz > 12*FRACUNIT) { target->velz = 12*FRACUNIT; } } if (!(level.time & 7)) { P_DamageMobj (target, NULL, this->target, 3, NAME_Melee); } return -1; } //---------------------------------------------------------------------------- // // PROC A_LichAttack // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_LichAttack) { int i; AActor *fire; AActor *baseFire; AActor *mo; AActor *target; int randAttack; static const int atkResolve1[] = { 50, 150 }; static const int atkResolve2[] = { 150, 200 }; int dist; // 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; } 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; } dist = P_AproxDistance (self->x-target->x, self->y-target->y) > 8*64*FRACUNIT; randAttack = pr_atk (); if (randAttack < atkResolve1[dist]) { // Ice ball P_SpawnMissile (self, target, PClass::FindClass("HeadFX1")); S_Sound (self, CHAN_BODY, "ironlich/attack2", 1, ATTN_NORM); } else if (randAttack < atkResolve2[dist]) { // Fire column baseFire = P_SpawnMissile (self, target, PClass::FindClass("HeadFX3")); if (baseFire != NULL) { baseFire->SetState (baseFire->FindState("NoGrow")); for (i = 0; i < 5; i++) { fire = Spawn("HeadFX3", baseFire->x, baseFire->y, baseFire->z, ALLOW_REPLACE); if (i == 0) { S_Sound (self, CHAN_BODY, "ironlich/attack1", 1, ATTN_NORM); } fire->target = baseFire->target; fire->angle = baseFire->angle; fire->velx = baseFire->velx; fire->vely = baseFire->vely; fire->velz = baseFire->velz; fire->Damage = 0; fire->health = (i+1) * 2; P_CheckMissileSpawn (fire); } } } else { // Whirlwind mo = P_SpawnMissile (self, target, RUNTIME_CLASS(AWhirlwind)); if (mo != NULL) { mo->z -= 32*FRACUNIT; mo->tracer = target; mo->special1 = 60; mo->special2 = 50; // Timer for active sound mo->health = 20*TICRATE; // Duration S_Sound (self, CHAN_BODY, "ironlich/attack3", 1, ATTN_NORM); } } } //---------------------------------------------------------------------------- // // PROC A_WhirlwindSeek // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_WhirlwindSeek) { self->health -= 3; if (self->health < 0) { self->velx = self->vely = self->velz = 0; self->SetState (self->FindState(NAME_Death)); self->flags &= ~MF_MISSILE; return; } if ((self->special2 -= 3) < 0) { self->special2 = 58 + (pr_seek() & 31); S_Sound (self, CHAN_BODY, "ironlich/attack3", 1, ATTN_NORM); } if (self->tracer && self->tracer->flags&MF_SHADOW) { return; } P_SeekerMissile (self, ANGLE_1*10, ANGLE_1*30); } //---------------------------------------------------------------------------- // // PROC A_LichIceImpact // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_LichIceImpact) { int i; angle_t angle; AActor *shard; for (i = 0; i < 8; i++) { shard = Spawn("HeadFX2", self->x, self->y, self->z, ALLOW_REPLACE); angle = i*ANG45; shard->target = self->target; shard->angle = angle; angle >>= ANGLETOFINESHIFT; shard->velx = FixedMul (shard->Speed, finecosine[angle]); shard->vely = FixedMul (shard->Speed, finesine[angle]); shard->velz = -FRACUNIT*6/10; P_CheckMissileSpawn (shard); } } //---------------------------------------------------------------------------- // // PROC A_LichFireGrow // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_LichFireGrow) { self->health--; self->z += 9*FRACUNIT; if (self->health == 0) { self->Damage = self->GetDefault()->Damage; self->SetState (self->FindState("NoGrow")); } }