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https://github.com/ZDoom/gzdoom.git
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f1ba19073f
The way this was done was a major headache inducer, requiring reconstruction of the function each time the value was changed and in general made actor damage a major hassle. There was a DECORATE wrapper to mimic the original behavior but this looked quite broken because it completely ignored the different semantics of both damage calculation types. It also made it impossible to determine if damage was a function or a value. This accessor has been reverted to what it should be, only returning the constant, which now is -1 for a damage function. I am sorry if this may break the odd mod out but a quick look over some DECORATE-heavy stuff showed that this was never combined in any of them so that accessing 'damage' in DECORATE code depended on an actual damage function. To get proper damage, a future commit will add a DECORATE function which calls AActor::GetMissileDamage.
213 lines
4.8 KiB
C++
213 lines
4.8 KiB
C++
/*
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#include "actor.h"
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#include "info.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "a_action.h"
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#include "gstrings.h"
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#include "thingdef/thingdef.h"
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#include "g_level.h"
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*/
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static FRandom pr_foo ("WhirlwindDamage");
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static FRandom pr_atk ("LichAttack");
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static FRandom pr_seek ("WhirlwindSeek");
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class AWhirlwind : public AActor
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{
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DECLARE_CLASS (AWhirlwind, AActor)
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public:
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int DoSpecialDamage (AActor *target, int damage, FName damagetype);
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};
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IMPLEMENT_CLASS(AWhirlwind)
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int AWhirlwind::DoSpecialDamage (AActor *target, int damage, FName damagetype)
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{
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int randVal;
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if (!(target->flags7 & MF7_DONTTHRUST))
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{
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target->Angles.Yaw += pr_foo.Random2() * (360 / 4096.);
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target->Vel.X += pr_foo.Random2() / 64.;
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target->Vel.Y += pr_foo.Random2() / 64.;
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}
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if ((level.time & 16) && !(target->flags2 & MF2_BOSS) && !(target->flags7 & MF7_DONTTHRUST))
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{
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randVal = pr_foo();
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if (randVal > 160)
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{
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randVal = 160;
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}
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target->Vel.Z += randVal / 32.;
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if (target->Vel.Z > 12)
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{
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target->Vel.Z = 12;
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}
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}
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if (!(level.time & 7))
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{
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P_DamageMobj (target, NULL, this->target, 3, NAME_Melee);
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}
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return -1;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_LichAttack
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_LichAttack)
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{
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PARAM_ACTION_PROLOGUE;
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int i;
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AActor *fire;
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AActor *baseFire;
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AActor *mo;
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AActor *target;
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int randAttack;
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static const int atkResolve1[] = { 50, 150 };
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static const int atkResolve2[] = { 150, 200 };
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// Ice ball (close 20% : far 60%)
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// Fire column (close 40% : far 20%)
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// Whirlwind (close 40% : far 20%)
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// Distance threshold = 8 cells
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target = self->target;
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if (target == NULL)
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{
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return 0;
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}
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A_FaceTarget (self);
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if (self->CheckMeleeRange ())
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{
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int damage = pr_atk.HitDice (6);
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int newdam = P_DamageMobj (target, self, self, damage, NAME_Melee);
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P_TraceBleed (newdam > 0 ? newdam : damage, target, self);
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return 0;
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}
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int dist = self->Distance2D(target) > 8 * 64;
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randAttack = pr_atk ();
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if (randAttack < atkResolve1[dist])
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{ // Ice ball
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P_SpawnMissile (self, target, PClass::FindActor("HeadFX1"));
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S_Sound (self, CHAN_BODY, "ironlich/attack2", 1, ATTN_NORM);
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}
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else if (randAttack < atkResolve2[dist])
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{ // Fire column
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baseFire = P_SpawnMissile (self, target, PClass::FindActor("HeadFX3"));
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if (baseFire != NULL)
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{
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baseFire->SetState (baseFire->FindState("NoGrow"));
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for (i = 0; i < 5; i++)
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{
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fire = Spawn("HeadFX3", baseFire->Pos(), ALLOW_REPLACE);
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if (i == 0)
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{
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S_Sound (self, CHAN_BODY, "ironlich/attack1", 1, ATTN_NORM);
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}
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fire->target = baseFire->target;
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fire->Angles.Yaw = baseFire->Angles.Yaw;
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fire->Vel = baseFire->Vel;
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fire->SetDamage(0);
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fire->health = (i+1) * 2;
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P_CheckMissileSpawn (fire, self->radius);
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}
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}
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}
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else
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{ // Whirlwind
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mo = P_SpawnMissile (self, target, RUNTIME_CLASS(AWhirlwind));
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if (mo != NULL)
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{
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mo->AddZ(-32);
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mo->tracer = target;
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mo->health = 20*TICRATE; // Duration
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S_Sound (self, CHAN_BODY, "ironlich/attack3", 1, ATTN_NORM);
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}
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}
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return 0;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_WhirlwindSeek
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_WhirlwindSeek)
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{
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PARAM_ACTION_PROLOGUE;
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self->health -= 3;
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if (self->health < 0)
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{
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self->Vel.Zero();
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self->SetState(self->FindState(NAME_Death));
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self->flags &= ~MF_MISSILE;
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return 0;
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}
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if ((self->threshold -= 3) < 0)
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{
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self->threshold = 58 + (pr_seek() & 31);
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S_Sound(self, CHAN_BODY, "ironlich/attack3", 1, ATTN_NORM);
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}
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if (self->tracer && self->tracer->flags&MF_SHADOW)
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{
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return 0;
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}
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P_SeekerMissile(self, 10, 30);
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return 0;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_LichIceImpact
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_LichIceImpact)
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{
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PARAM_ACTION_PROLOGUE;
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unsigned int i;
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AActor *shard;
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for (i = 0; i < 8; i++)
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{
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shard = Spawn("HeadFX2", self->Pos(), ALLOW_REPLACE);
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shard->target = self->target;
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shard->Angles.Yaw = i*45.;
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shard->VelFromAngle();
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shard->Vel.Z = -.6;
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P_CheckMissileSpawn (shard, self->radius);
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}
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return 0;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_LichFireGrow
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_LichFireGrow)
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{
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PARAM_ACTION_PROLOGUE;
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self->health--;
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self->AddZ(9.);
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if (self->health == 0)
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{
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self->RestoreDamage();
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self->SetState (self->FindState("NoGrow"));
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}
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return 0;
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}
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