gzdoom/src/g_hexen/a_clericstaff.cpp
Randy Heit b1b258ec55 - Gez's patch for more A_WeaponReady flags:
* WRF_NOBOB (1): Weapon won't bob
  * WRF_NOFIRE (12): Weapon won't fire at all
  * WRF_NOSWITCH (2): Weapon can't be switched off
  * WRF_NOPRIMARY (4): Weapon will not fire its main attack
  * WRF_NOSECONDARY (8): Weapon will not fire its alt attack


SVN r1720 (trunk)
2009-07-16 22:40:04 +00:00

201 lines
5.4 KiB
C++

/*
#include "actor.h"
#include "gi.h"
#include "m_random.h"
#include "s_sound.h"
#include "d_player.h"
#include "a_action.h"
#include "p_local.h"
#include "a_action.h"
#include "p_pspr.h"
#include "gstrings.h"
#include "a_hexenglobal.h"
#include "thingdef/thingdef.h"
*/
static FRandom pr_staffcheck ("CStaffCheck");
static FRandom pr_blink ("CStaffBlink");
// Serpent Staff Missile ----------------------------------------------------
class ACStaffMissile : public AActor
{
DECLARE_CLASS (ACStaffMissile, AActor)
public:
int DoSpecialDamage (AActor *target, int damage);
};
IMPLEMENT_CLASS (ACStaffMissile)
int ACStaffMissile::DoSpecialDamage (AActor *target, int damage)
{
// Cleric Serpent Staff does poison damage
if (target->player)
{
P_PoisonPlayer (target->player, this, this->target, 20);
damage >>= 1;
}
return damage;
}
//============================================================================
//
// A_CStaffCheck
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheck)
{
AActor *pmo;
int damage;
int newLife;
angle_t angle;
int slope;
int i;
player_t *player;
AActor *linetarget;
if (NULL == (player = self->player))
{
return;
}
AWeapon *weapon = self->player->ReadyWeapon;
pmo = player->mo;
damage = 20+(pr_staffcheck()&15);
for (i = 0; i < 3; i++)
{
angle = pmo->angle+i*(ANG45/16);
slope = P_AimLineAttack (pmo, angle, fixed_t(1.5*MELEERANGE), &linetarget, 0, false, true);
if (linetarget)
{
P_LineAttack (pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, NAME_Melee, PClass::FindClass ("CStaffPuff"));
pmo->angle = R_PointToAngle2 (pmo->x, pmo->y,
linetarget->x, linetarget->y);
if (((linetarget->player && (!linetarget->IsTeammate (pmo) || level.teamdamage != 0))|| linetarget->flags3&MF3_ISMONSTER)
&& (!(linetarget->flags2&(MF2_DORMANT+MF2_INVULNERABLE))))
{
newLife = player->health+(damage>>3);
newLife = newLife > 100 ? 100 : newLife;
if (newLife > player->health)
{
pmo->health = player->health = newLife;
}
P_SetPsprite (player, ps_weapon, weapon->FindState ("Drain"));
}
if (weapon != NULL)
{
weapon->DepleteAmmo (weapon->bAltFire, false);
}
break;
}
angle = pmo->angle-i*(ANG45/16);
slope = P_AimLineAttack (player->mo, angle, fixed_t(1.5*MELEERANGE), &linetarget, 0, false, true);
if (linetarget)
{
P_LineAttack (pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, NAME_Melee, PClass::FindClass ("CStaffPuff"));
pmo->angle = R_PointToAngle2 (pmo->x, pmo->y,
linetarget->x, linetarget->y);
if ((linetarget->player && (!linetarget->IsTeammate (pmo) || level.teamdamage != 0)) || linetarget->flags3&MF3_ISMONSTER)
{
newLife = player->health+(damage>>4);
newLife = newLife > 100 ? 100 : newLife;
pmo->health = player->health = newLife;
P_SetPsprite (player, ps_weapon, weapon->FindState ("Drain"));
}
weapon->DepleteAmmo (weapon->bAltFire, false);
break;
}
}
}
//============================================================================
//
// A_CStaffAttack
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_CStaffAttack)
{
AActor *mo;
player_t *player;
if (NULL == (player = self->player))
{
return;
}
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
}
mo = P_SpawnPlayerMissile (self, RUNTIME_CLASS(ACStaffMissile), self->angle-(ANG45/15));
if (mo)
{
mo->special2 = 32;
}
mo = P_SpawnPlayerMissile (self, RUNTIME_CLASS(ACStaffMissile), self->angle+(ANG45/15));
if (mo)
{
mo->special2 = 0;
}
S_Sound (self, CHAN_WEAPON, "ClericCStaffFire", 1, ATTN_NORM);
}
//============================================================================
//
// A_CStaffMissileSlither
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_CStaffMissileSlither)
{
fixed_t newX, newY;
int weaveXY;
int angle;
weaveXY = self->special2;
angle = (self->angle+ANG90)>>ANGLETOFINESHIFT;
newX = self->x-FixedMul(finecosine[angle], FloatBobOffsets[weaveXY]);
newY = self->y-FixedMul(finesine[angle], FloatBobOffsets[weaveXY]);
weaveXY = (weaveXY+3)&63;
newX += FixedMul(finecosine[angle], FloatBobOffsets[weaveXY]);
newY += FixedMul(finesine[angle], FloatBobOffsets[weaveXY]);
P_TryMove (self, newX, newY, true);
self->special2 = weaveXY;
}
//============================================================================
//
// A_CStaffInitBlink
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_CStaffInitBlink)
{
self->special1 = (pr_blink()>>1)+20;
}
//============================================================================
//
// A_CStaffCheckBlink
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheckBlink)
{
if (self->player && self->player->ReadyWeapon)
{
if (!--self->special1)
{
P_SetPsprite (self->player, ps_weapon, self->player->ReadyWeapon->FindState ("Blink"));
self->special1 = (pr_blink()+50)>>2;
}
else
{
DoReadyWeapon(self);
}
}
}