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https://github.com/ZDoom/qzdoom-gpl.git
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e4af82ae96
velocity, and now it's known as such. The actor variables momx/momy/momz are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will continue to work as aliases from DECORATE. The ACS functions, however, require you to use the new name, since they never saw an official release yet. SVN r1689 (trunk)
208 lines
5.1 KiB
C++
208 lines
5.1 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);
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};
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IMPLEMENT_CLASS(AWhirlwind)
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int AWhirlwind::DoSpecialDamage (AActor *target, int damage)
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{
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int randVal;
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target->angle += pr_foo.Random2() << 20;
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target->velx += pr_foo.Random2() << 10;
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target->vely += pr_foo.Random2() << 10;
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if ((level.time & 16) && !(target->flags2 & MF2_BOSS))
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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->velz += randVal << 11;
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if (target->velz > 12*FRACUNIT)
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{
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target->velz = 12*FRACUNIT;
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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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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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int dist;
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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;
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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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P_DamageMobj (target, self, self, damage, NAME_Melee);
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P_TraceBleed (damage, target, self);
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return;
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}
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dist = P_AproxDistance (self->x-target->x, self->y-target->y)
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> 8*64*FRACUNIT;
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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::FindClass("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::FindClass("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->x, baseFire->y,
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baseFire->z, 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->angle = baseFire->angle;
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fire->velx = baseFire->velx;
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fire->vely = baseFire->vely;
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fire->velz = baseFire->velz;
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fire->Damage = 0;
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fire->health = (i+1) * 2;
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P_CheckMissileSpawn (fire);
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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->z -= 32*FRACUNIT;
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mo->tracer = target;
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mo->special1 = 60;
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mo->special2 = 50; // Timer for active sound
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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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}
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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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self->health -= 3;
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if (self->health < 0)
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{
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self->velx = self->vely = self->velz = 0;
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self->SetState (self->FindState(NAME_Death));
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self->flags &= ~MF_MISSILE;
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return;
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}
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if ((self->special2 -= 3) < 0)
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{
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self->special2 = 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;
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}
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P_SeekerMissile (self, ANGLE_1*10, ANGLE_1*30);
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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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int i;
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angle_t angle;
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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->x, self->y, self->z, ALLOW_REPLACE);
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angle = i*ANG45;
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shard->target = self->target;
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shard->angle = angle;
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angle >>= ANGLETOFINESHIFT;
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shard->velx = FixedMul (shard->Speed, finecosine[angle]);
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shard->vely = FixedMul (shard->Speed, finesine[angle]);
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shard->velz = -FRACUNIT*6/10;
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P_CheckMissileSpawn (shard);
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}
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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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self->health--;
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self->z += 9*FRACUNIT;
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if (self->health == 0)
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{
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self->Damage = self->GetDefault()->Damage;
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self->SetState (self->FindState("NoGrow"));
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}
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}
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