mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-12-13 21:51:08 +00:00
db5723997c
SVN r1224 (trunk)
206 lines
5.1 KiB
C++
206 lines
5.1 KiB
C++
#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);
|
|
};
|
|
|
|
IMPLEMENT_CLASS(AWhirlwind)
|
|
|
|
int AWhirlwind::DoSpecialDamage (AActor *target, int damage)
|
|
{
|
|
int randVal;
|
|
|
|
target->angle += pr_foo.Random2() << 20;
|
|
target->momx += pr_foo.Random2() << 10;
|
|
target->momy += pr_foo.Random2() << 10;
|
|
if ((level.time & 16) && !(target->flags2 & MF2_BOSS))
|
|
{
|
|
randVal = pr_foo();
|
|
if (randVal > 160)
|
|
{
|
|
randVal = 160;
|
|
}
|
|
target->momz += randVal << 11;
|
|
if (target->momz > 12*FRACUNIT)
|
|
{
|
|
target->momz = 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);
|
|
P_DamageMobj (target, self, self, damage, NAME_Melee);
|
|
P_TraceBleed (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->momx = baseFire->momx;
|
|
fire->momy = baseFire->momy;
|
|
fire->momz = baseFire->momz;
|
|
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->momx = self->momy = self->momz = 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->momx = FixedMul (shard->Speed, finecosine[angle]);
|
|
shard->momy = FixedMul (shard->Speed, finesine[angle]);
|
|
shard->momz = -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"));
|
|
}
|
|
}
|
|
|