qzdoom-gpl/src/g_heretic/a_wizard.cpp
Christoph Oelckers 4e60ea0252 - made AActor::alpha a floating point value
- replaced some uses of FRACUNIT with OPAQUE when it was about translucency.
- simplified some overly complicated translucency multiplications in the SBARINFO code.
2016-03-21 12:18:46 +01:00

95 lines
2.1 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"
*/
static FRandom pr_wizatk3 ("WizAtk3");
//----------------------------------------------------------------------------
//
// PROC A_GhostOff
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_GhostOff)
{
PARAM_ACTION_PROLOGUE;
self->RenderStyle = STYLE_Normal;
self->flags3 &= ~MF3_GHOST;
return 0;
}
//----------------------------------------------------------------------------
//
// PROC A_WizAtk1
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_WizAtk1)
{
PARAM_ACTION_PROLOGUE;
A_FaceTarget (self);
CALL_ACTION(A_GhostOff, self);
return 0;
}
//----------------------------------------------------------------------------
//
// PROC A_WizAtk2
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_WizAtk2)
{
PARAM_ACTION_PROLOGUE;
A_FaceTarget (self);
self->Alpha = HR_SHADOW;
self->RenderStyle = STYLE_Translucent;
self->flags3 |= MF3_GHOST;
return 0;
}
//----------------------------------------------------------------------------
//
// PROC A_WizAtk3
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_WizAtk3)
{
PARAM_ACTION_PROLOGUE;
AActor *mo;
CALL_ACTION(A_GhostOff, self);
if (!self->target)
{
return 0;
}
S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
if (self->CheckMeleeRange())
{
int damage = pr_wizatk3.HitDice (4);
int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
return 0;
}
PClassActor *fx = PClass::FindActor("WizardFX1");
mo = P_SpawnMissile (self, self->target, fx);
if (mo != NULL)
{
P_SpawnMissileAngle(self, fx, mo->Angles.Yaw - 45. / 8, mo->Vel.Z);
P_SpawnMissileAngle(self, fx, mo->Angles.Yaw + 45. / 8, mo->Vel.Z);
}
return 0;
}