qzdoom/src/g_heretic/a_wizard.cpp

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#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)
{
self->RenderStyle = STYLE_Normal;
self->flags3 &= ~MF3_GHOST;
}
//----------------------------------------------------------------------------
//
// PROC A_WizAtk1
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_WizAtk1)
{
A_FaceTarget (self);
A_GhostOff (self);
}
//----------------------------------------------------------------------------
//
// PROC A_WizAtk2
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_WizAtk2)
{
A_FaceTarget (self);
self->alpha = HR_SHADOW;
self->RenderStyle = STYLE_Translucent;
self->flags3 |= MF3_GHOST;
}
//----------------------------------------------------------------------------
//
// PROC A_WizAtk3
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_WizAtk3)
{
AActor *mo;
A_GhostOff (self);
if (!self->target)
{
return;
}
S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
if (self->CheckMeleeRange())
{
int damage = pr_wizatk3.HitDice (4);
P_DamageMobj (self->target, self, self, damage, NAME_Melee);
P_TraceBleed (damage, self->target, self);
return;
}
const PClass *fx = PClass::FindClass("WizardFX1");
mo = P_SpawnMissile (self, self->target, fx);
if (mo != NULL)
{
P_SpawnMissileAngle(self, fx, mo->angle-(ANG45/8), mo->momz);
P_SpawnMissileAngle(self, fx, mo->angle+(ANG45/8), mo->momz);
}
}