qzdoom/src/g_heretic/a_knight.cpp

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/*
#include "actor.h"
#include "info.h"
#include "m_random.h"
#include "s_sound.h"
#include "p_local.h"
#include "a_action.h"
#include "a_sharedglobal.h"
#include "gstrings.h"
#include "thingdef/thingdef.h"
*/
static FRandom pr_dripblood ("DripBlood");
static FRandom pr_knightatk ("KnightAttack");
//----------------------------------------------------------------------------
//
// PROC A_DripBlood
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_DripBlood)
{
AActor *mo;
fixed_t x, y;
x = self->x + (pr_dripblood.Random2 () << 11);
y = self->y + (pr_dripblood.Random2 () << 11);
mo = Spawn ("Blood", x, y, self->z, ALLOW_REPLACE);
mo->velx = pr_dripblood.Random2 () << 10;
mo->vely = pr_dripblood.Random2 () << 10;
mo->gravity = FRACUNIT/8;
}
//----------------------------------------------------------------------------
//
// PROC A_KnightAttack
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_KnightAttack)
{
if (!self->target)
{
return;
}
if (self->CheckMeleeRange ())
{
int damage = pr_knightatk.HitDice (3);
P_DamageMobj (self->target, self, self, damage, NAME_Melee);
P_TraceBleed (damage, self->target, self);
S_Sound (self, CHAN_BODY, "hknight/melee", 1, ATTN_NORM);
return;
}
// Throw axe
S_Sound (self, CHAN_BODY, self->AttackSound, 1, ATTN_NORM);
if (self->flags & MF_SHADOW || pr_knightatk () < 40)
{ // Red axe
P_SpawnMissileZ (self, self->z + 36*FRACUNIT, self->target, PClass::FindClass("RedAxe"));
return;
}
// Green axe
P_SpawnMissileZ (self, self->z + 36*FRACUNIT, self->target, PClass::FindClass("KnightAxe"));
}