qzdoom/src/g_hexen/a_clericstaff.cpp

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#include "actor.h"
#include "gi.h"
#include "m_random.h"
#include "s_sound.h"
#include "d_player.h"
#include "a_action.h"
#include "p_local.h"
#include "p_enemy.h"
#include "a_action.h"
#include "p_pspr.h"
#include "gstrings.h"
#include "a_hexenglobal.h"
static FRandom pr_staffcheck ("CStaffCheck");
static FRandom pr_blink ("CStaffBlink");
void A_CStaffInitBlink (AActor *actor);
void A_CStaffCheckBlink (AActor *actor);
void A_CStaffCheck (AActor *actor);
void A_CStaffAttack (AActor *actor);
void A_CStaffMissileSlither (AActor *);
// The Cleric's Serpent Staff -----------------------------------------------
class ACWeapStaff : public AClericWeapon
{
DECLARE_ACTOR (ACWeapStaff, AClericWeapon)
public:
const char *PickupMessage ()
{
return GStrings("TXT_WEAPON_C2");
}
};
FState ACWeapStaff::States[] =
{
#define S_CSTAFF 0
S_NORMAL (WCSS, 'A', -1, NULL , NULL),
#define S_CSTAFFREADY (S_CSTAFF+1)
S_NORMAL (CSSF, 'C', 4, NULL , &States[S_CSTAFFREADY+1]),
S_NORMAL (CSSF, 'B', 3, A_CStaffInitBlink , &States[S_CSTAFFREADY+2]),
S_NORMAL (CSSF, 'A', 1, A_WeaponReady , &States[S_CSTAFFREADY+3]),
S_NORMAL (CSSF, 'A', 1, A_WeaponReady , &States[S_CSTAFFREADY+4]),
S_NORMAL (CSSF, 'A', 1, A_WeaponReady , &States[S_CSTAFFREADY+5]),
S_NORMAL (CSSF, 'A', 1, A_WeaponReady , &States[S_CSTAFFREADY+6]),
S_NORMAL (CSSF, 'A', 1, A_WeaponReady , &States[S_CSTAFFREADY+7]),
S_NORMAL (CSSF, 'A', 1, A_WeaponReady , &States[S_CSTAFFREADY+8]),
S_NORMAL (CSSF, 'A', 1, A_WeaponReady , &States[S_CSTAFFREADY+9]),
S_NORMAL (CSSF, 'A', 1, A_CStaffCheckBlink , &States[S_CSTAFFREADY+2]),
#define S_CSTAFFBLINK (S_CSTAFFREADY+10)
S_NORMAL (CSSF, 'B', 1, A_WeaponReady , &States[S_CSTAFFBLINK+1]),
S_NORMAL (CSSF, 'B', 1, A_WeaponReady , &States[S_CSTAFFBLINK+2]),
S_NORMAL (CSSF, 'B', 1, A_WeaponReady , &States[S_CSTAFFBLINK+3]),
S_NORMAL (CSSF, 'C', 1, A_WeaponReady , &States[S_CSTAFFBLINK+4]),
S_NORMAL (CSSF, 'C', 1, A_WeaponReady , &States[S_CSTAFFBLINK+5]),
S_NORMAL (CSSF, 'C', 1, A_WeaponReady , &States[S_CSTAFFBLINK+6]),
S_NORMAL (CSSF, 'C', 1, A_WeaponReady , &States[S_CSTAFFBLINK+7]),
S_NORMAL (CSSF, 'C', 1, A_WeaponReady , &States[S_CSTAFFBLINK+8]),
S_NORMAL (CSSF, 'B', 1, A_WeaponReady , &States[S_CSTAFFBLINK+9]),
S_NORMAL (CSSF, 'B', 1, A_WeaponReady , &States[S_CSTAFFBLINK+10]),
S_NORMAL (CSSF, 'B', 1, A_WeaponReady , &States[S_CSTAFFREADY+2]),
#define S_CSTAFFDOWN (S_CSTAFFBLINK+11)
S_NORMAL (CSSF, 'B', 3, NULL , &States[S_CSTAFFDOWN+1]),
S_NORMAL (CSSF, 'C', 4, NULL , &States[S_CSTAFFDOWN+2]),
S_NORMAL (CSSF, 'C', 1, A_Lower , &States[S_CSTAFFDOWN+2]),
#define S_CSTAFFUP (S_CSTAFFDOWN+3)
S_NORMAL (CSSF, 'C', 1, A_Raise , &States[S_CSTAFFUP]),
#define S_CSTAFFATK (S_CSTAFFUP+1)
S_NORMAL2 (CSSF, 'A', 1, A_CStaffCheck , &States[S_CSTAFFATK+1], 0, 45),
S_NORMAL2 (CSSF, 'J', 1, A_CStaffAttack , &States[S_CSTAFFATK+2], 0, 50),
S_NORMAL2 (CSSF, 'J', 2, NULL , &States[S_CSTAFFATK+3], 0, 50),
S_NORMAL2 (CSSF, 'J', 2, NULL , &States[S_CSTAFFATK+4], 0, 45),
S_NORMAL2 (CSSF, 'A', 2, NULL , &States[S_CSTAFFATK+5], 0, 40),
S_NORMAL2 (CSSF, 'A', 2, NULL , &States[S_CSTAFFREADY+2], 0, 36),
#define S_CSTAFFATK2 (S_CSTAFFATK+6)
S_NORMAL2 (CSSF, 'K', 10, NULL , &States[S_CSTAFFREADY+2], 0, 36),
};
IMPLEMENT_ACTOR (ACWeapStaff, Hexen, 10, 32)
PROP_Flags (MF_SPECIAL)
PROP_SpawnState (S_CSTAFF)
PROP_Weapon_SelectionOrder (1600)
PROP_Weapon_AmmoUse1 (1)
PROP_Weapon_AmmoGive1 (25)
PROP_Weapon_UpState (S_CSTAFFUP)
PROP_Weapon_DownState (S_CSTAFFDOWN)
PROP_Weapon_ReadyState (S_CSTAFFREADY)
PROP_Weapon_AtkState (S_CSTAFFATK)
PROP_Weapon_HoldAtkState (S_CSTAFFATK)
PROP_Weapon_Kickback (150)
PROP_Weapon_YAdjust (10)
PROP_Weapon_MoveCombatDist (25000000)
PROP_Weapon_AmmoType1 ("Mana1")
PROP_Weapon_ProjectileType ("CStaffMissile")
END_DEFAULTS
// Serpent Staff Missile ----------------------------------------------------
class ACStaffMissile : public AActor
{
DECLARE_ACTOR (ACStaffMissile, AActor)
public:
int DoSpecialDamage (AActor *target, int damage);
};
FState ACStaffMissile::States[] =
{
#define S_CSTAFF_MISSILE1 0
S_BRIGHT (CSSF, 'D', 1, A_CStaffMissileSlither , &States[S_CSTAFF_MISSILE1+1]),
S_BRIGHT (CSSF, 'D', 1, A_CStaffMissileSlither , &States[S_CSTAFF_MISSILE1+2]),
S_BRIGHT (CSSF, 'E', 1, A_CStaffMissileSlither , &States[S_CSTAFF_MISSILE1+3]),
S_BRIGHT (CSSF, 'E', 1, A_CStaffMissileSlither , &States[S_CSTAFF_MISSILE1]),
#define S_CSTAFF_MISSILE_X1 (S_CSTAFF_MISSILE1+4)
S_BRIGHT (CSSF, 'F', 4, NULL , &States[S_CSTAFF_MISSILE_X1+1]),
S_BRIGHT (CSSF, 'G', 4, NULL , &States[S_CSTAFF_MISSILE_X1+2]),
S_BRIGHT (CSSF, 'H', 3, NULL , &States[S_CSTAFF_MISSILE_X1+3]),
S_BRIGHT (CSSF, 'I', 3, NULL , NULL),
};
IMPLEMENT_ACTOR (ACStaffMissile, Hexen, -1, 0)
PROP_SpeedFixed (22)
PROP_RadiusFixed (12)
PROP_HeightFixed (10)
PROP_Damage (5)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
PROP_Flags2 (MF2_NOTELEPORT|MF2_IMPACT|MF2_PCROSS)
PROP_RenderStyle (STYLE_Add)
PROP_SpawnState (S_CSTAFF_MISSILE1)
PROP_DeathState (S_CSTAFF_MISSILE_X1)
PROP_DeathSound ("ClericCStaffExplode")
END_DEFAULTS
int ACStaffMissile::DoSpecialDamage (AActor *target, int damage)
{
// Cleric Serpent Staff does poison damage
if (target->player)
{
P_PoisonPlayer (target->player, this, this->target, 20);
damage >>= 1;
}
return damage;
}
// Serpent Staff Puff -------------------------------------------------------
class ACStaffPuff : public AActor
{
DECLARE_ACTOR (ACStaffPuff, AActor)
};
FState ACStaffPuff::States[] =
{
S_NORMAL (FHFX, 'S', 4, NULL , &States[1]),
S_NORMAL (FHFX, 'T', 4, NULL , &States[2]),
S_NORMAL (FHFX, 'U', 4, NULL , &States[3]),
S_NORMAL (FHFX, 'V', 4, NULL , &States[4]),
S_NORMAL (FHFX, 'W', 4, NULL , NULL),
};
IMPLEMENT_ACTOR (ACStaffPuff, Hexen, -1, 0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
PROP_Flags3 (MF3_PUFFONACTORS)
PROP_RenderStyle (STYLE_Translucent)
PROP_Alpha (HX_SHADOW)
PROP_SpawnState (0)
PROP_SeeSound ("ClericCStaffHitThing")
END_DEFAULTS
//============================================================================
//
// A_CStaffCheck
//
//============================================================================
void A_CStaffCheck (AActor *actor)
{
AActor *pmo;
int damage;
int newLife;
angle_t angle;
int slope;
int i;
player_t *player;
if (NULL == (player = actor->player))
{
return;
}
AWeapon *weapon = actor->player->ReadyWeapon;
pmo = player->mo;
damage = 20+(pr_staffcheck()&15);
for (i = 0; i < 3; i++)
{
angle = pmo->angle+i*(ANG45/16);
slope = P_AimLineAttack (pmo, angle, fixed_t(1.5*MELEERANGE));
if (linetarget)
{
P_LineAttack (pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, MOD_HIT, RUNTIME_CLASS(ACStaffPuff));
pmo->angle = R_PointToAngle2 (pmo->x, pmo->y,
linetarget->x, linetarget->y);
if ((linetarget->player || linetarget->flags3&MF3_ISMONSTER)
&& (!(linetarget->flags2&(MF2_DORMANT+MF2_INVULNERABLE))))
{
newLife = player->health+(damage>>3);
newLife = newLife > 100 ? 100 : newLife;
if (newLife > player->health)
{
pmo->health = player->health = newLife;
}
P_SetPsprite (player, ps_weapon, &ACWeapStaff::States[S_CSTAFFATK2]);
}
if (weapon != NULL)
{
weapon->DepleteAmmo (weapon->bAltFire, false);
}
break;
}
angle = pmo->angle-i*(ANG45/16);
slope = P_AimLineAttack (player->mo, angle, fixed_t(1.5*MELEERANGE));
if (linetarget)
{
P_LineAttack (pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, MOD_HIT, RUNTIME_CLASS(ACStaffPuff));
pmo->angle = R_PointToAngle2 (pmo->x, pmo->y,
linetarget->x, linetarget->y);
if (linetarget->player || linetarget->flags3&MF3_ISMONSTER)
{
newLife = player->health+(damage>>4);
newLife = newLife > 100 ? 100 : newLife;
pmo->health = player->health = newLife;
P_SetPsprite (player, ps_weapon, &ACWeapStaff::States[S_CSTAFFATK2]);
}
weapon->DepleteAmmo (weapon->bAltFire, false);
break;
}
}
}
//============================================================================
//
// A_CStaffAttack
//
//============================================================================
void A_CStaffAttack (AActor *actor)
{
AActor *mo;
player_t *player;
if (NULL == (player = actor->player))
{
return;
}
AWeapon *weapon = actor->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
}
mo = P_SpawnPlayerMissile (actor, RUNTIME_CLASS(ACStaffMissile), actor->angle-(ANG45/15));
if (mo)
{
mo->special2 = 32;
}
mo = P_SpawnPlayerMissile (actor, RUNTIME_CLASS(ACStaffMissile), actor->angle+(ANG45/15));
if (mo)
{
mo->special2 = 0;
}
S_Sound (actor, CHAN_WEAPON, "ClericCStaffFire", 1, ATTN_NORM);
}
//============================================================================
//
// A_CStaffMissileSlither
//
//============================================================================
void A_CStaffMissileSlither (AActor *actor)
{
fixed_t newX, newY;
int weaveXY;
int angle;
weaveXY = actor->special2;
angle = (actor->angle+ANG90)>>ANGLETOFINESHIFT;
newX = actor->x-FixedMul(finecosine[angle], FloatBobOffsets[weaveXY]);
newY = actor->y-FixedMul(finesine[angle], FloatBobOffsets[weaveXY]);
weaveXY = (weaveXY+3)&63;
newX += FixedMul(finecosine[angle], FloatBobOffsets[weaveXY]);
newY += FixedMul(finesine[angle], FloatBobOffsets[weaveXY]);
P_TryMove (actor, newX, newY, true);
actor->special2 = weaveXY;
}
//============================================================================
//
// A_CStaffInitBlink
//
//============================================================================
void A_CStaffInitBlink (AActor *actor)
{
actor->special1 = (pr_blink()>>1)+20;
}
//============================================================================
//
// A_CStaffCheckBlink
//
//============================================================================
void A_CStaffCheckBlink (AActor *actor)
{
if (!--actor->special1)
{
P_SetPsprite (actor->player, ps_weapon, &ACWeapStaff::States[S_CSTAFFBLINK]);
actor->special1 = (pr_blink()+50)>>2;
}
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else
{
A_WeaponReady (actor);
}
}