/* #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 "a_action.h" #include "p_pspr.h" #include "gstrings.h" #include "a_hexenglobal.h" #include "thingdef/thingdef.h" */ static FRandom pr_staffcheck ("CStaffCheck"); static FRandom pr_blink ("CStaffBlink"); // Serpent Staff Missile ---------------------------------------------------- class ACStaffMissile : public AActor { DECLARE_CLASS (ACStaffMissile, AActor) public: int DoSpecialDamage (AActor *target, int damage, FName damagetype); }; IMPLEMENT_CLASS (ACStaffMissile) int ACStaffMissile::DoSpecialDamage (AActor *target, int damage, FName damagetype) { // Cleric Serpent Staff does poison damage if (target->player) { P_PoisonPlayer (target->player, this, this->target, 20); damage >>= 1; } return damage; } //============================================================================ // // A_CStaffCheck // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheck) { PARAM_ACTION_PROLOGUE; APlayerPawn *pmo; int damage; int newLife, max; DAngle angle; DAngle slope; int i; player_t *player; FTranslatedLineTarget t; PClassActor *puff; if (NULL == (player = self->player)) { return 0; } AWeapon *weapon = self->player->ReadyWeapon; pmo = player->mo; damage = 20 + (pr_staffcheck() & 15); max = pmo->GetMaxHealth(); puff = PClass::FindActor("CStaffPuff"); for (i = 0; i < 3; i++) { for (int j = 1; j >= -1; j -= 2) { angle = pmo->Angles.Yaw + j*i*(45. / 16); slope = P_AimLineAttack(pmo, angle, 1.5 * MELEERANGE, &t, 0., ALF_CHECK3D); if (t.linetarget) { P_LineAttack(pmo, angle, 1.5 * MELEERANGE, slope, damage, NAME_Melee, puff, false, &t); if (t.linetarget != NULL) { pmo->Angles.Yaw = t.angleFromSource; if (((t.linetarget->player && (!t.linetarget->IsTeammate(pmo) || level.teamdamage != 0)) || t.linetarget->flags3&MF3_ISMONSTER) && (!(t.linetarget->flags2&(MF2_DORMANT | MF2_INVULNERABLE)))) { newLife = player->health + (damage >> 3); newLife = newLife > max ? max : newLife; if (newLife > player->health) { pmo->health = player->health = newLife; } if (weapon != NULL) { FState * newstate = weapon->FindState("Drain"); if (newstate != NULL) P_SetPsprite(player, ps_weapon, newstate); } } if (weapon != NULL) { weapon->DepleteAmmo(weapon->bAltFire, false); } } return 0; } } } return 0; } //============================================================================ // // A_CStaffAttack // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_CStaffAttack) { PARAM_ACTION_PROLOGUE; AActor *mo; player_t *player; if (NULL == (player = self->player)) { return 0; } AWeapon *weapon = self->player->ReadyWeapon; if (weapon != NULL) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return 0; } mo = P_SpawnPlayerMissile (self, RUNTIME_CLASS(ACStaffMissile), self->Angles.Yaw - 3.0); if (mo) { mo->WeaveIndexXY = 32; } mo = P_SpawnPlayerMissile (self, RUNTIME_CLASS(ACStaffMissile), self->Angles.Yaw + 3.0); if (mo) { mo->WeaveIndexXY = 0; } S_Sound (self, CHAN_WEAPON, "ClericCStaffFire", 1, ATTN_NORM); return 0; } //============================================================================ // // A_CStaffMissileSlither // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_CStaffMissileSlither) { PARAM_ACTION_PROLOGUE; A_Weave(self, 3, 0, 1., 0.); return 0; } //============================================================================ // // A_CStaffInitBlink // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_CStaffInitBlink) { PARAM_ACTION_PROLOGUE; self->weaponspecial = (pr_blink()>>1)+20; return 0; } //============================================================================ // // A_CStaffCheckBlink // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheckBlink) { PARAM_ACTION_PROLOGUE; if (self->player && self->player->ReadyWeapon) { if (!--self->weaponspecial) { P_SetPsprite (self->player, ps_weapon, self->player->ReadyWeapon->FindState ("Blink")); self->weaponspecial = (pr_blink()+50)>>2; } else { DoReadyWeapon(self); } } return 0; }