qzdoom/src/g_hexen/a_clericstaff.cpp
Christoph Oelckers f1602882c8 - added a no-parameter Spawn function for inventory items that never show on the map, because the coordinate and replacement parameters will always be 0 for them.
- started converting g_hexen.

Most importantly this removes CHolyWeave as it is just a specialized version of A_Weave with far more convoluted use of parameters.
2016-03-21 14:00:05 +01:00

199 lines
4.5 KiB
C++

/*
#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;
}