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https://github.com/ZDoom/qzdoom.git
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f1602882c8
- 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.
199 lines
4.5 KiB
C++
199 lines
4.5 KiB
C++
/*
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#include "actor.h"
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#include "gi.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "d_player.h"
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#include "a_action.h"
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#include "p_local.h"
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#include "a_action.h"
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#include "p_pspr.h"
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#include "gstrings.h"
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#include "a_hexenglobal.h"
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#include "thingdef/thingdef.h"
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*/
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static FRandom pr_staffcheck ("CStaffCheck");
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static FRandom pr_blink ("CStaffBlink");
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// Serpent Staff Missile ----------------------------------------------------
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class ACStaffMissile : public AActor
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{
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DECLARE_CLASS (ACStaffMissile, AActor)
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public:
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int DoSpecialDamage (AActor *target, int damage, FName damagetype);
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};
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IMPLEMENT_CLASS (ACStaffMissile)
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int ACStaffMissile::DoSpecialDamage (AActor *target, int damage, FName damagetype)
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{
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// Cleric Serpent Staff does poison damage
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if (target->player)
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{
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P_PoisonPlayer (target->player, this, this->target, 20);
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damage >>= 1;
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}
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return damage;
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}
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//============================================================================
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//
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// A_CStaffCheck
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheck)
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{
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PARAM_ACTION_PROLOGUE;
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APlayerPawn *pmo;
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int damage;
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int newLife, max;
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DAngle angle;
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DAngle slope;
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int i;
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player_t *player;
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FTranslatedLineTarget t;
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PClassActor *puff;
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if (NULL == (player = self->player))
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{
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return 0;
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}
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AWeapon *weapon = self->player->ReadyWeapon;
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pmo = player->mo;
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damage = 20 + (pr_staffcheck() & 15);
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max = pmo->GetMaxHealth();
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puff = PClass::FindActor("CStaffPuff");
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for (i = 0; i < 3; i++)
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{
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for (int j = 1; j >= -1; j -= 2)
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{
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angle = pmo->Angles.Yaw + j*i*(45. / 16);
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slope = P_AimLineAttack(pmo, angle, 1.5 * MELEERANGE, &t, 0., ALF_CHECK3D);
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if (t.linetarget)
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{
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P_LineAttack(pmo, angle, 1.5 * MELEERANGE, slope, damage, NAME_Melee, puff, false, &t);
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if (t.linetarget != NULL)
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{
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pmo->Angles.Yaw = t.angleFromSource;
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if (((t.linetarget->player && (!t.linetarget->IsTeammate(pmo) || level.teamdamage != 0)) || t.linetarget->flags3&MF3_ISMONSTER)
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&& (!(t.linetarget->flags2&(MF2_DORMANT | MF2_INVULNERABLE))))
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{
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newLife = player->health + (damage >> 3);
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newLife = newLife > max ? max : newLife;
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if (newLife > player->health)
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{
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pmo->health = player->health = newLife;
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}
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if (weapon != NULL)
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{
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FState * newstate = weapon->FindState("Drain");
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if (newstate != NULL) P_SetPsprite(player, ps_weapon, newstate);
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}
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}
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if (weapon != NULL)
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{
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weapon->DepleteAmmo(weapon->bAltFire, false);
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}
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}
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return 0;
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}
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}
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}
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return 0;
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}
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//============================================================================
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//
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// A_CStaffAttack
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_CStaffAttack)
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{
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PARAM_ACTION_PROLOGUE;
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AActor *mo;
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player_t *player;
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if (NULL == (player = self->player))
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{
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return 0;
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}
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AWeapon *weapon = self->player->ReadyWeapon;
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if (weapon != NULL)
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return 0;
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}
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mo = P_SpawnPlayerMissile (self, RUNTIME_CLASS(ACStaffMissile), self->Angles.Yaw - 3.0);
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if (mo)
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{
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mo->WeaveIndexXY = 32;
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}
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mo = P_SpawnPlayerMissile (self, RUNTIME_CLASS(ACStaffMissile), self->Angles.Yaw + 3.0);
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if (mo)
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{
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mo->WeaveIndexXY = 0;
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}
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S_Sound (self, CHAN_WEAPON, "ClericCStaffFire", 1, ATTN_NORM);
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return 0;
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}
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//============================================================================
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//
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// A_CStaffMissileSlither
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_CStaffMissileSlither)
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{
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PARAM_ACTION_PROLOGUE;
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A_Weave(self, 3, 0, 1., 0.);
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return 0;
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}
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//============================================================================
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//
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// A_CStaffInitBlink
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_CStaffInitBlink)
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{
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PARAM_ACTION_PROLOGUE;
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self->weaponspecial = (pr_blink()>>1)+20;
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return 0;
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}
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//============================================================================
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//
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// A_CStaffCheckBlink
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheckBlink)
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{
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PARAM_ACTION_PROLOGUE;
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if (self->player && self->player->ReadyWeapon)
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{
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if (!--self->weaponspecial)
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{
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P_SetPsprite (self->player, ps_weapon, self->player->ReadyWeapon->FindState ("Blink"));
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self->weaponspecial = (pr_blink()+50)>>2;
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}
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else
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{
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DoReadyWeapon(self);
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}
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}
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return 0;
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}
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