qzdoom/src/g_heretic/a_ironlich.cpp
Randy Heit e4af82ae96 - Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
  are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
  are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
  continue to work as aliases from DECORATE. The ACS functions, however,
  require you to use the new name, since they never saw an official release
  yet.


SVN r1689 (trunk)
2009-06-30 20:57:51 +00:00

208 lines
5.1 KiB
C++

/*
#include "actor.h"
#include "info.h"
#include "m_random.h"
#include "s_sound.h"
#include "p_local.h"
#include "p_enemy.h"
#include "a_action.h"
#include "gstrings.h"
#include "thingdef/thingdef.h"
#include "g_level.h"
*/
static FRandom pr_foo ("WhirlwindDamage");
static FRandom pr_atk ("LichAttack");
static FRandom pr_seek ("WhirlwindSeek");
class AWhirlwind : public AActor
{
DECLARE_CLASS (AWhirlwind, AActor)
public:
int DoSpecialDamage (AActor *target, int damage);
};
IMPLEMENT_CLASS(AWhirlwind)
int AWhirlwind::DoSpecialDamage (AActor *target, int damage)
{
int randVal;
target->angle += pr_foo.Random2() << 20;
target->velx += pr_foo.Random2() << 10;
target->vely += pr_foo.Random2() << 10;
if ((level.time & 16) && !(target->flags2 & MF2_BOSS))
{
randVal = pr_foo();
if (randVal > 160)
{
randVal = 160;
}
target->velz += randVal << 11;
if (target->velz > 12*FRACUNIT)
{
target->velz = 12*FRACUNIT;
}
}
if (!(level.time & 7))
{
P_DamageMobj (target, NULL, this->target, 3, NAME_Melee);
}
return -1;
}
//----------------------------------------------------------------------------
//
// PROC A_LichAttack
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_LichAttack)
{
int i;
AActor *fire;
AActor *baseFire;
AActor *mo;
AActor *target;
int randAttack;
static const int atkResolve1[] = { 50, 150 };
static const int atkResolve2[] = { 150, 200 };
int dist;
// Ice ball (close 20% : far 60%)
// Fire column (close 40% : far 20%)
// Whirlwind (close 40% : far 20%)
// Distance threshold = 8 cells
target = self->target;
if (target == NULL)
{
return;
}
A_FaceTarget (self);
if (self->CheckMeleeRange ())
{
int damage = pr_atk.HitDice (6);
P_DamageMobj (target, self, self, damage, NAME_Melee);
P_TraceBleed (damage, target, self);
return;
}
dist = P_AproxDistance (self->x-target->x, self->y-target->y)
> 8*64*FRACUNIT;
randAttack = pr_atk ();
if (randAttack < atkResolve1[dist])
{ // Ice ball
P_SpawnMissile (self, target, PClass::FindClass("HeadFX1"));
S_Sound (self, CHAN_BODY, "ironlich/attack2", 1, ATTN_NORM);
}
else if (randAttack < atkResolve2[dist])
{ // Fire column
baseFire = P_SpawnMissile (self, target, PClass::FindClass("HeadFX3"));
if (baseFire != NULL)
{
baseFire->SetState (baseFire->FindState("NoGrow"));
for (i = 0; i < 5; i++)
{
fire = Spawn("HeadFX3", baseFire->x, baseFire->y,
baseFire->z, ALLOW_REPLACE);
if (i == 0)
{
S_Sound (self, CHAN_BODY, "ironlich/attack1", 1, ATTN_NORM);
}
fire->target = baseFire->target;
fire->angle = baseFire->angle;
fire->velx = baseFire->velx;
fire->vely = baseFire->vely;
fire->velz = baseFire->velz;
fire->Damage = 0;
fire->health = (i+1) * 2;
P_CheckMissileSpawn (fire);
}
}
}
else
{ // Whirlwind
mo = P_SpawnMissile (self, target, RUNTIME_CLASS(AWhirlwind));
if (mo != NULL)
{
mo->z -= 32*FRACUNIT;
mo->tracer = target;
mo->special1 = 60;
mo->special2 = 50; // Timer for active sound
mo->health = 20*TICRATE; // Duration
S_Sound (self, CHAN_BODY, "ironlich/attack3", 1, ATTN_NORM);
}
}
}
//----------------------------------------------------------------------------
//
// PROC A_WhirlwindSeek
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_WhirlwindSeek)
{
self->health -= 3;
if (self->health < 0)
{
self->velx = self->vely = self->velz = 0;
self->SetState (self->FindState(NAME_Death));
self->flags &= ~MF_MISSILE;
return;
}
if ((self->special2 -= 3) < 0)
{
self->special2 = 58 + (pr_seek() & 31);
S_Sound (self, CHAN_BODY, "ironlich/attack3", 1, ATTN_NORM);
}
if (self->tracer && self->tracer->flags&MF_SHADOW)
{
return;
}
P_SeekerMissile (self, ANGLE_1*10, ANGLE_1*30);
}
//----------------------------------------------------------------------------
//
// PROC A_LichIceImpact
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_LichIceImpact)
{
int i;
angle_t angle;
AActor *shard;
for (i = 0; i < 8; i++)
{
shard = Spawn("HeadFX2", self->x, self->y, self->z, ALLOW_REPLACE);
angle = i*ANG45;
shard->target = self->target;
shard->angle = angle;
angle >>= ANGLETOFINESHIFT;
shard->velx = FixedMul (shard->Speed, finecosine[angle]);
shard->vely = FixedMul (shard->Speed, finesine[angle]);
shard->velz = -FRACUNIT*6/10;
P_CheckMissileSpawn (shard);
}
}
//----------------------------------------------------------------------------
//
// PROC A_LichFireGrow
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_LichFireGrow)
{
self->health--;
self->z += 9*FRACUNIT;
if (self->health == 0)
{
self->Damage = self->GetDefault()->Damage;
self->SetState (self->FindState("NoGrow"));
}
}