mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-08 14:01:32 +00:00
e4af82ae96
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)
208 lines
5.1 KiB
C++
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"));
|
|
}
|
|
}
|
|
|