qzdoom/src/g_heretic/a_ironlich.cpp
Christoph Oelckers 760f70d3f1 - Changed compilation for g_doom, g_heretic, g_hexen and g_strife folders
so that all files are included by a central one instead of compiling 
  each one separately. This speeds up the compilation process by 25%
  when doing a complete rebuild in Visual C.
- Cleaned up more header dependencies.

SVN r1226 (trunk)
2008-09-15 14:11:05 +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->momx += pr_foo.Random2() << 10;
target->momy += pr_foo.Random2() << 10;
if ((level.time & 16) && !(target->flags2 & MF2_BOSS))
{
randVal = pr_foo();
if (randVal > 160)
{
randVal = 160;
}
target->momz += randVal << 11;
if (target->momz > 12*FRACUNIT)
{
target->momz = 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->momx = baseFire->momx;
fire->momy = baseFire->momy;
fire->momz = baseFire->momz;
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->momx = self->momy = self->momz = 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->momx = FixedMul (shard->Speed, finecosine[angle]);
shard->momy = FixedMul (shard->Speed, finesine[angle]);
shard->momz = -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"));
}
}