Esempio n. 1
0
DEFINE_ACTION_FUNCTION(AActor, A_Srcr1Attack)
{
	PARAM_ACTION_PROLOGUE;

	AActor *mo;
	DAngle angle;

	if (!self->target)
	{
		return 0;
	}
	S_Sound (self, CHAN_BODY, self->AttackSound, 1, ATTN_NORM);
	if (self->CheckMeleeRange ())
	{
		int damage = pr_scrc1atk.HitDice (8);
		int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
		P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
		return 0;
	}

	PClassActor *fx = PClass::FindActor("SorcererFX1");
	if (self->health > (self->SpawnHealth()/3)*2)
	{ // Spit one fireball
		P_SpawnMissileZ (self, self->Z() + 48, self->target, fx );
	}
	else
	{ // Spit three fireballs
		mo = P_SpawnMissileZ (self, self->Z() + 48, self->target, fx);
		if (mo != NULL)
		{
			angle = mo->Angles.Yaw;
			P_SpawnMissileAngleZ(self, self->Z() + 48, fx, angle - 3, mo->Vel.Z);
			P_SpawnMissileAngleZ(self, self->Z() + 48, fx, angle + 3, mo->Vel.Z);
		}
		if (self->health < self->SpawnHealth()/3)
		{ // Maybe attack again
			if (self->special1)
			{ // Just attacked, so don't attack again
				self->special1 = 0;
			}
			else
			{ // Set state to attack again
				self->special1 = 1;
				self->SetState (self->FindState("Missile2"));
			}
		}
	}
	return 0;
}
Esempio n. 2
0
DEFINE_ACTION_FUNCTION(AActor, A_Srcr1Attack)
{
	AActor *mo;
	fixed_t velz;
	angle_t angle;

	if (!self->target)
	{
		return;
	}
	S_Sound (self, CHAN_BODY, self->AttackSound, 1, ATTN_NORM);
	if (self->CheckMeleeRange ())
	{
		int damage = pr_scrc1atk.HitDice (8);
		int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
		P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
		return;
	}

	const PClass *fx = PClass::FindClass("SorcererFX1");
	if (self->health > (self->SpawnHealth()/3)*2)
	{ // Spit one fireball
		P_SpawnMissileZ (self, self->Z() + 48*FRACUNIT, self->target, fx );
	}
	else
	{ // Spit three fireballs
		mo = P_SpawnMissileZ (self, self->Z() + 48*FRACUNIT, self->target, fx);
		if (mo != NULL)
		{
			velz = mo->velz;
			angle = mo->angle;
			P_SpawnMissileAngleZ (self, self->Z() + 48*FRACUNIT, fx, angle-ANGLE_1*3, velz);
			P_SpawnMissileAngleZ (self, self->Z() + 48*FRACUNIT, fx, angle+ANGLE_1*3, velz);
		}
		if (self->health < self->SpawnHealth()/3)
		{ // Maybe attack again
			if (self->special1)
			{ // Just attacked, so don't attack again
				self->special1 = 0;
			}
			else
			{ // Set state to attack again
				self->special1 = 1;
				self->SetState (self->FindState("Missile2"));
			}
		}
	}
}
Esempio n. 3
0
void A_Srcr1Attack (AActor *actor)
{
	AActor *mo;
	fixed_t momz;
	angle_t angle;

	if (!actor->target)
	{
		return;
	}
	S_SoundID (actor, CHAN_BODY, actor->AttackSound, 1, ATTN_NORM);
	if (actor->CheckMeleeRange ())
	{
		int damage = pr_scrc1atk.HitDice (8);
		P_DamageMobj (actor->target, actor, actor, damage, NAME_Melee);
		P_TraceBleed (damage, actor->target, actor);
		return;
	}
	if (actor->health > (actor->GetDefault()->health/3)*2)
	{ // Spit one fireball
		P_SpawnMissileZ (actor, actor->z + 48*FRACUNIT, actor->target, RUNTIME_CLASS(ASorcererFX1));
	}
	else
	{ // Spit three fireballs
		mo = P_SpawnMissileZ (actor, actor->z + 48*FRACUNIT, actor->target, RUNTIME_CLASS(ASorcererFX1));
		if (mo != NULL)
		{
			momz = mo->momz;
			angle = mo->angle;
			P_SpawnMissileAngleZ (actor, actor->z + 48*FRACUNIT, RUNTIME_CLASS(ASorcererFX1), angle-ANGLE_1*3, momz);
			P_SpawnMissileAngleZ (actor, actor->z + 48*FRACUNIT, RUNTIME_CLASS(ASorcererFX1), angle+ANGLE_1*3, momz);
		}
		if (actor->health < actor->GetDefault()->health/3)
		{ // Maybe attack again
			if (actor->special1)
			{ // Just attacked, so don't attack again
				actor->special1 = 0;
			}
			else
			{ // Set state to attack again
				actor->special1 = 1;
				actor->SetState (&ASorcerer1::States[S_SRCR1_ATK+3]);
			}
		}
	}
}
Esempio n. 4
0
DEFINE_ACTION_FUNCTION(AActor, A_MinotaurAtk2)
{
    PARAM_ACTION_PROLOGUE;

    AActor *mo;
    DAngle angle;
    double vz;
    double z;
    bool friendly = !!(self->flags5 & MF5_SUMMONEDMONSTER);

    if (self->target == NULL)
    {
        return 0;
    }
    S_Sound (self, CHAN_WEAPON, "minotaur/attack2", 1, ATTN_NORM);
    if (self->CheckMeleeRange())
    {
        int damage;
        damage = pr_atk.HitDice (friendly ? 3 : 5);
        int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
        P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
        return 0;
    }
    z = self->Z() + 40;
    PClassActor *fx = PClass::FindActor("MinotaurFX1");
    if (fx)
    {
        mo = P_SpawnMissileZ (self, z, self->target, fx);
        if (mo != NULL)
        {
//			S_Sound (mo, CHAN_WEAPON, "minotaur/attack2", 1, ATTN_NORM);
            vz = mo->Vel.Z;
            angle = mo->Angles.Yaw;
            P_SpawnMissileAngleZ (self, z, fx, angle-(45./8), vz);
            P_SpawnMissileAngleZ (self, z, fx, angle+(45./8), vz);
            P_SpawnMissileAngleZ (self, z, fx, angle-(45./16), vz);
            P_SpawnMissileAngleZ (self, z, fx, angle+(45./16), vz);
        }
    }
    return 0;
}