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Copy pathbadguyprimary.cpp
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177 lines (144 loc) · 4.23 KB
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#include "Common.h"
#include "globals.h"
#include "BadGuyPrimary.h"
//******************************************************************************************
void CBadGuyPrimary::Init(CInitThing *i)
{
SUPERTYPE::Init(i);
mOddsOfDoingSpinAttack = -1 ;
if (mCounter0 >=4)
{
mOddsOfDoingSpinAttack = (mCounter0 >> 1) +10;
}
mCanBlockBF |= SI_SPIN_PUNCH ;
}
//******************************************************************************************
BOOL CBadGuyPrimary::Attack(SINT no)
{
BOOL res = CCharBall::Attack(no) ;
if (res == FALSE) return FALSE ;
if (MainCharacterAttack(no))
{
return TRUE ;
}
return FALSE ;
}
//******************************************************************************************
BOOL CBadGuyPrimary::CounterAttack(BOOL facing_target)
{
if (!IsStriking())
{
Attack(1) ;
}
if (mCurrentAction != ATTACK_TARGET)
{
StartAttackingTarget() ;
mStateTimer = 0;
}
return TRUE ;
}
#define BAD_GUY_FRAMES_END_COMBO 45
//******************************************************************************************
BOOL CBadGuyPrimary::DoAnAttack()
{
// spin attack
SINT pc = RANDOM()%100 ;
SINT diff = GAME.GetGameTurn() - mLastPunchFrameNum ;
if (mCurrentPunchSequenceNum ==0 || diff >= BAD_GUY_FRAMES_END_COMBO )
{
SINT pc = RANDOM()%100 ;
if (mOddsOfDoingSpinAttack != -1 && pc <= mOddsOfDoingSpinAttack)
{
return Attack(1) ;
}
}
return Attack(0) ;
}
//******************************************************************************************
GINT CBadGuyPrimary::GroundFriction(EFrictionType friction_type)
{
GINT friction = SUPERTYPE::GroundFriction(friction_type);
if (mAnimMode == AM_CHARGE) friction*=G(0,62000) ;
return friction ;
}
//******************************************************************************************
//******************************************************************************************
//******************************************************************************************
void CBadGuyBenny::Process()
{
if (mAnimMode == AM_PUNCH || mAnimMode == AM_PUNCH_HIT)
{
mDFlags&= (~DFC_DrawTrail) ;
}
else
{
mDFlags|= DFC_DrawTrail ;
}
SUPERTYPE::Process() ;
}
//******************************************************************************************
//******************************************************************************************
//******************************************************************************************
void CBadGuyDoctor::Process()
{
if (mAnimMode == AM_PUNCH || mAnimMode == AM_PUNCH_HIT)
{
mDFlags&= (~DFC_DrawTrail) ;
}
else
{
mDFlags|= DFC_DrawTrail ;
}
SUPERTYPE::Process() ;
}
/*
//******************************************************************************************
//******************************************************************************************
//******************************************************************************************
void CKingHillBadGuyPrimary::Init(CInitThing *i)
{
SUPERTYPE::Init(i);
mOddsOfDoingSpinAttack = -1 ;
if (mCounter0 >=4)
{
mOddsOfDoingSpinAttack = (mCounter0 >> 1) +30;
}
}
//******************************************************************************************
BOOL CKingHillBadGuyPrimary::Attack(SINT no)
{
BOOL res = CCharBall::Attack(no) ;
if (res == FALSE) return FALSE ;
if (MainCharacterAttack(no))
{
return TRUE ;
}
return FALSE ;
}
#define BAD_GUY_FRAMES_END_COMBO 45
//******************************************************************************************
BOOL CKingHillBadGuyPrimary::DoAnAttack()
{
// spin attack
SINT pc = RANDOM()%100 ;
SINT diff = GAME.GetGameTurn() - mLastPunchFrameNum ;
if (mCurrentPunchSequenceNum ==0 || diff >= BAD_GUY_FRAMES_END_COMBO )
{
SINT pc = RANDOM()%100 ;
// less likely to do a spin attack if have a weapon
if (mHoldingThing) pc=pc << 1 ;
if (mOddsOfDoingSpinAttack != -1 && pc <= mOddsOfDoingSpinAttack)
{
return Attack(1) ;
}
}
return Attack(0) ;
}
//******************************************************************************************
GINT CKingHillBadGuyPrimary::GroundFriction(EFrictionType friction_type)
{
GINT friction = SUPERTYPE::GroundFriction(friction_type);
if (mAnimMode == AM_CHARGE) friction*=G(0,62000) ;
return friction ;
}
*/