
// The Fighter's Hammer -----------------------------------------------------

class FWeapHammer : FighterWeapon
{
	const HAMMER_RANGE = 1.5 * DEFMELEERANGE;

	Default
	{
		+BLOODSPLATTER
		Weapon.SelectionOrder 900;
		+WEAPON.AMMO_OPTIONAL +WEAPON.MELEEWEAPON
		Weapon.AmmoUse1 3;
		Weapon.AmmoGive1 25;
		Weapon.KickBack 150;
		Weapon.YAdjust -10;
		Weapon.AmmoType1 "Mana2";
		Inventory.PickupMessage "$TXT_WEAPON_F3";
		Obituary "$OB_MPFWEAPHAMMERM";
		Tag "$TAG_FWEAPHAMMER";
	}

	States
	{
	Spawn:
		WFHM A -1;
		Stop;
	Select:
		FHMR A 1 A_Raise;
		Loop;
	Deselect:
		FHMR A 1 A_Lower;
		Loop;
	Ready:
		FHMR A 1 A_WeaponReady;
		Loop;
	Fire:
		FHMR B 6 Offset (5, 0);
		FHMR C 3 Offset (5, 0) A_FHammerAttack;
		FHMR D 3 Offset (5, 0);
		FHMR E 2 Offset (5, 0);
		FHMR E 10 Offset (5, 150) A_FHammerThrow;
		FHMR A 1 Offset (0, 60);
		FHMR A 1 Offset (0, 55);
		FHMR A 1 Offset (0, 50);
		FHMR A 1 Offset (0, 45);
		FHMR A 1 Offset (0, 40);
		FHMR A 1 Offset (0, 35);
		FHMR A 1;
		Goto Ready;
	}

	//============================================================================
	//
	// A_FHammerAttack
	//
	//============================================================================

	action void A_FHammerAttack()
	{
		FTranslatedLineTarget t;

		if (player == null)
		{
			return;
		}

		int damage = 60+(random[HammerAtk]() & 63);
		for (int i = 0; i < 16; i++)
		{
			for (int j = 1; j >= -1; j -= 2)
			{
				double ang = angle + j*i*(45. / 32);
				double slope = AimLineAttack(ang, HAMMER_RANGE, t, 0., ALF_CHECK3D);
				if (t.linetarget != null)
				{
					LineAttack(ang, HAMMER_RANGE, slope, damage, 'Melee', "HammerPuff", true, t);
					if (t.linetarget != null)
					{
						AdjustPlayerAngle(t);
						if (t.linetarget.bIsMonster || t.linetarget.player)
						{
							t.linetarget.Thrust(10, t.attackAngleFromSource);
						}
						weaponspecial = false; // Don't throw a hammer
						return;
					}
				}
			}
		}
		// didn't find any targets in meleerange, so set to throw out a hammer
		double slope = AimLineAttack (angle, HAMMER_RANGE, null, 0., ALF_CHECK3D);
		weaponspecial = (LineAttack (angle, HAMMER_RANGE, slope, damage, 'Melee', "HammerPuff", true) == null);

		// Don't spawn a hammer if the player doesn't have enough mana
		if (player.ReadyWeapon == null ||
			!player.ReadyWeapon.CheckAmmo (player.ReadyWeapon.bAltFire ?
				Weapon.AltFire : Weapon.PrimaryFire, false, true))
		{ 
			weaponspecial = false;
		}
	}

	//============================================================================
	//
	// A_FHammerThrow
	//
	//============================================================================

	action void A_FHammerThrow()
	{
		if (player == null)
		{
			return;
		}

		if (!weaponspecial)
		{
			return;
		}
		Weapon weapon = player.ReadyWeapon;
		if (weapon != null)
		{
			if (!weapon.DepleteAmmo (weapon.bAltFire, false))
				return;
		}
		Actor mo = SpawnPlayerMissile ("HammerMissile"); 
		if (mo)
		{
			mo.special1 = 0;
		}
	}
}

// Hammer Missile -----------------------------------------------------------

class HammerMissile : Actor
{
	Default
	{
		Speed 25;
		Radius 14;
		Height 20;
		Damage 10;
		DamageType "Fire";
		Projectile;
		DeathSound "FighterHammerExplode";
		Obituary "$OB_MPFWEAPHAMMERR";
	}

	States
	{
	Spawn:
		FHFX A 2 Bright;
		FHFX B 2 Bright A_PlaySound ("FighterHammerContinuous");
		FHFX CDEFGH 2 Bright;
		Loop;
	Death:
		FHFX I 3 Bright A_SetRenderStyle(1, STYLE_Add);
		FHFX J 3 Bright;
		FHFX K 3 Bright A_Explode (128, 128, 0);
		FHFX LM 3 Bright;
		FHFX N 3;
		FHFX OPQR 3 Bright;
		Stop;
	}
}

// Hammer Puff (also used by fist) ------------------------------------------

class HammerPuff : Actor
{
	Default
	{
		+NOBLOCKMAP +NOGRAVITY
		+PUFFONACTORS
		RenderStyle "Translucent";
		Alpha 0.6;
		VSpeed 0.8;
		SeeSound "FighterHammerHitThing";
		AttackSound "FighterHammerHitWall";
		ActiveSound "FighterHammerMiss";
	}
	States
	{
	Spawn:
		FHFX STUVW 4;
		Stop;
	}
}
