gzdoom-gles/src/g_hexen/a_fighterhammer.cpp

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#include "actor.h"
#include "gi.h"
#include "m_random.h"
#include "s_sound.h"
#include "d_player.h"
#include "a_action.h"
#include "p_local.h"
#include "p_enemy.h"
#include "a_action.h"
#include "p_pspr.h"
#include "gstrings.h"
#include "a_hexenglobal.h"
const fixed_t HAMMER_RANGE = MELEERANGE+MELEERANGE/2;
static FRandom pr_atk ("FHammerAtk");
extern void AdjustPlayerAngle (AActor *pmo, AActor *linetarget);
//============================================================================
//
// A_FHammerAttack
//
//============================================================================
void A_FHammerAttack (AActor *actor)
{
angle_t angle;
int damage;
fixed_t power;
int slope;
int i;
player_t *player;
AActor *linetarget;
if (NULL == (player = actor->player))
{
return;
}
AActor *pmo=player->mo;
damage = 60+(pr_atk()&63);
power = 10*FRACUNIT;
for (i = 0; i < 16; i++)
{
angle = pmo->angle + i*(ANG45/32);
slope = P_AimLineAttack (pmo, angle, HAMMER_RANGE, &linetarget);
if (linetarget)
{
P_LineAttack (pmo, angle, HAMMER_RANGE, slope, damage, NAME_Melee, PClass::FindClass ("HammerPuff"), true);
AdjustPlayerAngle(pmo, linetarget);
if (linetarget->flags3&MF3_ISMONSTER || linetarget->player)
{
P_ThrustMobj (linetarget, angle, power);
}
pmo->special1 = false; // Don't throw a hammer
goto hammerdone;
}
angle = pmo->angle-i*(ANG45/32);
slope = P_AimLineAttack(pmo, angle, HAMMER_RANGE, &linetarget);
if(linetarget)
{
P_LineAttack(pmo, angle, HAMMER_RANGE, slope, damage, NAME_Melee, PClass::FindClass ("HammerPuff"), true);
AdjustPlayerAngle(pmo, linetarget);
if (linetarget->flags3&MF3_ISMONSTER || linetarget->player)
{
P_ThrustMobj(linetarget, angle, power);
}
pmo->special1 = false; // Don't throw a hammer
goto hammerdone;
}
}
// didn't find any targets in meleerange, so set to throw out a hammer
angle = pmo->angle;
slope = P_AimLineAttack (pmo, angle, HAMMER_RANGE, &linetarget);
if (P_LineAttack (pmo, angle, HAMMER_RANGE, slope, damage, NAME_Melee, PClass::FindClass ("HammerPuff"), true) != NULL)
{
pmo->special1 = false;
}
else
{
pmo->special1 = true;
}
hammerdone:
// Don't spawn a hammer if the player doesn't have enough mana
if (player->ReadyWeapon == NULL ||
!player->ReadyWeapon->CheckAmmo (player->ReadyWeapon->bAltFire ?
AWeapon::AltFire : AWeapon::PrimaryFire, false, true))
{
pmo->special1 = false;
}
return;
}
//============================================================================
//
// A_FHammerThrow
//
//============================================================================
void A_FHammerThrow (AActor *actor)
{
AActor *mo;
player_t *player;
if (NULL == (player = actor->player))
{
return;
}
if (!player->mo->special1)
{
return;
}
AWeapon *weapon = player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire, false))
return;
}
mo = P_SpawnPlayerMissile (player->mo, PClass::FindClass ("HammerMissile"));
if (mo)
{
mo->special1 = 0;
}
}