gzdoom-gles/src/g_hexen/a_clericmace.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"
extern void AdjustPlayerAngle (AActor *pmo);
static FRandom pr_atk ("CMaceAttack");
void A_CMaceAttack (AActor *actor);
// The Cleric's Mace --------------------------------------------------------
class ACWeapMace : public AClericWeapon
{
DECLARE_ACTOR (ACWeapMace, AClericWeapon)
};
FState ACWeapMace::States[] =
{
#define S_CMACEREADY 0
S_NORMAL (CMCE, 'A', 1, A_WeaponReady , &States[S_CMACEREADY]),
#define S_CMACEDOWN (S_CMACEREADY+1)
S_NORMAL (CMCE, 'A', 1, A_Lower , &States[S_CMACEDOWN]),
#define S_CMACEUP (S_CMACEDOWN+1)
S_NORMAL (CMCE, 'A', 1, A_Raise , &States[S_CMACEUP]),
#define S_CMACEATK (S_CMACEUP+1)
S_NORMAL2 (CMCE, 'B', 2, NULL , &States[S_CMACEATK+1], 60, 20),
S_NORMAL2 (CMCE, 'B', 1, NULL , &States[S_CMACEATK+2], 30, 33),
S_NORMAL2 (CMCE, 'B', 2, NULL , &States[S_CMACEATK+3], 8, 45),
S_NORMAL2 (CMCE, 'C', 1, NULL , &States[S_CMACEATK+4], 8, 45),
S_NORMAL2 (CMCE, 'D', 1, NULL , &States[S_CMACEATK+5], 8, 45),
S_NORMAL2 (CMCE, 'E', 1, NULL , &States[S_CMACEATK+6], 8, 45),
S_NORMAL2 (CMCE, 'E', 1, A_CMaceAttack , &States[S_CMACEATK+7], -11, 58),
S_NORMAL2 (CMCE, 'F', 1, NULL , &States[S_CMACEATK+8], 8, 45),
S_NORMAL2 (CMCE, 'F', 2, NULL , &States[S_CMACEATK+9], -8, 74),
S_NORMAL2 (CMCE, 'F', 1, NULL , &States[S_CMACEATK+10], -20, 96),
S_NORMAL2 (CMCE, 'F', 8, NULL , &States[S_CMACEATK+11], -33, 160),
S_NORMAL2 (CMCE, 'A', 2, A_ReFire , &States[S_CMACEATK+12], 8, 75),
S_NORMAL2 (CMCE, 'A', 1, NULL , &States[S_CMACEATK+13], 8, 65),
S_NORMAL2 (CMCE, 'A', 2, NULL , &States[S_CMACEATK+14], 8, 60),
S_NORMAL2 (CMCE, 'A', 1, NULL , &States[S_CMACEATK+15], 8, 55),
S_NORMAL2 (CMCE, 'A', 2, NULL , &States[S_CMACEATK+16], 8, 50),
S_NORMAL2 (CMCE, 'A', 1, NULL , &States[S_CMACEREADY], 8, 45),
};
IMPLEMENT_ACTOR (ACWeapMace, Hexen, -1, 0)
PROP_Weapon_SelectionOrder (3500)
PROP_Weapon_Flags (WIF_BOT_MELEE)
PROP_Weapon_UpState (S_CMACEUP)
PROP_Weapon_DownState (S_CMACEDOWN)
PROP_Weapon_ReadyState (S_CMACEREADY)
PROP_Weapon_AtkState (S_CMACEATK)
PROP_Weapon_HoldAtkState (S_CMACEATK)
PROP_Weapon_Kickback (150)
PROP_Weapon_YAdjust (0-8)
END_DEFAULTS
//===========================================================================
//
// A_CMaceAttack
//
//===========================================================================
void A_CMaceAttack (AActor *actor)
{
angle_t angle;
int damage;
int slope;
int i;
player_t *player;
if (NULL == (player = actor->player))
{
return;
}
damage = 25+(pr_atk()&15);
for (i = 0; i < 16; i++)
{
angle = player->mo->angle+i*(ANG45/16);
slope = P_AimLineAttack (player->mo, angle, 2*MELEERANGE);
if (linetarget)
{
P_LineAttack (player->mo, angle, 2*MELEERANGE, slope, damage, MOD_HIT, RUNTIME_CLASS(AHammerPuff));
AdjustPlayerAngle (player->mo);
// player->mo->angle = R_PointToAngle2(player->mo->x,
// player->mo->y, linetarget->x, linetarget->y);
goto macedone;
}
angle = player->mo->angle-i*(ANG45/16);
slope = P_AimLineAttack (player->mo, angle, 2*MELEERANGE);
if (linetarget)
{
P_LineAttack (player->mo, angle, 2*MELEERANGE, slope, damage, MOD_HIT, RUNTIME_CLASS(AHammerPuff));
AdjustPlayerAngle (player->mo);
// player->mo->angle = R_PointToAngle2(player->mo->x,
// player->mo->y, linetarget->x, linetarget->y);
goto macedone;
}
}
// didn't find any creatures, so try to strike any walls
player->mo->special1 = 0;
angle = player->mo->angle;
slope = P_AimLineAttack (player->mo, angle, MELEERANGE);
P_LineAttack (player->mo, angle, MELEERANGE, slope, damage, MOD_HIT, RUNTIME_CLASS(AHammerPuff));
macedone:
return;
}