gzdoom-gles/src/g_hexen/a_fighterplayer.cpp
Christoph Oelckers b4a002a07f - preparations for allowing hitscans through portals.
To allow processing the hit through an arbitrary portal without reference to the portal group table, P_AimLineAttack and P_LineAttack need to pass some more info than just the linetarget.
We need the relative positions of shooter and target within the visual reference of the other to calculate proper angles and we need to know if such a portal was crossed at all, because a few things, e.g. seeker missiles won't work with them.

- fixed setup of target acquisition for the Mage Staff.

The pre-acquired seeker target was never passed to the spawned projectiles.
2016-03-01 16:39:31 +01:00

137 lines
3.2 KiB
C++

/*
#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 "a_action.h"
#include "a_hexenglobal.h"
#include "thingdef/thingdef.h"
*/
IMPLEMENT_CLASS (AFighterWeapon)
IMPLEMENT_CLASS (AClericWeapon)
IMPLEMENT_CLASS (AMageWeapon)
static FRandom pr_fpatk ("FPunchAttack");
//============================================================================
//
// AdjustPlayerAngle
//
//============================================================================
#define MAX_ANGLE_ADJUST (5*ANGLE_1)
void AdjustPlayerAngle (AActor *pmo, FTranslatedLineTarget *t)
{
angle_t angle;
int difference;
angle = t->SourceAngleToTarget();
difference = (int)angle - (int)pmo->angle;
if (abs(difference) > MAX_ANGLE_ADJUST)
{
if (difference > 0)
{
pmo->angle += MAX_ANGLE_ADJUST;
}
else
{
pmo->angle -= MAX_ANGLE_ADJUST;
}
}
else
{
pmo->angle = angle;
}
}
//============================================================================
//
// TryPunch
//
// Returns true if an actor was punched, false if not.
//
//============================================================================
static bool TryPunch(APlayerPawn *pmo, angle_t angle, int damage, fixed_t power)
{
PClassActor *pufftype;
FTranslatedLineTarget t;
int slope;
slope = P_AimLineAttack (pmo, angle, 2*MELEERANGE, &t);
if (t.linetarget != NULL)
{
if (++pmo->weaponspecial >= 3)
{
damage <<= 1;
power *= 3;
pufftype = PClass::FindActor("HammerPuff");
}
else
{
pufftype = PClass::FindActor("PunchPuff");
}
P_LineAttack (pmo, angle, 2*MELEERANGE, slope, damage, NAME_Melee, pufftype, true, &t);
if (t.linetarget != NULL)
{
if (t.linetarget->player != NULL ||
(t.linetarget->Mass != INT_MAX && (t.linetarget->flags3 & MF3_ISMONSTER)))
{
P_ThrustMobj (t.linetarget, t.hitangle, power);
}
AdjustPlayerAngle (pmo, &t);
return true;
}
}
return false;
}
//============================================================================
//
// A_FPunchAttack
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FPunchAttack)
{
PARAM_ACTION_PROLOGUE;
int damage;
fixed_t power;
int i;
player_t *player;
if (NULL == (player = self->player))
{
return 0;
}
APlayerPawn *pmo = player->mo;
damage = 40+(pr_fpatk()&15);
power = 2*FRACUNIT;
for (i = 0; i < 16; i++)
{
if (TryPunch(pmo, pmo->angle + i*(ANG45/16), damage, power) ||
TryPunch(pmo, pmo->angle - i*(ANG45/16), damage, power))
{ // hit something
if (pmo->weaponspecial >= 3)
{
pmo->weaponspecial = 0;
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->FindState("Fire2"));
S_Sound (pmo, CHAN_VOICE, "*fistgrunt", 1, ATTN_NORM);
}
return 0;
}
}
// didn't find any creatures, so try to strike any walls
pmo->weaponspecial = 0;
int slope = P_AimLineAttack (pmo, pmo->angle, MELEERANGE);
P_LineAttack (pmo, pmo->angle, MELEERANGE, slope, damage, NAME_Melee, PClass::FindActor("PunchPuff"), true);
return 0;
}