gzdoom-gles/src/g_hexen/a_fighterhammer.cpp
Randy Heit e8e7cebe18 - Fixed: Turning off follow mode with automap rotating enabled did not
function in an easy-to-understand manner.
- Fixed: D_AddWildFile() blindly assumed that all matches were files.
- Added back the dead player check to CheckIfExitIsGood(), but now it
  applies only if the next map is part of the same hub. Otherwise, you can
  still exit the map while dead.
- Removed the SpawnedPuff global variable and made it a return value from 
  P_LineAttack().
- Fixed: P_SpawnPuff() played sounds for temporary puffs.


SVN r739 (trunk)
2008-02-12 05:54:03 +00:00

284 lines
8.6 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 "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);
void A_FHammerAttack (AActor *actor);
void A_FHammerThrow (AActor *actor);
void A_HammerSound (AActor *);
void A_BeAdditive (AActor *);
// The Fighter's Hammer -----------------------------------------------------
class AFWeapHammer : public AFighterWeapon
{
DECLARE_ACTOR (AFWeapHammer, AFighterWeapon)
};
FState AFWeapHammer::States[] =
{
#define S_HAMM 0
S_NORMAL (WFHM, 'A', -1, NULL , NULL),
#define S_FHAMMERREADY (S_HAMM+1)
S_NORMAL (FHMR, 'A', 1, A_WeaponReady , &States[S_FHAMMERREADY]),
#define S_FHAMMERDOWN (S_FHAMMERREADY+1)
S_NORMAL (FHMR, 'A', 1, A_Lower , &States[S_FHAMMERDOWN]),
#define S_FHAMMERUP (S_FHAMMERDOWN+1)
S_NORMAL (FHMR, 'A', 1, A_Raise , &States[S_FHAMMERUP]),
#define S_FHAMMERATK (S_FHAMMERUP+1)
S_NORMAL2 (FHMR, 'B', 6, NULL , &States[S_FHAMMERATK+1], 5, 0),
S_NORMAL2 (FHMR, 'C', 3, A_FHammerAttack , &States[S_FHAMMERATK+2], 5, 0),
S_NORMAL2 (FHMR, 'D', 3, NULL , &States[S_FHAMMERATK+3], 5, 0),
S_NORMAL2 (FHMR, 'E', 2, NULL , &States[S_FHAMMERATK+4], 5, 0),
S_NORMAL2 (FHMR, 'E', 10, A_FHammerThrow , &States[S_FHAMMERATK+5], 5, 150),
S_NORMAL2 (FHMR, 'A', 1, NULL , &States[S_FHAMMERATK+6], 0, 60),
S_NORMAL2 (FHMR, 'A', 1, NULL , &States[S_FHAMMERATK+7], 0, 55),
S_NORMAL2 (FHMR, 'A', 1, NULL , &States[S_FHAMMERATK+8], 0, 50),
S_NORMAL2 (FHMR, 'A', 1, NULL , &States[S_FHAMMERATK+9], 0, 45),
S_NORMAL2 (FHMR, 'A', 1, NULL , &States[S_FHAMMERATK+10], 0, 40),
S_NORMAL2 (FHMR, 'A', 1, NULL , &States[S_FHAMMERATK+11], 0, 35),
S_NORMAL (FHMR, 'A', 1, NULL , &States[S_FHAMMERREADY]),
};
IMPLEMENT_ACTOR (AFWeapHammer, Hexen, 123, 28)
PROP_Flags (MF_SPECIAL)
PROP_Flags5 (MF5_BLOODSPLATTER)
PROP_SpawnState (S_HAMM)
PROP_Weapon_SelectionOrder (900)
PROP_Weapon_Flags (WIF_AMMO_OPTIONAL|WIF_BOT_MELEE)
PROP_Weapon_AmmoUse1 (3)
PROP_Weapon_AmmoGive1 (25)
PROP_Weapon_UpState (S_FHAMMERUP)
PROP_Weapon_DownState (S_FHAMMERDOWN)
PROP_Weapon_ReadyState (S_FHAMMERREADY)
PROP_Weapon_AtkState (S_FHAMMERATK)
PROP_Weapon_Kickback (150)
PROP_Weapon_YAdjust (0-10)
PROP_Weapon_MoveCombatDist (22000000)
PROP_Weapon_AmmoType1 ("Mana2")
PROP_Weapon_ProjectileType ("HammerMissile")
PROP_Inventory_PickupMessage("$TXT_WEAPON_F3")
END_DEFAULTS
// Hammer Missile -----------------------------------------------------------
class AHammerMissile : public AActor
{
DECLARE_ACTOR (AHammerMissile, AActor)
public:
void GetExplodeParms (int &damage, int &dist, bool &hurtSource);
};
FState AHammerMissile::States[] =
{
#define S_HAMMER_MISSILE_1 0
S_BRIGHT (FHFX, 'A', 2, NULL , &States[S_HAMMER_MISSILE_1+1]),
S_BRIGHT (FHFX, 'B', 2, A_HammerSound , &States[S_HAMMER_MISSILE_1+2]),
S_BRIGHT (FHFX, 'C', 2, NULL , &States[S_HAMMER_MISSILE_1+3]),
S_BRIGHT (FHFX, 'D', 2, NULL , &States[S_HAMMER_MISSILE_1+4]),
S_BRIGHT (FHFX, 'E', 2, NULL , &States[S_HAMMER_MISSILE_1+5]),
S_BRIGHT (FHFX, 'F', 2, NULL , &States[S_HAMMER_MISSILE_1+6]),
S_BRIGHT (FHFX, 'G', 2, NULL , &States[S_HAMMER_MISSILE_1+7]),
S_BRIGHT (FHFX, 'H', 2, NULL , &States[S_HAMMER_MISSILE_1]),
#define S_HAMMER_MISSILE_X1 (S_HAMMER_MISSILE_1+8)
S_BRIGHT (FHFX, 'I', 3, A_BeAdditive , &States[S_HAMMER_MISSILE_X1+1]),
S_BRIGHT (FHFX, 'J', 3, NULL , &States[S_HAMMER_MISSILE_X1+2]),
S_BRIGHT (FHFX, 'K', 3, A_Explode , &States[S_HAMMER_MISSILE_X1+3]),
S_BRIGHT (FHFX, 'L', 3, NULL , &States[S_HAMMER_MISSILE_X1+4]),
S_BRIGHT (FHFX, 'M', 3, NULL , &States[S_HAMMER_MISSILE_X1+5]),
S_NORMAL (FHFX, 'N', 3, NULL , &States[S_HAMMER_MISSILE_X1+6]),
S_BRIGHT (FHFX, 'O', 3, NULL , &States[S_HAMMER_MISSILE_X1+7]),
S_BRIGHT (FHFX, 'P', 3, NULL , &States[S_HAMMER_MISSILE_X1+8]),
S_BRIGHT (FHFX, 'Q', 3, NULL , &States[S_HAMMER_MISSILE_X1+9]),
S_BRIGHT (FHFX, 'R', 3, NULL , NULL),
};
IMPLEMENT_ACTOR (AHammerMissile, Hexen, -1, 0)
PROP_SpeedFixed (25)
PROP_RadiusFixed (14)
PROP_HeightFixed (20)
PROP_Damage (10)
PROP_DamageType (NAME_Fire)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
PROP_Flags2 (MF2_NOTELEPORT|MF2_IMPACT|MF2_PCROSS)
PROP_SpawnState (S_HAMMER_MISSILE_1)
PROP_DeathState (S_HAMMER_MISSILE_X1)
PROP_DeathSound ("FighterHammerExplode")
END_DEFAULTS
void AHammerMissile::GetExplodeParms (int &damage, int &dist, bool &hurtSource)
{
damage = 128;
dist;
hurtSource = false;
}
// Hammer Puff (also used by fist) ------------------------------------------
FState AHammerPuff::States[] =
{
S_NORMAL (FHFX, 'S', 4, NULL , &States[1]),
S_NORMAL (FHFX, 'T', 4, NULL , &States[2]),
S_NORMAL (FHFX, 'U', 4, NULL , &States[3]),
S_NORMAL (FHFX, 'V', 4, NULL , &States[4]),
S_NORMAL (FHFX, 'W', 4, NULL , NULL),
};
IMPLEMENT_ACTOR (AHammerPuff, Hexen, -1, 0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
PROP_Flags3 (MF3_PUFFONACTORS)
PROP_RenderStyle (STYLE_Translucent)
PROP_Alpha (HX_SHADOW)
PROP_SpawnState (0)
PROP_SeeSound ("FighterHammerHitThing")
PROP_AttackSound ("FighterHammerHitWall")
PROP_ActiveSound ("FighterHammerMiss")
END_DEFAULTS
void AHammerPuff::BeginPlay ()
{
Super::BeginPlay ();
momz = FRACUNIT*8/10;
}
//============================================================================
//
// A_FHammerAttack
//
//============================================================================
void A_FHammerAttack (AActor *actor)
{
angle_t angle;
int damage;
fixed_t power;
int slope;
int i;
player_t *player;
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);
if (linetarget)
{
P_LineAttack (pmo, angle, HAMMER_RANGE, slope, damage, NAME_Melee, RUNTIME_CLASS(AHammerPuff));
AdjustPlayerAngle(pmo);
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);
if(linetarget)
{
P_LineAttack(pmo, angle, HAMMER_RANGE, slope, damage, NAME_Melee, RUNTIME_CLASS(AHammerPuff));
AdjustPlayerAngle(pmo);
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);
if (P_LineAttack (pmo, angle, HAMMER_RANGE, slope, damage, NAME_Melee, RUNTIME_CLASS(AHammerPuff)) != 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, RUNTIME_CLASS(AHammerMissile));
if (mo)
{
mo->special1 = 0;
}
}
//============================================================================
//
// A_HammerSound
//
//============================================================================
void A_HammerSound (AActor *actor)
{
S_Sound (actor, CHAN_BODY, "FighterHammerContinuous", 1, ATTN_NORM);
}