gzdoom-gles/src/g_hexen/a_clericmace.cpp
Christoph Oelckers bb617dfbfd - Changed: The decision whether blood splatter sprites are spawned is no
longer determined by game. Instead there's a new flag, MF5_BLOODSPLATTER
  which is deciding what to do. To keep backwards compatibility this flag
  is unset for projectiles in Doom and Strife and set for them in Heretic 
  and Hexen. The same applies to DECORATE but of course the flag can be
  manipulated here.
- BLODxx sprites are now globally renamed to BLUDxx when not playing Doom. 
  This allows using the same states in every game, including the 
  Raven-specific blood actors.
- Gave the bullet puff and the axe blood masses of 5 so that the make small
  splashes.
- Added A_Light(value) code pointer for DECORATE to generalize the weapon
  light effect.
- Added 'noskillmenu' option to MAPINFO episode definitions. This is for
  WADs that want to implement a skill selection level.
- Added APROP_ChaseGoal and APROP_Frightened actor properties for ACS.
- Added MF5_CHASEGOAL flag that makes monsters to go after their goal even
  if they have a valid target.
- Fixed some issues with the changes to P_NewChaseDir I made to include
  MBF's dropoff logic.
- Added a PowerFrightener powerup class. It seemed like such a waste to
  have this cool feature but no means to use it in a decent fashion.
- Fixed: S_Init and S_ParseSndInfo should call atterm only once but not
  each time they are called.

SVN r112 (trunk)
2006-05-13 12:41:15 +00:00

123 lines
4.1 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"
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_Flags5 (MF5_BLOODSPLATTER)
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;
}