gzdoom/src/g_hexen/a_fighterplayer.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 "a_hexenglobal.h"
// Fighter Weapon Base Class ------------------------------------------------
IMPLEMENT_STATELESS_ACTOR (AFighterWeapon, Hexen, -1, 0)
PROP_Weapon_Kickback (150)
END_DEFAULTS
bool AFighterWeapon::TryPickup (AActor *toucher)
{
// The Doom and Hexen players are not excluded from pickup in case
// somebody wants to use these weapons with either of those games.
if (toucher->IsKindOf (PClass::FindClass(NAME_ClericPlayer)) ||
toucher->IsKindOf (PClass::FindClass(NAME_MagePlayer)))
{ // Wrong class, but try to pick up for mana
if (ShouldStay())
{ // Can't pick up weapons for other classes in coop netplay
return false;
}
bool gaveSome = (NULL != AddAmmo (toucher, AmmoType1, AmmoGive1));
gaveSome |= (NULL != AddAmmo (toucher, AmmoType2, AmmoGive2));
if (gaveSome)
{
GoAwayAndDie ();
}
return gaveSome;
}
return Super::TryPickup (toucher);
}
// Cleric Weapon Base Class -------------------------------------------------
IMPLEMENT_STATELESS_ACTOR (AClericWeapon, Hexen, -1, 0)
PROP_Weapon_Kickback (150)
END_DEFAULTS
bool AClericWeapon::TryPickup (AActor *toucher)
{
// The Doom and Hexen players are not excluded from pickup in case
// somebody wants to use these weapons with either of those games.
if (toucher->IsKindOf (PClass::FindClass(NAME_FighterPlayer)) ||
toucher->IsKindOf (PClass::FindClass(NAME_MagePlayer)))
{ // Wrong class, but try to pick up for mana
if (ShouldStay())
{ // Can't pick up weapons for other classes in coop netplay
return false;
}
bool gaveSome = (NULL != AddAmmo (toucher, AmmoType1, AmmoGive1));
gaveSome |= (NULL != AddAmmo (toucher, AmmoType2, AmmoGive2));
if (gaveSome)
{
GoAwayAndDie ();
}
return gaveSome;
}
return Super::TryPickup (toucher);
}
// Mage Weapon Base Class ---------------------------------------------------
IMPLEMENT_STATELESS_ACTOR (AMageWeapon, Hexen, -1, 0)
PROP_Weapon_Kickback (150)
END_DEFAULTS
bool AMageWeapon::TryPickup (AActor *toucher)
{
// The Doom and Hexen players are not excluded from pickup in case
// somebody wants to use these weapons with either of those games.
if (toucher->IsKindOf (PClass::FindClass(NAME_FighterPlayer)) ||
toucher->IsKindOf (PClass::FindClass(NAME_ClericPlayer)))
{ // Wrong class, but try to pick up for mana
if (ShouldStay())
{ // Can't pick up weapons for other classes in coop netplay
return false;
}
bool gaveSome = (NULL != AddAmmo (toucher, AmmoType1, AmmoGive1));
gaveSome |= (NULL != AddAmmo (toucher, AmmoType2, AmmoGive2));
if (gaveSome)
{
GoAwayAndDie ();
}
return gaveSome;
}
return Super::TryPickup (toucher);
}
static FRandom pr_fpatk ("FPunchAttack");
//============================================================================
//
// AdjustPlayerAngle
//
//============================================================================
#define MAX_ANGLE_ADJUST (5*ANGLE_1)
void AdjustPlayerAngle (AActor *pmo)
{
angle_t angle;
int difference;
angle = R_PointToAngle2 (pmo->x, pmo->y, linetarget->x, linetarget->y);
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;
}
}
// Fist (first weapon) ------------------------------------------------------
void A_FPunchAttack (AActor *actor);
class AFWeapFist : public AFighterWeapon
{
DECLARE_ACTOR (AFWeapFist, AFighterWeapon)
};
FState AFWeapFist::States[] =
{
#define S_PUNCHREADY 0
S_NORMAL (FPCH, 'A', 1, A_WeaponReady , &States[S_PUNCHREADY]),
#define S_PUNCHDOWN (S_PUNCHREADY+1)
S_NORMAL (FPCH, 'A', 1, A_Lower , &States[S_PUNCHDOWN]),
#define S_PUNCHUP (S_PUNCHDOWN+1)
S_NORMAL (FPCH, 'A', 1, A_Raise , &States[S_PUNCHUP]),
#define S_PUNCHATK1 (S_PUNCHUP+1)
S_NORMAL2(FPCH, 'B', 5, NULL , &States[S_PUNCHATK1+1], 5, 40),
S_NORMAL2(FPCH, 'C', 4, NULL , &States[S_PUNCHATK1+2], 5, 40),
S_NORMAL2(FPCH, 'D', 4, A_FPunchAttack , &States[S_PUNCHATK1+3], 5, 40),
S_NORMAL2(FPCH, 'C', 4, NULL , &States[S_PUNCHATK1+4], 5, 40),
S_NORMAL2(FPCH, 'B', 5, A_ReFire , &States[S_PUNCHREADY], 5, 40),
#define S_PUNCHATK2 (S_PUNCHATK1+5)
S_NORMAL2(FPCH, 'D', 4, NULL , &States[S_PUNCHATK2+1], 5, 40),
S_NORMAL2(FPCH, 'E', 4, NULL , &States[S_PUNCHATK2+2], 5, 40),
S_NORMAL2(FPCH, 'E', 1, NULL , &States[S_PUNCHATK2+3], 15, 50),
S_NORMAL2(FPCH, 'E', 1, NULL , &States[S_PUNCHATK2+4], 25, 60),
S_NORMAL2(FPCH, 'E', 1, NULL , &States[S_PUNCHATK2+5], 35, 70),
S_NORMAL2(FPCH, 'E', 1, NULL , &States[S_PUNCHATK2+6], 45, 80),
S_NORMAL2(FPCH, 'E', 1, NULL , &States[S_PUNCHATK2+7], 55, 90),
S_NORMAL2(FPCH, 'E', 1, NULL , &States[S_PUNCHATK2+8], 65, 100),
S_NORMAL2(FPCH, 'E', 10, NULL , &States[S_PUNCHREADY], 0, 150)
};
IMPLEMENT_ACTOR (AFWeapFist, Hexen, -1, 0)
PROP_Flags5 (MF5_BLOODSPLATTER)
PROP_Weapon_SelectionOrder (3400)
PROP_Weapon_Flags (WIF_BOT_MELEE)
PROP_Weapon_UpState (S_PUNCHUP)
PROP_Weapon_DownState (S_PUNCHDOWN)
PROP_Weapon_ReadyState (S_PUNCHREADY)
PROP_Weapon_AtkState (S_PUNCHATK1)
PROP_Weapon_Kickback (150)
END_DEFAULTS
// Punch puff ---------------------------------------------------------------
class APunchPuff : public AActor
{
DECLARE_ACTOR (APunchPuff, AActor)
public:
void BeginPlay ();
};
FState APunchPuff::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 (APunchPuff, 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 ("FighterPunchHitThing")
PROP_AttackSound ("FighterPunchHitWall")
PROP_ActiveSound ("FighterPunchMiss")
END_DEFAULTS
void APunchPuff::BeginPlay ()
{
Super::BeginPlay ();
momz = FRACUNIT;
}
//============================================================================
//
// A_FPunchAttack
//
//============================================================================
void A_FPunchAttack (AActor *actor)
{
angle_t angle;
int damage;
int slope;
fixed_t power;
int i;
player_t *player;
const PClass *pufftype;
if (NULL == (player = actor->player))
{
return;
}
APlayerPawn *pmo = player->mo;
damage = 40+(pr_fpatk()&15);
power = 2*FRACUNIT;
pufftype = RUNTIME_CLASS(APunchPuff);
for (i = 0; i < 16; i++)
{
angle = pmo->angle + i*(ANG45/16);
slope = P_AimLineAttack (pmo, angle, 2*MELEERANGE);
if (linetarget)
{
pmo->special1++;
if (pmo->special1 == 3)
{
damage <<= 1;
power = 6*FRACUNIT;
pufftype = RUNTIME_CLASS(AHammerPuff);
}
P_LineAttack (pmo, angle, 2*MELEERANGE, slope, damage, NAME_Melee, pufftype, true);
if (linetarget->flags3&MF3_ISMONSTER || linetarget->player)
{
P_ThrustMobj (linetarget, angle, power);
}
AdjustPlayerAngle (pmo);
goto punchdone;
}
angle = pmo->angle-i * (ANG45/16);
slope = P_AimLineAttack (pmo, angle, 2*MELEERANGE);
if (linetarget)
{
pmo->special1++;
if (pmo->special1 == 3)
{
damage <<= 1;
power = 6*FRACUNIT;
pufftype = RUNTIME_CLASS(AHammerPuff);
}
P_LineAttack (pmo, angle, 2*MELEERANGE, slope, damage, NAME_Melee, pufftype, true);
if (linetarget->flags3&MF3_ISMONSTER || linetarget->player)
{
P_ThrustMobj (linetarget, angle, power);
}
AdjustPlayerAngle (pmo);
goto punchdone;
}
}
// didn't find any creatures, so try to strike any walls
pmo->special1 = 0;
angle = pmo->angle;
slope = P_AimLineAttack (pmo, angle, MELEERANGE);
P_LineAttack (pmo, angle, MELEERANGE, slope, damage, NAME_Melee, pufftype, true);
punchdone:
if (pmo->special1 == 3)
{
pmo->special1 = 0;
P_SetPsprite (player, ps_weapon, &AFWeapFist::States[S_PUNCHATK2]);
S_Sound (pmo, CHAN_VOICE, "*fistgrunt", 1, ATTN_NORM);
}
return;
}