mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-14 00:20:51 +00:00
474 lines
13 KiB
C++
474 lines
13 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"
|
||
|
#include "p_effect.h"
|
||
|
|
||
|
#define AXERANGE ((fixed_t)(2.25*MELEERANGE))
|
||
|
|
||
|
static FRandom pr_atk ("FAxeAtk");
|
||
|
static FRandom pr_splat ("FAxeSplatter");
|
||
|
|
||
|
void A_FAxeCheckReady (AActor *actor);
|
||
|
void A_FAxeCheckUp (AActor *actor);
|
||
|
void A_FAxeCheckAtk (AActor *actor);
|
||
|
void A_FAxeCheckReadyG (AActor *actor);
|
||
|
void A_FAxeCheckUpG (AActor *actor);
|
||
|
void A_FAxeAttack (AActor *actor);
|
||
|
|
||
|
extern void AdjustPlayerAngle (AActor *pmo);
|
||
|
|
||
|
EXTERN_CVAR (Int, cl_bloodtype)
|
||
|
|
||
|
// The Fighter's Axe --------------------------------------------------------
|
||
|
|
||
|
class AFWeapAxe : public AFighterWeapon
|
||
|
{
|
||
|
DECLARE_ACTOR (AFWeapAxe, AFighterWeapon)
|
||
|
public:
|
||
|
FState *GetUpState ();
|
||
|
FState *GetDownState ();
|
||
|
FState *GetReadyState ();
|
||
|
FState *GetAtkState ();
|
||
|
FState *GetHoldAtkState ();
|
||
|
|
||
|
const char *PickupMessage ()
|
||
|
{
|
||
|
return GStrings("TXT_WEAPON_F2");
|
||
|
}
|
||
|
};
|
||
|
|
||
|
FState AFWeapAxe::States[] =
|
||
|
{
|
||
|
#define S_AXE 0
|
||
|
S_NORMAL (WFAX, 'A', -1, NULL , NULL),
|
||
|
|
||
|
#define S_FAXEREADY (S_AXE+1)
|
||
|
S_NORMAL (FAXE, 'A', 1, A_FAxeCheckReady , &States[S_FAXEREADY]),
|
||
|
|
||
|
#define S_FAXEDOWN (S_FAXEREADY+1)
|
||
|
S_NORMAL (FAXE, 'A', 1, A_Lower , &States[S_FAXEDOWN]),
|
||
|
|
||
|
#define S_FAXEUP (S_FAXEDOWN+1)
|
||
|
S_NORMAL (FAXE, 'A', 1, A_FAxeCheckUp , &States[S_FAXEUP]),
|
||
|
|
||
|
#define S_FAXEATK (S_FAXEUP+1)
|
||
|
S_NORMAL2 (FAXE, 'B', 4, A_FAxeCheckAtk , &States[S_FAXEATK+1], 15, 32),
|
||
|
S_NORMAL2 (FAXE, 'C', 3, NULL , &States[S_FAXEATK+2], 15, 32),
|
||
|
S_NORMAL2 (FAXE, 'D', 2, NULL , &States[S_FAXEATK+3], 15, 32),
|
||
|
S_NORMAL2 (FAXE, 'D', 1, A_FAxeAttack , &States[S_FAXEATK+4], -5, 70),
|
||
|
S_NORMAL2 (FAXE, 'D', 2, NULL , &States[S_FAXEATK+5], -25, 90),
|
||
|
S_NORMAL2 (FAXE, 'E', 1, NULL , &States[S_FAXEATK+6], 15, 32),
|
||
|
S_NORMAL2 (FAXE, 'E', 2, NULL , &States[S_FAXEATK+7], 10, 54),
|
||
|
S_NORMAL2 (FAXE, 'E', 7, NULL , &States[S_FAXEATK+8], 10, 150),
|
||
|
S_NORMAL2 (FAXE, 'A', 1, A_ReFire , &States[S_FAXEATK+9], 0, 60),
|
||
|
S_NORMAL2 (FAXE, 'A', 1, NULL , &States[S_FAXEATK+10], 0, 52),
|
||
|
S_NORMAL2 (FAXE, 'A', 1, NULL , &States[S_FAXEATK+11], 0, 44),
|
||
|
S_NORMAL2 (FAXE, 'A', 1, NULL , &States[S_FAXEATK+12], 0, 36),
|
||
|
S_NORMAL (FAXE, 'A', 1, NULL , &States[S_FAXEREADY]),
|
||
|
|
||
|
#define S_FAXEREADY_G (S_FAXEATK+13)
|
||
|
S_NORMAL (FAXE, 'L', 1, A_FAxeCheckReadyG , &States[S_FAXEREADY_G+1]),
|
||
|
S_NORMAL (FAXE, 'L', 1, A_FAxeCheckReadyG , &States[S_FAXEREADY_G+2]),
|
||
|
S_NORMAL (FAXE, 'L', 1, A_FAxeCheckReadyG , &States[S_FAXEREADY_G+3]),
|
||
|
S_NORMAL (FAXE, 'M', 1, A_FAxeCheckReadyG , &States[S_FAXEREADY_G+4]),
|
||
|
S_NORMAL (FAXE, 'M', 1, A_FAxeCheckReadyG , &States[S_FAXEREADY_G+5]),
|
||
|
S_NORMAL (FAXE, 'M', 1, A_FAxeCheckReadyG , &States[S_FAXEREADY_G]),
|
||
|
|
||
|
#define S_FAXEDOWN_G (S_FAXEREADY_G+6)
|
||
|
S_NORMAL (FAXE, 'L', 1, A_Lower , &States[S_FAXEDOWN_G]),
|
||
|
|
||
|
#define S_FAXEUP_G (S_FAXEDOWN_G+1)
|
||
|
S_NORMAL (FAXE, 'L', 1, A_FAxeCheckUpG , &States[S_FAXEUP_G]),
|
||
|
|
||
|
#define S_FAXEATK_G (S_FAXEUP_G+1)
|
||
|
S_NORMAL2 (FAXE, 'N', 4, NULL , &States[S_FAXEATK_G+1], 15, 32),
|
||
|
S_NORMAL2 (FAXE, 'O', 3, NULL , &States[S_FAXEATK_G+2], 15, 32),
|
||
|
S_NORMAL2 (FAXE, 'P', 2, NULL , &States[S_FAXEATK_G+3], 15, 32),
|
||
|
S_NORMAL2 (FAXE, 'P', 1, A_FAxeAttack , &States[S_FAXEATK_G+4], -5, 70),
|
||
|
S_NORMAL2 (FAXE, 'P', 2, NULL , &States[S_FAXEATK_G+5], -25, 90),
|
||
|
S_NORMAL2 (FAXE, 'Q', 1, NULL , &States[S_FAXEATK_G+6], 15, 32),
|
||
|
S_NORMAL2 (FAXE, 'Q', 2, NULL , &States[S_FAXEATK_G+7], 10, 54),
|
||
|
S_NORMAL2 (FAXE, 'Q', 7, NULL , &States[S_FAXEATK_G+8], 10, 150),
|
||
|
S_NORMAL2 (FAXE, 'A', 1, A_ReFire , &States[S_FAXEATK_G+9], 0, 60),
|
||
|
S_NORMAL2 (FAXE, 'A', 1, NULL , &States[S_FAXEATK_G+10], 0, 52),
|
||
|
S_NORMAL2 (FAXE, 'A', 1, NULL , &States[S_FAXEATK_G+11], 0, 44),
|
||
|
S_NORMAL2 (FAXE, 'A', 1, NULL , &States[S_FAXEATK_G+12], 0, 36),
|
||
|
S_NORMAL (FAXE, 'A', 1, NULL , &States[S_FAXEREADY_G]),
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_ACTOR (AFWeapAxe, Hexen, 8010, 27)
|
||
|
PROP_Flags (MF_SPECIAL)
|
||
|
PROP_SpawnState (S_AXE)
|
||
|
|
||
|
PROP_Weapon_SelectionOrder (1500)
|
||
|
PROP_Weapon_Flags (WIF_AXEBLOOD|WIF_AMMO_OPTIONAL|WIF_BOT_MELEE)
|
||
|
PROP_Weapon_AmmoUse1 (2)
|
||
|
PROP_Weapon_AmmoGive1 (25)
|
||
|
PROP_Weapon_UpState (S_FAXEUP)
|
||
|
PROP_Weapon_DownState (S_FAXEDOWN)
|
||
|
PROP_Weapon_ReadyState (S_FAXEREADY)
|
||
|
PROP_Weapon_AtkState (S_FAXEATK)
|
||
|
PROP_Weapon_HoldAtkState (S_FAXEATK)
|
||
|
PROP_Weapon_Kickback (150)
|
||
|
PROP_Weapon_YAdjust (0-12)
|
||
|
PROP_Weapon_AmmoType1 ("Mana1")
|
||
|
END_DEFAULTS
|
||
|
|
||
|
FState *AFWeapAxe::GetUpState ()
|
||
|
{
|
||
|
return Ammo1->Amount ? &States[S_FAXEUP_G] : UpState;
|
||
|
}
|
||
|
|
||
|
FState *AFWeapAxe::GetDownState ()
|
||
|
{
|
||
|
return Ammo1->Amount ? &States[S_FAXEDOWN_G] : DownState;
|
||
|
}
|
||
|
|
||
|
FState *AFWeapAxe::GetReadyState ()
|
||
|
{
|
||
|
return Ammo1->Amount ? &States[S_FAXEREADY_G] : ReadyState;
|
||
|
}
|
||
|
|
||
|
FState *AFWeapAxe::GetAtkState ()
|
||
|
{
|
||
|
return Ammo1->Amount ? &States[S_FAXEATK_G] : AtkState;
|
||
|
}
|
||
|
|
||
|
FState *AFWeapAxe::GetHoldAtkState ()
|
||
|
{
|
||
|
return Ammo1->Amount ? &States[S_FAXEATK_G] : HoldAtkState;
|
||
|
}
|
||
|
|
||
|
// Axe Puff -----------------------------------------------------------------
|
||
|
|
||
|
class AAxePuff : public AActor
|
||
|
{
|
||
|
DECLARE_ACTOR (AAxePuff, AActor)
|
||
|
};
|
||
|
|
||
|
FState AAxePuff::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 (AAxePuff, 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 ("FighterAxeHitThing")
|
||
|
PROP_AttackSound ("FighterHammerHitWall")
|
||
|
PROP_ActiveSound ("FighterHammerMiss")
|
||
|
END_DEFAULTS
|
||
|
|
||
|
// Glowing Axe Puff ---------------------------------------------------------
|
||
|
|
||
|
class AAxePuffGlow : public AAxePuff
|
||
|
{
|
||
|
DECLARE_ACTOR (AAxePuffGlow, AAxePuff)
|
||
|
};
|
||
|
|
||
|
FState AAxePuffGlow::States[] =
|
||
|
{
|
||
|
S_BRIGHT (FAXE, 'R', 4, NULL , &States[1]),
|
||
|
S_BRIGHT (FAXE, 'S', 4, NULL , &States[2]),
|
||
|
S_BRIGHT (FAXE, 'T', 4, NULL , &States[3]),
|
||
|
S_BRIGHT (FAXE, 'U', 4, NULL , &States[4]),
|
||
|
S_BRIGHT (FAXE, 'V', 4, NULL , &States[5]),
|
||
|
S_BRIGHT (FAXE, 'W', 4, NULL , &States[6]),
|
||
|
S_BRIGHT (FAXE, 'X', 4, NULL , NULL),
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_ACTOR (AAxePuffGlow, Hexen, -1, 0)
|
||
|
PROP_Flags3 (MF3_PUFFONACTORS)
|
||
|
PROP_RenderStyle (STYLE_Add)
|
||
|
PROP_Alpha (OPAQUE)
|
||
|
PROP_SpawnState (0)
|
||
|
END_DEFAULTS
|
||
|
|
||
|
// Axe Blood ----------------------------------------------------------------
|
||
|
|
||
|
class AAxeBlood : public AActor
|
||
|
{
|
||
|
DECLARE_ACTOR (AAxeBlood, AActor)
|
||
|
};
|
||
|
|
||
|
FState AAxeBlood::States[] =
|
||
|
{
|
||
|
S_NORMAL (FAXE, 'F', 3, NULL , &States[1]),
|
||
|
S_NORMAL (FAXE, 'G', 3, NULL , &States[2]),
|
||
|
S_NORMAL (FAXE, 'H', 3, NULL , &States[3]),
|
||
|
S_NORMAL (FAXE, 'I', 3, NULL , &States[4]),
|
||
|
S_NORMAL (FAXE, 'J', 3, NULL , &States[5]),
|
||
|
S_NORMAL (FAXE, 'K', 3, NULL , NULL),
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_ACTOR (AAxeBlood, Hexen, -1, 0)
|
||
|
PROP_RadiusFixed (2)
|
||
|
PROP_HeightFixed (4)
|
||
|
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF)
|
||
|
PROP_Flags2 (MF2_NOTELEPORT|MF2_CANNOTPUSH)
|
||
|
|
||
|
PROP_SpawnState (0)
|
||
|
PROP_DeathState (5)
|
||
|
END_DEFAULTS
|
||
|
|
||
|
//============================================================================
|
||
|
//
|
||
|
// A_FAxeCheckReady
|
||
|
//
|
||
|
//============================================================================
|
||
|
|
||
|
void A_FAxeCheckReady (AActor *actor)
|
||
|
{
|
||
|
player_t *player;
|
||
|
|
||
|
if (NULL == (player = actor->player))
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
if (player->ReadyWeapon->Ammo1->Amount)
|
||
|
{
|
||
|
P_SetPsprite (player, ps_weapon, &AFWeapAxe::States[S_FAXEREADY_G]);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
A_WeaponReady (actor);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//============================================================================
|
||
|
//
|
||
|
// A_FAxeCheckReadyG
|
||
|
//
|
||
|
//============================================================================
|
||
|
|
||
|
void A_FAxeCheckReadyG (AActor *actor)
|
||
|
{
|
||
|
player_t *player;
|
||
|
|
||
|
if (NULL == (player = actor->player))
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
if (player->ReadyWeapon->Ammo1->Amount <= 0)
|
||
|
{
|
||
|
P_SetPsprite (player, ps_weapon, &AFWeapAxe::States[S_FAXEREADY]);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
A_WeaponReady (actor);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//============================================================================
|
||
|
//
|
||
|
// A_FAxeCheckUp
|
||
|
//
|
||
|
//============================================================================
|
||
|
|
||
|
void A_FAxeCheckUp (AActor *actor)
|
||
|
{
|
||
|
player_t *player;
|
||
|
|
||
|
if (NULL == (player = actor->player))
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
if (player->ReadyWeapon->Ammo1->Amount)
|
||
|
{
|
||
|
P_SetPsprite (player, ps_weapon, &AFWeapAxe::States[S_FAXEUP_G]);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
A_Raise (actor);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//============================================================================
|
||
|
//
|
||
|
// A_FAxeCheckUpG
|
||
|
//
|
||
|
//============================================================================
|
||
|
|
||
|
void A_FAxeCheckUpG (AActor *actor)
|
||
|
{
|
||
|
player_t *player;
|
||
|
|
||
|
if (NULL == (player = actor->player))
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
if (player->ReadyWeapon->Ammo1->Amount <= 0)
|
||
|
{
|
||
|
P_SetPsprite (player, ps_weapon, &AFWeapAxe::States[S_FAXEUP]);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
A_Raise (actor);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//============================================================================
|
||
|
//
|
||
|
// A_FAxeCheckAtk
|
||
|
//
|
||
|
//============================================================================
|
||
|
|
||
|
void A_FAxeCheckAtk (AActor *actor)
|
||
|
{
|
||
|
player_t *player;
|
||
|
|
||
|
if (NULL == (player = actor->player))
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
if (player->ReadyWeapon->Ammo1->Amount)
|
||
|
{
|
||
|
P_SetPsprite (player, ps_weapon, &AFWeapAxe::States[S_FAXEATK_G]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//============================================================================
|
||
|
//
|
||
|
// A_FAxeAttack
|
||
|
//
|
||
|
//============================================================================
|
||
|
|
||
|
void A_FAxeAttack (AActor *actor)
|
||
|
{
|
||
|
angle_t angle;
|
||
|
fixed_t power;
|
||
|
int damage;
|
||
|
int slope;
|
||
|
int i;
|
||
|
int useMana;
|
||
|
player_t *player;
|
||
|
AWeapon *weapon;
|
||
|
const TypeInfo *pufftype;
|
||
|
|
||
|
if (NULL == (player = actor->player))
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
AActor *pmo=player->mo;
|
||
|
|
||
|
damage = 40+(pr_atk()&15);
|
||
|
damage += pr_atk()&7;
|
||
|
power = 0;
|
||
|
weapon = player->ReadyWeapon;
|
||
|
if (player->ReadyWeapon->Ammo1->Amount > 0)
|
||
|
{
|
||
|
damage <<= 1;
|
||
|
power = 6*FRACUNIT;
|
||
|
pufftype = RUNTIME_CLASS(AAxePuffGlow);
|
||
|
useMana = 1;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pufftype = RUNTIME_CLASS(AAxePuff);
|
||
|
useMana = 0;
|
||
|
}
|
||
|
for (i = 0; i < 16; i++)
|
||
|
{
|
||
|
angle = pmo->angle+i*(ANG45/16);
|
||
|
slope = P_AimLineAttack (pmo, angle, AXERANGE);
|
||
|
if (linetarget)
|
||
|
{
|
||
|
P_LineAttack (pmo, angle, AXERANGE, slope, damage, MOD_HIT, pufftype);
|
||
|
if (linetarget->flags3&MF3_ISMONSTER || linetarget->player)
|
||
|
{
|
||
|
P_ThrustMobj (linetarget, angle, power);
|
||
|
}
|
||
|
AdjustPlayerAngle (pmo);
|
||
|
useMana++;
|
||
|
goto axedone;
|
||
|
}
|
||
|
angle = pmo->angle-i*(ANG45/16);
|
||
|
slope = P_AimLineAttack (pmo, angle, AXERANGE);
|
||
|
if (linetarget)
|
||
|
{
|
||
|
P_LineAttack (pmo, angle, AXERANGE, slope, damage, MOD_HIT, pufftype);
|
||
|
if (linetarget->flags3&MF3_ISMONSTER)
|
||
|
{
|
||
|
P_ThrustMobj (linetarget, angle, power);
|
||
|
}
|
||
|
AdjustPlayerAngle (pmo);
|
||
|
useMana++;
|
||
|
goto axedone;
|
||
|
}
|
||
|
}
|
||
|
// 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, MOD_HIT, pufftype);
|
||
|
|
||
|
axedone:
|
||
|
if (useMana == 2)
|
||
|
{
|
||
|
AWeapon *weapon = player->ReadyWeapon;
|
||
|
if (weapon != NULL)
|
||
|
{
|
||
|
weapon->DepleteAmmo (weapon->bAltFire, false);
|
||
|
|
||
|
if ((weapon->Ammo1 == NULL || weapon->Ammo1->Amount == 0) &&
|
||
|
(!(weapon->WeaponFlags & WIF_PRIMARY_USES_BOTH) ||
|
||
|
weapon->Ammo2 == NULL || weapon->Ammo2->Amount == 0))
|
||
|
{
|
||
|
P_SetPsprite (player, ps_weapon, &AFWeapAxe::States[S_FAXEATK+5]);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//===========================================================================
|
||
|
//
|
||
|
// P_BloodSplatter2
|
||
|
//
|
||
|
//===========================================================================
|
||
|
|
||
|
void P_BloodSplatter2 (fixed_t x, fixed_t y, fixed_t z, AActor *originator)
|
||
|
{
|
||
|
PalEntry bloodcolor = (PalEntry)originator->GetClass()->Meta.GetMetaInt(AMETA_BloodColor);
|
||
|
|
||
|
if (cl_bloodtype <= 1)
|
||
|
{
|
||
|
AActor *mo;
|
||
|
|
||
|
x += ((pr_splat()-128)<<11);
|
||
|
y += ((pr_splat()-128)<<11);
|
||
|
|
||
|
mo = Spawn<AAxeBlood> (x, y, z);
|
||
|
mo->target = originator;
|
||
|
|
||
|
// colorize the blood!
|
||
|
if (bloodcolor != 0)
|
||
|
{
|
||
|
mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
|
||
|
}
|
||
|
}
|
||
|
if (cl_bloodtype >= 1)
|
||
|
{
|
||
|
P_DrawSplash2 (100, x, y, z, R_PointToAngle2 (0, 0, originator->x - x, originator->y - y), 2, bloodcolor);
|
||
|
}
|
||
|
}
|