gzdoom/src/g_hexen/a_fighterhammer.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 "a_action.h"
#include "p_pspr.h"
#include "gstrings.h"
#include "a_hexenglobal.h"
#include "thingdef/thingdef.h"
*/
const double HAMMER_RANGE = 1.5 * MELEERANGE;
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static FRandom pr_hammeratk ("FHammerAtk");
//============================================================================
//
// A_FHammerAttack
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FHammerAttack)
{
PARAM_ACTION_PROLOGUE;
DAngle angle;
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int damage;
DAngle slope;
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int i;
player_t *player;
FTranslatedLineTarget t;
PClassActor *hammertime;
if (NULL == (player = self->player))
{
return 0;
}
AActor *pmo=player->mo;
damage = 60+(pr_hammeratk()&63);
hammertime = PClass::FindActor("HammerPuff");
for (i = 0; i < 16; i++)
{
for (int j = 1; j >= -1; j -= 2)
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{
angle = pmo->Angles.Yaw + j*i*(45. / 32);
slope = P_AimLineAttack(pmo, angle, HAMMER_RANGE, &t, 0., ALF_CHECK3D);
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if (t.linetarget != NULL)
{
P_LineAttack(pmo, angle, HAMMER_RANGE, slope, damage, NAME_Melee, hammertime, true, &t);
if (t.linetarget != NULL)
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{
AdjustPlayerAngle(pmo, &t);
if (t.linetarget->flags3 & MF3_ISMONSTER || t.linetarget->player)
{
t.linetarget->Thrust(t.angleFromSource, 10);
}
pmo->weaponspecial = false; // Don't throw a hammer
goto hammerdone;
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}
}
}
}
// didn't find any targets in meleerange, so set to throw out a hammer
angle = pmo->Angles.Yaw;
slope = P_AimLineAttack (pmo, angle, HAMMER_RANGE, NULL, 0., ALF_CHECK3D);
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if (P_LineAttack (pmo, angle, HAMMER_RANGE, slope, damage, NAME_Melee, hammertime, true) != NULL)
{
pmo->weaponspecial = false;
}
else
{
pmo->weaponspecial = 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->weaponspecial = false;
}
return 0;
}
//============================================================================
//
// A_FHammerThrow
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FHammerThrow)
{
PARAM_ACTION_PROLOGUE;
AActor *mo;
player_t *player;
if (NULL == (player = self->player))
{
return 0;
}
if (!player->mo->weaponspecial)
{
return 0;
}
AWeapon *weapon = player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire, false))
return 0;
}
mo = P_SpawnPlayerMissile (player->mo, PClass::FindActor("HammerMissile"));
if (mo)
{
mo->special1 = 0;
}
return 0;
}