- scriptified the fighter's hammer.

This commit is contained in:
Christoph Oelckers 2016-11-26 21:39:20 +01:00
parent bdad526f62
commit 178db4bb09
7 changed files with 102 additions and 130 deletions

View File

@ -855,7 +855,6 @@ set( NOT_COMPILED_SOURCE_FILES
${OTHER_SYSTEM_SOURCES} ${OTHER_SYSTEM_SOURCES}
sc_man_scanner.h sc_man_scanner.h
sc_man_scanner.re sc_man_scanner.re
g_hexen/a_fighterhammer.cpp
g_hexen/a_fighterplayer.cpp g_hexen/a_fighterplayer.cpp
g_hexen/a_fighterquietus.cpp g_hexen/a_fighterquietus.cpp
g_hexen/a_flechette.cpp g_hexen/a_flechette.cpp

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@ -1,124 +0,0 @@
/*
#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 "vm.h"
*/
const double HAMMER_RANGE = 1.5 * MELEERANGE;
static FRandom pr_hammeratk ("FHammerAtk");
//============================================================================
//
// A_FHammerAttack
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FHammerAttack)
{
PARAM_ACTION_PROLOGUE(AActor);
DAngle angle;
int damage;
DAngle slope;
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)
{
angle = pmo->Angles.Yaw + j*i*(45. / 32);
slope = P_AimLineAttack(pmo, angle, HAMMER_RANGE, &t, 0., ALF_CHECK3D);
if (t.linetarget != NULL)
{
P_LineAttack(pmo, angle, HAMMER_RANGE, slope, damage, NAME_Melee, hammertime, true, &t);
if (t.linetarget != NULL)
{
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;
}
}
}
}
// 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);
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);
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;
}

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@ -24,7 +24,6 @@
#include "serializer.h" #include "serializer.h"
// Include all the Hexen stuff here to reduce compile time // Include all the Hexen stuff here to reduce compile time
#include "a_fighterhammer.cpp"
#include "a_fighterplayer.cpp" #include "a_fighterplayer.cpp"
#include "a_fighterquietus.cpp" #include "a_fighterquietus.cpp"
#include "a_flechette.cpp" #include "a_flechette.cpp"

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@ -664,6 +664,16 @@ bool AWeapon::CheckAmmo (int fireMode, bool autoSwitch, bool requireAmmo, int am
return false; return false;
} }
DEFINE_ACTION_FUNCTION(AWeapon, CheckAmmo)
{
PARAM_SELF_PROLOGUE(AWeapon);
PARAM_INT(mode);
PARAM_BOOL(autoswitch);
PARAM_BOOL_DEF(require);
PARAM_INT_DEF(ammocnt);
ACTION_RETURN_BOOL(self->CheckAmmo(mode, autoswitch, require, ammocnt));
}
//=========================================================================== //===========================================================================
// //
// AWeapon :: DepleteAmmo // AWeapon :: DepleteAmmo

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@ -3,6 +3,8 @@
class FWeapHammer : FighterWeapon class FWeapHammer : FighterWeapon
{ {
const HAMMER_RANGE = 1.5 * MELEERANGE;
Default Default
{ {
+BLOODSPLATTER +BLOODSPLATTER
@ -18,9 +20,6 @@ class FWeapHammer : FighterWeapon
Tag "$TAG_FWEAPHAMMER"; Tag "$TAG_FWEAPHAMMER";
} }
action native void A_FHammerAttack();
action native void A_FHammerThrow();
States States
{ {
Spawn: Spawn:
@ -50,6 +49,87 @@ class FWeapHammer : FighterWeapon
FHMR A 1; FHMR A 1;
Goto Ready; Goto Ready;
} }
//============================================================================
//
// A_FHammerAttack
//
//============================================================================
action void A_FHammerAttack()
{
FTranslatedLineTarget t;
if (player == null)
{
return;
}
int damage = 60+(random[HammerAtk]() & 63);
for (int i = 0; i < 16; i++)
{
for (int j = 1; j >= -1; j -= 2)
{
double ang = angle + j*i*(45. / 32);
double slope = AimLineAttack(ang, HAMMER_RANGE, t, 0., ALF_CHECK3D);
if (t.linetarget != null)
{
LineAttack(ang, HAMMER_RANGE, slope, damage, 'Melee', "HammerPuff", true, t);
if (t.linetarget != null)
{
AdjustPlayerAngle(t);
if (t.linetarget.bIsMonster || t.linetarget.player)
{
t.linetarget.Thrust(10, t.angleFromSource);
}
weaponspecial = false; // Don't throw a hammer
return;
}
}
}
}
// didn't find any targets in meleerange, so set to throw out a hammer
double slope = AimLineAttack (angle, HAMMER_RANGE, null, 0., ALF_CHECK3D);
weaponspecial = (LineAttack (angle, HAMMER_RANGE, slope, damage, 'Melee', "HammerPuff", true) == null);
// Don't spawn a hammer if the player doesn't have enough mana
if (player.ReadyWeapon == null ||
!player.ReadyWeapon.CheckAmmo (player.ReadyWeapon.bAltFire ?
Weapon.AltFire : Weapon.PrimaryFire, false, true))
{
weaponspecial = false;
}
}
//============================================================================
//
// A_FHammerThrow
//
//============================================================================
action void A_FHammerThrow()
{
if (player == null)
{
return;
}
if (!weaponspecial)
{
return;
}
Weapon weapon = player.ReadyWeapon;
if (weapon != null)
{
if (!weapon.DepleteAmmo (weapon.bAltFire, false))
return;
}
Actor mo = SpawnPlayerMissile ("HammerMissile");
if (mo)
{
mo.special1 = 0;
}
}
} }
// Hammer Missile ----------------------------------------------------------- // Hammer Missile -----------------------------------------------------------
@ -76,7 +156,7 @@ class HammerMissile : Actor
FHFX CDEFGH 2 Bright; FHFX CDEFGH 2 Bright;
Loop; Loop;
Death: Death:
FHFX I 3 Bright A_SetTranslucent(1,1); FHFX I 3 Bright A_SetRenderStyle(1, STYLE_Add);
FHFX J 3 Bright; FHFX J 3 Bright;
FHFX K 3 Bright A_Explode (128, 128, 0); FHFX K 3 Bright A_Explode (128, 128, 0);
FHFX LM 3 Bright; FHFX LM 3 Bright;

View File

@ -529,6 +529,13 @@ class PuzzleItem : Inventory native
class Weapon : StateProvider native class Weapon : StateProvider native
{ {
enum EFireMode
{
PrimaryFire,
AltFire,
EitherFire
};
native uint WeaponFlags; native uint WeaponFlags;
native class<Ammo> AmmoType1, AmmoType2; // Types of ammo used by this weapon native class<Ammo> AmmoType1, AmmoType2; // Types of ammo used by this weapon
native int AmmoGive1, AmmoGive2; // Amount of each ammo to get when picking up weapon native int AmmoGive1, AmmoGive2; // Amount of each ammo to get when picking up weapon
@ -572,6 +579,7 @@ class Weapon : StateProvider native
Stop; Stop;
} }
native bool CheckAmmo(int fireMode, bool autoSwitch, bool requireAmmo = false, int ammocount = -1);
native bool DepleteAmmo(bool altFire, bool checkEnough = true, int ammouse = -1); native bool DepleteAmmo(bool altFire, bool checkEnough = true, int ammouse = -1);
native virtual void EndPowerup(); native virtual void EndPowerup();