- scriptified the fighter's fist.

This commit is contained in:
Christoph Oelckers 2016-11-26 22:25:49 +01:00
parent 178db4bb09
commit 80f233cd0b
9 changed files with 129 additions and 169 deletions

View file

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

View file

@ -1,142 +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 "a_hexenglobal.h"
#include "vm.h"
*/
IMPLEMENT_CLASS(AFighterWeapon, false, false)
IMPLEMENT_CLASS(AClericWeapon, false, false)
IMPLEMENT_CLASS(AMageWeapon, false, false)
static FRandom pr_fpatk ("FPunchAttack");
//============================================================================
//
// AdjustPlayerAngle
//
//============================================================================
#define MAX_ANGLE_ADJUST (5.)
void AdjustPlayerAngle (AActor *pmo, FTranslatedLineTarget *t)
{
// normally this will adjust relative to the actual direction to the target,
// but with arbitrary portals that cannot be calculated so using the actual
// attack angle is the only option.
DAngle atkangle = t->unlinked ? t->angleFromSource : pmo->AngleTo(t->linetarget);
DAngle difference = deltaangle(pmo->Angles.Yaw, atkangle);
if (fabs(difference) > MAX_ANGLE_ADJUST)
{
if (difference > 0)
{
pmo->Angles.Yaw += MAX_ANGLE_ADJUST;
}
else
{
pmo->Angles.Yaw -= MAX_ANGLE_ADJUST;
}
}
else
{
pmo->Angles.Yaw = t->angleFromSource;
}
}
DEFINE_ACTION_FUNCTION(AActor, AdjustPlayerAngle)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_POINTER(t, FTranslatedLineTarget);
AdjustPlayerAngle(self, t);
return 0;
}
//============================================================================
//
// TryPunch
//
// Returns true if an actor was punched, false if not.
//
//============================================================================
static bool TryPunch(APlayerPawn *pmo, DAngle angle, int damage, int power)
{
PClassActor *pufftype;
FTranslatedLineTarget t;
DAngle slope;
slope = P_AimLineAttack (pmo, angle, 2*MELEERANGE, &t);
if (t.linetarget != NULL)
{
if (++pmo->weaponspecial >= 3)
{
damage <<= 1;
power *= 3;
pufftype = PClass::FindActor("HammerPuff");
}
else
{
pufftype = PClass::FindActor("PunchPuff");
}
P_LineAttack (pmo, angle, 2*MELEERANGE, slope, damage, NAME_Melee, pufftype, true, &t);
if (t.linetarget != NULL)
{
if (t.linetarget->player != NULL ||
(t.linetarget->Mass != INT_MAX && (t.linetarget->flags3 & MF3_ISMONSTER)))
{
t.linetarget->Thrust(t.angleFromSource, power);
}
AdjustPlayerAngle (pmo, &t);
return true;
}
}
return false;
}
//============================================================================
//
// A_FPunchAttack
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FPunchAttack)
{
PARAM_ACTION_PROLOGUE(AActor);
int damage;
int i;
player_t *player;
if (nullptr == (player = self->player))
{
return 0;
}
APlayerPawn *pmo = player->mo;
damage = 40+(pr_fpatk()&15);
for (i = 0; i < 16; i++)
{
if (TryPunch(pmo, pmo->Angles.Yaw + i*(45./16), damage, 2) ||
TryPunch(pmo, pmo->Angles.Yaw - i*(45./16), damage, 2))
{ // hit something
if (pmo->weaponspecial >= 3)
{
pmo->weaponspecial = 0;
P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->FindState("Fire2"));
S_Sound (pmo, CHAN_VOICE, "*fistgrunt", 1, ATTN_NORM);
}
return 0;
}
}
// didn't find any creatures, so try to strike any walls
pmo->weaponspecial = 0;
DAngle slope = P_AimLineAttack (pmo, pmo->Angles.Yaw, MELEERANGE);
P_LineAttack (pmo, pmo->Angles.Yaw, MELEERANGE, slope, damage, NAME_Melee, PClass::FindActor("PunchPuff"), true);
return 0;
}

View file

@ -3,26 +3,6 @@
#include "d_player.h"
void AdjustPlayerAngle(AActor *pmo, FTranslatedLineTarget *t);
class AFighterWeapon : public AWeapon
{
DECLARE_CLASS (AFighterWeapon, AWeapon);
public:
};
class AClericWeapon : public AWeapon
{
DECLARE_CLASS (AClericWeapon, AWeapon);
public:
};
class AMageWeapon : public AWeapon
{
DECLARE_CLASS (AMageWeapon, AWeapon);
public:
};
class AArtiPoisonBag : public AInventory
{
DECLARE_CLASS (AArtiPoisonBag, AInventory)

View file

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

View file

@ -11,6 +11,14 @@
#include "doomstat.h"
*/
class AMageWeapon : public AWeapon
{
DECLARE_CLASS (AMageWeapon, AWeapon);
public:
};
IMPLEMENT_CLASS(AMageWeapon, false, false)
static FRandom pr_mstafftrack ("MStaffTrack");
static FRandom pr_bloodscourgedrop ("BloodScourgeDrop");

View file

@ -838,6 +838,7 @@ FState *AWeapon::GetUpState ()
stack.Call(func, params, 1, &ret, 1, nullptr);
return retval;
}
return nullptr;
}
//===========================================================================
@ -858,6 +859,7 @@ FState *AWeapon::GetDownState ()
stack.Call(func, params, 1, &ret, 1, nullptr);
return retval;
}
return nullptr;
}
//===========================================================================
@ -878,6 +880,7 @@ FState *AWeapon::GetReadyState ()
stack.Call(func, params, 1, &ret, 1, nullptr);
return retval;
}
return nullptr;
}
//===========================================================================
@ -898,6 +901,7 @@ FState *AWeapon::GetAtkState (bool hold)
stack.Call(func, params, 2, &ret, 1, nullptr);
return retval;
}
return nullptr;
}
//===========================================================================
@ -918,6 +922,7 @@ FState *AWeapon::GetAltAtkState (bool hold)
stack.Call(func, params, 2, &ret, 1, nullptr);
return retval;
}
return nullptr;
}
//===========================================================================

View file

@ -268,7 +268,6 @@ class Actor : Thinker native
virtual native bool SpecialBlastHandling (Actor source, double strength);
native void AdjustPlayerAngle(FTranslatedLineTarget t);
native static readonly<Actor> GetDefaultByType(class<Actor> cls);
native static double GetDefaultSpeed(class<Actor> type);
native void RemoveFromHash();

View file

@ -1,7 +1,7 @@
// The Doom and Heretic players are not excluded from pickup in case
// somebody wants to use these weapons with either of those games.
class FighterWeapon : Weapon native
class FighterWeapon : Weapon
{
Default
{
@ -10,7 +10,7 @@ class FighterWeapon : Weapon native
}
}
class ClericWeapon : Weapon native
class ClericWeapon : Weapon
{
Default
{
@ -27,3 +27,38 @@ class MageWeapon : Weapon native
Inventory.ForbiddenTo "FighterPlayer", "ClericPlayer";
}
}
extend class Actor
{
//============================================================================
//
// AdjustPlayerAngle
//
//============================================================================
const MAX_ANGLE_ADJUST = (5.);
void AdjustPlayerAngle(FTranslatedLineTarget t)
{
// normally this will adjust relative to the actual direction to the target,
// but with arbitrary portals that cannot be calculated so using the actual
// attack angle is the only option.
double atkangle = t.unlinked ? t.angleFromSource : AngleTo(t.linetarget);
double difference = deltaangle(Angle, atkangle);
if (abs(difference) > MAX_ANGLE_ADJUST)
{
if (difference > 0)
{
angle += MAX_ANGLE_ADJUST;
}
else
{
angle -= MAX_ANGLE_ADJUST;
}
}
else
{
angle = t.angleFromSource;
}
}
}

View file

@ -13,8 +13,6 @@ class FWeapFist : FighterWeapon
Tag "$TAG_FWEAPFIST";
}
action native void A_FPunchAttack();
States
{
Select:
@ -44,6 +42,85 @@ class FWeapFist : FighterWeapon
FPCH E 10 Offset (0, 150);
Goto Ready;
}
//============================================================================
//
// TryPunch
//
// Returns true if an actor was punched, false if not.
//
//============================================================================
private action bool TryPunch(double angle, int damage, int power)
{
Class<Actor> pufftype;
FTranslatedLineTarget t;
double slope = AimLineAttack (angle, 2*MELEERANGE, t);
if (t.linetarget != null)
{
if (++weaponspecial >= 3)
{
damage <<= 1;
power *= 3;
pufftype = "HammerPuff";
}
else
{
pufftype = "PunchPuff";
}
LineAttack (angle, 2*MELEERANGE, slope, damage, 'Melee', pufftype, true, t);
if (t.linetarget != null)
{
// The mass threshold has been changed to CommanderKeen's value which has been used most often for 'unmovable' stuff.
if (t.linetarget.player != null ||
(t.linetarget.Mass < 10000000 && (t.linetarget.bIsMonster)))
{
if (!t.linetarget.bDontThrust)
t.linetarget.Thrust(power, t.angleFromSource);
}
AdjustPlayerAngle(t);
return true;
}
}
return false;
}
//============================================================================
//
// A_FPunchAttack
//
//============================================================================
action void A_FPunchAttack()
{
if (player == null)
{
return;
}
int damage = 40 + (random[FighterAtk]() & 15);
for (int i = 0; i < 16; i++)
{
if (TryPunch(angle + i*(45./16), damage, 2) ||
TryPunch(angle - i*(45./16), damage, 2))
{ // hit something
if (weaponspecial >= 3)
{
weaponspecial = 0;
player.SetPsprite(PSP_WEAPON, player.ReadyWeapon.FindState("Fire2"));
A_PlaySound ("*fistgrunt", CHAN_VOICE);
}
return;
}
}
// didn't find any creatures, so try to strike any walls
weaponspecial = 0;
double slope = AimLineAttack (angle, MELEERANGE);
LineAttack (angle, MELEERANGE, slope, damage, 'Melee', "PunchPuff", true);
}
}
// Punch puff ---------------------------------------------------------------