#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" extern void AdjustPlayerAngle (AActor *pmo); static FRandom pr_atk ("CMaceAttack"); void A_CMaceAttack (AActor *actor); // The Cleric's Mace -------------------------------------------------------- class ACWeapMace : public AClericWeapon { DECLARE_ACTOR (ACWeapMace, AClericWeapon) }; FState ACWeapMace::States[] = { #define S_CMACEREADY 0 S_NORMAL (CMCE, 'A', 1, A_WeaponReady , &States[S_CMACEREADY]), #define S_CMACEDOWN (S_CMACEREADY+1) S_NORMAL (CMCE, 'A', 1, A_Lower , &States[S_CMACEDOWN]), #define S_CMACEUP (S_CMACEDOWN+1) S_NORMAL (CMCE, 'A', 1, A_Raise , &States[S_CMACEUP]), #define S_CMACEATK (S_CMACEUP+1) S_NORMAL2 (CMCE, 'B', 2, NULL , &States[S_CMACEATK+1], 60, 20), S_NORMAL2 (CMCE, 'B', 1, NULL , &States[S_CMACEATK+2], 30, 33), S_NORMAL2 (CMCE, 'B', 2, NULL , &States[S_CMACEATK+3], 8, 45), S_NORMAL2 (CMCE, 'C', 1, NULL , &States[S_CMACEATK+4], 8, 45), S_NORMAL2 (CMCE, 'D', 1, NULL , &States[S_CMACEATK+5], 8, 45), S_NORMAL2 (CMCE, 'E', 1, NULL , &States[S_CMACEATK+6], 8, 45), S_NORMAL2 (CMCE, 'E', 1, A_CMaceAttack , &States[S_CMACEATK+7], -11, 58), S_NORMAL2 (CMCE, 'F', 1, NULL , &States[S_CMACEATK+8], 8, 45), S_NORMAL2 (CMCE, 'F', 2, NULL , &States[S_CMACEATK+9], -8, 74), S_NORMAL2 (CMCE, 'F', 1, NULL , &States[S_CMACEATK+10], -20, 96), S_NORMAL2 (CMCE, 'F', 8, NULL , &States[S_CMACEATK+11], -33, 160), S_NORMAL2 (CMCE, 'A', 2, A_ReFire , &States[S_CMACEATK+12], 8, 75), S_NORMAL2 (CMCE, 'A', 1, NULL , &States[S_CMACEATK+13], 8, 65), S_NORMAL2 (CMCE, 'A', 2, NULL , &States[S_CMACEATK+14], 8, 60), S_NORMAL2 (CMCE, 'A', 1, NULL , &States[S_CMACEATK+15], 8, 55), S_NORMAL2 (CMCE, 'A', 2, NULL , &States[S_CMACEATK+16], 8, 50), S_NORMAL2 (CMCE, 'A', 1, NULL , &States[S_CMACEREADY], 8, 45), }; IMPLEMENT_ACTOR (ACWeapMace, Hexen, -1, 0) PROP_Weapon_SelectionOrder (3500) PROP_Flags5 (MF5_BLOODSPLATTER) PROP_Weapon_Flags (WIF_BOT_MELEE) PROP_Weapon_UpState (S_CMACEUP) PROP_Weapon_DownState (S_CMACEDOWN) PROP_Weapon_ReadyState (S_CMACEREADY) PROP_Weapon_AtkState (S_CMACEATK) PROP_Weapon_HoldAtkState (S_CMACEATK) PROP_Weapon_Kickback (150) PROP_Weapon_YAdjust (0-8) END_DEFAULTS //=========================================================================== // // A_CMaceAttack // //=========================================================================== void A_CMaceAttack (AActor *actor) { angle_t angle; int damage; int slope; int i; player_t *player; if (NULL == (player = actor->player)) { return; } damage = 25+(pr_atk()&15); for (i = 0; i < 16; i++) { angle = player->mo->angle+i*(ANG45/16); slope = P_AimLineAttack (player->mo, angle, 2*MELEERANGE); if (linetarget) { P_LineAttack (player->mo, angle, 2*MELEERANGE, slope, damage, MOD_HIT, RUNTIME_CLASS(AHammerPuff)); AdjustPlayerAngle (player->mo); // player->mo->angle = R_PointToAngle2(player->mo->x, // player->mo->y, linetarget->x, linetarget->y); goto macedone; } angle = player->mo->angle-i*(ANG45/16); slope = P_AimLineAttack (player->mo, angle, 2*MELEERANGE); if (linetarget) { P_LineAttack (player->mo, angle, 2*MELEERANGE, slope, damage, MOD_HIT, RUNTIME_CLASS(AHammerPuff)); AdjustPlayerAngle (player->mo); // player->mo->angle = R_PointToAngle2(player->mo->x, // player->mo->y, linetarget->x, linetarget->y); goto macedone; } } // didn't find any creatures, so try to strike any walls player->mo->special1 = 0; angle = player->mo->angle; slope = P_AimLineAttack (player->mo, angle, MELEERANGE); P_LineAttack (player->mo, angle, MELEERANGE, slope, damage, MOD_HIT, RUNTIME_CLASS(AHammerPuff)); macedone: return; }