/* #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 "thingdef/thingdef.h" */ // Fighter Weapon Base Class ------------------------------------------------ IMPLEMENT_CLASS (AFighterWeapon) IMPLEMENT_CLASS (AClericWeapon) IMPLEMENT_CLASS (AMageWeapon) bool AFighterWeapon::TryPickup (AActor *&toucher) { // The Doom and Hexen players are not excluded from pickup in case // somebody wants to use these weapons with either of those games. if (toucher->IsKindOf (PClass::FindClass(NAME_ClericPlayer)) || toucher->IsKindOf (PClass::FindClass(NAME_MagePlayer))) { // Wrong class, but try to pick up for mana if (ShouldStay()) { // Can't pick up weapons for other classes in coop netplay return false; } bool gaveSome = (NULL != AddAmmo (toucher, AmmoType1, AmmoGive1)); gaveSome |= (NULL != AddAmmo (toucher, AmmoType2, AmmoGive2)); if (gaveSome) { GoAwayAndDie (); } return gaveSome; } return Super::TryPickup (toucher); } // Cleric Weapon Base Class ------------------------------------------------- bool AClericWeapon::TryPickup (AActor *&toucher) { // The Doom and Hexen players are not excluded from pickup in case // somebody wants to use these weapons with either of those games. if (toucher->IsKindOf (PClass::FindClass(NAME_FighterPlayer)) || toucher->IsKindOf (PClass::FindClass(NAME_MagePlayer))) { // Wrong class, but try to pick up for mana if (ShouldStay()) { // Can't pick up weapons for other classes in coop netplay return false; } bool gaveSome = (NULL != AddAmmo (toucher, AmmoType1, AmmoGive1)); gaveSome |= (NULL != AddAmmo (toucher, AmmoType2, AmmoGive2)); if (gaveSome) { GoAwayAndDie (); } return gaveSome; } return Super::TryPickup (toucher); } // Mage Weapon Base Class --------------------------------------------------- bool AMageWeapon::TryPickup (AActor *&toucher) { // The Doom and Hexen players are not excluded from pickup in case // somebody wants to use these weapons with either of those games. if (toucher->IsKindOf (PClass::FindClass(NAME_FighterPlayer)) || toucher->IsKindOf (PClass::FindClass(NAME_ClericPlayer))) { // Wrong class, but try to pick up for mana if (ShouldStay()) { // Can't pick up weapons for other classes in coop netplay return false; } bool gaveSome = (NULL != AddAmmo (toucher, AmmoType1, AmmoGive1)); gaveSome |= (NULL != AddAmmo (toucher, AmmoType2, AmmoGive2)); if (gaveSome) { GoAwayAndDie (); } return gaveSome; } return Super::TryPickup (toucher); } static FRandom pr_fpatk ("FPunchAttack"); //============================================================================ // // AdjustPlayerAngle // //============================================================================ #define MAX_ANGLE_ADJUST (5*ANGLE_1) void AdjustPlayerAngle (AActor *pmo, AActor *linetarget) { angle_t angle; int difference; angle = R_PointToAngle2 (pmo->x, pmo->y, linetarget->x, linetarget->y); difference = (int)angle - (int)pmo->angle; if (abs(difference) > MAX_ANGLE_ADJUST) { if (difference > 0) { pmo->angle += MAX_ANGLE_ADJUST; } else { pmo->angle -= MAX_ANGLE_ADJUST; } } else { pmo->angle = angle; } } //============================================================================ // // A_FPunchAttack // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_FPunchAttack) { angle_t angle; int damage; int slope; fixed_t power; int i; player_t *player; const PClass *pufftype; AActor *linetarget; if (NULL == (player = self->player)) { return; } APlayerPawn *pmo = player->mo; damage = 40+(pr_fpatk()&15); power = 2*FRACUNIT; pufftype = PClass::FindClass ("PunchPuff"); for (i = 0; i < 16; i++) { angle = pmo->angle + i*(ANG45/16); slope = P_AimLineAttack (pmo, angle, 2*MELEERANGE, &linetarget); if (linetarget) { pmo->special1++; if (pmo->special1 == 3) { damage <<= 1; power = 6*FRACUNIT; pufftype = PClass::FindClass ("HammerPuff"); } P_LineAttack (pmo, angle, 2*MELEERANGE, slope, damage, NAME_Melee, pufftype, true); if (linetarget->flags3&MF3_ISMONSTER || linetarget->player) { P_ThrustMobj (linetarget, angle, power); } AdjustPlayerAngle (pmo, linetarget); goto punchdone; } angle = pmo->angle-i * (ANG45/16); slope = P_AimLineAttack (pmo, angle, 2*MELEERANGE, &linetarget); if (linetarget) { pmo->special1++; if (pmo->special1 == 3) { damage <<= 1; power = 6*FRACUNIT; pufftype = PClass::FindClass ("HammerPuff"); } P_LineAttack (pmo, angle, 2*MELEERANGE, slope, damage, NAME_Melee, pufftype, true); if (linetarget->flags3&MF3_ISMONSTER || linetarget->player) { P_ThrustMobj (linetarget, angle, power); } AdjustPlayerAngle (pmo, linetarget); goto punchdone; } } // didn't find any creatures, so try to strike any walls pmo->special1 = 0; angle = pmo->angle; slope = P_AimLineAttack (pmo, angle, MELEERANGE, &linetarget); P_LineAttack (pmo, angle, MELEERANGE, slope, damage, NAME_Melee, pufftype, true); punchdone: if (pmo->special1 == 3) { pmo->special1 = 0; P_SetPsprite (player, ps_weapon, player->ReadyWeapon->FindState ("Fire2")); S_Sound (pmo, CHAN_VOICE, "*fistgrunt", 1, ATTN_NORM); } return; }