mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-08 22:11:09 +00:00
7eb8594e86
SVN r3621 (trunk)
282 lines
6.3 KiB
C++
282 lines
6.3 KiB
C++
/*
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#include "actor.h"
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#include "gi.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "d_player.h"
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#include "a_action.h"
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#include "p_local.h"
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#include "a_action.h"
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#include "p_pspr.h"
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#include "gstrings.h"
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#include "a_hexenglobal.h"
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#include "thingdef/thingdef.h"
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*/
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#define AXERANGE ((fixed_t)(2.25*MELEERANGE))
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static FRandom pr_axeatk ("FAxeAtk");
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void A_FAxeCheckReady (AActor *actor);
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void A_FAxeCheckUp (AActor *actor);
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void A_FAxeCheckAtk (AActor *actor);
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void A_FAxeCheckReadyG (AActor *actor);
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void A_FAxeCheckUpG (AActor *actor);
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void A_FAxeAttack (AActor *actor);
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extern void AdjustPlayerAngle (AActor *pmo, AActor *linetarget);
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EXTERN_CVAR (Int, cl_bloodtype)
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// The Fighter's Axe --------------------------------------------------------
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class AFWeapAxe : public AFighterWeapon
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{
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DECLARE_CLASS (AFWeapAxe, AFighterWeapon)
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public:
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FState *GetUpState ();
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FState *GetDownState ();
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FState *GetReadyState ();
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FState *GetAtkState (bool hold);
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};
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IMPLEMENT_CLASS (AFWeapAxe)
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FState *AFWeapAxe::GetUpState ()
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{
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return Ammo1->Amount ? FindState ("SelectGlow") : Super::GetUpState();
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}
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FState *AFWeapAxe::GetDownState ()
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{
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return Ammo1->Amount ? FindState ("DeselectGlow") : Super::GetDownState();
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}
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FState *AFWeapAxe::GetReadyState ()
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{
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return Ammo1->Amount ? FindState ("ReadyGlow") : Super::GetReadyState();
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}
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FState *AFWeapAxe::GetAtkState (bool hold)
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{
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return Ammo1->Amount ? FindState ("FireGlow") : Super::GetAtkState(hold);
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}
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//============================================================================
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//
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// A_FAxeCheckReady
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckReady)
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{
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player_t *player;
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if (NULL == (player = self->player))
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{
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return;
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}
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if (player->ReadyWeapon->Ammo1->Amount)
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{
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P_SetPsprite (player, ps_weapon, player->ReadyWeapon->FindState ("ReadyGlow"));
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}
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else
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{
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DoReadyWeapon(self);
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}
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}
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//============================================================================
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//
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// A_FAxeCheckReadyG
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckReadyG)
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{
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player_t *player;
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if (NULL == (player = self->player))
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{
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return;
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}
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if (player->ReadyWeapon->Ammo1->Amount <= 0)
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{
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P_SetPsprite (player, ps_weapon, player->ReadyWeapon->FindState ("Ready"));
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}
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else
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{
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DoReadyWeapon(self);
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}
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}
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//============================================================================
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//
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// A_FAxeCheckUp
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckUp)
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{
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player_t *player;
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if (NULL == (player = self->player))
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{
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return;
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}
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if (player->ReadyWeapon->Ammo1->Amount)
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{
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P_SetPsprite (player, ps_weapon, player->ReadyWeapon->FindState ("SelectGlow"));
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}
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else
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{
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CALL_ACTION(A_Raise, self);
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}
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}
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//============================================================================
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//
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// A_FAxeCheckUpG
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckUpG)
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{
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player_t *player;
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if (NULL == (player = self->player))
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{
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return;
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}
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if (player->ReadyWeapon->Ammo1->Amount <= 0)
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{
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P_SetPsprite (player, ps_weapon, player->ReadyWeapon->FindState ("Select"));
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}
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else
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{
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CALL_ACTION(A_Raise, self);
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}
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}
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//============================================================================
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//
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// A_FAxeCheckAtk
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckAtk)
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{
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player_t *player;
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if (NULL == (player = self->player))
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{
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return;
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}
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if (player->ReadyWeapon->Ammo1->Amount)
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{
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P_SetPsprite (player, ps_weapon, player->ReadyWeapon->FindState ("FireGlow"));
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}
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}
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//============================================================================
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//
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// A_FAxeAttack
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FAxeAttack)
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{
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angle_t angle;
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fixed_t power;
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int damage;
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int slope;
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int i;
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int useMana;
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player_t *player;
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AWeapon *weapon;
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const PClass *pufftype;
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AActor *linetarget;
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if (NULL == (player = self->player))
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{
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return;
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}
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AActor *pmo=player->mo;
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damage = 40+(pr_axeatk()&15);
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damage += pr_axeatk()&7;
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power = 0;
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weapon = player->ReadyWeapon;
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if (player->ReadyWeapon->Ammo1->Amount > 0)
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{
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damage <<= 1;
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power = 6*FRACUNIT;
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pufftype = PClass::FindClass ("AxePuffGlow");
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useMana = 1;
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}
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else
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{
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pufftype = PClass::FindClass ("AxePuff");
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useMana = 0;
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}
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for (i = 0; i < 16; i++)
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{
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angle = pmo->angle+i*(ANG45/16);
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slope = P_AimLineAttack (pmo, angle, AXERANGE, &linetarget);
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if (linetarget)
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{
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P_LineAttack (pmo, angle, AXERANGE, slope, damage, NAME_Melee, pufftype, true, &linetarget);
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if (linetarget != NULL)
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{
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if (linetarget->flags3&MF3_ISMONSTER || linetarget->player)
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{
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P_ThrustMobj (linetarget, angle, power);
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}
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AdjustPlayerAngle (pmo, linetarget);
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useMana++;
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goto axedone;
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}
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}
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angle = pmo->angle-i*(ANG45/16);
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slope = P_AimLineAttack (pmo, angle, AXERANGE, &linetarget);
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if (linetarget)
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{
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P_LineAttack (pmo, angle, AXERANGE, slope, damage, NAME_Melee, pufftype, true, &linetarget);
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if (linetarget != NULL)
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{
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if (linetarget->flags3&MF3_ISMONSTER)
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{
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P_ThrustMobj (linetarget, angle, power);
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}
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AdjustPlayerAngle (pmo, linetarget);
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useMana++;
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goto axedone;
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}
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}
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}
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// didn't find any creatures, so try to strike any walls
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pmo->special1 = 0;
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angle = pmo->angle;
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slope = P_AimLineAttack (pmo, angle, MELEERANGE, &linetarget);
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P_LineAttack (pmo, angle, MELEERANGE, slope, damage, NAME_Melee, pufftype, true);
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axedone:
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if (useMana == 2)
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{
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AWeapon *weapon = player->ReadyWeapon;
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if (weapon != NULL)
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{
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weapon->DepleteAmmo (weapon->bAltFire, false);
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if ((weapon->Ammo1 == NULL || weapon->Ammo1->Amount == 0) &&
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(!(weapon->WeaponFlags & WIF_PRIMARY_USES_BOTH) ||
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weapon->Ammo2 == NULL || weapon->Ammo2->Amount == 0))
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{
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P_SetPsprite (player, ps_weapon, player->ReadyWeapon->FindState ("Fire") + 5);
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}
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}
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}
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return;
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}
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