qzdoom-gpl/src/g_hexen/a_fighterplayer.cpp

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/*
#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"
*/
IMPLEMENT_CLASS (AFighterWeapon)
IMPLEMENT_CLASS (AClericWeapon)
IMPLEMENT_CLASS (AMageWeapon)
static FRandom pr_fpatk ("FPunchAttack");
//============================================================================
//
// AdjustPlayerAngle
//
//============================================================================
#define MAX_ANGLE_ADJUST (5.)
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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)
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{
if (difference > 0)
{
pmo->Angles.Yaw += MAX_ANGLE_ADJUST;
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}
else
{
pmo->Angles.Yaw -= MAX_ANGLE_ADJUST;
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}
}
else
{
pmo->Angles.Yaw = t->angleFromSource;
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}
}
//============================================================================
//
// TryPunch
//
// Returns true if an actor was punched, false if not.
//
//============================================================================
static bool TryPunch(APlayerPawn *pmo, DAngle angle, int damage, int power)
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{
PClassActor *pufftype;
FTranslatedLineTarget t;
DAngle slope;
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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);
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}
AdjustPlayerAngle (pmo, &t);
return true;
}
}
return false;
}
//============================================================================
//
// A_FPunchAttack
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FPunchAttack)
{
PARAM_ACTION_PROLOGUE;
int damage;
int i;
player_t *player;
if (nullptr == (player = self->player))
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{
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))
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{ // hit something
if (pmo->weaponspecial >= 3)
{
pmo->weaponspecial = 0;
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P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->FindState("Fire2"));
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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);
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return 0;
}