/* #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.) 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; } } //============================================================================ // // 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; 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; }