#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 "a_hexenglobal.h" // Fighter Weapon Base Class ------------------------------------------------ IMPLEMENT_STATELESS_ACTOR (AFighterWeapon, Hexen, -1, 0) PROP_Weapon_Kickback (150) END_DEFAULTS 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 ------------------------------------------------- IMPLEMENT_STATELESS_ACTOR (AClericWeapon, Hexen, -1, 0) PROP_Weapon_Kickback (150) END_DEFAULTS 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 --------------------------------------------------- IMPLEMENT_STATELESS_ACTOR (AMageWeapon, Hexen, -1, 0) PROP_Weapon_Kickback (150) END_DEFAULTS 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) { 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; } } // Fist (first weapon) ------------------------------------------------------ void A_FPunchAttack (AActor *actor); class AFWeapFist : public AFighterWeapon { DECLARE_ACTOR (AFWeapFist, AFighterWeapon) }; FState AFWeapFist::States[] = { #define S_PUNCHREADY 0 S_NORMAL (FPCH, 'A', 1, A_WeaponReady , &States[S_PUNCHREADY]), #define S_PUNCHDOWN (S_PUNCHREADY+1) S_NORMAL (FPCH, 'A', 1, A_Lower , &States[S_PUNCHDOWN]), #define S_PUNCHUP (S_PUNCHDOWN+1) S_NORMAL (FPCH, 'A', 1, A_Raise , &States[S_PUNCHUP]), #define S_PUNCHATK1 (S_PUNCHUP+1) S_NORMAL2(FPCH, 'B', 5, NULL , &States[S_PUNCHATK1+1], 5, 40), S_NORMAL2(FPCH, 'C', 4, NULL , &States[S_PUNCHATK1+2], 5, 40), S_NORMAL2(FPCH, 'D', 4, A_FPunchAttack , &States[S_PUNCHATK1+3], 5, 40), S_NORMAL2(FPCH, 'C', 4, NULL , &States[S_PUNCHATK1+4], 5, 40), S_NORMAL2(FPCH, 'B', 5, A_ReFire , &States[S_PUNCHREADY], 5, 40), #define S_PUNCHATK2 (S_PUNCHATK1+5) S_NORMAL2(FPCH, 'D', 4, NULL , &States[S_PUNCHATK2+1], 5, 40), S_NORMAL2(FPCH, 'E', 4, NULL , &States[S_PUNCHATK2+2], 5, 40), S_NORMAL2(FPCH, 'E', 1, NULL , &States[S_PUNCHATK2+3], 15, 50), S_NORMAL2(FPCH, 'E', 1, NULL , &States[S_PUNCHATK2+4], 25, 60), S_NORMAL2(FPCH, 'E', 1, NULL , &States[S_PUNCHATK2+5], 35, 70), S_NORMAL2(FPCH, 'E', 1, NULL , &States[S_PUNCHATK2+6], 45, 80), S_NORMAL2(FPCH, 'E', 1, NULL , &States[S_PUNCHATK2+7], 55, 90), S_NORMAL2(FPCH, 'E', 1, NULL , &States[S_PUNCHATK2+8], 65, 100), S_NORMAL2(FPCH, 'E', 10, NULL , &States[S_PUNCHREADY], 0, 150) }; IMPLEMENT_ACTOR (AFWeapFist, Hexen, -1, 0) PROP_Flags5 (MF5_BLOODSPLATTER) PROP_Weapon_SelectionOrder (3400) PROP_Weapon_Flags (WIF_BOT_MELEE) PROP_Weapon_UpState (S_PUNCHUP) PROP_Weapon_DownState (S_PUNCHDOWN) PROP_Weapon_ReadyState (S_PUNCHREADY) PROP_Weapon_AtkState (S_PUNCHATK1) PROP_Weapon_Kickback (150) END_DEFAULTS // Punch puff --------------------------------------------------------------- class APunchPuff : public AActor { DECLARE_ACTOR (APunchPuff, AActor) public: void BeginPlay (); }; FState APunchPuff::States[] = { S_NORMAL (FHFX, 'S', 4, NULL , &States[1]), S_NORMAL (FHFX, 'T', 4, NULL , &States[2]), S_NORMAL (FHFX, 'U', 4, NULL , &States[3]), S_NORMAL (FHFX, 'V', 4, NULL , &States[4]), S_NORMAL (FHFX, 'W', 4, NULL , NULL) }; IMPLEMENT_ACTOR (APunchPuff, Hexen, -1, 0) PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY) PROP_Flags3 (MF3_PUFFONACTORS) PROP_RenderStyle (STYLE_Translucent) PROP_Alpha (HX_SHADOW) PROP_SpawnState (0) PROP_SeeSound ("FighterPunchHitThing") PROP_AttackSound ("FighterPunchHitWall") PROP_ActiveSound ("FighterPunchMiss") END_DEFAULTS void APunchPuff::BeginPlay () { Super::BeginPlay (); momz = FRACUNIT; } //============================================================================ // // A_FPunchAttack // //============================================================================ void A_FPunchAttack (AActor *actor) { angle_t angle; int damage; int slope; fixed_t power; int i; player_t *player; const PClass *pufftype; if (NULL == (player = actor->player)) { return; } APlayerPawn *pmo = player->mo; damage = 40+(pr_fpatk()&15); power = 2*FRACUNIT; pufftype = RUNTIME_CLASS(APunchPuff); for (i = 0; i < 16; i++) { angle = pmo->angle + i*(ANG45/16); slope = P_AimLineAttack (pmo, angle, 2*MELEERANGE); if (linetarget) { pmo->special1++; if (pmo->special1 == 3) { damage <<= 1; power = 6*FRACUNIT; pufftype = RUNTIME_CLASS(AHammerPuff); } P_LineAttack (pmo, angle, 2*MELEERANGE, slope, damage, NAME_Melee, pufftype); if (linetarget->flags3&MF3_ISMONSTER || linetarget->player) { P_ThrustMobj (linetarget, angle, power); } AdjustPlayerAngle (pmo); goto punchdone; } angle = pmo->angle-i * (ANG45/16); slope = P_AimLineAttack (pmo, angle, 2*MELEERANGE); if (linetarget) { pmo->special1++; if (pmo->special1 == 3) { damage <<= 1; power = 6*FRACUNIT; pufftype = RUNTIME_CLASS(AHammerPuff); } P_LineAttack (pmo, angle, 2*MELEERANGE, slope, damage, NAME_Melee, pufftype); if (linetarget->flags3&MF3_ISMONSTER || linetarget->player) { P_ThrustMobj (linetarget, angle, power); } AdjustPlayerAngle (pmo); 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); P_LineAttack (pmo, angle, MELEERANGE, slope, damage, NAME_Melee, pufftype); punchdone: if (pmo->special1 == 3) { pmo->special1 = 0; P_SetPsprite (player, ps_weapon, &AFWeapFist::States[S_PUNCHATK2]); S_Sound (pmo, CHAN_VOICE, "*fistgrunt", 1, ATTN_NORM); } return; }