qzdoom/src/g_hexen/a_fighterquietus.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 "p_enemy.h"
#include "p_pspr.h"
#include "gstrings.h"
#include "a_hexenglobal.h"
static FRandom pr_quietusdrop ("QuietusDrop");
static FRandom pr_fswordflame ("FSwordFlame");
void A_FSwordAttack (AActor *actor);
void A_DropQuietusPieces (AActor *);
void A_FSwordFlames (AActor *);
//==========================================================================
class AFighterWeaponPiece : public AFourthWeaponPiece
{
DECLARE_STATELESS_ACTOR (AFighterWeaponPiece, AFourthWeaponPiece)
public:
void BeginPlay ();
protected:
bool MatchPlayerClass (AActor *toucher);
};
IMPLEMENT_CLASS (AFighterWeaponPiece)
bool AFighterWeaponPiece::MatchPlayerClass (AActor *toucher)
{
return !toucher->IsKindOf (PClass::FindClass(NAME_ClericPlayer)) &&
!toucher->IsKindOf (PClass::FindClass(NAME_MagePlayer));
}
//==========================================================================
class AFWeaponPiece1 : public AFighterWeaponPiece
{
DECLARE_CLASS (AFWeaponPiece1, AFighterWeaponPiece)
public:
void BeginPlay ();
};
IMPLEMENT_CLASS (AFWeaponPiece1)
void AFWeaponPiece1::BeginPlay ()
{
Super::BeginPlay ();
PieceValue = WPIECE1;
}
//==========================================================================
class AFWeaponPiece2 : public AFighterWeaponPiece
{
DECLARE_CLASS (AFWeaponPiece2, AFighterWeaponPiece)
public:
void BeginPlay ();
};
IMPLEMENT_CLASS (AFWeaponPiece2)
void AFWeaponPiece2::BeginPlay ()
{
Super::BeginPlay ();
PieceValue = WPIECE2;
}
//==========================================================================
class AFWeaponPiece3 : public AFighterWeaponPiece
{
DECLARE_CLASS (AFWeaponPiece3, AFighterWeaponPiece)
public:
void BeginPlay ();
};
IMPLEMENT_CLASS (AFWeaponPiece3)
void AFWeaponPiece3::BeginPlay ()
{
Super::BeginPlay ();
PieceValue = WPIECE3;
}
// Fighter Sword Missile ----------------------------------------------------
class AFSwordMissile : public AActor
{
DECLARE_CLASS (AFSwordMissile, AActor)
public:
int DoSpecialDamage(AActor *victim, AActor *source, int damage);
};
IMPLEMENT_CLASS (AFSwordMissile)
int AFSwordMissile::DoSpecialDamage(AActor *victim, AActor *source, int damage)
{
if (victim->player)
{
damage -= damage >> 2;
}
return damage;
}
//============================================================================
//
// A_FSwordAttack
//
//============================================================================
void A_FSwordAttack (AActor *actor)
{
player_t *player;
if (NULL == (player = actor->player))
{
return;
}
AWeapon *weapon = actor->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
}
P_SpawnPlayerMissile (actor, 0, 0, -10*FRACUNIT, RUNTIME_CLASS(AFSwordMissile), actor->angle+ANGLE_45/4);
P_SpawnPlayerMissile (actor, 0, 0, -5*FRACUNIT, RUNTIME_CLASS(AFSwordMissile), actor->angle+ANGLE_45/8);
P_SpawnPlayerMissile (actor, 0, 0, 0, RUNTIME_CLASS(AFSwordMissile), actor->angle);
P_SpawnPlayerMissile (actor, 0, 0, 5*FRACUNIT, RUNTIME_CLASS(AFSwordMissile), actor->angle-ANGLE_45/8);
P_SpawnPlayerMissile (actor, 0, 0, 10*FRACUNIT, RUNTIME_CLASS(AFSwordMissile), actor->angle-ANGLE_45/4);
S_Sound (actor, CHAN_WEAPON, "FighterSwordFire", 1, ATTN_NORM);
}
//============================================================================
//
// A_FSwordFlames
//
//============================================================================
void A_FSwordFlames (AActor *actor)
{
int i;
for (i = 1+(pr_fswordflame()&3); i; i--)
{
fixed_t x = actor->x+((pr_fswordflame()-128)<<12);
fixed_t y = actor->y+((pr_fswordflame()-128)<<12);
fixed_t z = actor->z+((pr_fswordflame()-128)<<11);
Spawn ("FSwordFlame", x, y, z, ALLOW_REPLACE);
}
}
//============================================================================
//
// A_DropQuietusPieces
//
//============================================================================
void A_DropQuietusPieces (AActor *actor)
{
static const PClass *pieces[3] =
{
RUNTIME_CLASS(AFWeaponPiece1),
RUNTIME_CLASS(AFWeaponPiece2),
RUNTIME_CLASS(AFWeaponPiece3)
};
for (int i = 0, j = 0, fineang = 0; i < 3; ++i)
{
2006-07-16 09:10:45 +00:00
AActor *piece = Spawn (pieces[j], actor->x, actor->y, actor->z, ALLOW_REPLACE);
if (piece != NULL)
{
piece->momx = actor->momx + finecosine[fineang];
piece->momy = actor->momy + finesine[fineang];
piece->momz = actor->momz;
piece->flags |= MF_DROPPED;
fineang += FINEANGLES/3;
j = (j == 0) ? (pr_quietusdrop() & 1) + 1 : 3-j;
}
}
}
void AFighterWeaponPiece::BeginPlay ()
{
Super::BeginPlay ();
FourthWeaponClass = PClass::FindClass ("FWeapQuietus");
}
//============================================================================
//
// A_FighterAttack
//
//============================================================================
void A_FighterAttack (AActor *actor)
{
if (!actor->target) return;
angle_t angle = actor->angle;
P_SpawnMissileAngle (actor, RUNTIME_CLASS(AFSwordMissile), angle+ANG45/4, 0);
P_SpawnMissileAngle (actor, RUNTIME_CLASS(AFSwordMissile), angle+ANG45/8, 0);
P_SpawnMissileAngle (actor, RUNTIME_CLASS(AFSwordMissile), angle, 0);
P_SpawnMissileAngle (actor, RUNTIME_CLASS(AFSwordMissile), angle-ANG45/8, 0);
P_SpawnMissileAngle (actor, RUNTIME_CLASS(AFSwordMissile), angle-ANG45/4, 0);
S_Sound (actor, CHAN_WEAPON, "FighterSwordFire", 1, ATTN_NORM);
}