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