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 "p_enemy.h"
#include "a_action.h"
#include "p_pspr.h"
#include "gstrings.h"
#include "a_hexenglobal.h"
#include "p_effect.h"
#define AXERANGE ((fixed_t)(2.25*MELEERANGE))
static FRandom pr_atk ("FAxeAtk");
static FRandom pr_splat ("FAxeSplatter");
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);
EXTERN_CVAR (Int, cl_bloodtype)
// The Fighter's Axe --------------------------------------------------------
class AFWeapAxe : public AFighterWeapon
{
DECLARE_ACTOR (AFWeapAxe, AFighterWeapon)
public:
FState *GetUpState ();
FState *GetDownState ();
FState *GetReadyState ();
FState *GetAtkState ();
FState *GetHoldAtkState ();
const char *PickupMessage ()
{
return GStrings("TXT_WEAPON_F2");
}
};
FState AFWeapAxe::States[] =
{
#define S_AXE 0
S_NORMAL (WFAX, 'A', -1, NULL , NULL),
#define S_FAXEREADY (S_AXE+1)
S_NORMAL (FAXE, 'A', 1, A_FAxeCheckReady , &States[S_FAXEREADY]),
#define S_FAXEDOWN (S_FAXEREADY+1)
S_NORMAL (FAXE, 'A', 1, A_Lower , &States[S_FAXEDOWN]),
#define S_FAXEUP (S_FAXEDOWN+1)
S_NORMAL (FAXE, 'A', 1, A_FAxeCheckUp , &States[S_FAXEUP]),
#define S_FAXEATK (S_FAXEUP+1)
S_NORMAL2 (FAXE, 'B', 4, A_FAxeCheckAtk , &States[S_FAXEATK+1], 15, 32),
S_NORMAL2 (FAXE, 'C', 3, NULL , &States[S_FAXEATK+2], 15, 32),
S_NORMAL2 (FAXE, 'D', 2, NULL , &States[S_FAXEATK+3], 15, 32),
S_NORMAL2 (FAXE, 'D', 1, A_FAxeAttack , &States[S_FAXEATK+4], -5, 70),
S_NORMAL2 (FAXE, 'D', 2, NULL , &States[S_FAXEATK+5], -25, 90),
S_NORMAL2 (FAXE, 'E', 1, NULL , &States[S_FAXEATK+6], 15, 32),
S_NORMAL2 (FAXE, 'E', 2, NULL , &States[S_FAXEATK+7], 10, 54),
S_NORMAL2 (FAXE, 'E', 7, NULL , &States[S_FAXEATK+8], 10, 150),
S_NORMAL2 (FAXE, 'A', 1, A_ReFire , &States[S_FAXEATK+9], 0, 60),
S_NORMAL2 (FAXE, 'A', 1, NULL , &States[S_FAXEATK+10], 0, 52),
S_NORMAL2 (FAXE, 'A', 1, NULL , &States[S_FAXEATK+11], 0, 44),
S_NORMAL2 (FAXE, 'A', 1, NULL , &States[S_FAXEATK+12], 0, 36),
S_NORMAL (FAXE, 'A', 1, NULL , &States[S_FAXEREADY]),
#define S_FAXEREADY_G (S_FAXEATK+13)
S_NORMAL (FAXE, 'L', 1, A_FAxeCheckReadyG , &States[S_FAXEREADY_G+1]),
S_NORMAL (FAXE, 'L', 1, A_FAxeCheckReadyG , &States[S_FAXEREADY_G+2]),
S_NORMAL (FAXE, 'L', 1, A_FAxeCheckReadyG , &States[S_FAXEREADY_G+3]),
S_NORMAL (FAXE, 'M', 1, A_FAxeCheckReadyG , &States[S_FAXEREADY_G+4]),
S_NORMAL (FAXE, 'M', 1, A_FAxeCheckReadyG , &States[S_FAXEREADY_G+5]),
S_NORMAL (FAXE, 'M', 1, A_FAxeCheckReadyG , &States[S_FAXEREADY_G]),
#define S_FAXEDOWN_G (S_FAXEREADY_G+6)
S_NORMAL (FAXE, 'L', 1, A_Lower , &States[S_FAXEDOWN_G]),
#define S_FAXEUP_G (S_FAXEDOWN_G+1)
S_NORMAL (FAXE, 'L', 1, A_FAxeCheckUpG , &States[S_FAXEUP_G]),
#define S_FAXEATK_G (S_FAXEUP_G+1)
S_NORMAL2 (FAXE, 'N', 4, NULL , &States[S_FAXEATK_G+1], 15, 32),
S_NORMAL2 (FAXE, 'O', 3, NULL , &States[S_FAXEATK_G+2], 15, 32),
S_NORMAL2 (FAXE, 'P', 2, NULL , &States[S_FAXEATK_G+3], 15, 32),
S_NORMAL2 (FAXE, 'P', 1, A_FAxeAttack , &States[S_FAXEATK_G+4], -5, 70),
S_NORMAL2 (FAXE, 'P', 2, NULL , &States[S_FAXEATK_G+5], -25, 90),
S_NORMAL2 (FAXE, 'Q', 1, NULL , &States[S_FAXEATK_G+6], 15, 32),
S_NORMAL2 (FAXE, 'Q', 2, NULL , &States[S_FAXEATK_G+7], 10, 54),
S_NORMAL2 (FAXE, 'Q', 7, NULL , &States[S_FAXEATK_G+8], 10, 150),
S_NORMAL2 (FAXE, 'A', 1, A_ReFire , &States[S_FAXEATK_G+9], 0, 60),
S_NORMAL2 (FAXE, 'A', 1, NULL , &States[S_FAXEATK_G+10], 0, 52),
S_NORMAL2 (FAXE, 'A', 1, NULL , &States[S_FAXEATK_G+11], 0, 44),
S_NORMAL2 (FAXE, 'A', 1, NULL , &States[S_FAXEATK_G+12], 0, 36),
S_NORMAL (FAXE, 'A', 1, NULL , &States[S_FAXEREADY_G]),
};
IMPLEMENT_ACTOR (AFWeapAxe, Hexen, 8010, 27)
PROP_Flags (MF_SPECIAL)
PROP_SpawnState (S_AXE)
PROP_Weapon_SelectionOrder (1500)
PROP_Weapon_Flags (WIF_AXEBLOOD|WIF_AMMO_OPTIONAL|WIF_BOT_MELEE)
PROP_Weapon_AmmoUse1 (2)
PROP_Weapon_AmmoGive1 (25)
PROP_Weapon_UpState (S_FAXEUP)
PROP_Weapon_DownState (S_FAXEDOWN)
PROP_Weapon_ReadyState (S_FAXEREADY)
PROP_Weapon_AtkState (S_FAXEATK)
PROP_Weapon_HoldAtkState (S_FAXEATK)
PROP_Weapon_Kickback (150)
PROP_Weapon_YAdjust (0-12)
PROP_Weapon_AmmoType1 ("Mana1")
END_DEFAULTS
FState *AFWeapAxe::GetUpState ()
{
return Ammo1->Amount ? &States[S_FAXEUP_G] : UpState;
}
FState *AFWeapAxe::GetDownState ()
{
return Ammo1->Amount ? &States[S_FAXEDOWN_G] : DownState;
}
FState *AFWeapAxe::GetReadyState ()
{
return Ammo1->Amount ? &States[S_FAXEREADY_G] : ReadyState;
}
FState *AFWeapAxe::GetAtkState ()
{
return Ammo1->Amount ? &States[S_FAXEATK_G] : AtkState;
}
FState *AFWeapAxe::GetHoldAtkState ()
{
return Ammo1->Amount ? &States[S_FAXEATK_G] : HoldAtkState;
}
// Axe Puff -----------------------------------------------------------------
class AAxePuff : public AActor
{
DECLARE_ACTOR (AAxePuff, AActor)
};
FState AAxePuff::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 (AAxePuff, 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 ("FighterAxeHitThing")
PROP_AttackSound ("FighterHammerHitWall")
PROP_ActiveSound ("FighterHammerMiss")
END_DEFAULTS
// Glowing Axe Puff ---------------------------------------------------------
class AAxePuffGlow : public AAxePuff
{
DECLARE_ACTOR (AAxePuffGlow, AAxePuff)
};
FState AAxePuffGlow::States[] =
{
S_BRIGHT (FAXE, 'R', 4, NULL , &States[1]),
S_BRIGHT (FAXE, 'S', 4, NULL , &States[2]),
S_BRIGHT (FAXE, 'T', 4, NULL , &States[3]),
S_BRIGHT (FAXE, 'U', 4, NULL , &States[4]),
S_BRIGHT (FAXE, 'V', 4, NULL , &States[5]),
S_BRIGHT (FAXE, 'W', 4, NULL , &States[6]),
S_BRIGHT (FAXE, 'X', 4, NULL , NULL),
};
IMPLEMENT_ACTOR (AAxePuffGlow, Hexen, -1, 0)
PROP_Flags3 (MF3_PUFFONACTORS)
PROP_RenderStyle (STYLE_Add)
PROP_Alpha (OPAQUE)
PROP_SpawnState (0)
END_DEFAULTS
// Axe Blood ----------------------------------------------------------------
class AAxeBlood : public AActor
{
DECLARE_ACTOR (AAxeBlood, AActor)
};
FState AAxeBlood::States[] =
{
S_NORMAL (FAXE, 'F', 3, NULL , &States[1]),
S_NORMAL (FAXE, 'G', 3, NULL , &States[2]),
S_NORMAL (FAXE, 'H', 3, NULL , &States[3]),
S_NORMAL (FAXE, 'I', 3, NULL , &States[4]),
S_NORMAL (FAXE, 'J', 3, NULL , &States[5]),
S_NORMAL (FAXE, 'K', 3, NULL , NULL),
};
IMPLEMENT_ACTOR (AAxeBlood, Hexen, -1, 0)
PROP_Mass (5)
PROP_RadiusFixed (2)
PROP_HeightFixed (4)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF)
PROP_Flags2 (MF2_NOTELEPORT|MF2_CANNOTPUSH)
PROP_SpawnState (0)
PROP_DeathState (5)
END_DEFAULTS
//============================================================================
//
// A_FAxeCheckReady
//
//============================================================================
void A_FAxeCheckReady (AActor *actor)
{
player_t *player;
if (NULL == (player = actor->player))
{
return;
}
if (player->ReadyWeapon->Ammo1->Amount)
{
P_SetPsprite (player, ps_weapon, &AFWeapAxe::States[S_FAXEREADY_G]);
}
else
{
A_WeaponReady (actor);
}
}
//============================================================================
//
// A_FAxeCheckReadyG
//
//============================================================================
void A_FAxeCheckReadyG (AActor *actor)
{
player_t *player;
if (NULL == (player = actor->player))
{
return;
}
if (player->ReadyWeapon->Ammo1->Amount <= 0)
{
P_SetPsprite (player, ps_weapon, &AFWeapAxe::States[S_FAXEREADY]);
}
else
{
A_WeaponReady (actor);
}
}
//============================================================================
//
// A_FAxeCheckUp
//
//============================================================================
void A_FAxeCheckUp (AActor *actor)
{
player_t *player;
if (NULL == (player = actor->player))
{
return;
}
if (player->ReadyWeapon->Ammo1->Amount)
{
P_SetPsprite (player, ps_weapon, &AFWeapAxe::States[S_FAXEUP_G]);
}
else
{
A_Raise (actor);
}
}
//============================================================================
//
// A_FAxeCheckUpG
//
//============================================================================
void A_FAxeCheckUpG (AActor *actor)
{
player_t *player;
if (NULL == (player = actor->player))
{
return;
}
if (player->ReadyWeapon->Ammo1->Amount <= 0)
{
P_SetPsprite (player, ps_weapon, &AFWeapAxe::States[S_FAXEUP]);
}
else
{
A_Raise (actor);
}
}
//============================================================================
//
// A_FAxeCheckAtk
//
//============================================================================
void A_FAxeCheckAtk (AActor *actor)
{
player_t *player;
if (NULL == (player = actor->player))
{
return;
}
if (player->ReadyWeapon->Ammo1->Amount)
{
P_SetPsprite (player, ps_weapon, &AFWeapAxe::States[S_FAXEATK_G]);
}
}
//============================================================================
//
// A_FAxeAttack
//
//============================================================================
void A_FAxeAttack (AActor *actor)
{
angle_t angle;
fixed_t power;
int damage;
int slope;
int i;
int useMana;
player_t *player;
AWeapon *weapon;
const PClass *pufftype;
if (NULL == (player = actor->player))
{
return;
}
AActor *pmo=player->mo;
damage = 40+(pr_atk()&15);
damage += pr_atk()&7;
power = 0;
weapon = player->ReadyWeapon;
if (player->ReadyWeapon->Ammo1->Amount > 0)
{
damage <<= 1;
power = 6*FRACUNIT;
pufftype = RUNTIME_CLASS(AAxePuffGlow);
useMana = 1;
}
else
{
pufftype = RUNTIME_CLASS(AAxePuff);
useMana = 0;
}
for (i = 0; i < 16; i++)
{
angle = pmo->angle+i*(ANG45/16);
slope = P_AimLineAttack (pmo, angle, AXERANGE);
if (linetarget)
{
P_LineAttack (pmo, angle, AXERANGE, slope, damage, MOD_HIT, pufftype);
if (linetarget->flags3&MF3_ISMONSTER || linetarget->player)
{
P_ThrustMobj (linetarget, angle, power);
}
AdjustPlayerAngle (pmo);
useMana++;
goto axedone;
}
angle = pmo->angle-i*(ANG45/16);
slope = P_AimLineAttack (pmo, angle, AXERANGE);
if (linetarget)
{
P_LineAttack (pmo, angle, AXERANGE, slope, damage, MOD_HIT, pufftype);
if (linetarget->flags3&MF3_ISMONSTER)
{
P_ThrustMobj (linetarget, angle, power);
}
AdjustPlayerAngle (pmo);
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);
P_LineAttack (pmo, angle, MELEERANGE, slope, damage, MOD_HIT, pufftype);
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, &AFWeapAxe::States[S_FAXEATK+5]);
}
}
}
return;
}
//===========================================================================
//
// P_BloodSplatter2
//
//===========================================================================
void P_BloodSplatter2 (fixed_t x, fixed_t y, fixed_t z, AActor *originator)
{
PalEntry bloodcolor = (PalEntry)originator->GetClass()->Meta.GetMetaInt(AMETA_BloodColor);
if (cl_bloodtype <= 1)
{
AActor *mo;
x += ((pr_splat()-128)<<11);
y += ((pr_splat()-128)<<11);
mo = Spawn<AAxeBlood> (x, y, z);
mo->target = originator;
// colorize the blood!
if (bloodcolor != 0)
{
mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
}
}
if (cl_bloodtype >= 1)
{
P_DrawSplash2 (100, x, y, z, R_PointToAngle2 (0, 0, originator->x - x, originator->y - y), 2, bloodcolor);
}
}