qzdoom/src/g_hexen/a_fighterplayer.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 "a_hexenglobal.h"
#include "thingdef/thingdef.h"
*/
// Fighter Weapon Base Class ------------------------------------------------
IMPLEMENT_CLASS (AFighterWeapon)
IMPLEMENT_CLASS (AClericWeapon)
IMPLEMENT_CLASS (AMageWeapon)
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 -------------------------------------------------
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 ---------------------------------------------------
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, AActor *linetarget)
{
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;
}
}
//============================================================================
//
// A_FPunchAttack
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FPunchAttack)
{
angle_t angle;
int damage;
int slope;
fixed_t power;
int i;
player_t *player;
const PClass *pufftype;
AActor *linetarget;
if (NULL == (player = self->player))
{
return;
}
APlayerPawn *pmo = player->mo;
damage = 40+(pr_fpatk()&15);
power = 2*FRACUNIT;
pufftype = PClass::FindClass ("PunchPuff");
for (i = 0; i < 16; i++)
{
angle = pmo->angle + i*(ANG45/16);
slope = P_AimLineAttack (pmo, angle, 2*MELEERANGE, &linetarget);
if (linetarget)
{
pmo->special1++;
if (pmo->special1 == 3)
{
damage <<= 1;
power = 6*FRACUNIT;
pufftype = PClass::FindClass ("HammerPuff");
}
P_LineAttack (pmo, angle, 2*MELEERANGE, slope, damage, NAME_Melee, pufftype, true);
if (linetarget->flags3&MF3_ISMONSTER || linetarget->player)
{
P_ThrustMobj (linetarget, angle, power);
}
AdjustPlayerAngle (pmo, linetarget);
goto punchdone;
}
angle = pmo->angle-i * (ANG45/16);
slope = P_AimLineAttack (pmo, angle, 2*MELEERANGE, &linetarget);
if (linetarget)
{
pmo->special1++;
if (pmo->special1 == 3)
{
damage <<= 1;
power = 6*FRACUNIT;
pufftype = PClass::FindClass ("HammerPuff");
}
P_LineAttack (pmo, angle, 2*MELEERANGE, slope, damage, NAME_Melee, pufftype, true);
if (linetarget->flags3&MF3_ISMONSTER || linetarget->player)
{
P_ThrustMobj (linetarget, angle, power);
}
AdjustPlayerAngle (pmo, linetarget);
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, &linetarget);
P_LineAttack (pmo, angle, MELEERANGE, slope, damage, NAME_Melee, pufftype, true);
punchdone:
if (pmo->special1 == 3)
{
pmo->special1 = 0;
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->FindState ("Fire2"));
S_Sound (pmo, CHAN_VOICE, "*fistgrunt", 1, ATTN_NORM);
}
return;
}