qzdoom/src/g_hexen/a_clericmace.cpp

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#include "m_random.h"
#include "p_local.h"
#include "a_hexenglobal.h"
extern void AdjustPlayerAngle (AActor *pmo, AActor *linetarget);
static FRandom pr_atk ("CMaceAttack");
//===========================================================================
//
// A_CMaceAttack
//
//===========================================================================
void A_CMaceAttack (AActor *actor)
{
angle_t angle;
int damage;
int slope;
int i;
player_t *player;
AActor *linetarget;
if (NULL == (player = actor->player))
{
return;
}
damage = 25+(pr_atk()&15);
for (i = 0; i < 16; i++)
{
angle = player->mo->angle+i*(ANG45/16);
slope = P_AimLineAttack (player->mo, angle, 2*MELEERANGE, &linetarget);
if (linetarget)
{
P_LineAttack (player->mo, angle, 2*MELEERANGE, slope, damage, NAME_Melee, RUNTIME_CLASS(AHammerPuff), true);
AdjustPlayerAngle (player->mo, linetarget);
// player->mo->angle = R_PointToAngle2(player->mo->x,
// player->mo->y, linetarget->x, linetarget->y);
goto macedone;
}
angle = player->mo->angle-i*(ANG45/16);
slope = P_AimLineAttack (player->mo, angle, 2*MELEERANGE, &linetarget);
if (linetarget)
{
P_LineAttack (player->mo, angle, 2*MELEERANGE, slope, damage, NAME_Melee, RUNTIME_CLASS(AHammerPuff), true);
AdjustPlayerAngle (player->mo, linetarget);
// player->mo->angle = R_PointToAngle2(player->mo->x,
// player->mo->y, linetarget->x, linetarget->y);
goto macedone;
}
}
// didn't find any creatures, so try to strike any walls
player->mo->special1 = 0;
angle = player->mo->angle;
slope = P_AimLineAttack (player->mo, angle, MELEERANGE, &linetarget);
P_LineAttack (player->mo, angle, MELEERANGE, slope, damage, NAME_Melee, RUNTIME_CLASS(AHammerPuff));
macedone:
return;
}