- consolidated some nearly identical code repetitions in Hexen's attack functions.

This commit is contained in:
Christoph Oelckers 2016-02-28 16:06:48 +01:00
parent c390b98966
commit 4bb0ca5889
3 changed files with 45 additions and 88 deletions

View file

@ -36,26 +36,18 @@ DEFINE_ACTION_FUNCTION(AActor, A_CMaceAttack)
damage = 25+(pr_maceatk()&15); damage = 25+(pr_maceatk()&15);
for (i = 0; i < 16; i++) for (i = 0; i < 16; i++)
{ {
angle = player->mo->angle+i*(ANG45/16); for (int j = 1; j >= -1; j -= 2)
slope = P_AimLineAttack (player->mo, angle, 2*MELEERANGE, &linetarget);
if (linetarget)
{ {
P_LineAttack (player->mo, angle, 2*MELEERANGE, slope, damage, NAME_Melee, hammertime, true, &linetarget); angle = player->mo->angle + j*i*(ANG45 / 16);
if (linetarget != NULL) slope = P_AimLineAttack(player->mo, angle, 2 * MELEERANGE, &linetarget);
if (linetarget)
{ {
AdjustPlayerAngle (player->mo, linetarget); P_LineAttack(player->mo, angle, 2 * MELEERANGE, slope, damage, NAME_Melee, hammertime, true, &linetarget);
goto macedone; if (linetarget != NULL)
} {
} AdjustPlayerAngle(player->mo, linetarget);
angle = player->mo->angle-i*(ANG45/16); goto macedone;
slope = P_AimLineAttack (player->mo, angle, 2*MELEERANGE, &linetarget); }
if (linetarget)
{
P_LineAttack (player->mo, angle, 2*MELEERANGE, slope, damage, NAME_Melee, hammertime, true, &linetarget);
if (linetarget != NULL)
{
AdjustPlayerAngle (player->mo, linetarget);
goto macedone;
} }
} }
} }

View file

@ -70,60 +70,38 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheck)
puff = PClass::FindActor("CStaffPuff"); puff = PClass::FindActor("CStaffPuff");
for (i = 0; i < 3; i++) for (i = 0; i < 3; i++)
{ {
angle = pmo->angle + i*(ANG45 / 16); for (int j = 1; j >= -1; j -= 2)
slope = P_AimLineAttack(pmo, angle, fixed_t(1.5*MELEERANGE), &linetarget, 0, ALF_CHECK3D);
if (linetarget)
{ {
P_LineAttack(pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, NAME_Melee, puff, false, &linetarget); angle = pmo->angle + j*i*(ANG45 / 16);
if (linetarget != NULL) slope = P_AimLineAttack(pmo, angle, fixed_t(1.5*MELEERANGE), &linetarget, 0, ALF_CHECK3D);
if (linetarget)
{ {
pmo->angle = pmo->AngleTo(linetarget); P_LineAttack(pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, NAME_Melee, puff, false, &linetarget);
if (((linetarget->player && (!linetarget->IsTeammate(pmo) || level.teamdamage != 0)) || linetarget->flags3&MF3_ISMONSTER) if (linetarget != NULL)
&& (!(linetarget->flags2&(MF2_DORMANT | MF2_INVULNERABLE))))
{ {
newLife = player->health + (damage >> 3); pmo->angle = pmo->AngleTo(linetarget);
newLife = newLife > max ? max : newLife; if (((linetarget->player && (!linetarget->IsTeammate(pmo) || level.teamdamage != 0)) || linetarget->flags3&MF3_ISMONSTER)
if (newLife > player->health) && (!(linetarget->flags2&(MF2_DORMANT | MF2_INVULNERABLE))))
{ {
pmo->health = player->health = newLife; newLife = player->health + (damage >> 3);
newLife = newLife > max ? max : newLife;
if (newLife > player->health)
{
pmo->health = player->health = newLife;
}
if (weapon != NULL)
{
FState * newstate = weapon->FindState("Drain");
if (newstate != NULL) P_SetPsprite(player, ps_weapon, newstate);
}
} }
if (weapon != NULL) if (weapon != NULL)
{ {
FState * newstate = weapon->FindState("Drain"); weapon->DepleteAmmo(weapon->bAltFire, false);
if (newstate != NULL) P_SetPsprite(player, ps_weapon, newstate);
} }
} }
if (weapon != NULL) return 0;
{
weapon->DepleteAmmo(weapon->bAltFire, false);
}
} }
break;
}
angle = pmo->angle - i*(ANG45 / 16);
slope = P_AimLineAttack(player->mo, angle, fixed_t(1.5*MELEERANGE), &linetarget, 0, ALF_CHECK3D);
if (linetarget)
{
P_LineAttack(pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, NAME_Melee, puff, false, &linetarget);
if (linetarget != NULL)
{
pmo->angle = pmo->AngleTo(linetarget);
if ((linetarget->player && (!linetarget->IsTeammate(pmo) || level.teamdamage != 0)) || linetarget->flags3&MF3_ISMONSTER)
{
newLife = player->health + (damage >> 4);
newLife = newLife > max ? max : newLife;
if (newLife > player->health)
{
pmo->health = player->health = newLife;
}
P_SetPsprite(player, ps_weapon, weapon->FindState("Drain"));
}
if (weapon != NULL)
{
weapon->DepleteAmmo(weapon->bAltFire, false);
}
}
break;
} }
} }
return 0; return 0;

View file

@ -236,36 +236,23 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeAttack)
} }
for (i = 0; i < 16; i++) for (i = 0; i < 16; i++)
{ {
angle = pmo->angle+i*(ANG45/16); for (int j = 1; j >= -1; j -= 2)
slope = P_AimLineAttack (pmo, angle, AXERANGE, &linetarget);
if (linetarget)
{ {
P_LineAttack (pmo, angle, AXERANGE, slope, damage, NAME_Melee, pufftype, true, &linetarget); angle = pmo->angle + j*i*(ANG45 / 16);
if (linetarget != NULL) slope = P_AimLineAttack(pmo, angle, AXERANGE, &linetarget);
if (linetarget)
{ {
if (linetarget->flags3&MF3_ISMONSTER || linetarget->player) P_LineAttack(pmo, angle, AXERANGE, slope, damage, NAME_Melee, pufftype, true, &linetarget);
if (linetarget != NULL)
{ {
P_ThrustMobj (linetarget, angle, power); if (linetarget->flags3&MF3_ISMONSTER || linetarget->player)
{
P_ThrustMobj(linetarget, angle, power);
}
AdjustPlayerAngle(pmo, linetarget);
useMana++;
goto axedone;
} }
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, &linetarget);
if (linetarget != NULL)
{
if (linetarget->flags3&MF3_ISMONSTER)
{
P_ThrustMobj (linetarget, angle, power);
}
AdjustPlayerAngle (pmo, linetarget);
useMana++;
goto axedone;
} }
} }
} }