#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 (); }; 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") PROP_Inventory_PickupMessage("$TXT_WEAPON_F2") 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 (x, y, z, ALLOW_REPLACE); 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); } }