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https://github.com/ZDoom/qzdoom.git
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135 lines
3.2 KiB
C++
135 lines
3.2 KiB
C++
/*
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#include "actor.h"
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#include "gi.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "d_player.h"
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#include "a_action.h"
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#include "p_local.h"
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#include "a_action.h"
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#include "a_hexenglobal.h"
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#include "thingdef/thingdef.h"
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*/
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IMPLEMENT_CLASS (AFighterWeapon)
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IMPLEMENT_CLASS (AClericWeapon)
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IMPLEMENT_CLASS (AMageWeapon)
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static FRandom pr_fpatk ("FPunchAttack");
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//============================================================================
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//
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// AdjustPlayerAngle
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//
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//============================================================================
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#define MAX_ANGLE_ADJUST (5*ANGLE_1)
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void AdjustPlayerAngle (AActor *pmo, AActor *linetarget)
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{
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angle_t angle;
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int difference;
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angle = pmo->AngleTo(linetarget);
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difference = (int)angle - (int)pmo->angle;
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if (abs(difference) > MAX_ANGLE_ADJUST)
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{
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if (difference > 0)
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{
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pmo->angle += MAX_ANGLE_ADJUST;
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}
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else
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{
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pmo->angle -= MAX_ANGLE_ADJUST;
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}
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}
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else
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{
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pmo->angle = angle;
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}
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}
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//============================================================================
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//
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// TryPunch
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//
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// Returns true if an actor was punched, false if not.
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//
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//============================================================================
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static bool TryPunch(APlayerPawn *pmo, angle_t angle, int damage, fixed_t power)
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{
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const PClass *pufftype;
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AActor *linetarget;
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int slope;
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slope = P_AimLineAttack (pmo, angle, 2*MELEERANGE, &linetarget);
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if (linetarget != NULL)
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{
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if (++pmo->weaponspecial >= 3)
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{
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damage <<= 1;
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power *= 3;
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pufftype = PClass::FindClass ("HammerPuff");
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}
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else
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{
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pufftype = PClass::FindClass ("PunchPuff");
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}
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P_LineAttack (pmo, angle, 2*MELEERANGE, slope, damage, NAME_Melee, pufftype, true, &linetarget);
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if (linetarget != NULL)
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{
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if (linetarget->player != NULL ||
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(linetarget->Mass != INT_MAX && (linetarget->flags3 & MF3_ISMONSTER)))
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{
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P_ThrustMobj (linetarget, angle, power);
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}
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AdjustPlayerAngle (pmo, linetarget);
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return true;
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}
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}
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return false;
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}
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//============================================================================
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//
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// A_FPunchAttack
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FPunchAttack)
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{
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int damage;
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fixed_t power;
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int i;
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player_t *player;
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if (NULL == (player = self->player))
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{
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return;
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}
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APlayerPawn *pmo = player->mo;
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damage = 40+(pr_fpatk()&15);
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power = 2*FRACUNIT;
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for (i = 0; i < 16; i++)
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{
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if (TryPunch(pmo, pmo->angle + i*(ANG45/16), damage, power) ||
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TryPunch(pmo, pmo->angle - i*(ANG45/16), damage, power))
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{ // hit something
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if (pmo->weaponspecial >= 3)
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{
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pmo->weaponspecial = 0;
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P_SetPsprite (player, ps_weapon, player->ReadyWeapon->FindState ("Fire2"));
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S_Sound (pmo, CHAN_VOICE, "*fistgrunt", 1, ATTN_NORM);
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}
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return;
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}
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}
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// didn't find any creatures, so try to strike any walls
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pmo->weaponspecial = 0;
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AActor *linetarget;
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int slope = P_AimLineAttack (pmo, pmo->angle, MELEERANGE, &linetarget);
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P_LineAttack (pmo, pmo->angle, MELEERANGE, slope, damage, NAME_Melee, PClass::FindClass("PunchPuff"), true);
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}
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