qzdoom/src/g_hexen/a_fighterplayer.cpp

135 lines
3.2 KiB
C++

/*
#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"
*/
IMPLEMENT_CLASS (AFighterWeapon)
IMPLEMENT_CLASS (AClericWeapon)
IMPLEMENT_CLASS (AMageWeapon)
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 = pmo->AngleTo(linetarget);
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;
}
}
//============================================================================
//
// TryPunch
//
// Returns true if an actor was punched, false if not.
//
//============================================================================
static bool TryPunch(APlayerPawn *pmo, angle_t angle, int damage, fixed_t power)
{
const PClass *pufftype;
AActor *linetarget;
int slope;
slope = P_AimLineAttack (pmo, angle, 2*MELEERANGE, &linetarget);
if (linetarget != NULL)
{
if (++pmo->weaponspecial >= 3)
{
damage <<= 1;
power *= 3;
pufftype = PClass::FindClass ("HammerPuff");
}
else
{
pufftype = PClass::FindClass ("PunchPuff");
}
P_LineAttack (pmo, angle, 2*MELEERANGE, slope, damage, NAME_Melee, pufftype, true, &linetarget);
if (linetarget != NULL)
{
if (linetarget->player != NULL ||
(linetarget->Mass != INT_MAX && (linetarget->flags3 & MF3_ISMONSTER)))
{
P_ThrustMobj (linetarget, angle, power);
}
AdjustPlayerAngle (pmo, linetarget);
return true;
}
}
return false;
}
//============================================================================
//
// A_FPunchAttack
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FPunchAttack)
{
int damage;
fixed_t power;
int i;
player_t *player;
if (NULL == (player = self->player))
{
return;
}
APlayerPawn *pmo = player->mo;
damage = 40+(pr_fpatk()&15);
power = 2*FRACUNIT;
for (i = 0; i < 16; i++)
{
if (TryPunch(pmo, pmo->angle + i*(ANG45/16), damage, power) ||
TryPunch(pmo, pmo->angle - i*(ANG45/16), damage, power))
{ // hit something
if (pmo->weaponspecial >= 3)
{
pmo->weaponspecial = 0;
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->FindState ("Fire2"));
S_Sound (pmo, CHAN_VOICE, "*fistgrunt", 1, ATTN_NORM);
}
return;
}
}
// didn't find any creatures, so try to strike any walls
pmo->weaponspecial = 0;
AActor *linetarget;
int slope = P_AimLineAttack (pmo, pmo->angle, MELEERANGE, &linetarget);
P_LineAttack (pmo, pmo->angle, MELEERANGE, slope, damage, NAME_Melee, PClass::FindClass("PunchPuff"), true);
}