mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-16 23:40:55 +00:00
760f70d3f1
so that all files are included by a central one instead of compiling each one separately. This speeds up the compilation process by 25% when doing a complete rebuild in Visual C. - Cleaned up more header dependencies. SVN r1226 (trunk)
212 lines
5.5 KiB
C++
212 lines
5.5 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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// Fighter Weapon Base Class ------------------------------------------------
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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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bool AFighterWeapon::TryPickup (AActor *&toucher)
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{
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// The Doom and Hexen players are not excluded from pickup in case
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// somebody wants to use these weapons with either of those games.
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if (toucher->IsKindOf (PClass::FindClass(NAME_ClericPlayer)) ||
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toucher->IsKindOf (PClass::FindClass(NAME_MagePlayer)))
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{ // Wrong class, but try to pick up for mana
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if (ShouldStay())
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{ // Can't pick up weapons for other classes in coop netplay
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return false;
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}
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bool gaveSome = (NULL != AddAmmo (toucher, AmmoType1, AmmoGive1));
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gaveSome |= (NULL != AddAmmo (toucher, AmmoType2, AmmoGive2));
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if (gaveSome)
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{
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GoAwayAndDie ();
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}
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return gaveSome;
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}
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return Super::TryPickup (toucher);
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}
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// Cleric Weapon Base Class -------------------------------------------------
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bool AClericWeapon::TryPickup (AActor *&toucher)
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{
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// The Doom and Hexen players are not excluded from pickup in case
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// somebody wants to use these weapons with either of those games.
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if (toucher->IsKindOf (PClass::FindClass(NAME_FighterPlayer)) ||
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toucher->IsKindOf (PClass::FindClass(NAME_MagePlayer)))
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{ // Wrong class, but try to pick up for mana
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if (ShouldStay())
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{ // Can't pick up weapons for other classes in coop netplay
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return false;
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}
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bool gaveSome = (NULL != AddAmmo (toucher, AmmoType1, AmmoGive1));
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gaveSome |= (NULL != AddAmmo (toucher, AmmoType2, AmmoGive2));
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if (gaveSome)
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{
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GoAwayAndDie ();
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}
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return gaveSome;
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}
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return Super::TryPickup (toucher);
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}
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// Mage Weapon Base Class ---------------------------------------------------
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bool AMageWeapon::TryPickup (AActor *&toucher)
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{
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// The Doom and Hexen players are not excluded from pickup in case
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// somebody wants to use these weapons with either of those games.
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if (toucher->IsKindOf (PClass::FindClass(NAME_FighterPlayer)) ||
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toucher->IsKindOf (PClass::FindClass(NAME_ClericPlayer)))
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{ // Wrong class, but try to pick up for mana
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if (ShouldStay())
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{ // Can't pick up weapons for other classes in coop netplay
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return false;
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}
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bool gaveSome = (NULL != AddAmmo (toucher, AmmoType1, AmmoGive1));
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gaveSome |= (NULL != AddAmmo (toucher, AmmoType2, AmmoGive2));
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if (gaveSome)
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{
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GoAwayAndDie ();
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}
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return gaveSome;
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}
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return Super::TryPickup (toucher);
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}
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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 = R_PointToAngle2 (pmo->x, pmo->y, linetarget->x, linetarget->y);
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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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// 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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angle_t angle;
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int damage;
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int slope;
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fixed_t power;
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int i;
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player_t *player;
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const PClass *pufftype;
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AActor *linetarget;
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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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pufftype = PClass::FindClass ("PunchPuff");
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for (i = 0; i < 16; i++)
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{
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angle = pmo->angle + i*(ANG45/16);
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slope = P_AimLineAttack (pmo, angle, 2*MELEERANGE, &linetarget);
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if (linetarget)
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{
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pmo->special1++;
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if (pmo->special1 == 3)
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{
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damage <<= 1;
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power = 6*FRACUNIT;
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pufftype = PClass::FindClass ("HammerPuff");
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}
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P_LineAttack (pmo, angle, 2*MELEERANGE, slope, damage, NAME_Melee, pufftype, true);
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if (linetarget->flags3&MF3_ISMONSTER || linetarget->player)
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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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goto punchdone;
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}
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angle = pmo->angle-i * (ANG45/16);
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slope = P_AimLineAttack (pmo, angle, 2*MELEERANGE, &linetarget);
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if (linetarget)
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{
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pmo->special1++;
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if (pmo->special1 == 3)
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{
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damage <<= 1;
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power = 6*FRACUNIT;
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pufftype = PClass::FindClass ("HammerPuff");
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}
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P_LineAttack (pmo, angle, 2*MELEERANGE, slope, damage, NAME_Melee, pufftype, true);
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if (linetarget->flags3&MF3_ISMONSTER || linetarget->player)
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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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goto punchdone;
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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->special1 = 0;
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angle = pmo->angle;
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slope = P_AimLineAttack (pmo, angle, MELEERANGE, &linetarget);
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P_LineAttack (pmo, angle, MELEERANGE, slope, damage, NAME_Melee, pufftype, true);
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punchdone:
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if (pmo->special1 == 3)
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{
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pmo->special1 = 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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