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https://github.com/ZDoom/qzdoom.git
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3f497fe8e5
MissileActor, bulletpitch and linetarget.) SVN r899 (trunk)
306 lines
8.5 KiB
C++
306 lines
8.5 KiB
C++
#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 "p_enemy.h"
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#include "a_action.h"
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#include "a_hexenglobal.h"
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// Fighter Weapon Base Class ------------------------------------------------
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IMPLEMENT_STATELESS_ACTOR (AFighterWeapon, Hexen, -1, 0)
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PROP_Weapon_Kickback (150)
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END_DEFAULTS
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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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IMPLEMENT_STATELESS_ACTOR (AClericWeapon, Hexen, -1, 0)
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PROP_Weapon_Kickback (150)
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END_DEFAULTS
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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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IMPLEMENT_STATELESS_ACTOR (AMageWeapon, Hexen, -1, 0)
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PROP_Weapon_Kickback (150)
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END_DEFAULTS
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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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// Fist (first weapon) ------------------------------------------------------
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void A_FPunchAttack (AActor *actor);
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class AFWeapFist : public AFighterWeapon
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{
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DECLARE_ACTOR (AFWeapFist, AFighterWeapon)
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};
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FState AFWeapFist::States[] =
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{
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#define S_PUNCHREADY 0
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S_NORMAL (FPCH, 'A', 1, A_WeaponReady , &States[S_PUNCHREADY]),
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#define S_PUNCHDOWN (S_PUNCHREADY+1)
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S_NORMAL (FPCH, 'A', 1, A_Lower , &States[S_PUNCHDOWN]),
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#define S_PUNCHUP (S_PUNCHDOWN+1)
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S_NORMAL (FPCH, 'A', 1, A_Raise , &States[S_PUNCHUP]),
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#define S_PUNCHATK1 (S_PUNCHUP+1)
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S_NORMAL2(FPCH, 'B', 5, NULL , &States[S_PUNCHATK1+1], 5, 40),
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S_NORMAL2(FPCH, 'C', 4, NULL , &States[S_PUNCHATK1+2], 5, 40),
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S_NORMAL2(FPCH, 'D', 4, A_FPunchAttack , &States[S_PUNCHATK1+3], 5, 40),
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S_NORMAL2(FPCH, 'C', 4, NULL , &States[S_PUNCHATK1+4], 5, 40),
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S_NORMAL2(FPCH, 'B', 5, A_ReFire , &States[S_PUNCHREADY], 5, 40),
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#define S_PUNCHATK2 (S_PUNCHATK1+5)
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S_NORMAL2(FPCH, 'D', 4, NULL , &States[S_PUNCHATK2+1], 5, 40),
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S_NORMAL2(FPCH, 'E', 4, NULL , &States[S_PUNCHATK2+2], 5, 40),
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S_NORMAL2(FPCH, 'E', 1, NULL , &States[S_PUNCHATK2+3], 15, 50),
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S_NORMAL2(FPCH, 'E', 1, NULL , &States[S_PUNCHATK2+4], 25, 60),
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S_NORMAL2(FPCH, 'E', 1, NULL , &States[S_PUNCHATK2+5], 35, 70),
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S_NORMAL2(FPCH, 'E', 1, NULL , &States[S_PUNCHATK2+6], 45, 80),
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S_NORMAL2(FPCH, 'E', 1, NULL , &States[S_PUNCHATK2+7], 55, 90),
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S_NORMAL2(FPCH, 'E', 1, NULL , &States[S_PUNCHATK2+8], 65, 100),
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S_NORMAL2(FPCH, 'E', 10, NULL , &States[S_PUNCHREADY], 0, 150)
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};
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IMPLEMENT_ACTOR (AFWeapFist, Hexen, -1, 0)
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PROP_Flags5 (MF5_BLOODSPLATTER)
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PROP_Weapon_SelectionOrder (3400)
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PROP_Weapon_Flags (WIF_BOT_MELEE)
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PROP_Weapon_UpState (S_PUNCHUP)
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PROP_Weapon_DownState (S_PUNCHDOWN)
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PROP_Weapon_ReadyState (S_PUNCHREADY)
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PROP_Weapon_AtkState (S_PUNCHATK1)
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PROP_Weapon_Kickback (150)
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END_DEFAULTS
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// Punch puff ---------------------------------------------------------------
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class APunchPuff : public AActor
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{
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DECLARE_ACTOR (APunchPuff, AActor)
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public:
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void BeginPlay ();
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};
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FState APunchPuff::States[] =
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{
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S_NORMAL (FHFX, 'S', 4, NULL , &States[1]),
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S_NORMAL (FHFX, 'T', 4, NULL , &States[2]),
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S_NORMAL (FHFX, 'U', 4, NULL , &States[3]),
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S_NORMAL (FHFX, 'V', 4, NULL , &States[4]),
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S_NORMAL (FHFX, 'W', 4, NULL , NULL)
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};
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IMPLEMENT_ACTOR (APunchPuff, Hexen, -1, 0)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
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PROP_Flags3 (MF3_PUFFONACTORS)
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PROP_RenderStyle (STYLE_Translucent)
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PROP_Alpha (HX_SHADOW)
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PROP_SpawnState (0)
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PROP_SeeSound ("FighterPunchHitThing")
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PROP_AttackSound ("FighterPunchHitWall")
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PROP_ActiveSound ("FighterPunchMiss")
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END_DEFAULTS
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void APunchPuff::BeginPlay ()
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{
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Super::BeginPlay ();
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momz = FRACUNIT;
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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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void A_FPunchAttack (AActor *actor)
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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 = actor->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 = RUNTIME_CLASS(APunchPuff);
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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 = RUNTIME_CLASS(AHammerPuff);
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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 = RUNTIME_CLASS(AHammerPuff);
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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, &AFWeapFist::States[S_PUNCHATK2]);
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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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