mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2025-01-05 17:01:12 +00:00
288 lines
8.5 KiB
Text
288 lines
8.5 KiB
Text
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// no attempt has been made to merge this with existing code.
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extend class Actor
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{
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//
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// [XA] New mbf21 codepointers
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//
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//
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// A_SpawnObject
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// Basically just A_Spawn with better behavior and more args.
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// args[0]: Type of actor to spawn
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// args[1]: Angle (degrees, in fixed point), relative to calling actor's angle
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// args[2]: X spawn offset (fixed point), relative to calling actor
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// args[3]: Y spawn offset (fixed point), relative to calling actor
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// args[4]: Z spawn offset (fixed point), relative to calling actor
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// args[5]: X velocity (fixed point)
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// args[6]: Y velocity (fixed point)
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// args[7]: Z velocity (fixed point)
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//
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deprecated("2.3", "for Dehacked use only")
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void MBF21_SpawnObject(class<Actor> type, double angle, double xofs, double yofs, double zofs, double xvel, double yvel, double zvel)
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{
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if (type == null)
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return;
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// Don't spawn monsters if this actor has been massacred
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if (DamageType == 'Massacre' && GetDefaultByType(type).bIsMonster)
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{
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return;
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}
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// calculate position offsets
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angle += self.Angle;
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double s = sin(angle);
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double c = cos(angle);
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let pos = Vec2Offset(xofs * c - yofs * s, xofs * s + yofs * c);
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// spawn it, yo
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let mo = Spawn(type, (pos, self.pos.Z - Floorclip + GetBobOffset() + zofs), ALLOW_REPLACE);
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if (!mo)
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return;
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// angle dangle
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mo.angle = angle;
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// set velocity
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// Same orientation issue here!
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mo.vel.X = xvel * c - yvel * s;
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mo.vel.Y = xvel * s + yvel * c;
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mo.vel.Z = zvel;
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// if spawned object is a missile, set target+tracer
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if (mo.bMissile || mo.bMbfBouncer)
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{
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// if spawner is also a missile, copy 'em
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if (bMissile || bMbfBouncer)
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{
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mo.target = self.target;
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mo.tracer = self.tracer;
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}
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// otherwise, set 'em as if a monster fired 'em
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else
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{
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mo.target = self;
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mo.tracer = self.target;
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}
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}
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// [XA] don't bother with the dont-inherit-friendliness hack
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// that exists in A_Spawn, 'cause WTF is that about anyway?
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// unfortunately this means that this function cannot transfer friendliness at all. Oh well...
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}
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//
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// A_MonsterProjectile
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// A parameterized monster projectile attack.
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// args[0]: Type of actor to spawn
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// args[1]: Angle (degrees, in fixed point), relative to calling actor's angle
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// args[2]: Pitch (degrees, in fixed point), relative to calling actor's pitch; approximated
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// args[3]: X/Y spawn offset, relative to calling actor's angle
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// args[4]: Z spawn offset, relative to actor's default projectile fire height
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//
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deprecated("2.3", "for Dehacked use only")
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void MBF21_MonsterProjectile(class<Actor> type, double angle, double pitch, double spawnofs_xy, double spawnofs_z)
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{
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if (!target || !type)
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return;
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A_FaceTarget();
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let mo = SpawnMissile(target, type);
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if (!mo)
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return;
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// adjust angle
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mo.angle += angle;
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Pitch += mo.PitchFromVel();
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let missilespeed = abs(cos(Pitch) * mo.Speed);
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mo.Vel3DFromAngle(mo.Speed, mo.angle, Pitch);
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// adjust position
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double x = Spawnofs_xy * cos(self.angle);
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double y = Spawnofs_xy * sin(self.angle);
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mo.SetOrigin(mo.Vec3Offset(x, y, Spawnofs_z), false);
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// always set the 'tracer' field, so this pointer
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// can be used to fire seeker missiles at will.
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mo.tracer = target;
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}
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//
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// A_MonsterBulletAttack
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// A parameterized monster bullet attack.
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// args[0]: Horizontal spread (degrees, in fixed point)
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// args[1]: Vertical spread (degrees, in fixed point)
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// args[2]: Number of bullets to fire; if not set, defaults to 1
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// args[3]: Base damage of attack (e.g. for 3d5, customize the 3); if not set, defaults to 3
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// args[4]: Attack damage modulus (e.g. for 3d5, customize the 5); if not set, defaults to 5
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//
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deprecated("2.3", "for Dehacked use only")
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void MBF21_MonsterBulletAttack(double hspread, double vspread, int numbullets, int damagebase, int damagemod)
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{
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if (!target)
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return;
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A_FaceTarget();
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A_StartSound(AttackSound, CHAN_WEAPON);
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let bangle = angle;
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let slope = AimLineAttack(bangle, MISSILERANGE);
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for (int i = 0; i < numbullets; i++)
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{
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int damage = (random[mbf21]() % damagemod + 1) * damagebase;
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let pangle = bangle + hspread * Random2[mbf21]() / 255.;
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let pslope = slope + vspread * Random2[mbf21]() / 255.;
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LineAttack(pangle, MISSILERANGE, pslope, damage, "Hitscan", "Bulletpuff");
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}
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}
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//
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// A_MonsterMeleeAttack
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// A parameterized monster melee attack.
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// args[0]: Base damage of attack (e.g. for 3d8, customize the 3); if not set, defaults to 3
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// args[1]: Attack damage modulus (e.g. for 3d8, customize the 8); if not set, defaults to 8
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// args[2]: Sound to play if attack hits
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// args[3]: Range (fixed point); if not set, defaults to monster's melee range
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//
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deprecated("2.3", "for Dehacked use only")
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void MBF21_MonsterMeleeAttack(int damagebase, int damagemod, Sound hitsound, double range)
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{
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let targ = target;
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if (!targ)
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return;
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if (range == 0) range = meleerange;
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else range -= 20; // DSDA always subtracts 20 from the melee range.
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A_FaceTarget();
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if (!CheckMeleeRange(range))
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return;
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A_StartSound(hitsound, CHAN_WEAPON);
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int damage = (random[mbf21]() % damagemod + 1) * damagebase;
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int newdam = targ.DamageMobj(self, self, damage, "Melee");
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targ.TraceBleed(newdam > 0 ? newdam : damage, self);
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}
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//
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// A_HealChase
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// A parameterized version of A_VileChase.
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// args[0]: State to jump to on the calling actor when resurrecting a corpse
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// args[1]: Sound to play when resurrecting a corpse
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//
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deprecated("2.3", "for Dehacked use only")
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void MBF21_HealChase(State healstate, Sound healsound)
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{
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if (!A_CheckForResurrection(healstate, healsound))
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A_Chase();
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}
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//
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// A_FindTracer
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// Search for a valid tracer (seek target), if the calling actor doesn't already have one.
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// args[0]: field-of-view to search in (degrees, in fixed point); if zero, will search in all directions
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// args[1]: distance to search (map blocks, i.e. 128 units)
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//
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void A_FindTracer(double fov, int dist)
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{
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if (!tracer) tracer = RoughMonsterSearch(dist, fov: fov);
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}
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//
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// A_ClearTracer
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// Clear current tracer (seek target).
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//
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void A_ClearTracer()
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{
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tracer = NULL;
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}
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//
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// A_JumpIfHealthBelow
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// Jumps to a state if caller's health is below the specified threshold.
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// args[0]: State to jump to
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// args[1]: Health threshold
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//
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deprecated("2.3", "for Dehacked use only")
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void MBF21_JumpIfHealthBelow(State tstate, int health)
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{
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if (self.health < health) self.SetState(tstate);
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}
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//
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// A_JumpIfTargetInSight
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// Jumps to a state if caller's target is in line-of-sight.
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// args[0]: State to jump to
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// args[1]: Field-of-view to check (degrees, in fixed point); if zero, will check in all directions
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//
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deprecated("2.3", "for Dehacked use only")
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void MBF21_JumpIfTargetInSight(State tstate, double fov)
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{
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if (!target)
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return;
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// Check FOV first since it's faster
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if (fov > 0 && !CheckFov(target, fov))
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return;
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if (CheckSight(target)) self.SetState(tstate);
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}
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//
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// A_JumpIfTargetCloser
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// Jumps to a state if caller's target is closer than the specified distance.
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// args[0]: State to jump to
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// args[1]: Distance threshold
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//
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deprecated("2.3", "for Dehacked use only")
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void MBF21_JumpIfTargetCloser(State tstate, double dist)
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{
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if (!target)
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return;
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if (dist > Distance2D(target)) self.SetState(tstate);
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}
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//
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// A_JumpIfTracerInSight
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// Jumps to a state if caller's tracer (seek target) is in line-of-sight.
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// args[0]: State to jump to
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// args[1]: Field-of-view to check (degrees, in fixed point); if zero, will check in all directions
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//
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deprecated("2.3", "for Dehacked use only")
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void MBF21_JumpIfTracerInSight(State tstate, double fov)
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{
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if (!tracer)
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return;
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// Check FOV first since it's faster
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if (fov > 0 && !CheckFov(tracer, fov))
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return;
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if (CheckSight(tracer)) self.SetState(tstate);
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}
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//
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// A_JumpIfTracerCloser
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// Jumps to a state if caller's tracer (seek target) is closer than the specified distance.
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// args[0]: State to jump to
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// args[1]: Distance threshold (fixed point)
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//
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deprecated("2.3", "for Dehacked use only")
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void MBF21_JumpIfTracerCloser(State tstate, double dist)
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{
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if (!tracer)
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return;
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if (dist > Distance2D(tracer)) self.SetState(tstate);
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}
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// These are native to lock away the insanity.
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deprecated("2.3", "for Dehacked use only") native void MBF21_JumpIfFlagsSet(State tstate, int flags, int flags2);
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deprecated("2.3", "for Dehacked use only") native void MBF21_AddFlags(int flags, int flags2);
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deprecated("2.3", "for Dehacked use only") native void MBF21_RemoveFlags(int flags, int flags2);
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}
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