mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 15:02:39 +00:00
- scriptified Hexen's Wraith and parts of the Spike.
This commit is contained in:
parent
df43ee96ce
commit
21a1d5ffc8
12 changed files with 354 additions and 444 deletions
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@ -900,7 +900,6 @@ set( NOT_COMPILED_SOURCE_FILES
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g_hexen/a_spike.cpp
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g_hexen/a_summon.cpp
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g_hexen/a_teleportother.cpp
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g_hexen/a_wraith.cpp
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g_strife/a_acolyte.cpp
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g_strife/a_alienspectres.cpp
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g_strife/a_coin.cpp
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@ -52,4 +52,3 @@
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#include "a_spike.cpp"
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#include "a_summon.cpp"
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#include "a_teleportother.cpp"
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#include "a_wraith.cpp"
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@ -20,28 +20,13 @@ static FRandom pr_thrustraise ("ThrustRaise");
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class AThrustFloor : public AActor
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{
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DECLARE_CLASS (AThrustFloor, AActor)
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HAS_OBJECT_POINTERS
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public:
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void Serialize(FSerializer &arc);
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void Activate (AActor *activator);
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void Deactivate (AActor *activator);
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TObjPtr<AActor> DirtClump;
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};
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IMPLEMENT_CLASS(AThrustFloor, false, true, false, false)
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IMPLEMENT_POINTERS_START(AThrustFloor)
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IMPLEMENT_POINTER(DirtClump)
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IMPLEMENT_POINTERS_END
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void AThrustFloor::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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arc("dirtclump", DirtClump);
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}
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IMPLEMENT_CLASS(AThrustFloor, false, false, false, false)
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void AThrustFloor::Activate (AActor *activator)
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{
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@ -68,90 +53,6 @@ void AThrustFloor::Deactivate (AActor *activator)
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}
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}
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//===========================================================================
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//
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// Thrust floor stuff
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//
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// Thrust Spike Variables
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// DirtClump pointer to dirt clump actor
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// special2 speed of raise
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// args[0] 0 = lowered, 1 = raised
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// args[1] 0 = normal, 1 = bloody
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//===========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_ThrustInitUp)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->special2 = 5; // Raise speed
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self->args[0] = 1; // Mark as up
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self->Floorclip = 0;
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self->flags = MF_SOLID;
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self->flags2 = MF2_NOTELEPORT|MF2_FLOORCLIP;
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self->special1 = 0L;
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_ThrustInitDn)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->special2 = 5; // Raise speed
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self->args[0] = 0; // Mark as down
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self->Floorclip = self->GetDefault()->Height;
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self->flags = 0;
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self->flags2 = MF2_NOTELEPORT|MF2_FLOORCLIP;
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self->renderflags = RF_INVISIBLE;
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static_cast<AThrustFloor *>(self)->DirtClump =
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Spawn("DirtClump", self->Pos(), ALLOW_REPLACE);
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_ThrustRaise)
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{
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PARAM_SELF_PROLOGUE(AActor);
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AThrustFloor *actor = static_cast<AThrustFloor *>(self);
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if (A_RaiseMobj (actor, self->special2))
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{ // Reached it's target height
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actor->args[0] = 1;
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if (actor->args[1])
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actor->SetState (actor->FindState ("BloodThrustInit2"), true);
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else
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actor->SetState (actor->FindState ("ThrustInit2"), true);
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}
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// Lose the dirt clump
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if ((actor->Floorclip < actor->Height) && actor->DirtClump)
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{
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actor->DirtClump->Destroy ();
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actor->DirtClump = NULL;
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}
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// Spawn some dirt
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if (pr_thrustraise()<40)
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P_SpawnDirt (actor, actor->radius);
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actor->special2++; // Increase raise speed
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_ThrustLower)
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{
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PARAM_SELF_PROLOGUE(AActor);
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if (A_SinkMobj (self, 6))
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{
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self->args[0] = 0;
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if (self->args[1])
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self->SetState (self->FindState ("BloodThrustInit1"), true);
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else
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self->SetState (self->FindState ("ThrustInit1"), true);
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_ThrustImpale)
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{
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PARAM_SELF_PROLOGUE(AActor);
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@ -1,258 +0,0 @@
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/*
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#include "actor.h"
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#include "info.h"
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#include "p_local.h"
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#include "s_sound.h"
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#include "p_enemy.h"
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#include "a_action.h"
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#include "m_random.h"
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#include "a_sharedglobal.h"
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#include "vm.h"
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*/
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static FRandom pr_stealhealth ("StealHealth");
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static FRandom pr_wraithfx2 ("WraithFX2");
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static FRandom pr_wraithfx3 ("WraithFX3");
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static FRandom pr_wraithfx4 ("WraithFX4");
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//============================================================================
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//
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// A_WraithInit
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_WraithInit)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->AddZ(48);
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// [RH] Make sure the wraith didn't go into the ceiling
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if (self->Top() > self->ceilingz)
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{
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self->SetZ(self->ceilingz - self->Height);
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}
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self->WeaveIndexZ = 0; // index into floatbob
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return 0;
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}
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//============================================================================
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//
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// A_WraithRaiseInit
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_WraithRaiseInit)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->renderflags &= ~RF_INVISIBLE;
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self->flags2 &= ~MF2_NONSHOOTABLE;
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self->flags3 &= ~MF3_DONTBLAST;
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self->flags |= MF_SHOOTABLE|MF_SOLID;
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self->Floorclip = self->Height;
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return 0;
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}
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//============================================================================
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//
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// A_WraithRaise
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_WraithRaise)
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{
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PARAM_SELF_PROLOGUE(AActor);
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if (A_RaiseMobj (self, 2))
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{
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// Reached it's target height
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// [RH] Once a buried wraith is fully raised, it should be
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// morphable, right?
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self->flags3 &= ~(MF3_DONTMORPH|MF3_SPECIALFLOORCLIP);
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self->SetState (self->FindState("Chase"));
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// [RH] Reset PainChance to a normal wraith's.
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self->PainChance = GetDefaultByName ("Wraith")->PainChance;
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}
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P_SpawnDirt (self, self->radius);
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return 0;
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}
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//============================================================================
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//
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// A_WraithMelee
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_WraithMelee)
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{
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PARAM_SELF_PROLOGUE(AActor);
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int amount;
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// Steal health from target and give to self
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if (self->CheckMeleeRange() && (pr_stealhealth()<220))
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{
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amount = pr_stealhealth.HitDice (2);
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P_DamageMobj (self->target, self, self, amount, NAME_Melee);
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self->health += amount;
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}
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return 0;
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}
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//============================================================================
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//
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// A_WraithFX2 - spawns sparkle tail of missile
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_WraithFX2)
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{
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PARAM_SELF_PROLOGUE(AActor);
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AActor *mo;
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DAngle angle;
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int i;
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for (i = 2; i; --i)
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{
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mo = Spawn ("WraithFX2", self->Pos(), ALLOW_REPLACE);
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if(mo)
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{
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angle = pr_wraithfx2() * (360 / 1024.f);
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if (pr_wraithfx2() >= 128)
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{
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angle = -angle;
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}
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angle += self->Angles.Yaw;
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mo->Vel.X = ((pr_wraithfx2() / 512.) + 1) * angle.Cos();
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mo->Vel.Y = ((pr_wraithfx2() / 512.) + 1) * angle.Sin();
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mo->Vel.Z = 0;
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mo->target = self;
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mo->Floorclip = 10;
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}
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}
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return 0;
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}
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//============================================================================
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//
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// A_WraithFX3
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//
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// Spawn an FX3 around the self during attacks
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_WraithFX3)
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{
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PARAM_SELF_PROLOGUE(AActor);
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AActor *mo;
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int numdropped = pr_wraithfx3() % 15;
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while (numdropped-- > 0)
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{
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double xo = (pr_wraithfx3() - 128) / 32.;
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double yo = (pr_wraithfx3() - 128) / 32.;
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double zo = pr_wraithfx3() / 64.;
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mo = Spawn("WraithFX3", self->Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
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if (mo)
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{
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mo->floorz = self->floorz;
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mo->ceilingz = self->ceilingz;
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mo->target = self;
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}
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}
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return 0;
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}
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//============================================================================
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//
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// A_WraithFX4
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//
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// Spawn an FX4 during movement
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//
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//============================================================================
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void A_WraithFX4 (AActor *self)
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{
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AActor *mo;
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int chance = pr_wraithfx4();
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bool spawn4, spawn5;
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if (chance < 10)
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{
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spawn4 = true;
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spawn5 = false;
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}
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else if (chance < 20)
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{
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spawn4 = false;
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spawn5 = true;
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}
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else if (chance < 25)
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{
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spawn4 = true;
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spawn5 = true;
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}
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else
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{
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spawn4 = false;
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spawn5 = false;
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}
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if (spawn4)
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{
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double xo = (pr_wraithfx4() - 128) / 16.;
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double yo = (pr_wraithfx4() - 128) / 16.;
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double zo = (pr_wraithfx4() / 64.);
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mo = Spawn ("WraithFX4", self->Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
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if (mo)
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{
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mo->floorz = self->floorz;
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mo->ceilingz = self->ceilingz;
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mo->target = self;
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}
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}
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if (spawn5)
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{
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double xo = (pr_wraithfx4() - 128) / 32.;
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double yo = (pr_wraithfx4() - 128) / 32.;
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double zo = (pr_wraithfx4() / 64.);
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mo = Spawn ("WraithFX5", self->Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
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if (mo)
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{
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mo->floorz = self->floorz;
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mo->ceilingz = self->ceilingz;
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mo->target = self;
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}
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}
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}
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//============================================================================
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//
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// A_WraithChase
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_WraithChase)
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{
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PARAM_SELF_PROLOGUE(AActor);
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int weaveindex = self->WeaveIndexZ;
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self->AddZ(BobSin(weaveindex));
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self->WeaveIndexZ = (weaveindex + 2) & 63;
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// if (self->Floorclip > 0)
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// {
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// P_SetMobjState(self, S_WRAITH_RAISE2);
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// return;
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// }
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A_Chase (stack, self);
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A_WraithFX4 (self);
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return 0;
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}
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@ -3,8 +3,6 @@
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#include "m_random.h"
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#include "m_fixed.h"
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static FRandom pr_dirt ("SpawnDirt");
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// Stained glass ------------------------------------------------------------
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class AGlassShard : public AActor
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@ -27,25 +25,3 @@ public:
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IMPLEMENT_CLASS(AGlassShard, false, false, false, false)
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// Dirt stuff
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void P_SpawnDirt (AActor *actor, double radius)
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{
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PClassActor *dtype = NULL;
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AActor *mo;
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double zo = pr_dirt() / 128. + 1;
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DVector3 pos = actor->Vec3Angle(radius, pr_dirt() * (360./256), zo);
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char fmt[8];
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mysnprintf(fmt, countof(fmt), "Dirt%d", 1 + pr_dirt()%6);
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dtype = PClass::FindActor(fmt);
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if (dtype)
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{
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mo = Spawn (dtype, pos, ALLOW_REPLACE);
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if (mo)
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{
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mo->Vel.Z = pr_dirt() / 64.;
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}
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}
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}
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@ -10,7 +10,6 @@ struct side_t;
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struct F3DFloor;
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class DBaseDecal;
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void P_SpawnDirt (AActor *actor, double radius);
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class DBaseDecal *ShootDecal(const FDecalTemplate *tpl, AActor *basisactor, sector_t *sec, double x, double y, double z, DAngle angle, double tracedist, bool permanent);
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class DBaseDecal : public DThinker
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@ -3468,47 +3468,6 @@ int P_Massacre ()
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return killcount;
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}
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//
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// A_SinkMobj
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// Sink a mobj incrementally into the floor
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//
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bool A_SinkMobj (AActor *actor, double speed)
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{
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if (actor->Floorclip < actor->Height)
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{
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actor->Floorclip += speed;
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return false;
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}
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return true;
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}
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//
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// A_RaiseMobj
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// Raise a mobj incrementally from the floor to
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//
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bool A_RaiseMobj (AActor *actor, double speed)
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{
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bool done = true;
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// Raise a mobj from the ground
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if (actor->Floorclip > 0)
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{
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actor->Floorclip -= speed;
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if (actor->Floorclip <= 0)
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{
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actor->Floorclip = 0;
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done = true;
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}
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else
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{
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done = false;
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}
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}
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return done; // Reached target height
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}
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DEFINE_ACTION_FUNCTION(AActor, A_ClassBossHealth)
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{
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PARAM_SELF_PROLOGUE(AActor);
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@ -75,9 +75,6 @@ void A_Chase(VMFrameStack *stack, AActor *self);
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void A_FaceTarget(AActor *actor);
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void A_Face(AActor *self, AActor *other, DAngle max_turn = 0., DAngle max_pitch = 270., DAngle ang_offset = 0., DAngle pitch_offset = 0., int flags = 0, double z_add = 0);
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bool A_RaiseMobj (AActor *, double speed);
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bool A_SinkMobj (AActor *, double speed);
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bool CheckBossDeath (AActor *);
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int P_Massacre ();
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bool P_CheckMissileRange (AActor *actor);
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@ -204,8 +204,8 @@ void AActor::InitNativeFields()
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meta->AddNativeField("fillcolor", TypeColor, myoffsetof(AActor, fillcolor));
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meta->AddNativeField("Sector", TypeSector, myoffsetof(AActor, Sector));
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//meta->AddNativeField("Subsector", TypeSubsector, myoffsetof(AActor, subsector));
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meta->AddNativeField(NAME_CeilingZ, TypeFloat64, myoffsetof(AActor, ceilingz), VARF_ReadOnly);
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meta->AddNativeField(NAME_FloorZ, TypeFloat64, myoffsetof(AActor, floorz), VARF_ReadOnly);
|
||||
meta->AddNativeField(NAME_CeilingZ, TypeFloat64, myoffsetof(AActor, ceilingz));
|
||||
meta->AddNativeField(NAME_FloorZ, TypeFloat64, myoffsetof(AActor, floorz));
|
||||
meta->AddNativeField("DropoffZ", TypeFloat64, myoffsetof(AActor, dropoffz), VARF_ReadOnly);
|
||||
meta->AddNativeField("floorsector", TypeSector, myoffsetof(AActor, floorsector));
|
||||
meta->AddNativeField("floorpic", TypeSInt32, myoffsetof(AActor, floorpic)); // Do we need a variable type 'texture' to do this?
|
||||
|
@ -225,7 +225,7 @@ void AActor::InitNativeFields()
|
|||
meta->AddNativeField("specialf1", TypeFloat64, myoffsetof(AActor, specialf1));
|
||||
meta->AddNativeField("specialf2", TypeFloat64, myoffsetof(AActor, specialf2));
|
||||
meta->AddNativeField("weaponspecial", TypeSInt32, myoffsetof(AActor, weaponspecial));
|
||||
meta->AddNativeField(NAME_Health, TypeSInt32, myoffsetof(AActor, health), VARF_ReadOnly);
|
||||
meta->AddNativeField(NAME_Health, TypeSInt32, myoffsetof(AActor, health));
|
||||
meta->AddNativeField("movedir", TypeUInt8, myoffsetof(AActor, movedir));
|
||||
meta->AddNativeField("visdir", TypeSInt8, myoffsetof(AActor, visdir));
|
||||
meta->AddNativeField("movecount", TypeSInt16, myoffsetof(AActor, movecount));
|
||||
|
|
|
@ -268,6 +268,68 @@ class Actor : Thinker native
|
|||
DamageMobj(null, null, health, damagetype, DMG_FORCED);
|
||||
}
|
||||
|
||||
void SpawnDirt (double radius)
|
||||
{
|
||||
class<Actor> dtype;
|
||||
switch (random[Dirt](0, 5))
|
||||
{
|
||||
case 0: dtype = "Dirt1"; break;
|
||||
case 1: dtype = "Dirt2"; break;
|
||||
case 2: dtype = "Dirt3"; break;
|
||||
case 3: dtype = "Dirt4"; break;
|
||||
case 4: dtype = "Dirt5"; break;
|
||||
default: dtype = "Dirt6"; break;
|
||||
}
|
||||
|
||||
double zo = random[Dirt]() / 128. + 1;
|
||||
Vector3 pos = Vec3Angle(radius, random[Dirt]() * (360./256), zo);
|
||||
|
||||
Actor mo = Spawn (dtype, pos, ALLOW_REPLACE);
|
||||
if (mo)
|
||||
{
|
||||
mo.Vel.Z = random[Dirt]() / 64.;
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// A_SinkMobj
|
||||
// Sink a mobj incrementally into the floor
|
||||
//
|
||||
|
||||
bool SinkMobj (double speed)
|
||||
{
|
||||
if (Floorclip < Height)
|
||||
{
|
||||
Floorclip += speed;
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
//
|
||||
// A_RaiseMobj
|
||||
// Raise a mobj incrementally from the floor to
|
||||
//
|
||||
|
||||
bool RaiseMobj (double speed)
|
||||
{
|
||||
// Raise a mobj from the ground
|
||||
if (Floorclip > 0)
|
||||
{
|
||||
Floorclip -= speed;
|
||||
if (Floorclip <= 0)
|
||||
{
|
||||
Floorclip = 0;
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
native void A_Face(Actor faceto, float max_turn = 0, float max_pitch = 270, float ang_offset = 0, float pitch_offset = 0, int flags = 0, float z_ofs = 0);
|
||||
|
||||
|
|
|
@ -26,11 +26,7 @@ class ThrustFloor : Actor native
|
|||
Height 128;
|
||||
}
|
||||
|
||||
native void A_ThrustRaise();
|
||||
native void A_ThrustImpale();
|
||||
native void A_ThrustLower();
|
||||
native void A_ThrustInitDn();
|
||||
native void A_ThrustInitUp();
|
||||
|
||||
States
|
||||
{
|
||||
|
@ -81,6 +77,79 @@ class ThrustFloor : Actor native
|
|||
TSPK B 2 A_ThrustImpale;
|
||||
Loop;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Thrust floor stuff
|
||||
//
|
||||
// Thrust Spike Variables
|
||||
// master pointer to dirt clump actor
|
||||
// special2 speed of raise
|
||||
// args[0] 0 = lowered, 1 = raised
|
||||
// args[1] 0 = normal, 1 = bloody
|
||||
//===========================================================================
|
||||
|
||||
void A_ThrustInitUp()
|
||||
{
|
||||
special2 = 5; // Raise speed
|
||||
args[0] = 1; // Mark as up
|
||||
Floorclip = 0;
|
||||
bSolid = true;
|
||||
bNoTeleport = true;
|
||||
bFloorClip = true;
|
||||
special1 = 0;
|
||||
}
|
||||
|
||||
void A_ThrustInitDn()
|
||||
{
|
||||
special2 = 5; // Raise speed
|
||||
args[0] = 0; // Mark as down
|
||||
Floorclip = Default.Height;
|
||||
bSolid = false;
|
||||
bNoTeleport = true;
|
||||
bFloorClip = true;
|
||||
bInvisible = true;
|
||||
master = Spawn("DirtClump", Pos, ALLOW_REPLACE);
|
||||
}
|
||||
|
||||
|
||||
void A_ThrustRaise()
|
||||
{
|
||||
if (RaiseMobj (special2))
|
||||
{ // Reached it's target height
|
||||
args[0] = 1;
|
||||
if (args[1])
|
||||
SetStateLabel ("BloodThrustInit2", true);
|
||||
else
|
||||
SetStateLabel ("ThrustInit2", true);
|
||||
}
|
||||
|
||||
// Lose the dirt clump
|
||||
if ((Floorclip < Height) && master)
|
||||
{
|
||||
master.Destroy ();
|
||||
master = null;
|
||||
}
|
||||
|
||||
// Spawn some dirt
|
||||
if (random[Thrustraise]()<40)
|
||||
SpawnDirt (radius);
|
||||
special2++; // Increase raise speed
|
||||
}
|
||||
|
||||
void A_ThrustLower()
|
||||
{
|
||||
if (SinkMobj (6))
|
||||
{
|
||||
args[0] = 0;
|
||||
if (args[1])
|
||||
SetStateLabel ("BloodThrustInit1", true);
|
||||
else
|
||||
SetStateLabel ("ThrustInit1", true);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
// Spike up -----------------------------------------------------------------
|
||||
|
|
|
@ -23,11 +23,6 @@ class Wraith : Actor
|
|||
Obituary "$OB_WRAITH";
|
||||
}
|
||||
|
||||
native void A_WraithInit();
|
||||
native void A_WraithChase();
|
||||
native void A_WraithFX3();
|
||||
native void A_WraithMelee();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
|
@ -78,6 +73,150 @@ class Wraith : Actor
|
|||
WRT2 I 1 A_FreezeDeathChunks;
|
||||
Wait;
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_WraithInit
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
void A_WraithInit()
|
||||
{
|
||||
AddZ(48);
|
||||
|
||||
// [RH] Make sure the wraith didn't go into the ceiling
|
||||
if (pos.z + height > ceilingz)
|
||||
{
|
||||
SetZ(ceilingz - Height);
|
||||
}
|
||||
|
||||
WeaveIndexZ = 0; // index into floatbob
|
||||
}
|
||||
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_WraithChase
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
void A_WraithChase()
|
||||
{
|
||||
int weaveindex = WeaveIndexZ;
|
||||
AddZ(BobSin(weaveindex));
|
||||
WeaveIndexZ = (weaveindex + 2) & 63;
|
||||
A_Chase ();
|
||||
A_WraithFX4 ();
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_WraithFX3
|
||||
//
|
||||
// Spawn an FX3 around the wraith during attacks
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
void A_WraithFX3()
|
||||
{
|
||||
int numdropped = random[WraithFX3](0,14);
|
||||
|
||||
while (numdropped-- > 0)
|
||||
{
|
||||
double xo = (random[WraithFX3]() - 128) / 32.;
|
||||
double yo = (random[WraithFX3]() - 128) / 32.;
|
||||
double zo = random[WraithFX3]() / 64.;
|
||||
|
||||
Actor mo = Spawn("WraithFX3", Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
|
||||
if (mo)
|
||||
{
|
||||
mo.floorz = floorz;
|
||||
mo.ceilingz = ceilingz;
|
||||
mo.target = self;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_WraithFX4
|
||||
//
|
||||
// Spawn an FX4 during movement
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
void A_WraithFX4 ()
|
||||
{
|
||||
int chance = random[WraithFX4]();
|
||||
bool spawn4, spawn5;
|
||||
|
||||
if (chance < 10)
|
||||
{
|
||||
spawn4 = true;
|
||||
spawn5 = false;
|
||||
}
|
||||
else if (chance < 20)
|
||||
{
|
||||
spawn4 = false;
|
||||
spawn5 = true;
|
||||
}
|
||||
else if (chance < 25)
|
||||
{
|
||||
spawn4 = true;
|
||||
spawn5 = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
spawn4 = false;
|
||||
spawn5 = false;
|
||||
}
|
||||
|
||||
if (spawn4)
|
||||
{
|
||||
double xo = (random[WraithFX4]() - 128) / 16.;
|
||||
double yo = (random[WraithFX4]() - 128) / 16.;
|
||||
double zo = (random[WraithFX4]() / 64.);
|
||||
|
||||
Actor mo = Spawn ("WraithFX4", Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
|
||||
if (mo)
|
||||
{
|
||||
mo.floorz = floorz;
|
||||
mo.ceilingz = ceilingz;
|
||||
mo.target = self;
|
||||
}
|
||||
}
|
||||
if (spawn5)
|
||||
{
|
||||
double xo = (random[WraithFX4]() - 128) / 32.;
|
||||
double yo = (random[WraithFX4]() - 128) / 32.;
|
||||
double zo = (random[WraithFX4]() / 64.);
|
||||
|
||||
Actor mo = Spawn ("WraithFX5", Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
|
||||
if (mo)
|
||||
{
|
||||
mo.floorz = floorz;
|
||||
mo.ceilingz = ceilingz;
|
||||
mo.target = self;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_WraithMelee
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
void A_WraithMelee()
|
||||
{
|
||||
// Steal health from target and give to self
|
||||
if (CheckMeleeRange() && (random[StealHealth]()<220))
|
||||
{
|
||||
int amount = random[StealHealth](1, 8) * 2;
|
||||
target.DamageMobj (self, self, amount, 'Melee');
|
||||
health += amount;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Buried wraith ------------------------------------------------------------
|
||||
|
@ -97,8 +236,6 @@ class WraithBuried : Wraith
|
|||
PainChance 0;
|
||||
}
|
||||
|
||||
native void A_WraithRaiseInit();
|
||||
native void A_WraithRaise();
|
||||
|
||||
States
|
||||
{
|
||||
|
@ -113,6 +250,47 @@ class WraithBuried : Wraith
|
|||
Chase:
|
||||
Goto Super::See;
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_WraithRaiseInit
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
void A_WraithRaiseInit()
|
||||
{
|
||||
bInvisible = false;
|
||||
bNonShootable = false;
|
||||
bDontBlast = false;
|
||||
bShootable = true;
|
||||
bSolid = true;
|
||||
Floorclip = Height;
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_WraithRaise
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
void A_WraithRaise()
|
||||
{
|
||||
if (RaiseMobj (2))
|
||||
{
|
||||
// Reached it's target height
|
||||
// [RH] Once a buried wraith is fully raised, it should be
|
||||
// morphable, right?
|
||||
bDontMorph = false;
|
||||
bSpecialFloorClip = false;
|
||||
SetStateLabel ("Chase");
|
||||
// [RH] Reset PainChance to a normal wraith's.
|
||||
PainChance = GetDefaultByType("Wraith").PainChance;
|
||||
}
|
||||
|
||||
SpawnDirt (radius);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
// Wraith FX 1 --------------------------------------------------------------
|
||||
|
@ -133,7 +311,6 @@ class WraithFX1 : Actor
|
|||
DeathSound "WraithMissileExplode";
|
||||
}
|
||||
|
||||
native void A_WraithFX2();
|
||||
|
||||
States
|
||||
{
|
||||
|
@ -150,6 +327,36 @@ class WraithFX1 : Actor
|
|||
WRBL I 3 Bright;
|
||||
Stop;
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_WraithFX2 - spawns sparkle tail of missile
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
void A_WraithFX2()
|
||||
{
|
||||
for (int i = 2; i; --i)
|
||||
{
|
||||
Actor mo = Spawn ("WraithFX2", Pos, ALLOW_REPLACE);
|
||||
if(mo)
|
||||
{
|
||||
double newangle = random[WraithFX2]() * (360 / 1024.f);
|
||||
if (random[WraithFX2]() >= 128)
|
||||
{
|
||||
newangle = -newangle;
|
||||
}
|
||||
newangle += angle;
|
||||
mo.Vel.X = ((random[WraithFX2]() / 512.) + 1) * cos(newangle);
|
||||
mo.Vel.Y = ((random[WraithFX2]() / 512.) + 1) * sin(newangle);
|
||||
mo.Vel.Z = 0;
|
||||
mo.target = self;
|
||||
mo.Floorclip = 10;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
// Wraith FX 2 --------------------------------------------------------------
|
||||
|
|
Loading…
Reference in a new issue