mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 21:21:04 +00:00
- scriptified Hexen's Firedemon.
This commit is contained in:
parent
213b3f1fe4
commit
49ef541513
8 changed files with 264 additions and 258 deletions
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@ -868,7 +868,6 @@ set( NOT_COMPILED_SOURCE_FILES
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g_hexen/a_fighterhammer.cpp
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g_hexen/a_fighterplayer.cpp
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g_hexen/a_fighterquietus.cpp
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g_hexen/a_firedemon.cpp
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g_hexen/a_flechette.cpp
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g_hexen/a_flies.cpp
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g_hexen/a_fog.cpp
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@ -1,248 +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 "vm.h"
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*/
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#define FIREDEMON_ATTACK_RANGE (64*8.)
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static FRandom pr_firedemonrock ("FireDemonRock");
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static FRandom pr_smbounce ("SMBounce");
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static FRandom pr_firedemonchase ("FiredChase");
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static FRandom pr_firedemonsplotch ("FiredSplotch");
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//============================================================================
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// Fire Demon AI
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//
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// special1 index into floatbob
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// special2 whether strafing or not
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//============================================================================
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//============================================================================
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//
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// A_FiredSpawnRock
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//
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//============================================================================
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void A_FiredSpawnRock (AActor *actor)
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{
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AActor *mo;
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PClassActor *rtype;
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switch (pr_firedemonrock() % 5)
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{
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case 0:
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rtype = PClass::FindActor("FireDemonRock1");
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break;
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case 1:
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rtype = PClass::FindActor("FireDemonRock2");
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break;
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case 2:
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rtype = PClass::FindActor("FireDemonRock3");
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break;
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case 3:
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rtype = PClass::FindActor("FireDemonRock4");
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break;
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case 4:
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default:
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rtype = PClass::FindActor("FireDemonRock5");
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break;
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}
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double xo = (pr_firedemonrock() - 128) / 16.;
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double yo = (pr_firedemonrock() - 128) / 16.;
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double zo = pr_firedemonrock() / 32.;
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mo = Spawn (rtype, actor->Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
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if (mo)
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{
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mo->target = actor;
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mo->Vel.X = (pr_firedemonrock() - 128) / 64.;
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mo->Vel.Y = (pr_firedemonrock() - 128) / 64.;
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mo->Vel.Z = (pr_firedemonrock() / 64.);
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mo->special1 = 2; // Number bounces
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}
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// Initialize fire demon
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actor->special2 = 0;
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actor->flags &= ~MF_JUSTATTACKED;
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}
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//============================================================================
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//
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// A_FiredRocks
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FiredRocks)
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{
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PARAM_SELF_PROLOGUE(AActor);
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A_FiredSpawnRock (self);
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A_FiredSpawnRock (self);
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A_FiredSpawnRock (self);
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A_FiredSpawnRock (self);
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A_FiredSpawnRock (self);
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return 0;
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}
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//============================================================================
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//
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// A_SmBounce
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_SmBounce)
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{
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PARAM_SELF_PROLOGUE(AActor);
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// give some more velocity (x,y,&z)
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self->SetZ(self->floorz + 1);
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self->Vel.Z = 2. + pr_smbounce() / 64.;
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self->Vel.X = pr_smbounce() % 3;
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self->Vel.Y = pr_smbounce() % 3;
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return 0;
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}
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//============================================================================
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//
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// A_FiredAttack
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FiredAttack)
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{
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PARAM_SELF_PROLOGUE(AActor);
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if (self->target == NULL)
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return 0;
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AActor *mo = P_SpawnMissile (self, self->target, PClass::FindActor("FireDemonMissile"));
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if (mo) S_Sound (self, CHAN_BODY, "FireDemonAttack", 1, ATTN_NORM);
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return 0;
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}
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//============================================================================
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//
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// A_FiredChase
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FiredChase)
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{
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PARAM_SELF_PROLOGUE(AActor);
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int weaveindex = self->special1;
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AActor *target = self->target;
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DAngle ang;
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double dist;
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if (self->reactiontime) self->reactiontime--;
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if (self->threshold) self->threshold--;
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// Float up and down
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self->AddZ(BobSin(weaveindex));
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self->special1 = (weaveindex + 2) & 63;
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// Ensure it stays above certain height
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if (self->Z() < self->floorz + 64)
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{
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self->AddZ(2);
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}
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if(!self->target || !(self->target->flags&MF_SHOOTABLE))
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{ // Invalid target
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P_LookForPlayers (self,true, NULL);
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return 0;
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}
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// Strafe
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if (self->special2 > 0)
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{
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self->special2--;
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}
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else
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{
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self->special2 = 0;
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self->Vel.X = self->Vel.Y = 0;
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dist = self->Distance2D(target);
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if (dist < FIREDEMON_ATTACK_RANGE)
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{
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if (pr_firedemonchase() < 30)
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{
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ang = self->AngleTo(target);
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if (pr_firedemonchase() < 128)
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ang += 90;
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else
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ang -= 90;
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self->Thrust(ang, 8);
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self->special2 = 3; // strafe time
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}
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}
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}
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FaceMovementDirection (self);
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// Normal movement
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if (!self->special2)
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{
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if (--self->movecount<0 || !P_Move (self))
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{
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P_NewChaseDir (self);
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}
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}
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// Do missile attack
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if (!(self->flags & MF_JUSTATTACKED))
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{
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if (P_CheckMissileRange (self) && (pr_firedemonchase() < 20))
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{
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self->SetState (self->MissileState);
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self->flags |= MF_JUSTATTACKED;
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return 0;
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}
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}
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else
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{
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self->flags &= ~MF_JUSTATTACKED;
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}
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// make active sound
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if (pr_firedemonchase() < 3)
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{
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self->PlayActiveSound ();
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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_FiredSplotch
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FiredSplotch)
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{
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PARAM_SELF_PROLOGUE(AActor);
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AActor *mo;
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mo = Spawn ("FireDemonSplotch1", self->Pos(), ALLOW_REPLACE);
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if (mo)
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{
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mo->Vel.X = (pr_firedemonsplotch() - 128) / 32.;
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mo->Vel.Y = (pr_firedemonsplotch() - 128) / 32.;
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mo->Vel.Z = (pr_firedemonsplotch() / 64.) + 3;
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}
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mo = Spawn ("FireDemonSplotch2", self->Pos(), ALLOW_REPLACE);
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if (mo)
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{
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mo->Vel.X = (pr_firedemonsplotch() - 128) / 32.;
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mo->Vel.Y = (pr_firedemonsplotch() - 128) / 32.;
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mo->Vel.Z = (pr_firedemonsplotch() / 64.) + 3;
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}
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return 0;
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}
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@ -38,7 +38,6 @@
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#include "a_fighterhammer.cpp"
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#include "a_fighterplayer.cpp"
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#include "a_fighterquietus.cpp"
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#include "a_firedemon.cpp"
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#include "a_flechette.cpp"
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#include "a_flies.cpp"
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#include "a_fog.cpp"
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@ -449,3 +449,10 @@ void FaceMovementDirection(AActor *actor)
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break;
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, FaceMovementDirection)
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{
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PARAM_SELF_PROLOGUE(AActor);
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FaceMovementDirection(self);
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return 0;
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}
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@ -414,6 +414,12 @@ bool P_CheckMissileRange (AActor *actor)
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return actor->SuggestMissileAttack (dist);
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}
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DEFINE_ACTION_FUNCTION(AActor, CheckMissileRange)
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{
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PARAM_SELF_PROLOGUE(AActor);
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ACTION_RETURN_BOOL(P_CheckMissileRange(self));
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}
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bool AActor::SuggestMissileAttack (double dist)
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{
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// new version encapsulates the different behavior in flags instead of virtual functions
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@ -707,6 +713,11 @@ bool P_Move (AActor *actor)
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}
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return true;
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}
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DEFINE_ACTION_FUNCTION(AActor, MonsterMove)
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{
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PARAM_SELF_PROLOGUE(AActor);
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ACTION_RETURN_BOOL(P_Move(self));
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}
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//=============================================================================
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}
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DEFINE_ACTION_FUNCTION(AActor, NewChaseDir)
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{
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PARAM_SELF_PROLOGUE(AActor);
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P_NewChaseDir(self);
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return 0;
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}
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//=============================================================================
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@ -3327,6 +3327,13 @@ void AActor::PlayActiveSound ()
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, PlayActiveSound)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->PlayActiveSound();
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return 0;
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}
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bool AActor::IsOkayToAttack (AActor *link)
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{
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if (!(player // Original AActor::IsOkayToAttack was only for players
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@ -6877,6 +6884,13 @@ DEFINE_ACTION_FUNCTION(AActor, deltaangle) // should this be global?
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ACTION_RETURN_FLOAT(deltaangle(DAngle(a1), DAngle(a2)).Degrees);
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}
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DEFINE_ACTION_FUNCTION(AActor, Distance2D)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_OBJECT(other, AActor);
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ACTION_RETURN_FLOAT(self->Distance2D(other));
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}
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DEFINE_ACTION_FUNCTION(AActor, AddZ)
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{
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PARAM_SELF_PROLOGUE(AActor);
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@ -66,9 +66,11 @@ class Actor : Thinker native
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native float GetBobOffset(float frac = 0);
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native void SetDamage(int dmg);
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native static bool isDehState(state st);
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native double Distance2D(Actor other);
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native void SetOrigin(vector3 newpos, bool moving);
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native void SetXYZ(vector3 newpos);
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native Actor GetPointer(int aaptr);
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native void FaceMovementDirection();
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native static Actor Spawn(class<Actor> type, vector3 pos = (0,0,0), int replace = NO_REPLACE);
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native Actor SpawnMissile(Actor dest, class<Actor> type, Actor owner = null);
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native Actor SpawnMissileZ (double z, Actor dest, class<Actor> type);
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@ -84,6 +86,9 @@ class Actor : Thinker native
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native Actor, int LineAttack(double angle, double distance, double pitch, int damage, Name damageType, class<Actor> pufftype, int flags = 0, out FTranslatedLineTarget victim = null);
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native bool CheckSight(Actor target, int flags = 0);
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native bool HitFriend();
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native bool MonsterMove();
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native void NewChaseDir();
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native bool CheckMissileRange();
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native bool SetState(state st, bool nofunction = false);
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native void LinkToWorld();
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native void UnlinkFromWorld();
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@ -104,6 +109,7 @@ class Actor : Thinker native
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native bool TeleportMove(Vector3 pos, bool telefrag, bool modifyactor = true);
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native double DistanceBySpeed(Actor other, double speed);
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native name GetSpecies();
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native void PlayActiveSound();
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// DECORATE compatible functions
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native bool CheckClass(class<Actor> checkclass, int ptr_select = AAPTR_DEFAULT, bool match_superclass = false);
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@ -3,6 +3,9 @@
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class FireDemon : Actor
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{
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const FIREDEMON_ATTACK_RANGE = 64*8.;
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int strafecount;
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Default
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{
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Health 80;
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@ -23,11 +26,6 @@ class FireDemon : Actor
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Obituary "$OB_FIREDEMON";
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}
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native void A_FiredRocks();
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native void A_FiredChase();
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native void A_FiredAttack();
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native void A_FiredSplotch();
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States
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{
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Spawn:
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@ -71,6 +69,208 @@ class FireDemon : Actor
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FDMN R 1 A_FreezeDeathChunks;
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Wait;
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}
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//============================================================================
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// Fire Demon AI
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//
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// special1 index into floatbob
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// strafecount whether strafing or not
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//============================================================================
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//============================================================================
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//
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// A_FiredSpawnRock
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//
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//============================================================================
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private void A_FiredSpawnRock ()
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{
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Actor mo;
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class<Actor> rtype;
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switch (random[FireDemonRock](0, 4))
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{
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case 0:
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rtype = "FireDemonRock1";
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break;
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case 1:
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rtype = "FireDemonRock2";
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break;
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case 2:
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rtype = "FireDemonRock3";
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break;
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case 3:
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rtype = "FireDemonRock4";
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break;
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case 4:
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default:
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rtype = "FireDemonRock5";
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break;
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}
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double xo = (random[FireDemonRock]() - 128) / 16.;
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double yo = (random[FireDemonRock]() - 128) / 16.;
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double zo = random[FireDemonRock]() / 32.;
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mo = Spawn (rtype, Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
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if (mo)
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{
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mo.target = self;
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mo.Vel.X = (random[FireDemonRock]() - 128) / 64.;
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mo.Vel.Y = (random[FireDemonRock]() - 128) / 64.;
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mo.Vel.Z = (random[FireDemonRock]() / 64.);
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mo.special1 = 2; // Number bounces
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}
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// Initialize fire demon
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strafecount = 0;
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bJustAttacked = false;
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}
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//============================================================================
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//
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// A_FiredRocks
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//
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//============================================================================
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void A_FiredRocks()
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{
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A_FiredSpawnRock ();
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A_FiredSpawnRock ();
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A_FiredSpawnRock ();
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A_FiredSpawnRock ();
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A_FiredSpawnRock ();
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}
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//============================================================================
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//
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// A_FiredAttack
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//
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//============================================================================
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void A_FiredAttack()
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{
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if (target == null) return;
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Actor mo = SpawnMissile (target, "FireDemonMissile");
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if (mo) A_PlaySound ("FireDemonAttack", CHAN_BODY);
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}
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//============================================================================
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//
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// A_FiredChase
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//
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//============================================================================
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void A_FiredChase()
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{
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int weaveindex = special1;
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double ang;
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double dist;
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if (reactiontime) reactiontime--;
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if (threshold) threshold--;
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// Float up and down
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AddZ(BobSin(weaveindex));
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special1 = (weaveindex + 2) & 63;
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// Ensure it stays above certain height
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if (pos.Z < floorz + 64)
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{
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AddZ(2);
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}
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if(!target || !target.bShootable)
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{ // Invalid target
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LookForPlayers (true);
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return;
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}
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// Strafe
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if (strafecount > 0)
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{
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strafecount--;
|
||||
}
|
||||
else
|
||||
{
|
||||
strafecount = 0;
|
||||
Vel.X = Vel.Y = 0;
|
||||
dist = Distance2D(target);
|
||||
if (dist < FIREDEMON_ATTACK_RANGE)
|
||||
{
|
||||
if (random[FiredChase]() < 30)
|
||||
{
|
||||
ang = AngleTo(target);
|
||||
if (random[FiredChase]() < 128)
|
||||
ang += 90;
|
||||
else
|
||||
ang -= 90;
|
||||
Thrust(8, ang);
|
||||
strafecount = 3; // strafe time
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
FaceMovementDirection ();
|
||||
|
||||
// Normal movement
|
||||
if (!strafecount)
|
||||
{
|
||||
if (--movecount<0 || !MonsterMove ())
|
||||
{
|
||||
NewChaseDir ();
|
||||
}
|
||||
}
|
||||
|
||||
// Do missile attack
|
||||
if (!bJustAttacked)
|
||||
{
|
||||
if (CheckMissileRange () && (random[FiredChase]() < 20))
|
||||
{
|
||||
SetState (MissileState);
|
||||
bJustAttacked = true;
|
||||
return;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
bJustAttacked = false;
|
||||
}
|
||||
|
||||
// make active sound
|
||||
if (random[FiredChase]() < 3)
|
||||
{
|
||||
PlayActiveSound ();
|
||||
}
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_FiredSplotch
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
void A_FiredSplotch()
|
||||
{
|
||||
Actor mo;
|
||||
|
||||
mo = Spawn ("FireDemonSplotch1", Pos, ALLOW_REPLACE);
|
||||
if (mo)
|
||||
{
|
||||
mo.Vel.X = (random[FireDemonSplotch]() - 128) / 32.;
|
||||
mo.Vel.Y = (random[FireDemonSplotch]() - 128) / 32.;
|
||||
mo.Vel.Z = (random[FireDemonSplotch]() / 64.) + 3;
|
||||
}
|
||||
mo = Spawn ("FireDemonSplotch2", Pos, ALLOW_REPLACE);
|
||||
if (mo)
|
||||
{
|
||||
mo.Vel.X = (random[FireDemonSplotch]() - 128) / 32.;
|
||||
mo.Vel.Y = (random[FireDemonSplotch]() - 128) / 32.;
|
||||
mo.Vel.Z = (random[FireDemonSplotch]() / 64.) + 3;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// FireDemonSplotch1 -------------------------------------------------------
|
||||
|
@ -124,8 +324,6 @@ class FireDemonRock1 : Actor
|
|||
+NOTELEPORT
|
||||
}
|
||||
|
||||
native void A_SmBounce();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
|
@ -137,6 +335,21 @@ class FireDemonRock1 : Actor
|
|||
FDMN S 200;
|
||||
Stop;
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_SmBounce
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
void A_SmBounce()
|
||||
{
|
||||
// give some more velocity (x,y,&z)
|
||||
SetZ(floorz + 1);
|
||||
Vel.Z = 2. + random[SMBounce]() / 64.;
|
||||
Vel.X = random[SMBounce](0, 2);
|
||||
Vel.Y = random[SMBounce](0, 2);
|
||||
}
|
||||
}
|
||||
|
||||
// FireDemonRock2 ------------------------------------------------------------
|
||||
|
|
Loading…
Reference in a new issue