- scriptified Hexen's Firedemon.

This commit is contained in:
Christoph Oelckers 2016-11-12 19:16:47 +01:00
parent 213b3f1fe4
commit 49ef541513
8 changed files with 264 additions and 258 deletions

View file

@ -868,7 +868,6 @@ set( NOT_COMPILED_SOURCE_FILES
g_hexen/a_fighterhammer.cpp g_hexen/a_fighterhammer.cpp
g_hexen/a_fighterplayer.cpp g_hexen/a_fighterplayer.cpp
g_hexen/a_fighterquietus.cpp g_hexen/a_fighterquietus.cpp
g_hexen/a_firedemon.cpp
g_hexen/a_flechette.cpp g_hexen/a_flechette.cpp
g_hexen/a_flies.cpp g_hexen/a_flies.cpp
g_hexen/a_fog.cpp g_hexen/a_fog.cpp

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@ -1,248 +0,0 @@
/*
#include "actor.h"
#include "info.h"
#include "p_local.h"
#include "s_sound.h"
#include "p_enemy.h"
#include "a_action.h"
#include "m_random.h"
#include "vm.h"
*/
#define FIREDEMON_ATTACK_RANGE (64*8.)
static FRandom pr_firedemonrock ("FireDemonRock");
static FRandom pr_smbounce ("SMBounce");
static FRandom pr_firedemonchase ("FiredChase");
static FRandom pr_firedemonsplotch ("FiredSplotch");
//============================================================================
// Fire Demon AI
//
// special1 index into floatbob
// special2 whether strafing or not
//============================================================================
//============================================================================
//
// A_FiredSpawnRock
//
//============================================================================
void A_FiredSpawnRock (AActor *actor)
{
AActor *mo;
PClassActor *rtype;
switch (pr_firedemonrock() % 5)
{
case 0:
rtype = PClass::FindActor("FireDemonRock1");
break;
case 1:
rtype = PClass::FindActor("FireDemonRock2");
break;
case 2:
rtype = PClass::FindActor("FireDemonRock3");
break;
case 3:
rtype = PClass::FindActor("FireDemonRock4");
break;
case 4:
default:
rtype = PClass::FindActor("FireDemonRock5");
break;
}
double xo = (pr_firedemonrock() - 128) / 16.;
double yo = (pr_firedemonrock() - 128) / 16.;
double zo = pr_firedemonrock() / 32.;
mo = Spawn (rtype, actor->Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
if (mo)
{
mo->target = actor;
mo->Vel.X = (pr_firedemonrock() - 128) / 64.;
mo->Vel.Y = (pr_firedemonrock() - 128) / 64.;
mo->Vel.Z = (pr_firedemonrock() / 64.);
mo->special1 = 2; // Number bounces
}
// Initialize fire demon
actor->special2 = 0;
actor->flags &= ~MF_JUSTATTACKED;
}
//============================================================================
//
// A_FiredRocks
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FiredRocks)
{
PARAM_SELF_PROLOGUE(AActor);
A_FiredSpawnRock (self);
A_FiredSpawnRock (self);
A_FiredSpawnRock (self);
A_FiredSpawnRock (self);
A_FiredSpawnRock (self);
return 0;
}
//============================================================================
//
// A_SmBounce
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SmBounce)
{
PARAM_SELF_PROLOGUE(AActor);
// give some more velocity (x,y,&z)
self->SetZ(self->floorz + 1);
self->Vel.Z = 2. + pr_smbounce() / 64.;
self->Vel.X = pr_smbounce() % 3;
self->Vel.Y = pr_smbounce() % 3;
return 0;
}
//============================================================================
//
// A_FiredAttack
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FiredAttack)
{
PARAM_SELF_PROLOGUE(AActor);
if (self->target == NULL)
return 0;
AActor *mo = P_SpawnMissile (self, self->target, PClass::FindActor("FireDemonMissile"));
if (mo) S_Sound (self, CHAN_BODY, "FireDemonAttack", 1, ATTN_NORM);
return 0;
}
//============================================================================
//
// A_FiredChase
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FiredChase)
{
PARAM_SELF_PROLOGUE(AActor);
int weaveindex = self->special1;
AActor *target = self->target;
DAngle ang;
double dist;
if (self->reactiontime) self->reactiontime--;
if (self->threshold) self->threshold--;
// Float up and down
self->AddZ(BobSin(weaveindex));
self->special1 = (weaveindex + 2) & 63;
// Ensure it stays above certain height
if (self->Z() < self->floorz + 64)
{
self->AddZ(2);
}
if(!self->target || !(self->target->flags&MF_SHOOTABLE))
{ // Invalid target
P_LookForPlayers (self,true, NULL);
return 0;
}
// Strafe
if (self->special2 > 0)
{
self->special2--;
}
else
{
self->special2 = 0;
self->Vel.X = self->Vel.Y = 0;
dist = self->Distance2D(target);
if (dist < FIREDEMON_ATTACK_RANGE)
{
if (pr_firedemonchase() < 30)
{
ang = self->AngleTo(target);
if (pr_firedemonchase() < 128)
ang += 90;
else
ang -= 90;
self->Thrust(ang, 8);
self->special2 = 3; // strafe time
}
}
}
FaceMovementDirection (self);
// Normal movement
if (!self->special2)
{
if (--self->movecount<0 || !P_Move (self))
{
P_NewChaseDir (self);
}
}
// Do missile attack
if (!(self->flags & MF_JUSTATTACKED))
{
if (P_CheckMissileRange (self) && (pr_firedemonchase() < 20))
{
self->SetState (self->MissileState);
self->flags |= MF_JUSTATTACKED;
return 0;
}
}
else
{
self->flags &= ~MF_JUSTATTACKED;
}
// make active sound
if (pr_firedemonchase() < 3)
{
self->PlayActiveSound ();
}
return 0;
}
//============================================================================
//
// A_FiredSplotch
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FiredSplotch)
{
PARAM_SELF_PROLOGUE(AActor);
AActor *mo;
mo = Spawn ("FireDemonSplotch1", self->Pos(), ALLOW_REPLACE);
if (mo)
{
mo->Vel.X = (pr_firedemonsplotch() - 128) / 32.;
mo->Vel.Y = (pr_firedemonsplotch() - 128) / 32.;
mo->Vel.Z = (pr_firedemonsplotch() / 64.) + 3;
}
mo = Spawn ("FireDemonSplotch2", self->Pos(), ALLOW_REPLACE);
if (mo)
{
mo->Vel.X = (pr_firedemonsplotch() - 128) / 32.;
mo->Vel.Y = (pr_firedemonsplotch() - 128) / 32.;
mo->Vel.Z = (pr_firedemonsplotch() / 64.) + 3;
}
return 0;
}

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@ -38,7 +38,6 @@
#include "a_fighterhammer.cpp" #include "a_fighterhammer.cpp"
#include "a_fighterplayer.cpp" #include "a_fighterplayer.cpp"
#include "a_fighterquietus.cpp" #include "a_fighterquietus.cpp"
#include "a_firedemon.cpp"
#include "a_flechette.cpp" #include "a_flechette.cpp"
#include "a_flies.cpp" #include "a_flies.cpp"
#include "a_fog.cpp" #include "a_fog.cpp"

View file

@ -449,3 +449,10 @@ void FaceMovementDirection(AActor *actor)
break; break;
} }
} }
DEFINE_ACTION_FUNCTION(AActor, FaceMovementDirection)
{
PARAM_SELF_PROLOGUE(AActor);
FaceMovementDirection(self);
return 0;
}

View file

@ -414,6 +414,12 @@ bool P_CheckMissileRange (AActor *actor)
return actor->SuggestMissileAttack (dist); return actor->SuggestMissileAttack (dist);
} }
DEFINE_ACTION_FUNCTION(AActor, CheckMissileRange)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_BOOL(P_CheckMissileRange(self));
}
bool AActor::SuggestMissileAttack (double dist) bool AActor::SuggestMissileAttack (double dist)
{ {
// new version encapsulates the different behavior in flags instead of virtual functions // new version encapsulates the different behavior in flags instead of virtual functions
@ -707,6 +713,11 @@ bool P_Move (AActor *actor)
} }
return true; return true;
} }
DEFINE_ACTION_FUNCTION(AActor, MonsterMove)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_BOOL(P_Move(self));
}
//============================================================================= //=============================================================================
@ -1030,7 +1041,12 @@ void P_NewChaseDir(AActor * actor)
} }
DEFINE_ACTION_FUNCTION(AActor, NewChaseDir)
{
PARAM_SELF_PROLOGUE(AActor);
P_NewChaseDir(self);
return 0;
}
//============================================================================= //=============================================================================

View file

@ -3327,6 +3327,13 @@ void AActor::PlayActiveSound ()
} }
} }
DEFINE_ACTION_FUNCTION(AActor, PlayActiveSound)
{
PARAM_SELF_PROLOGUE(AActor);
self->PlayActiveSound();
return 0;
}
bool AActor::IsOkayToAttack (AActor *link) bool AActor::IsOkayToAttack (AActor *link)
{ {
if (!(player // Original AActor::IsOkayToAttack was only for players if (!(player // Original AActor::IsOkayToAttack was only for players
@ -6877,6 +6884,13 @@ DEFINE_ACTION_FUNCTION(AActor, deltaangle) // should this be global?
ACTION_RETURN_FLOAT(deltaangle(DAngle(a1), DAngle(a2)).Degrees); ACTION_RETURN_FLOAT(deltaangle(DAngle(a1), DAngle(a2)).Degrees);
} }
DEFINE_ACTION_FUNCTION(AActor, Distance2D)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(other, AActor);
ACTION_RETURN_FLOAT(self->Distance2D(other));
}
DEFINE_ACTION_FUNCTION(AActor, AddZ) DEFINE_ACTION_FUNCTION(AActor, AddZ)
{ {
PARAM_SELF_PROLOGUE(AActor); PARAM_SELF_PROLOGUE(AActor);

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@ -66,9 +66,11 @@ class Actor : Thinker native
native float GetBobOffset(float frac = 0); native float GetBobOffset(float frac = 0);
native void SetDamage(int dmg); native void SetDamage(int dmg);
native static bool isDehState(state st); native static bool isDehState(state st);
native double Distance2D(Actor other);
native void SetOrigin(vector3 newpos, bool moving); native void SetOrigin(vector3 newpos, bool moving);
native void SetXYZ(vector3 newpos); native void SetXYZ(vector3 newpos);
native Actor GetPointer(int aaptr); native Actor GetPointer(int aaptr);
native void FaceMovementDirection();
native static Actor Spawn(class<Actor> type, vector3 pos = (0,0,0), int replace = NO_REPLACE); native static Actor Spawn(class<Actor> type, vector3 pos = (0,0,0), int replace = NO_REPLACE);
native Actor SpawnMissile(Actor dest, class<Actor> type, Actor owner = null); native Actor SpawnMissile(Actor dest, class<Actor> type, Actor owner = null);
native Actor SpawnMissileZ (double z, Actor dest, class<Actor> type); native Actor SpawnMissileZ (double z, Actor dest, class<Actor> type);
@ -84,6 +86,9 @@ class Actor : Thinker native
native Actor, int LineAttack(double angle, double distance, double pitch, int damage, Name damageType, class<Actor> pufftype, int flags = 0, out FTranslatedLineTarget victim = null); native Actor, int LineAttack(double angle, double distance, double pitch, int damage, Name damageType, class<Actor> pufftype, int flags = 0, out FTranslatedLineTarget victim = null);
native bool CheckSight(Actor target, int flags = 0); native bool CheckSight(Actor target, int flags = 0);
native bool HitFriend(); native bool HitFriend();
native bool MonsterMove();
native void NewChaseDir();
native bool CheckMissileRange();
native bool SetState(state st, bool nofunction = false); native bool SetState(state st, bool nofunction = false);
native void LinkToWorld(); native void LinkToWorld();
native void UnlinkFromWorld(); native void UnlinkFromWorld();
@ -104,6 +109,7 @@ class Actor : Thinker native
native bool TeleportMove(Vector3 pos, bool telefrag, bool modifyactor = true); native bool TeleportMove(Vector3 pos, bool telefrag, bool modifyactor = true);
native double DistanceBySpeed(Actor other, double speed); native double DistanceBySpeed(Actor other, double speed);
native name GetSpecies(); native name GetSpecies();
native void PlayActiveSound();
// DECORATE compatible functions // DECORATE compatible functions
native bool CheckClass(class<Actor> checkclass, int ptr_select = AAPTR_DEFAULT, bool match_superclass = false); native bool CheckClass(class<Actor> checkclass, int ptr_select = AAPTR_DEFAULT, bool match_superclass = false);

View file

@ -3,6 +3,9 @@
class FireDemon : Actor class FireDemon : Actor
{ {
const FIREDEMON_ATTACK_RANGE = 64*8.;
int strafecount;
Default Default
{ {
Health 80; Health 80;
@ -23,11 +26,6 @@ class FireDemon : Actor
Obituary "$OB_FIREDEMON"; Obituary "$OB_FIREDEMON";
} }
native void A_FiredRocks();
native void A_FiredChase();
native void A_FiredAttack();
native void A_FiredSplotch();
States States
{ {
Spawn: Spawn:
@ -71,6 +69,208 @@ class FireDemon : Actor
FDMN R 1 A_FreezeDeathChunks; FDMN R 1 A_FreezeDeathChunks;
Wait; Wait;
} }
//============================================================================
// Fire Demon AI
//
// special1 index into floatbob
// strafecount whether strafing or not
//============================================================================
//============================================================================
//
// A_FiredSpawnRock
//
//============================================================================
private void A_FiredSpawnRock ()
{
Actor mo;
class<Actor> rtype;
switch (random[FireDemonRock](0, 4))
{
case 0:
rtype = "FireDemonRock1";
break;
case 1:
rtype = "FireDemonRock2";
break;
case 2:
rtype = "FireDemonRock3";
break;
case 3:
rtype = "FireDemonRock4";
break;
case 4:
default:
rtype = "FireDemonRock5";
break;
}
double xo = (random[FireDemonRock]() - 128) / 16.;
double yo = (random[FireDemonRock]() - 128) / 16.;
double zo = random[FireDemonRock]() / 32.;
mo = Spawn (rtype, Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
if (mo)
{
mo.target = self;
mo.Vel.X = (random[FireDemonRock]() - 128) / 64.;
mo.Vel.Y = (random[FireDemonRock]() - 128) / 64.;
mo.Vel.Z = (random[FireDemonRock]() / 64.);
mo.special1 = 2; // Number bounces
}
// Initialize fire demon
strafecount = 0;
bJustAttacked = false;
}
//============================================================================
//
// A_FiredRocks
//
//============================================================================
void A_FiredRocks()
{
A_FiredSpawnRock ();
A_FiredSpawnRock ();
A_FiredSpawnRock ();
A_FiredSpawnRock ();
A_FiredSpawnRock ();
}
//============================================================================
//
// A_FiredAttack
//
//============================================================================
void A_FiredAttack()
{
if (target == null) return;
Actor mo = SpawnMissile (target, "FireDemonMissile");
if (mo) A_PlaySound ("FireDemonAttack", CHAN_BODY);
}
//============================================================================
//
// A_FiredChase
//
//============================================================================
void A_FiredChase()
{
int weaveindex = special1;
double ang;
double dist;
if (reactiontime) reactiontime--;
if (threshold) threshold--;
// Float up and down
AddZ(BobSin(weaveindex));
special1 = (weaveindex + 2) & 63;
// Ensure it stays above certain height
if (pos.Z < floorz + 64)
{
AddZ(2);
}
if(!target || !target.bShootable)
{ // Invalid target
LookForPlayers (true);
return;
}
// Strafe
if (strafecount > 0)
{
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 ------------------------------------------------------- // FireDemonSplotch1 -------------------------------------------------------
@ -124,8 +324,6 @@ class FireDemonRock1 : Actor
+NOTELEPORT +NOTELEPORT
} }
native void A_SmBounce();
States States
{ {
Spawn: Spawn:
@ -137,6 +335,21 @@ class FireDemonRock1 : Actor
FDMN S 200; FDMN S 200;
Stop; 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 ------------------------------------------------------------ // FireDemonRock2 ------------------------------------------------------------