- converted the rest of a_strifestuff.cpp.

- changed some very old A_Explode calls which passed all values as integer literals.
This commit is contained in:
Christoph Oelckers 2016-11-29 00:16:30 +01:00
parent edd8e51a69
commit 55b549c0c6
20 changed files with 143 additions and 139 deletions

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@ -638,6 +638,7 @@ public:
// Like DoSpecialDamage, but called on the actor receiving the damage.
virtual int TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, FName damagetype);
int CallTakeSpecialDamage(AActor *inflictor, AActor *source, int damage, FName damagetype);
// Centaurs and ettins squeal when electrocuted, poisoned, or "holy"-ed
// Made a metadata property so no longer virtual

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@ -21,26 +21,6 @@
IMPLEMENT_CLASS(ADegninOre, false, false)
DEFINE_ACTION_FUNCTION(AActor, A_RemoveForceField)
{
PARAM_SELF_PROLOGUE(AActor);
self->flags &= ~MF_SPECIAL;
for (int i = 0; i < self->Sector->linecount; ++i)
{
line_t *line = self->Sector->lines[i];
if (line->backsector != NULL && line->special == ForceField)
{
line->flags &= ~(ML_BLOCKING|ML_BLOCKEVERYTHING);
line->special = 0;
line->sidedef[0]->SetTexture(side_t::mid, FNullTextureID());
line->sidedef[1]->SetTexture(side_t::mid, FNullTextureID());
}
}
return 0;
}
bool ADegninOre::Use (bool pickup)
{
if (pickup)

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@ -28,13 +28,6 @@
#include "a_strifeweapons.cpp"
// Notes so I don't forget them:
// Strife does some extra stuff in A_Explode if a player caused the explosion. (probably NoiseAlert)
// See the instructions @ 21249.
//
// Strife's FLOATSPEED is 5 and not 4.
//
// In P_CheckMissileRange, mobjtypes 53,54,55,56,57,58 shift the distance right 4 bits (some, but not all the acolytes)
// mobjtypes 61,63,91 shift it right 1 bit
//
// When shooting missiles at something, if MF_SHADOW is set, the angle is adjusted with the formula:
// angle += pr_spawnmissile.Random2() << 21
@ -42,80 +35,3 @@
// angle += pr_spawnmissile.Random2() << 22
// Note that these numbers are different from those used by all the other Doom engine games.
static FRandom pr_gibtosser ("GibTosser");
// Force Field Guard --------------------------------------------------------
void A_RemoveForceField (AActor *);
class AForceFieldGuard : public AActor
{
DECLARE_CLASS (AForceFieldGuard, AActor)
public:
int TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, FName damagetype);
};
IMPLEMENT_CLASS(AForceFieldGuard, false, false)
int AForceFieldGuard::TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, FName damagetype)
{
if (inflictor == NULL || !inflictor->IsKindOf (RUNTIME_CLASS(ADegninOre)))
{
return -1;
}
return health;
}
// Power Coupling -----------------------------------------------------------
class APowerCoupling : public AActor
{
DECLARE_CLASS (APowerCoupling, AActor)
public:
void Die (AActor *source, AActor *inflictor, int dmgflags);
};
IMPLEMENT_CLASS(APowerCoupling, false, false)
void APowerCoupling::Die (AActor *source, AActor *inflictor, int dmgflags)
{
Super::Die (source, inflictor, dmgflags);
int i;
for (i = 0; i < MAXPLAYERS; ++i)
if (playeringame[i] && players[i].health > 0)
break;
if (i == MAXPLAYERS)
return;
// [RH] In case the player broke it with the dagger, alert the guards now.
if (LastHeard != source)
{
P_NoiseAlert (source, this);
}
EV_DoDoor (DDoor::doorClose, NULL, players[i].mo, 225, 2., 0, 0, 0);
EV_DoFloor (DFloor::floorLowerToHighest, NULL, 44, 1., 0., -1, 0, false);
players[i].mo->GiveInventoryType (QuestItemClasses[5]);
S_Sound (CHAN_VOICE, "svox/voc13", 1, ATTN_NORM);
players[i].SetLogNumber (13);
P_DropItem (this, PClass::FindActor("BrokenPowerCoupling"), -1, 256);
Destroy ();
}
// Gibs for things that bleed -----------------------------------------------
class AMeat : public AActor
{
DECLARE_CLASS (AMeat, AActor)
public:
void BeginPlay ()
{
// Strife used mod 19, but there are 20 states. Hmm.
SetState (SpawnState + pr_gibtosser() % 20);
}
};
IMPLEMENT_CLASS(AMeat, false, false)

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@ -3224,6 +3224,15 @@ AInventory *P_DropItem (AActor *source, PClassActor *type, int dropamount, int c
return NULL;
}
DEFINE_ACTION_FUNCTION(AActor, DoDropItem)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS(cls, AActor);
PARAM_INT(amt);
PARAM_INT(chance);
ACTION_RETURN_OBJECT(P_DropItem(self, cls, amt, chance));
}
//============================================================================
//
// P_TossItem

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@ -1121,7 +1121,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
if (damage >= 0)
{
damage = target->TakeSpecialDamage(inflictor, source, damage, mod);
damage = target->CallTakeSpecialDamage(inflictor, source, damage, mod);
}
// '<0' is handled below. This only handles the case where damage gets reduced to 0.

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@ -347,7 +347,7 @@ FUNC(LS_Floor_LowerToHighest)
}
FUNC(LS_Floor_LowerToHighestEE)
// Floor_LowerToHighest (tag, speed, change)
// Floor_LowerToHighestEE (tag, speed, change)
{
return EV_DoFloor (DFloor::floorLowerToHighest, ln, arg0, SPEED(arg1), 0, -1, CHANGE(arg2), false);
}
@ -3152,17 +3152,7 @@ FUNC(LS_ClearForceField)
sector_t *sec = &sectors[secnum];
rtn = true;
for (int i = 0; i < sec->linecount; ++i)
{
line_t *line = sec->lines[i];
if (line->backsector != NULL && line->special == ForceField)
{
line->flags &= ~(ML_BLOCKING|ML_BLOCKEVERYTHING);
line->special = 0;
line->sidedef[0]->SetTexture(side_t::mid, FNullTextureID());
line->sidedef[1]->SetTexture(side_t::mid, FNullTextureID());
}
}
sec->RemoveForceField();
}
return rtn;
}

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@ -7018,6 +7018,32 @@ int AActor::TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, FN
return (death == NULL) ? -1 : damage;
}
DEFINE_ACTION_FUNCTION(AActor, TakeSpecialDamage)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(inflictor, AActor);
PARAM_OBJECT(source, AActor);
PARAM_INT(damage);
PARAM_NAME(damagetype);
ACTION_RETURN_INT(self->TakeSpecialDamage(inflictor, source, damage, damagetype));
}
int AActor::CallTakeSpecialDamage(AActor *inflictor, AActor *source, int damage, FName damagetype)
{
IFVIRTUAL(AActor, TakeSpecialDamage)
{
VMValue params[5] = { (DObject*)this, inflictor, source, damage, damagetype.GetIndex() };
VMReturn ret;
VMFrameStack stack;
int retval;
ret.IntAt(&retval);
stack.Call(func, params, 5, &ret, 1, nullptr);
return retval;
}
else return TakeSpecialDamage(inflictor, source, damage, damagetype);
}
void AActor::Crash()
{
// [RC] Weird that this forces the Crash state regardless of flag.

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@ -22,6 +22,7 @@
//-----------------------------------------------------------------------------
#include "p_spec.h"
#include "p_lnspec.h"
#include "c_cvars.h"
#include "doomstat.h"
#include "g_level.h"
@ -1075,6 +1076,33 @@ double sector_t::NextLowestFloorAt(double x, double y, double z, int flags, doub
}
}
//===========================================================================
//
//
//
//===========================================================================
void sector_t::RemoveForceField()
{
for (int i = 0; i < linecount; ++i)
{
line_t *line = lines[i];
if (line->backsector != NULL && line->special == ForceField)
{
line->flags &= ~(ML_BLOCKING | ML_BLOCKEVERYTHING);
line->special = 0;
line->sidedef[0]->SetTexture(side_t::mid, FNullTextureID());
line->sidedef[1]->SetTexture(side_t::mid, FNullTextureID());
}
}
}
DEFINE_ACTION_FUNCTION(_Sector, RemoveForceField)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
self->RemoveForceField();
return 0;
}
//===========================================================================
//
//

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@ -1591,3 +1591,4 @@ void sector_t::AdjustFloorClip () const
}
}
}

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@ -625,6 +625,7 @@ public:
sector_t *NextSpecialSector (int type, sector_t *prev) const; // [RH]
double FindLowestCeilingPoint(vertex_t **v) const;
double FindHighestFloorPoint(vertex_t **v) const;
void RemoveForceField();
void AdjustFloorClip () const;
void SetColor(int r, int g, int b, int desat);

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@ -264,6 +264,7 @@ class Actor : Thinker native
virtual native void Activate(Actor activator);
virtual native void Deactivate(Actor activator);
virtual native int DoSpecialDamage (Actor target, int damage, Name damagetype);
virtual native int TakeSpecialDamage (Actor inflictor, Actor source, int damage, Name damagetype);
virtual native void Die(Actor source, Actor inflictor, int dmgflags = 0);
virtual native bool Slam(Actor victim);
virtual native bool UseInventory(Inventory item);
@ -290,6 +291,7 @@ class Actor : Thinker native
native void NoiseAlert(Actor target, bool splash = false, double maxdist = 0);
native void ClearBounce();
native TerrainDef GetFloorTerrain();
native Inventory DoDropItem(Class<Actor> type, int dropamount, int chance);
native void ExplodeMissile(line lin = null, Actor target = null);
native void RestoreDamage();
@ -691,7 +693,6 @@ class Actor : Thinker native
native bool A_SelectWeapon(class<Weapon> whichweapon, int flags = 0);
native void A_ClassBossHealth();
native void A_RocketInFlight();
native void A_RemoveForcefield();
native void A_SetAngle(double angle = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
native void A_SetPitch(double pitch, int flags = 0, int ptr = AAPTR_DEFAULT);
native void A_SetRoll(double roll, int flags = 0, int ptr = AAPTR_DEFAULT);

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@ -247,6 +247,7 @@ struct Sector native
native double, Sector, F3DFloor NextHighestCeilingAt(double x, double y, double bottomz, double topz, int flags = 0);
native void RemoveForceField();
}
struct Wads

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@ -52,11 +52,11 @@ class Crusader : Actor
ROB2 G 3 A_Scream;
ROB2 H 5 A_TossGib;
ROB2 I 4 Bright A_TossGib;
ROB2 J 4 Bright A_Explode(64,64,1,1);
ROB2 J 4 Bright A_Explode(64, 64, alert:true);
ROB2 K 4 Bright A_Fall;
ROB2 L 4 A_Explode(64,64,1,1);
ROB2 L 4 A_Explode(64, 64, alert:true);
ROB2 MN 4 A_TossGib;
ROB2 O 4 A_Explode(64,64,1,1);
ROB2 O 4 A_Explode(64, 64, alert:true);
ROB2 P -1 A_CrusaderDeath;
Stop;
}

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@ -58,16 +58,16 @@ class Inquisitor : Actor
ROB3 L 4 A_TossGib;
ROB3 M 4 A_Scream;
ROB3 N 4 A_TossGib;
ROB3 O 4 Bright A_Explode(128,128,1,1);
ROB3 O 4 Bright A_Explode(128, 128, alert:true);
ROB3 P 4 Bright A_TossGib;
ROB3 Q 4 Bright A_NoBlocking;
ROB3 RSTUV 4 A_TossGib;
ROB3 W 4 Bright A_Explode(128,128,1,1);
ROB3 W 4 Bright A_Explode(128, 128, alert:true);
ROB3 XY 4 Bright A_TossGib;
ROB3 Z 4 A_TossGib;
ROB3 [ 4 A_TossGib;
ROB3 \ 3 A_TossGib;
ROB3 ] 3 Bright A_Explode(128,128,1,1);
ROB3 ] 3 Bright A_Explode(128, 128, alert:true);
RBB3 A 3 Bright A_TossArm;
RBB3 B 3 Bright A_TossGib;
RBB3 CD 3 A_TossGib;
@ -206,7 +206,7 @@ class InquisitorShot : Actor
Loop;
Death:
BNG2 A 0 Bright A_SetRenderStyle(1, STYLE_Normal);
BNG2 A 4 Bright A_Explode(192, 192, 1, 1);
BNG2 A 4 Bright A_Explode(192, 192, alert:true);
BNG2 B 4 Bright;
BNG2 C 4 Bright;
BNG2 D 4 Bright;

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@ -49,7 +49,7 @@ class Reaver : Actor
ROB1 L 5;
ROB1 M 5 A_NoBlocking;
ROB1 NOP 5;
ROB1 Q 6 A_Explode(32,32,1,1);
ROB1 Q 6 A_Explode(32, 32, alert:true);
ROB1 R -1;
Stop;
XDeath:

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@ -47,7 +47,7 @@ class StrifeBishop : Actor
MLDR G 3 Bright;
MLDR H 5 Bright A_Scream;
MLDR I 4 Bright A_TossGib;
MLDR J 4 Bright A_Explode(64,64,1,1);
MLDR J 4 Bright A_Explode(64, 64, alert:true);
MLDR KL 3 Bright;
MLDR M 4 Bright A_NoBlocking;
MLDR N 4 Bright;
@ -88,8 +88,8 @@ class BishopMissile : Actor
MISS B 3 Bright A_Tracer2;
Loop;
Death:
SMIS A 0 Bright A_SetTranslucent(1,1);
SMIS A 5 Bright A_Explode(64,64,1,1);
SMIS A 0 Bright A_SetRenderStyle(1, STYLE_Normal);
SMIS A 5 Bright A_Explode(64, 64, alert:true);
SMIS B 5 Bright;
SMIS C 4 Bright;
SMIS DEFG 2 Bright;

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@ -117,4 +117,9 @@ extend class Actor
A_Explode(64, 64, XF_NOSPLASH, damagetype: 'Fire');
}
void A_RemoveForceField()
{
bSpecial = false;
CurSector.RemoveForceField();
}
}

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@ -415,9 +415,9 @@ class DegninOre : Inventory native
Stop;
Death:
XPRK A 1 A_RemoveForceField;
BNG3 A 0 A_SetTranslucent(1,1);
BNG3 A 0 A_SetRenderStyle(1, STYLE_Normal);
BNG3 A 0 A_Scream;
BNG3 A 3 Bright A_Explode(192,192,1,1);
BNG3 A 3 Bright A_Explode(192, 192, alert:true);
BNG3 BCDEFGH 3 Bright;
Stop;
}

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@ -192,7 +192,7 @@ class ExplosiveBarrel2 : Actor
BART B 2 Bright A_Scream;
BART CD 2 Bright;
BART E 2 Bright A_NoBlocking;
BART F 2 Bright A_Explode(64, 64, 1, 1);
BART F 2 Bright A_Explode(64, 64, alert:true);
BART GHIJ 2 Bright;
BART K 3 Bright;
BART L -1;
@ -1726,7 +1726,7 @@ class TargetPractice : Actor
// Force Field Guard --------------------------------------------------------
class ForceFieldGuard : Actor native
class ForceFieldGuard : Actor
{
Default
{
@ -1748,6 +1748,16 @@ class ForceFieldGuard : Actor native
TNT1 A 1 A_RemoveForceField;
Stop;
}
override int TakeSpecialDamage (Actor inflictor, Actor source, int damage, Name damagetype)
{
if (inflictor == NULL || !(inflictor is "DegninOre"))
{
return -1;
}
return health;
}
}
// Kneeling Guy -------------------------------------------------------------
@ -1800,7 +1810,7 @@ class KneelingGuy : Actor
// Power Coupling -----------------------------------------------------------
class PowerCoupling : Actor native
class PowerCoupling : Actor
{
Default
{
@ -1821,11 +1831,39 @@ class PowerCoupling : Actor native
COUP AB 5;
Loop;
}
override void Die (Actor source, Actor inflictor, int dmgflags)
{
Super.Die (source, inflictor, dmgflags);
int i;
for (i = 0; i < MAXPLAYERS; ++i)
if (playeringame[i] && players[i].health > 0)
break;
if (i == MAXPLAYERS)
return;
// [RH] In case the player broke it with the dagger, alert the guards now.
if (LastHeard != source)
{
NoiseAlert (source);
}
Door_Close(225, 16);
Floor_LowerToHighestEE(44, 8);
players[i].mo.GiveInventoryType ("QuestItem6");
S_Sound ("svox/voc13", CHAN_VOICE);
players[i].SetLogNumber (13);
DoDropItem ("BrokenPowerCoupling", -1, 256);
Destroy ();
}
}
// Gibs for things that bleed -----------------------------------------------
class Meat : Actor native
class Meat : Actor
{
Default
{
@ -1875,6 +1913,13 @@ class Meat : Actor native
MEAT T 700;
Stop;
}
override void BeginPlay ()
{
// Strife used mod 19, but there are 20 states. Hmm.
SetState (SpawnState + random[GibTosser]() % 20);
}
}
// Gibs for things that don't bleed -----------------------------------------

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@ -418,8 +418,8 @@ class MiniMissile : Actor
MICR A 6 Bright A_RocketInFlight;
Loop;
Death:
SMIS A 0 Bright A_SetTranslucent(1,1);
SMIS A 5 Bright A_Explode(64,64,1,1);
SMIS A 0 Bright A_SetRenderStyle(1, STYLE_Normal);
SMIS A 5 Bright A_Explode(64, 64, alert:true);
SMIS B 5 Bright;
SMIS C 4 Bright;
SMIS DEFG 2 Bright;
@ -715,8 +715,8 @@ class HEGrenade : Actor
Loop;
Death:
BNG4 A 0 Bright A_NoGravity;
BNG4 A 0 Bright A_SetTranslucent(1,1);
BNG4 A 2 Bright A_Explode(192,192,1,1);
BNG4 A 0 Bright A_SetRenderStyle(1, STYLE_Normal);
BNG4 A 2 Bright A_Explode(192, 192, alert:true);
BNG4 BCDEFGHIJKLMN 3 Bright;
Stop;
}