- scriptified the Ironlich.

This commit is contained in:
Christoph Oelckers 2016-11-23 21:26:59 +01:00
parent 1a20a5b999
commit 5e67cf79d3
9 changed files with 215 additions and 223 deletions

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@ -860,7 +860,6 @@ set( NOT_COMPILED_SOURCE_FILES
g_heretic/a_dsparil.cpp
g_heretic/a_hereticartifacts.cpp
g_heretic/a_hereticweaps.cpp
g_heretic/a_ironlich.cpp
g_hexen/a_blastradius.cpp
g_hexen/a_boostarmor.cpp
g_hexen/a_clericflame.cpp

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@ -22,5 +22,3 @@
#include "a_dsparil.cpp"
#include "a_hereticartifacts.cpp"
#include "a_hereticweaps.cpp"
#include "a_ironlich.cpp"

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@ -1,213 +0,0 @@
/*
#include "actor.h"
#include "info.h"
#include "m_random.h"
#include "s_sound.h"
#include "p_local.h"
#include "p_enemy.h"
#include "a_action.h"
#include "gstrings.h"
#include "vm.h"
#include "g_level.h"
*/
static FRandom pr_foo ("WhirlwindDamage");
static FRandom pr_atk ("LichAttack");
static FRandom pr_seek ("WhirlwindSeek");
class AWhirlwind : public AActor
{
DECLARE_CLASS (AWhirlwind, AActor)
public:
int DoSpecialDamage (AActor *target, int damage, FName damagetype);
};
IMPLEMENT_CLASS(AWhirlwind, false, false, false, false)
int AWhirlwind::DoSpecialDamage (AActor *target, int damage, FName damagetype)
{
int randVal;
if (!(target->flags7 & MF7_DONTTHRUST))
{
target->Angles.Yaw += pr_foo.Random2() * (360 / 4096.);
target->Vel.X += pr_foo.Random2() / 64.;
target->Vel.Y += pr_foo.Random2() / 64.;
}
if ((level.time & 16) && !(target->flags2 & MF2_BOSS) && !(target->flags7 & MF7_DONTTHRUST))
{
randVal = pr_foo();
if (randVal > 160)
{
randVal = 160;
}
target->Vel.Z += randVal / 32.;
if (target->Vel.Z > 12)
{
target->Vel.Z = 12;
}
}
if (!(level.time & 7))
{
P_DamageMobj (target, NULL, this->target, 3, NAME_Melee);
}
return -1;
}
//----------------------------------------------------------------------------
//
// PROC A_LichAttack
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_LichAttack)
{
PARAM_SELF_PROLOGUE(AActor);
int i;
AActor *fire;
AActor *baseFire;
AActor *mo;
AActor *target;
int randAttack;
static const int atkResolve1[] = { 50, 150 };
static const int atkResolve2[] = { 150, 200 };
// Ice ball (close 20% : far 60%)
// Fire column (close 40% : far 20%)
// Whirlwind (close 40% : far 20%)
// Distance threshold = 8 cells
target = self->target;
if (target == NULL)
{
return 0;
}
A_FaceTarget (self);
if (self->CheckMeleeRange ())
{
int damage = pr_atk.HitDice (6);
int newdam = P_DamageMobj (target, self, self, damage, NAME_Melee);
P_TraceBleed (newdam > 0 ? newdam : damage, target, self);
return 0;
}
int dist = self->Distance2D(target) > 8 * 64;
randAttack = pr_atk ();
if (randAttack < atkResolve1[dist])
{ // Ice ball
P_SpawnMissile (self, target, PClass::FindActor("HeadFX1"));
S_Sound (self, CHAN_BODY, "ironlich/attack2", 1, ATTN_NORM);
}
else if (randAttack < atkResolve2[dist])
{ // Fire column
baseFire = P_SpawnMissile (self, target, PClass::FindActor("HeadFX3"));
if (baseFire != NULL)
{
baseFire->SetState (baseFire->FindState("NoGrow"));
for (i = 0; i < 5; i++)
{
fire = Spawn("HeadFX3", baseFire->Pos(), ALLOW_REPLACE);
if (i == 0)
{
S_Sound (self, CHAN_BODY, "ironlich/attack1", 1, ATTN_NORM);
}
fire->target = baseFire->target;
fire->Angles.Yaw = baseFire->Angles.Yaw;
fire->Vel = baseFire->Vel;
fire->SetDamage(0);
fire->health = (i+1) * 2;
P_CheckMissileSpawn (fire, self->radius);
}
}
}
else
{ // Whirlwind
mo = P_SpawnMissile (self, target, RUNTIME_CLASS(AWhirlwind));
if (mo != NULL)
{
mo->AddZ(-32);
mo->tracer = target;
mo->health = 20*TICRATE; // Duration
S_Sound (self, CHAN_BODY, "ironlich/attack3", 1, ATTN_NORM);
}
}
return 0;
}
//----------------------------------------------------------------------------
//
// PROC A_WhirlwindSeek
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_WhirlwindSeek)
{
PARAM_SELF_PROLOGUE(AActor);
self->health -= 3;
if (self->health < 0)
{
self->Vel.Zero();
self->SetState(self->FindState(NAME_Death));
self->flags &= ~MF_MISSILE;
return 0;
}
if ((self->threshold -= 3) < 0)
{
self->threshold = 58 + (pr_seek() & 31);
S_Sound(self, CHAN_BODY, "ironlich/attack3", 1, ATTN_NORM);
}
if (self->tracer && self->tracer->flags&MF_SHADOW)
{
return 0;
}
P_SeekerMissile(self, 10, 30);
return 0;
}
//----------------------------------------------------------------------------
//
// PROC A_LichIceImpact
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_LichIceImpact)
{
PARAM_SELF_PROLOGUE(AActor);
unsigned int i;
AActor *shard;
for (i = 0; i < 8; i++)
{
shard = Spawn("HeadFX2", self->Pos(), ALLOW_REPLACE);
shard->target = self->target;
shard->Angles.Yaw = i*45.;
shard->VelFromAngle();
shard->Vel.Z = -.6;
P_CheckMissileSpawn (shard, self->radius);
}
return 0;
}
//----------------------------------------------------------------------------
//
// PROC A_LichFireGrow
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_LichFireGrow)
{
PARAM_SELF_PROLOGUE(AActor);
self->health--;
self->AddZ(9.);
if (self->health == 0)
{
self->RestoreDamage();
self->SetState (self->FindState("NoGrow"));
}
return 0;
}

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@ -6668,6 +6668,17 @@ int AActor::DoSpecialDamage (AActor *target, int damage, FName damagetype)
}
}
DEFINE_ACTION_FUNCTION(AActor, DoSpecialDamage)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(target, AActor);
PARAM_INT(damage);
PARAM_NAME(damagetype);
self->VMSuperCall();
ACTION_RETURN_INT(self->DoSpecialDamage(target, damage, damagetype));
}
int AActor::TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, FName damagetype)
{
FState *death;
@ -7180,6 +7191,13 @@ DEFINE_ACTION_FUNCTION(AActor, Vec3Offset)
ACTION_RETURN_VEC3(self->Vec3Offset(x, y, z, absolute));
}
DEFINE_ACTION_FUNCTION(AActor, RestoreDamage)
{
PARAM_SELF_PROLOGUE(AActor);
self->RestoreDamage();
return 0;
}
//----------------------------------------------------------------------------
//
// DropItem handling

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@ -2326,6 +2326,11 @@ void ZCCCompiler::CompileFunction(ZCC_StructWork *c, ZCC_FuncDeclarator *f, bool
if (varflags & VARF_Virtual)
{
if (sym->Variants[0].Implementation == nullptr)
{
Error(f, "Virtual function %s.%s not present.", c->Type()->TypeName.GetChars(), FName(f->Name).GetChars());
return;
}
if (varflags & VARF_Final)
{
sym->Variants[0].Implementation->Final = true;

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@ -38,6 +38,7 @@ VMEXPORTED_NATIVES_START
VMEXPORTED_NATIVES_FUNC(BeginPlay)
VMEXPORTED_NATIVES_FUNC(Activate)
VMEXPORTED_NATIVES_FUNC(Deactivate)
VMEXPORTED_NATIVES_FUNC(DoSpecialDamage)
VMEXPORTED_NATIVES_END
@ -192,6 +193,26 @@ public:
stack.Call(VFUNC, params, 2, nullptr, 0, nullptr);
}
}
int DoSpecialDamage(AActor *target, int damage, FName damagetype)
{
if (this->ObjectFlags & OF_SuperCall)
{
this->ObjectFlags &= ~OF_SuperCall;
return ExportedNatives<T>::Get()->template DoSpecialDamage<int, T>(this, target, damage, damagetype);
}
else
{
VINDEX(AActor, DoSpecialDamage);
// Without the type cast this picks the 'void *' assignment...
VMValue params[4] = { (DObject*)this, (DObject*)target, damage, damagetype.GetIndex() };
VMReturn ret;
VMFrameStack stack;
int retval;
ret.IntAt(&retval);
stack.Call(VFUNC, params, 4, &ret, 1, nullptr);
return retval;
}
}
};
@ -223,6 +244,7 @@ VMEXPORT_NATIVES_START(AActor, DThinker)
VMEXPORT_NATIVES_FUNC(BeginPlay)
VMEXPORT_NATIVES_FUNC(Activate)
VMEXPORT_NATIVES_FUNC(Deactivate)
VMEXPORT_NATIVES_FUNC(DoSpecialDamage)
VMEXPORT_NATIVES_END(AActor)
/*

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@ -237,6 +237,7 @@ class Actor : Thinker native
virtual native void BeginPlay();
virtual native void Activate(Actor activator);
virtual native void Deactivate(Actor activator);
virtual native int DoSpecialDamage (Actor target, int damage, Name damagetype);
native void AdjustPlayerAngle(FTranslatedLineTarget t);
native static readonly<Actor> GetDefaultByType(class<Actor> cls);
@ -247,6 +248,7 @@ class Actor : Thinker native
native void ClearCounters();
native bool GiveBody (int num, int max=0);
native void RestoreDamage();
native void SetDamage(int dmg);
native double Distance2D(Actor other);
native void SetOrigin(vector3 newpos, bool moving);

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@ -12,6 +12,8 @@ class Object native
class Thinker : Object native
{
const TICRATE = 35;
virtual native void Tick();
virtual native void PostBeginPlay();
}

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@ -27,7 +27,6 @@ class Ironlich : Actor
DropItem "ArtiEgg", 51, 0;
}
native void A_LichAttack ();
States
{
@ -54,6 +53,77 @@ class Ironlich : Actor
LICH I -1 A_BossDeath;
Stop;
}
//----------------------------------------------------------------------------
//
// PROC A_LichAttack
//
//----------------------------------------------------------------------------
void A_LichAttack ()
{
static const int atkResolve1[] = { 50, 150 };
static const int atkResolve2[] = { 150, 200 };
// Ice ball (close 20% : far 60%)
// Fire column (close 40% : far 20%)
// Whirlwind (close 40% : far 20%)
// Distance threshold = 8 cells
if (target == null)
{
return;
}
A_FaceTarget ();
if (CheckMeleeRange ())
{
int damage = random[LichAttack](1, 8) * 6;
int newdam = target.DamageMobj (self, self, damage, 'Melee');
target.TraceBleed (newdam > 0 ? newdam : damage, self);
return;
}
int dist = Distance2D(target) > 8 * 64;
int randAttack = random[LichAttack]();
if (randAttack < atkResolve1[dist])
{ // Ice ball
SpawnMissile (target, "HeadFX1");
A_PlaySound ("ironlich/attack2", CHAN_BODY);
}
else if (randAttack < atkResolve2[dist])
{ // Fire column
Actor baseFire = SpawnMissile (target, "HeadFX3");
if (baseFire != null)
{
baseFire.SetStateLabel("NoGrow");
for (int i = 0; i < 5; i++)
{
Actor fire = Spawn("HeadFX3", baseFire.Pos, ALLOW_REPLACE);
if (i == 0)
{
A_PlaySound ("ironlich/attack1", CHAN_BODY);
}
fire.target = baseFire.target;
fire.angle = baseFire.angle;
fire.Vel = baseFire.Vel;
fire.SetDamage(0);
fire.health = (i+1) * 2;
fire.CheckMissileSpawn (radius);
}
}
}
else
{ // Whirlwind
Actor mo = SpawnMissile (target, "Whirlwind");
if (mo != null)
{
mo.AddZ(-32);
mo.tracer = target;
mo.health = 20*TICRATE; // Duration
A_PlaySound ("ironlich/attack3", CHAN_BODY);
}
}
}
}
// Head FX 1 ----------------------------------------------------------------
@ -74,7 +144,6 @@ class HeadFX1 : Actor
RenderStyle "Add";
}
native void A_LichIceImpact();
States
{
@ -86,6 +155,25 @@ class HeadFX1 : Actor
FX05 EFG 5 BRIGHT;
Stop;
}
//----------------------------------------------------------------------------
//
// PROC A_LichIceImpact
//
//----------------------------------------------------------------------------
void A_LichIceImpact()
{
for (int i = 0; i < 8; i++)
{
Actor shard = Spawn("HeadFX2", Pos, ALLOW_REPLACE);
shard.target = target;
shard.angle = i*45.;
shard.VelFromAngle();
shard.Vel.Z = -.6;
shard.CheckMissileSpawn (radius);
}
}
}
// Head FX 2 ----------------------------------------------------------------
@ -135,8 +223,6 @@ class HeadFX3 : Actor
RenderStyle "Add";
}
native void A_LichFireGrow ();
States
{
Spawn:
@ -149,12 +235,29 @@ class HeadFX3 : Actor
FX06 DEFG 5 BRIGHT;
Stop;
}
//----------------------------------------------------------------------------
//
// PROC A_LichFireGrow
//
//----------------------------------------------------------------------------
void A_LichFireGrow ()
{
health--;
AddZ(9.);
if (health == 0)
{
RestoreDamage();
SetStateLabel("NoGrow");
}
}
}
// Whirlwind ----------------------------------------------------------------
class Whirlwind : Actor native
class Whirlwind : Actor
{
Default
{
@ -174,8 +277,6 @@ class Whirlwind : Actor native
Alpha 0.4;
}
native void A_WhirlwindSeek();
States
{
Spawn:
@ -186,6 +287,64 @@ class Whirlwind : Actor native
FX07 GFED 4;
Stop;
}
override int DoSpecialDamage (Actor target, int damage, Name damagetype)
{
int randVal;
if (!target.bDontThrust)
{
target.angle += Random2[WhirlwindDamage]() * (360 / 4096.);
target.Vel.X += Random2[WhirlwindDamage]() / 64.;
target.Vel.Y += Random2[WhirlwindDamage]() / 64.;
}
if ((level.time & 16) && !target.bBoss && !target.bDontThrust)
{
randVal = min(160, random[WhirlwindSeek]());
target.Vel.Z += randVal / 32.;
if (target.Vel.Z > 12)
{
target.Vel.Z = 12;
}
}
if (!(level.time & 7))
{
target.DamageMobj (null, target, 3, 'Melee');
}
return -1;
}
//----------------------------------------------------------------------------
//
// PROC A_WhirlwindSeek
//
//----------------------------------------------------------------------------
void A_WhirlwindSeek()
{
health -= 3;
if (health < 0)
{
Vel = (0,0,0);
SetStateLabel("Death");
bMissile = false;
return;
}
if ((threshold -= 3) < 0)
{
threshold = 58 + (random[WhirlwindSeek]() & 31);
A_PlaySound("ironlich/attack3", CHAN_BODY);
}
if (tracer && tracer.bShadow)
{
return;
}
A_SeekerMissile(10, 30);
}
}