mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 23:11:58 +00:00
- scriptified Hexen's Dragon.
- fixed several places in the code generator that did not consider locked registers for local variables: array indices, abs and floating point builtin functions. - added some debug aids to the bounds opcode. Just triggering an exception here which loses all relevant info is perfectly useless in a debug situation.
This commit is contained in:
parent
633da6e5d8
commit
76a74e0364
5 changed files with 327 additions and 347 deletions
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@ -1,311 +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_enemy.h"
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#include "p_local.h"
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#include "a_action.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "vm.h"
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*/
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static FRandom pr_dragonseek ("DragonSeek");
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static FRandom pr_dragonflight ("DragonFlight");
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static FRandom pr_dragonflap ("DragonFlap");
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static FRandom pr_dragonfx2 ("DragonFX2");
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DECLARE_ACTION(A_DragonFlight)
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//============================================================================
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//
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// DragonSeek
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//
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//============================================================================
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static void DragonSeek (AActor *actor, DAngle thresh, DAngle turnMax)
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{
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int dir;
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double dist;
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DAngle delta;
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AActor *target;
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int i;
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DAngle bestAngle;
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DAngle angleToSpot, angleToTarget;
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AActor *mo;
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target = actor->tracer;
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if(target == NULL)
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{
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return;
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}
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dir = P_FaceMobj (actor, target, &delta);
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if (delta > thresh)
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{
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delta /= 2;
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if (delta > turnMax)
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{
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delta = turnMax;
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}
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}
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if (dir)
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{ // Turn clockwise
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actor->Angles.Yaw += delta;
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}
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else
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{ // Turn counter clockwise
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actor->Angles.Yaw -= delta;
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}
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actor->VelFromAngle();
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dist = actor->DistanceBySpeed(target, actor->Speed);
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if (actor->Top() < target->Z() ||
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target->Top() < actor->Z())
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{
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actor->Vel.Z = (target->Z() - actor->Z()) / dist;
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}
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if (target->flags&MF_SHOOTABLE && pr_dragonseek() < 64)
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{ // attack the destination mobj if it's attackable
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AActor *oldTarget;
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if (absangle(actor->Angles.Yaw, actor->AngleTo(target)) < 22.5)
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{
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oldTarget = actor->target;
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actor->target = target;
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if (actor->CheckMeleeRange ())
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{
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int damage = pr_dragonseek.HitDice (10);
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int newdam = P_DamageMobj (actor->target, actor, actor, damage, NAME_Melee);
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P_TraceBleed (newdam > 0 ? newdam : damage, actor->target, actor);
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S_Sound (actor, CHAN_WEAPON, actor->AttackSound, 1, ATTN_NORM);
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}
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else if (pr_dragonseek() < 128 && P_CheckMissileRange(actor))
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{
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P_SpawnMissile(actor, target, PClass::FindActor("DragonFireball"));
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S_Sound (actor, CHAN_WEAPON, actor->AttackSound, 1, ATTN_NORM);
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}
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actor->target = oldTarget;
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}
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}
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if (dist < 4)
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{ // Hit the target thing
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if (actor->target && pr_dragonseek() < 200)
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{
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AActor *bestActor = NULL;
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bestAngle = 360.;
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angleToTarget = actor->AngleTo(actor->target);
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for (i = 0; i < 5; i++)
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{
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if (!target->args[i])
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{
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continue;
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}
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FActorIterator iterator (target->args[i]);
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mo = iterator.Next ();
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if (mo == NULL)
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{
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continue;
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}
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angleToSpot = actor->AngleTo(mo);
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DAngle diff = absangle(angleToSpot, angleToTarget);
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if (diff < bestAngle)
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{
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bestAngle = diff;
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bestActor = mo;
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}
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}
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if (bestActor != NULL)
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{
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actor->tracer = bestActor;
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}
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}
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else
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{
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// [RH] Don't lock up if the dragon doesn't have any
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// targets defined
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for (i = 0; i < 5; ++i)
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{
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if (target->args[i] != 0)
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{
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break;
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}
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}
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if (i < 5)
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{
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do
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{
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i = (pr_dragonseek()>>2)%5;
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} while(!target->args[i]);
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FActorIterator iterator (target->args[i]);
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actor->tracer = iterator.Next ();
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}
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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_DragonInitFlight
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_DragonInitFlight)
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{
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PARAM_SELF_PROLOGUE(AActor);
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FActorIterator iterator (self->tid);
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do
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{ // find the first tid identical to the dragon's tid
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self->tracer = iterator.Next ();
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if (self->tracer == NULL)
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{
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self->SetState (self->SpawnState);
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return 0;
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}
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} while (self->tracer == self);
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self->RemoveFromHash ();
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return 0;
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}
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//============================================================================
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//
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// A_DragonFlight
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_DragonFlight)
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{
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PARAM_SELF_PROLOGUE(AActor);
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DAngle angle;
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DragonSeek (self, 4., 8.);
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if (self->target)
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{
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if(!(self->target->flags&MF_SHOOTABLE))
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{ // target died
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self->target = NULL;
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return 0;
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}
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angle = absangle(self->Angles.Yaw, self->AngleTo(self->target));
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if (angle <22.5 && self->CheckMeleeRange())
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{
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int damage = pr_dragonflight.HitDice (8);
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int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
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S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
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}
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else if (angle <= 20)
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{
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self->SetState (self->MissileState);
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S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
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}
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}
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else
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{
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P_LookForPlayers (self, true, NULL);
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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_DragonFlap
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_DragonFlap)
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{
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PARAM_SELF_PROLOGUE(AActor);
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CALL_ACTION(A_DragonFlight, self);
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if (pr_dragonflap() < 240)
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{
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S_Sound (self, CHAN_BODY, "DragonWingflap", 1, ATTN_NORM);
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}
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else
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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_DragonAttack
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_DragonAttack)
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{
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PARAM_SELF_PROLOGUE(AActor);
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P_SpawnMissile (self, self->target, PClass::FindActor("DragonFireball"));
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return 0;
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}
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//============================================================================
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//
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// A_DragonFX2
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_DragonFX2)
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{
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PARAM_SELF_PROLOGUE(AActor);
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AActor *mo;
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int i;
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int delay;
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delay = 16+(pr_dragonfx2()>>3);
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for (i = 1+(pr_dragonfx2()&3); i; i--)
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{
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double xo = (pr_dragonfx2() - 128) / 4.;
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double yo = (pr_dragonfx2() - 128) / 4.;
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double zo = (pr_dragonfx2() - 128) / 16.;
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mo = Spawn ("DragonExplosion", self->Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
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if (mo)
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{
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mo->tics = delay+(pr_dragonfx2()&3)*i*2;
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mo->target = self->target;
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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_DragonPain
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_DragonPain)
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{
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PARAM_SELF_PROLOGUE(AActor);
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CALL_ACTION(A_Pain, self);
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if (!self->tracer)
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{ // no destination spot yet
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self->SetState (self->SeeState);
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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_DragonCheckCrash
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_DragonCheckCrash)
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{
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PARAM_SELF_PROLOGUE(AActor);
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if (self->Z() <= self->floorz)
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{
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self->SetState (self->FindState ("Crash"));
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}
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return 0;
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}
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@ -33,7 +33,6 @@
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#include "a_clericholy.cpp"
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#include "a_clericmace.cpp"
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#include "a_clericstaff.cpp"
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#include "a_dragon.cpp"
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#include "a_fighteraxe.cpp"
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#include "a_fighterhammer.cpp"
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#include "a_fighterplayer.cpp"
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@ -1670,19 +1670,23 @@ ExpEmit FxMinusSign::Emit(VMFunctionBuilder *build)
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{
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assert(ValueType == Operand->ValueType);
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ExpEmit from = Operand->Emit(build);
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ExpEmit to;
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assert(from.Konst == 0);
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assert(ValueType->GetRegCount() == from.RegCount);
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// Do it in-place, unless a local variable
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if (from.Fixed)
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{
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ExpEmit to = ExpEmit(build, from.RegType, from.RegCount);
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build->Emit(Operand->ValueType->GetMoveOp(), to.RegNum, from.RegNum);
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from = to;
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to = ExpEmit(build, from.RegType, from.RegCount);
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from.Free(build);
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}
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else
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{
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to = from;
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}
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if (ValueType->GetRegType() == REGT_INT)
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{
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build->Emit(OP_NEG, from.RegNum, from.RegNum, 0);
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build->Emit(OP_NEG, to.RegNum, from.RegNum, 0);
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}
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else
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{
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@ -1690,20 +1694,20 @@ ExpEmit FxMinusSign::Emit(VMFunctionBuilder *build)
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switch (from.RegCount)
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{
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case 1:
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build->Emit(OP_FLOP, from.RegNum, from.RegNum, FLOP_NEG);
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build->Emit(OP_FLOP, to.RegNum, from.RegNum, FLOP_NEG);
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break;
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case 2:
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build->Emit(OP_NEGV2, from.RegNum, from.RegNum);
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build->Emit(OP_NEGV2, to.RegNum, from.RegNum);
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break;
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case 3:
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build->Emit(OP_NEGV3, from.RegNum, from.RegNum);
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build->Emit(OP_NEGV3, to.RegNum, from.RegNum);
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break;
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}
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}
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return from;
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return to;
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}
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//==========================================================================
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@ -4255,19 +4259,31 @@ FxExpression *FxAbs::Resolve(FCompileContext &ctx)
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ExpEmit FxAbs::Emit(VMFunctionBuilder *build)
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{
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ExpEmit absofsteal = val->Emit(build);
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assert(!absofsteal.Konst);
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ExpEmit out(build, absofsteal.RegType);
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if (absofsteal.RegType == REGT_INT)
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assert(ValueType == val->ValueType);
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ExpEmit from = val->Emit(build);
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ExpEmit to;
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assert(from.Konst == 0);
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assert(ValueType->GetRegCount() == 1);
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// Do it in-place, unless a local variable
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if (from.Fixed)
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{
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build->Emit(OP_ABS, out.RegNum, absofsteal.RegNum, 0);
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to = ExpEmit(build, from.RegType);
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from.Free(build);
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}
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else
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{
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assert(absofsteal.RegType == REGT_FLOAT);
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build->Emit(OP_FLOP, out.RegNum, absofsteal.RegNum, FLOP_ABS);
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to = from;
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}
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return out;
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if (ValueType->GetRegType() == REGT_INT)
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{
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build->Emit(OP_ABS, to.RegNum, from.RegNum, 0);
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}
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else
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{
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build->Emit(OP_FLOP, to.RegNum, from.RegNum, FLOP_ABS);
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}
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return to;
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}
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//==========================================================================
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@ -5898,6 +5914,7 @@ ExpEmit FxArrayElement::Emit(VMFunctionBuilder *build)
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else
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{
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ExpEmit indexv(index->Emit(build));
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ExpEmit indexwork = indexv.Fixed ? ExpEmit(build, indexv.RegType) : indexv;
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int shiftbits = 0;
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while (1u << shiftbits < arraytype->ElementSize)
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{
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@ -5907,19 +5924,19 @@ ExpEmit FxArrayElement::Emit(VMFunctionBuilder *build)
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build->Emit(OP_BOUND, indexv.RegNum, arraytype->ElementCount);
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if (shiftbits > 0)
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{
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build->Emit(OP_SLL_RI, indexv.RegNum, indexv.RegNum, shiftbits);
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build->Emit(OP_SLL_RI, indexwork.RegNum, indexv.RegNum, shiftbits);
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}
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if (AddressRequested)
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{
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build->Emit(OP_ADDA_RR, start.RegNum, start.RegNum, indexv.RegNum);
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build->Emit(OP_ADDA_RR, start.RegNum, start.RegNum, indexwork.RegNum);
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}
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else
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{
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build->Emit(arraytype->ElementType->GetLoadOp() + 1, // added 1 to use the *_R version that
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dest.RegNum, start.RegNum, indexv.RegNum); // takes the offset from a register
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dest.RegNum, start.RegNum, indexwork.RegNum); // takes the offset from a register
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}
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indexv.Free(build);
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indexwork.Free(build);
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}
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if (AddressRequested)
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{
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|
@ -6955,13 +6972,26 @@ FxExpression *FxFlopFunctionCall::Resolve(FCompileContext& ctx)
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ExpEmit FxFlopFunctionCall::Emit(VMFunctionBuilder *build)
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{
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ExpEmit v = ArgList[0]->Emit(build);
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assert(!v.Konst && v.RegType == REGT_FLOAT);
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assert(ValueType == ArgList[0]->ValueType);
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ExpEmit from = ArgList[0]->Emit(build);
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ExpEmit to;
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assert(from.Konst == 0);
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assert(ValueType->GetRegCount() == 1);
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// Do it in-place, unless a local variable
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if (from.Fixed)
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{
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to = ExpEmit(build, from.RegType);
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from.Free(build);
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}
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else
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{
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to = from;
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}
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build->Emit(OP_FLOP, v.RegNum, v.RegNum, FxFlops[Index].Flop);
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build->Emit(OP_FLOP, to.RegNum, from.RegNum, FxFlops[Index].Flop);
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ArgList.Clear();
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ArgList.ShrinkToFit();
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return v;
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return to;
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}
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|
@ -696,6 +696,8 @@ begin:
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OP(BOUND):
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if (reg.d[a] >= BC)
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{
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assert(false);
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Printf("Array access out of bounds: Max. index = %u, current index = %u\n", BC, reg.d[a]);
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THROW(X_ARRAY_OUT_OF_BOUNDS);
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}
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NEXTOP;
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|
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|
@ -1,6 +1,4 @@
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// Dragon -------------------------------------------------------------------
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class Dragon : Actor
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{
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Default
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|
@ -23,13 +21,6 @@ class Dragon : Actor
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Obituary "$OB_DRAGON";
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}
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native void A_DragonInitFlight();
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native void A_DragonFlap();
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native void A_DragonFlight();
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native void A_DragonPain();
|
||||
native void A_DragonAttack();
|
||||
native void A_DragonCheckCrash();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
|
@ -58,6 +49,253 @@ class Dragon : Actor
|
|||
DRAG M -1;
|
||||
Stop;
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// DragonSeek
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
private void DragonSeek (double thresh, double turnMax)
|
||||
{
|
||||
double dist;
|
||||
double delta;
|
||||
Actor targ;
|
||||
int i;
|
||||
double bestAngle;
|
||||
double angleToSpot, angleToTarget;
|
||||
Actor mo;
|
||||
|
||||
targ = tracer;
|
||||
if(targ == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
double diff = deltaangle(angle, AngleTo(targ));
|
||||
delta = abs(diff);
|
||||
|
||||
if (delta > thresh)
|
||||
{
|
||||
delta /= 2;
|
||||
if (delta > turnMax)
|
||||
{
|
||||
delta = turnMax;
|
||||
}
|
||||
}
|
||||
if (diff > 0)
|
||||
{ // Turn clockwise
|
||||
angle = angle + delta;
|
||||
}
|
||||
else
|
||||
{ // Turn counter clockwise
|
||||
angle = angle - delta;
|
||||
}
|
||||
VelFromAngle();
|
||||
|
||||
dist = DistanceBySpeed(targ, Speed);
|
||||
if (pos.z + height < targ.pos.z || targ.pos.z + targ.height < pos.z)
|
||||
{
|
||||
Vel.Z = (targ.pos.z - pos.z) / dist;
|
||||
}
|
||||
if (targ.bShootable && random[DragonSeek]() < 64)
|
||||
{ // attack the destination mobj if it's attackable
|
||||
Actor oldTarget;
|
||||
|
||||
if (absangle(angle, AngleTo(targ)) < 22.5)
|
||||
{
|
||||
oldTarget = target;
|
||||
target = targ;
|
||||
if (CheckMeleeRange ())
|
||||
{
|
||||
int damage = random[DragonSeek](1, 8) * 10;
|
||||
int newdam = target.DamageMobj (self, self, damage, 'Melee');
|
||||
target.TraceBleed (newdam > 0 ? newdam : damage, self);
|
||||
A_PlaySound (AttackSound, CHAN_WEAPON);
|
||||
}
|
||||
else if (random[DragonSeek]() < 128 && CheckMissileRange())
|
||||
{
|
||||
SpawnMissile(targ, "DragonFireball");
|
||||
A_PlaySound (AttackSound, CHAN_WEAPON);
|
||||
}
|
||||
target = oldTarget;
|
||||
}
|
||||
}
|
||||
if (dist < 4)
|
||||
{ // Hit the target thing
|
||||
if (target && random[DragonSeek]() < 200)
|
||||
{
|
||||
Actor bestActor = null;
|
||||
bestAngle = 360.;
|
||||
angleToTarget = AngleTo(target);
|
||||
for (i = 0; i < 5; i++)
|
||||
{
|
||||
if (!targ.args[i])
|
||||
{
|
||||
continue;
|
||||
}
|
||||
ActorIterator iter = ActorIterator.Create(targ.args[i]);
|
||||
mo = iter.Next ();
|
||||
if (mo == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
angleToSpot = AngleTo(mo);
|
||||
double diff = absangle(angleToSpot, angleToTarget);
|
||||
if (diff < bestAngle)
|
||||
{
|
||||
bestAngle = diff;
|
||||
bestActor = mo;
|
||||
}
|
||||
}
|
||||
if (bestActor != null)
|
||||
{
|
||||
tracer = bestActor;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// [RH] Don't lock up if the dragon doesn't have any
|
||||
// targs defined
|
||||
for (i = 0; i < 5; ++i)
|
||||
{
|
||||
if (targ.args[i] != 0)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (i < 5)
|
||||
{
|
||||
do
|
||||
{
|
||||
i = (random[DragonSeek]() >> 2) % 5;
|
||||
} while(!targ.args[i]);
|
||||
ActorIterator iter = ActorIterator.Create(targ.args[i]);
|
||||
tracer = iter.Next ();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_DragonInitFlight
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
void A_DragonInitFlight()
|
||||
{
|
||||
ActorIterator iter = ActorIterator.Create(tid);
|
||||
|
||||
do
|
||||
{ // find the first tid identical to the dragon's tid
|
||||
tracer = iter.Next ();
|
||||
if (tracer == null)
|
||||
{
|
||||
SetState (SpawnState);
|
||||
return;
|
||||
}
|
||||
} while (tracer == self);
|
||||
RemoveFromHash ();
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_DragonFlight
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
void A_DragonFlight()
|
||||
{
|
||||
double ang;
|
||||
|
||||
DragonSeek (4., 8.);
|
||||
if (target)
|
||||
{
|
||||
if(!target.bShootable)
|
||||
{ // target died
|
||||
target = null;
|
||||
return;
|
||||
}
|
||||
ang = absangle(angle, AngleTo(target));
|
||||
if (ang <22.5 && CheckMeleeRange())
|
||||
{
|
||||
int damage = random[DragonFlight](1, 8) * 8;
|
||||
int newdam = target.DamageMobj (self, self, damage, 'Melee');
|
||||
target.TraceBleed (newdam > 0 ? newdam : damage, self);
|
||||
A_PlaySound (AttackSound, CHAN_WEAPON);
|
||||
}
|
||||
else if (ang <= 20)
|
||||
{
|
||||
SetState (MissileState);
|
||||
A_PlaySound (AttackSound, CHAN_WEAPON);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
LookForPlayers (true);
|
||||
}
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_DragonFlap
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
void A_DragonFlap()
|
||||
{
|
||||
A_DragonFlight();
|
||||
if (random[DragonFlight]() < 240)
|
||||
{
|
||||
A_PlaySound ("DragonWingflap", CHAN_BODY);
|
||||
}
|
||||
else
|
||||
{
|
||||
PlayActiveSound ();
|
||||
}
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_DragonAttack
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
void A_DragonAttack()
|
||||
{
|
||||
SpawnMissile (target, "DragonFireball");
|
||||
}
|
||||
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_DragonPain
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
void A_DragonPain()
|
||||
{
|
||||
A_Pain();
|
||||
if (!tracer)
|
||||
{ // no destination spot yet
|
||||
SetState (SeeState);
|
||||
}
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_DragonCheckCrash
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
void A_DragonCheckCrash()
|
||||
{
|
||||
if (pos.z < floorz)
|
||||
{
|
||||
SetStateLabel ("Crash");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Dragon Fireball ----------------------------------------------------------
|
||||
|
@ -77,8 +315,6 @@ class DragonFireball : Actor
|
|||
DeathSound "DragonFireballExplode";
|
||||
}
|
||||
|
||||
native void A_DragonFX2();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
|
@ -90,6 +326,30 @@ class DragonFireball : Actor
|
|||
DRFX KL 3 Bright;
|
||||
Stop;
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_DragonFX2
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
void A_DragonFX2()
|
||||
{
|
||||
int delay = 16+(random[DragonFX2]()>>3);
|
||||
for (int i = random[DragonFX2](1, 4); i; i--)
|
||||
{
|
||||
double xo = (random[DragonFX2]() - 128) / 4.;
|
||||
double yo = (random[DragonFX2]() - 128) / 4.;
|
||||
double zo = (random[DragonFX2]() - 128) / 16.;
|
||||
|
||||
Actor mo = Spawn ("DragonExplosion", Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
|
||||
if (mo)
|
||||
{
|
||||
mo.tics = delay + (random[DragonFX2](0, 3)) * i*2;
|
||||
mo.target = target;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Dragon Fireball Secondary Explosion --------------------------------------
|
||||
|
|
Loading…
Reference in a new issue