- scriptified a_entityboss.cpp.

This commit is contained in:
Christoph Oelckers 2016-11-28 13:11:27 +01:00
parent dc9ee0727a
commit c9a4087c18
4 changed files with 94 additions and 123 deletions

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@ -863,7 +863,6 @@ set( NOT_COMPILED_SOURCE_FILES
g_hexen/a_spike.cpp g_hexen/a_spike.cpp
g_strife/a_coin.cpp g_strife/a_coin.cpp
g_strife/a_crusader.cpp g_strife/a_crusader.cpp
g_strife/a_entityboss.cpp
g_strife/a_inquisitor.cpp g_strife/a_inquisitor.cpp
g_strife/a_loremaster.cpp g_strife/a_loremaster.cpp
g_strife/a_oracle.cpp g_strife/a_oracle.cpp

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@ -1,114 +0,0 @@
/*
#include "actor.h"
#include "m_random.h"
#include "a_action.h"
#include "p_local.h"
#include "p_enemy.h"
#include "s_sound.h"
#include "a_strifeglobal.h"
#include "vm.h"
#include "g_level.h"
*/
static FRandom pr_entity ("Entity");
DEFINE_ACTION_FUNCTION(AActor, A_SubEntityDeath)
{
PARAM_SELF_PROLOGUE(AActor);
if (CheckBossDeath (self))
{
G_ExitLevel (0, false);
}
return 0;
}
void A_SpectralMissile (AActor *self, const char *missilename)
{
if (self->target != NULL)
{
AActor *missile = P_SpawnMissileXYZ (self->PosPlusZ(32.), self, self->target, PClass::FindActor(missilename), false);
if (missile != NULL)
{
missile->tracer = self->target;
P_CheckMissileSpawn(missile, self->radius);
}
}
}
DECLARE_ACTION(A_Spectre3Attack)
DEFINE_ACTION_FUNCTION(AActor, A_EntityAttack)
{
PARAM_SELF_PROLOGUE(AActor);
// Apparent Strife bug: Case 5 was unreachable because they used % 5 instead of % 6.
// I've fixed that by making case 1 duplicate it, since case 1 did nothing.
switch (pr_entity() % 5)
{
case 0:
//CALL_ACTION(A_SpotLightning, self);
break;
case 2:
A_SpectralMissile (self, "SpectralLightningH3");
break;
case 3:
//CALL_ACTION(A_Spectre3Attack, self);
break;
case 4:
A_SpectralMissile (self, "SpectralLightningBigV2");
break;
case 1:
case 5:
A_SpectralMissile (self, "SpectralLightningBigBall2");
break;
}
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_SpawnEntity)
{
PARAM_SELF_PROLOGUE(AActor);
AActor *entity = Spawn("EntityBoss", self->PosPlusZ(70.), ALLOW_REPLACE);
if (entity != NULL)
{
entity->Angles.Yaw = self->Angles.Yaw;
entity->CopyFriendliness(self, true);
entity->Vel.Z = 5;
entity->tracer = self;
}
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_EntityDeath)
{
PARAM_SELF_PROLOGUE(AActor);
AActor *second;
double secondRadius = GetDefaultByName("EntitySecond")->radius * 2;
static const double turns[3] = { 0, 90, -90 };
const double velmul[3] = { 4.8828125f, secondRadius*4, secondRadius*4 };
AActor *spot = self->tracer;
if (spot == NULL) spot = self;
for (int i = 0; i < 3; i++)
{
DAngle an = self->Angles.Yaw + turns[i];
DVector3 pos = spot->Vec3Angle(secondRadius, an, self->tracer ? 70. : 0.);
second = Spawn("EntitySecond", pos, ALLOW_REPLACE);
second->CopyFriendliness(self, true);
A_FaceTarget(second);
second->VelFromAngle(velmul[i], an);
}
return 0;
}

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@ -26,7 +26,6 @@
// Include all the other Strife stuff here to reduce compile time // Include all the other Strife stuff here to reduce compile time
#include "a_coin.cpp" #include "a_coin.cpp"
#include "a_crusader.cpp" #include "a_crusader.cpp"
#include "a_entityboss.cpp"
#include "a_inquisitor.cpp" #include "a_inquisitor.cpp"
#include "a_loremaster.cpp" #include "a_loremaster.cpp"
//#include "a_macil.cpp" //#include "a_macil.cpp"

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@ -32,7 +32,6 @@ class EntityPod : Actor
SeeSound "misc/gibbed"; SeeSound "misc/gibbed";
} }
native void A_SpawnEntity ();
States States
{ {
@ -47,10 +46,23 @@ class EntityPod : Actor
PODD E -1; PODD E -1;
Stop; Stop;
} }
void A_SpawnEntity ()
{
Actor entity = Spawn("EntityBoss", pos + (0,0,70), ALLOW_REPLACE);
if (entity != null)
{
entity.Angle = self.Angle;
entity.CopyFriendliness(self, true);
entity.Vel.Z = 5;
entity.tracer = self;
}
}
} }
// Entity Boss -------------------------------------------------------------- // --------------------------------------------------------------
class EntityBoss : SpectralMonster class EntityBoss : SpectralMonster
{ {
@ -87,9 +99,6 @@ class EntityBoss : SpectralMonster
Obituary "$OB_ENTITY"; Obituary "$OB_ENTITY";
} }
native void A_EntityAttack();
native void A_EntityDeath();
States States
{ {
Spawn: Spawn:
@ -129,6 +138,76 @@ class EntityBoss : SpectralMonster
MNAL Q 6 Bright A_EntityDeath; MNAL Q 6 Bright A_EntityDeath;
Stop; Stop;
} }
// --------------------------------------------------------------
private void A_SpectralMissile (class<Actor> missilename)
{
if (target != null)
{
Actor missile = SpawnMissileXYZ (Pos + (0,0,32), target, missilename, false);
if (missile != null)
{
missile.tracer = target;
missile.CheckMissileSpawn(radius);
}
}
}
// --------------------------------------------------------------
void A_EntityAttack()
{
// Apparent Strife bug: Case 5 was unreachable because they used % 5 instead of % 6.
// I've fixed that by making case 1 duplicate it, since case 1 did nothing.
switch (random[Entity]() % 5)
{
case 0:
A_SpotLightning();
break;
case 2:
A_SpectralMissile ("SpectralLightningH3");
break;
case 3:
A_Spectre3Attack();
break;
case 4:
A_SpectralMissile ("SpectralLightningBigV2");
break;
default:
A_SpectralMissile ("SpectralLightningBigBall2");
break;
}
}
// --------------------------------------------------------------
void A_EntityDeath()
{
Actor second;
double secondRadius = GetDefaultByType("EntitySecond").radius * 2;
static const double turns[] = { 0, 90, -90 };
Actor spot = tracer;
if (spot == null) spot = self;
for (int i = 0; i < 3; i++)
{
double an = Angle + turns[i];
Vector3 pos = spot.Vec3Angle(secondRadius, an, tracer ? 70. : 0.);
second = Spawn("EntitySecond", pos, ALLOW_REPLACE);
second.CopyFriendliness(self, true);
second.A_FaceTarget();
second.VelFromAngle(i == 0? 4.8828125 : secondRadius * 4., an);
}
}
} }
// Second Entity Boss ------------------------------------------------------- // Second Entity Boss -------------------------------------------------------
@ -167,8 +246,6 @@ class EntitySecond : SpectralMonster
Obituary "$OB_ENTITY"; Obituary "$OB_ENTITY";
} }
native void A_SubEntityDeath ();
States States
{ {
Spawn: Spawn:
@ -202,6 +279,16 @@ class EntitySecond : SpectralMonster
MDTH O 3 Bright A_SubEntityDeath; MDTH O 3 Bright A_SubEntityDeath;
Stop; Stop;
} }
// --------------------------------------------------------------
void A_SubEntityDeath ()
{
if (CheckBossDeath ())
{
Exit_Normal(0);
}
}
} }