gzdoom/wadsrc/static/zscript/actors/mbf21.zs

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// no attempt has been made to merge this with existing code.
extend class Actor
{
//
// [XA] New mbf21 codepointers
//
//
// A_SpawnObject
// Basically just A_Spawn with better behavior and more args.
// args[0]: Type of actor to spawn
// args[1]: Angle (degrees, in fixed point), relative to calling actor's angle
// args[2]: X spawn offset (fixed point), relative to calling actor
// args[3]: Y spawn offset (fixed point), relative to calling actor
// args[4]: Z spawn offset (fixed point), relative to calling actor
// args[5]: X velocity (fixed point)
// args[6]: Y velocity (fixed point)
// args[7]: Z velocity (fixed point)
//
deprecated("2.3", "for Dehacked use only")
void MBF21_SpawnObject(class<Actor> type, double angle, double xofs, double yofs, double zofs, double xvel, double yvel, double zvel)
{
if (type == null)
return;
// Don't spawn monsters if this actor has been massacred
if (DamageType == 'Massacre' && GetDefaultByType(type).bIsMonster)
{
return;
}
// calculate position offsets
angle += self.Angle;
double s = sin(angle);
double c = cos(angle);
let pos = Vec2Offset(xofs * c - yofs * s, xofs * s + yofs * c);
// spawn it, yo
let mo = Spawn(type, (pos, self.pos.Z - Floorclip + GetBobOffset() + zofs), ALLOW_REPLACE);
if (!mo)
return;
// angle dangle
mo.angle = angle;
// set velocity
// Same orientation issue here!
mo.vel.X = xvel * c - yvel * s;
mo.vel.Y = xvel * s + yvel * c;
mo.vel.Z = zvel;
// if spawned object is a missile, set target+tracer
if (mo.bMissile || mo.bMbfBouncer)
{
// if spawner is also a missile, copy 'em
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if (default.bMissile || default.bMbfBouncer)
{
mo.target = self.target;
mo.tracer = self.tracer;
}
// otherwise, set 'em as if a monster fired 'em
else
{
mo.target = self;
mo.tracer = self.target;
}
}
// [XA] don't bother with the dont-inherit-friendliness hack
// that exists in A_Spawn, 'cause WTF is that about anyway?
// unfortunately this means that this function cannot transfer friendliness at all. Oh well...
}
//
// A_MonsterProjectile
// A parameterized monster projectile attack.
// args[0]: Type of actor to spawn
// args[1]: Angle (degrees, in fixed point), relative to calling actor's angle
// args[2]: Pitch (degrees, in fixed point), relative to calling actor's pitch; approximated
// args[3]: X/Y spawn offset, relative to calling actor's angle
// args[4]: Z spawn offset, relative to actor's default projectile fire height
//
deprecated("2.3", "for Dehacked use only")
void MBF21_MonsterProjectile(class<Actor> type, double angle, double pitch, double spawnofs_xy, double spawnofs_z)
{
if (!target || !type)
return;
A_FaceTarget();
let mo = SpawnMissile(target, type);
if (!mo)
return;
// adjust angle
mo.angle += angle;
Pitch += mo.PitchFromVel();
let missilespeed = abs(cos(Pitch) * mo.Speed);
mo.Vel3DFromAngle(mo.Speed, mo.angle, Pitch);
// adjust position
double x = Spawnofs_xy * cos(self.angle);
double y = Spawnofs_xy * sin(self.angle);
mo.SetOrigin(mo.Vec3Offset(x, y, Spawnofs_z), false);
// always set the 'tracer' field, so this pointer
// can be used to fire seeker missiles at will.
mo.tracer = target;
}
//
// A_MonsterBulletAttack
// A parameterized monster bullet attack.
// args[0]: Horizontal spread (degrees, in fixed point)
// args[1]: Vertical spread (degrees, in fixed point)
// args[2]: Number of bullets to fire; if not set, defaults to 1
// args[3]: Base damage of attack (e.g. for 3d5, customize the 3); if not set, defaults to 3
// args[4]: Attack damage modulus (e.g. for 3d5, customize the 5); if not set, defaults to 5
//
deprecated("2.3", "for Dehacked use only")
void MBF21_MonsterBulletAttack(double hspread, double vspread, int numbullets, int damagebase, int damagemod)
{
if (!target)
return;
A_FaceTarget();
A_StartSound(AttackSound, CHAN_WEAPON);
let bangle = angle;
let slope = AimLineAttack(bangle, MISSILERANGE);
for (int i = 0; i < numbullets; i++)
{
int damage = (random[mbf21]() % damagemod + 1) * damagebase;
let pangle = bangle + hspread * Random2[mbf21]() / 255.;
let pslope = slope + vspread * Random2[mbf21]() / 255.;
LineAttack(pangle, MISSILERANGE, pslope, damage, "Hitscan", "Bulletpuff");
}
}
//
// A_MonsterMeleeAttack
// A parameterized monster melee attack.
// args[0]: Base damage of attack (e.g. for 3d8, customize the 3); if not set, defaults to 3
// args[1]: Attack damage modulus (e.g. for 3d8, customize the 8); if not set, defaults to 8
// args[2]: Sound to play if attack hits
// args[3]: Range (fixed point); if not set, defaults to monster's melee range
//
deprecated("2.3", "for Dehacked use only")
void MBF21_MonsterMeleeAttack(int damagebase, int damagemod, Sound hitsound, double range)
{
let targ = target;
if (!targ)
return;
if (range == 0) range = meleerange;
else range -= 20; // DSDA always subtracts 20 from the melee range.
A_FaceTarget();
if (!CheckMeleeRange(range))
return;
A_StartSound(hitsound, CHAN_WEAPON);
int damage = (random[mbf21]() % damagemod + 1) * damagebase;
int newdam = targ.DamageMobj(self, self, damage, "Melee");
targ.TraceBleed(newdam > 0 ? newdam : damage, self);
}
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//
// A_NoiseAlert
// Alerts nearby monsters (via sound) to the calling actor's target's presence.
//
void A_NoiseAlert()
{
if (target) SoundAlert(target);
}
//
// A_HealChase
// A parameterized version of A_VileChase.
// args[0]: State to jump to on the calling actor when resurrecting a corpse
// args[1]: Sound to play when resurrecting a corpse
//
deprecated("2.3", "for Dehacked use only")
void MBF21_HealChase(State healstate, Sound healsound)
{
if (!A_CheckForResurrection(healstate, healsound))
A_Chase();
}
//
// A_FindTracer
// Search for a valid tracer (seek target), if the calling actor doesn't already have one.
// args[0]: field-of-view to search in (degrees, in fixed point); if zero, will search in all directions
// args[1]: distance to search (map blocks, i.e. 128 units)
//
void A_FindTracer(double fov, int dist)
{
// note: mbf21 fov is the angle of the entire cone, while
// zdoom fov is defined as 1/2 of the cone, so halve it.
if (!tracer) tracer = RoughMonsterSearch(dist, fov: fov/2);
}
//
// A_ClearTracer
// Clear current tracer (seek target).
//
void A_ClearTracer()
{
tracer = NULL;
}
//
// A_JumpIfHealthBelow
// Jumps to a state if caller's health is below the specified threshold.
// args[0]: State to jump to
// args[1]: Health threshold
//
deprecated("2.3", "for Dehacked use only")
void MBF21_JumpIfHealthBelow(State tstate, int health)
{
if (self.health < health) self.SetState(tstate);
}
//
// A_JumpIfTargetInSight
// Jumps to a state if caller's target is in line-of-sight.
// args[0]: State to jump to
// args[1]: Field-of-view to check (degrees, in fixed point); if zero, will check in all directions
//
deprecated("2.3", "for Dehacked use only")
void MBF21_JumpIfTargetInSight(State tstate, double fov)
{
if (!target)
return;
// Check FOV first since it's faster
if (fov > 0 && !CheckFov(target, fov))
return;
if (CheckSight(target)) self.SetState(tstate);
}
//
// A_JumpIfTargetCloser
// Jumps to a state if caller's target is closer than the specified distance.
// args[0]: State to jump to
// args[1]: Distance threshold
//
deprecated("2.3", "for Dehacked use only")
void MBF21_JumpIfTargetCloser(State tstate, double dist)
{
if (!target)
return;
if (dist > Distance2D(target)) self.SetState(tstate);
}
//
// A_JumpIfTracerInSight
// Jumps to a state if caller's tracer (seek target) is in line-of-sight.
// args[0]: State to jump to
// args[1]: Field-of-view to check (degrees, in fixed point); if zero, will check in all directions
//
deprecated("2.3", "for Dehacked use only")
void MBF21_JumpIfTracerInSight(State tstate, double fov)
{
if (!tracer)
return;
// Check FOV first since it's faster
if (fov > 0 && !CheckFov(tracer, fov))
return;
if (CheckSight(tracer)) self.SetState(tstate);
}
//
// A_JumpIfTracerCloser
// Jumps to a state if caller's tracer (seek target) is closer than the specified distance.
// args[0]: State to jump to
// args[1]: Distance threshold (fixed point)
//
deprecated("2.3", "for Dehacked use only")
void MBF21_JumpIfTracerCloser(State tstate, double dist)
{
if (!tracer)
return;
if (dist > Distance2D(tracer)) self.SetState(tstate);
}
// These are native to lock away the insanity.
deprecated("2.3", "for Dehacked use only") native void MBF21_JumpIfFlagsSet(State tstate, int flags, int flags2);
deprecated("2.3", "for Dehacked use only") native void MBF21_AddFlags(int flags, int flags2);
deprecated("2.3", "for Dehacked use only") native void MBF21_RemoveFlags(int flags, int flags2);
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}
extend class Weapon
{
//
// A_WeaponProjectile
// A parameterized player weapon projectile attack. Does not consume ammo.
// args[0]: Type of actor to spawn
// args[1]: Angle (degrees, in fixed point), relative to calling player's angle
// args[2]: Pitch (degrees, in fixed point), relative to calling player's pitch; approximated
// args[3]: X/Y spawn offset, relative to calling player's angle
// args[4]: Z spawn offset, relative to player's default projectile fire height
//
deprecated("2.3", "for Dehacked use only")
void MBF21_WeaponProjectile(class<Actor> type, double angle, double pitch, double Spawnofs_xy, double Spawnofs_z)
{
if (!player || !type)
return;
FTranslatedLineTarget t;
angle += self.angle;
Vector2 ofs = AngleToVector(self.Angle - 90, spawnofs_xy);
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let mo = SpawnPlayerMissile(type, angle, ofs.x, ofs.y, Spawnofs_z, pLineTarget: t);
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if (!mo) return;
Pitch += mo.PitchFromVel();
mo.Vel3DFromAngle(mo.Speed, mo.angle, Pitch);
// set tracer to the player's autoaim target,
// so player seeker missiles prioritizing the
// baddie the player is actually aiming at. ;)
mo.tracer = t.linetarget;
}
//
// A_WeaponBulletAttack
// A parameterized player weapon bullet attack. Does not consume ammo.
// args[0]: Horizontal spread (degrees, in fixed point)
// args[1]: Vertical spread (degrees, in fixed point)
// args[2]: Number of bullets to fire; if not set, defaults to 1
// args[3]: Base damage of attack (e.g. for 5d3, customize the 5); if not set, defaults to 5
// args[4]: Attack damage modulus (e.g. for 5d3, customize the 3); if not set, defaults to 3
//
deprecated("2.3", "for Dehacked use only")
void MBF21_WeaponBulletAttack(double hspread, double vspread, int numbullets, int damagebase, int damagemod)
{
let bangle = angle;
let slope = BulletSlope();
for (int i = 0; i < numbullets; i++)
{
int damage = (random[mbf21]() % damagemod + 1) * damagebase;
let pangle = bangle + hspread * Random2[mbf21]() / 255.;
let pslope = slope + vspread * Random2[mbf21]() / 255.;
LineAttack(pangle, PLAYERMISSILERANGE, pslope, damage, "Hitscan", "Bulletpuff");
}
}
//
// A_WeaponMeleeAttack
// A parameterized player weapon melee attack.
// args[0]: Base damage of attack (e.g. for 2d10, customize the 2); if not set, defaults to 2
// args[1]: Attack damage modulus (e.g. for 2d10, customize the 10); if not set, defaults to 10
// args[2]: Berserk damage multiplier (fixed point); if not set, defaults to 1.0 (no change).
// args[3]: Sound to play if attack hits
// args[4]: Range (fixed point); if not set, defaults to player mobj's melee range
//
deprecated("2.3", "for Dehacked use only")
void MBF21_WeaponMeleeAttack(int damagebase, int damagemod, double zerkfactor, Sound hitsound, double range)
{
if (range == 0)
range = meleerange;
int damage = (Random[mbf21]() % damagemod + 1) * damagebase;
if (FindInventory("PowerStrength"))
damage = int(damage * zerkfactor);
// slight randomization; weird vanillaism here. :P
FTranslatedLineTarget t;
double ang = angle + Random2[mbf21]() * (5.625 / 256);
double pitch = AimLineAttack(ang, range + MELEEDELTA, t, 0., ALF_CHECK3D);
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LineAttack(ang, range, pitch, damage, 'Melee', "BulletPuff", LAF_ISMELEEATTACK, t);
// turn to face target
if (t.linetarget)
{
A_StartSound(hitsound, CHAN_WEAPON);
angle = t.angleFromSource;
}
}
//
// A_WeaponAlert
// Alerts monsters to the player's presence. Handy when combined with WPF_SILENT.
//
void A_WeaponAlert()
{
SoundAlert(self);
}
//
// A_WeaponJump
// Jumps to the specified state, with variable random chance.
// Basically the same as A_RandomJump, but for weapons.
// args[0]: State number
// args[1]: Chance, out of 255, to make the jump
//
deprecated("2.3", "for Dehacked use only")
action void MBF21_WeaponJump(State tstate, int chance)
{
if (stateinfo != null && stateinfo.mStateType == STATE_Psprite)
{
let player = self.player;
if (player == null) return;
if (random[mbf21]() < chance)
player.SetPSprite(stateinfo.mPSPIndex, tstate);
}
}
//
// A_ConsumeAmmo
// Subtracts ammo from the player's "inventory". 'Nuff said.
// args[0]: Amount of ammo to consume. If zero, use the weapon's ammo-per-shot amount.
//
deprecated("2.3", "for Dehacked use only")
void MBF21_ConsumeAmmo(int consume)
{
let player = self.player;
if (!player) return;
let weap = player.ReadyWeapon;
if (!weap) return;
if (consume == 0) consume = -1;
weap.DepleteAmmo(weap.bAltFire, false, consume, true);
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}
//
// A_CheckAmmo
// Jumps to a state if the player's ammo is lower than the specified amount.
// args[0]: State to jump to
// args[1]: Minimum required ammo to NOT jump. If zero, use the weapon's ammo-per-shot amount.
//
deprecated("2.3", "for Dehacked use only")
action void MBF21_CheckAmmo(State tstate, int amount)
{
if (stateinfo != null && stateinfo.mStateType == STATE_Psprite)
{
let player = self.player;
if (player == null) return;
let weap = player.ReadyWeapon;
if (!weap) return;
if (amount == 0) amount = -1;
if (!weap.CheckAmmo(weap.bAltFire ? AltFire : PrimaryFire, false, false, amount))
player.SetPSprite(stateinfo.mPSPIndex, tstate);
}
}
//
// A_RefireTo
// Jumps to a state if the player is holding down the fire button
// args[0]: State to jump to
// args[1]: If nonzero, skip the ammo check
//
deprecated("2.3", "for Dehacked use only")
action void MBF21_RefireTo(State tstate, int skipcheck)
{
if (stateinfo != null && stateinfo.mStateType == STATE_Psprite)
{
let player = self.player;
if (player == null) return;
let weap = player.ReadyWeapon;
if (!weap) return;
let pending = player.PendingWeapon != WP_NOCHANGE && (player.WeaponState & WF_REFIRESWITCHOK);
if (!skipcheck && !weap.CheckAmmo(weap.bAltFire ? AltFire : PrimaryFire, false, false)) return;
if ((player.cmd.buttons & BT_ATTACK)
&& !player.ReadyWeapon.bAltFire && !pending && player.health > 0)
{
player.SetPSprite(stateinfo.mPSPIndex, tstate);
}
}
}
//
// A_GunFlashTo
// Sets the weapon flash layer to the specified state.
// args[0]: State number
// args[1]: If nonzero, don't change the player actor state
//
deprecated("2.3", "for Dehacked use only")
void MBF21_GunFlashTo(State tstate, int dontchangeplayer)
{
let player = self.player;
if (player == null) return;
Weapon weapon = player.ReadyWeapon;
if (!weapon) return;
if (!dontchangeplayer) player.mo.PlayAttacking2();
player.SetPsprite(PSP_FLASH, tstate);
}
// needed to call A_SeekerMissile with proper defaults.
deprecated("2.3", "for Dehacked use only")
void MBF21_SeekTracer(double threshold, double turnmax)
{
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A_SeekerMissile(int(threshold), int(turnmax), flags: SMF_PRECISE); // args get truncated to ints here, but it's close enough
}
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}