- scriptified A_FireShotgun and A_FireChaingun.

This commit is contained in:
Christoph Oelckers 2016-11-19 16:39:45 +01:00
parent d50da34664
commit 0b70df88d8
9 changed files with 247 additions and 243 deletions

View file

@ -15,6 +15,7 @@
#include "doomstat.h"
*/
void P_SetSafeFlash(AWeapon *weapon, player_t *player, FState *flashstate, int index);
static FRandom pr_saw ("Saw");
static FRandom pr_fireshotgun2 ("FireSG2");
static FRandom pr_fireplasma ("FirePlasma");
@ -38,28 +39,6 @@ enum SAW_Flags
};
static FRandom pr_gunshot("GunShot");
//
// P_GunShot
//
void P_GunShot(AActor *mo, bool accurate, PClassActor *pufftype, DAngle pitch)
{
DAngle angle;
int damage;
damage = 5 * (pr_gunshot() % 3 + 1);
angle = mo->Angles.Yaw;
if (!accurate)
{
angle += pr_gunshot.Random2() * (5.625 / 256);
}
P_LineAttack(mo, angle, PLAYERMISSILERANGE, pitch, damage, NAME_Hitscan, pufftype);
}
DEFINE_ACTION_FUNCTION(AActor, A_Saw)
{
PARAM_ACTION_PROLOGUE(AActor);
@ -199,40 +178,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_Saw)
return 0;
}
//
// A_FireShotgun
//
DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun)
{
PARAM_ACTION_PROLOGUE(AActor);
int i;
player_t *player;
if (nullptr == (player = self->player))
{
return 0;
}
S_Sound (self, CHAN_WEAPON, "weapons/shotgf", 1, ATTN_NORM);
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != nullptr && ACTION_CALL_FROM_PSPRITE())
{
if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
return 0;
P_SetPsprite(player, PSP_FLASH, weapon->FindState(NAME_Flash), true);
}
player->mo->PlayAttacking2 ();
DAngle pitch = P_BulletSlope (self);
for (i = 0; i < 7; i++)
{
P_GunShot (self, false, PClass::FindActor(NAME_BulletPuff), pitch);
}
return 0;
}
//
// A_FireShotgun2
//
@ -283,98 +228,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun2)
return 0;
}
//------------------------------------------------------------------------------------
//
// Setting a random flash like some of Doom's weapons can easily crash when the
// definition is overridden incorrectly so let's check that the state actually exists.
// Be aware though that this will not catch all DEHACKED related problems. But it will
// find all DECORATE related ones.
//
//------------------------------------------------------------------------------------
void P_SetSafeFlash(AWeapon *weapon, player_t *player, FState *flashstate, int index)
{
PClassActor *cls = weapon->GetClass();
while (cls != RUNTIME_CLASS(AWeapon))
{
if (flashstate >= cls->OwnedStates && flashstate < cls->OwnedStates + cls->NumOwnedStates)
{
// The flash state belongs to this class.
// Now let's check if the actually wanted state does also
if (flashstate + index < cls->OwnedStates + cls->NumOwnedStates)
{
// we're ok so set the state
P_SetPsprite(player, PSP_FLASH, flashstate + index, true);
return;
}
else
{
// oh, no! The state is beyond the end of the state table so use the original flash state.
P_SetPsprite(player, PSP_FLASH, flashstate, true);
return;
}
}
// try again with parent class
cls = static_cast<PClassActor *>(cls->ParentClass);
}
// if we get here the state doesn't seem to belong to any class in the inheritance chain
// This can happen with Dehacked if the flash states are remapped.
// The only way to check this would be to go through all Dehacked modifiable actors, convert
// their states into a single flat array and find the correct one.
// Rather than that, just check to make sure it belongs to something.
if (FState::StaticFindStateOwner(flashstate + index) == NULL)
{ // Invalid state. With no index offset, it should at least be valid.
index = 0;
}
P_SetPsprite(player, PSP_FLASH, flashstate + index, true);
}
//
// A_FireCGun
//
DEFINE_ACTION_FUNCTION(AActor, A_FireCGun)
{
PARAM_ACTION_PROLOGUE(AActor);
player_t *player;
if (self == nullptr || nullptr == (player = self->player))
{
return 0;
}
AWeapon *weapon = player->ReadyWeapon;
if (weapon != nullptr && ACTION_CALL_FROM_PSPRITE())
{
if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
return 0;
S_Sound (self, CHAN_WEAPON, "weapons/chngun", 1, ATTN_NORM);
FState *flash = weapon->FindState(NAME_Flash);
if (flash != nullptr)
{
// [RH] Fix for Sparky's messed-up Dehacked patch! Blargh!
FState * atk = weapon->FindState(NAME_Fire);
int theflash = clamp (int(player->GetPSprite(PSP_WEAPON)->GetState() - atk), 0, 1);
if (flash[theflash].sprite != flash->sprite)
{
theflash = 0;
}
P_SetSafeFlash (weapon, player, flash, theflash);
}
}
player->mo->PlayAttacking2 ();
P_GunShot (self, !player->refire, PClass::FindActor(NAME_BulletPuff), P_BulletSlope (self));
return 0;
}
//
// A_FireMissile
//

View file

@ -29,6 +29,7 @@
#include "d_player.h"
#include "serializer.h"
#include "v_text.h"
#include "cmdlib.h"
// MACROS ------------------------------------------------------------------
@ -98,13 +99,20 @@ static const FGenericButtons ButtonChecks[] =
//
//------------------------------------------------------------------------
IMPLEMENT_CLASS(DPSprite, false, true, false, false)
IMPLEMENT_CLASS(DPSprite, false, true, true, false)
IMPLEMENT_POINTERS_START(DPSprite)
IMPLEMENT_POINTER(Caller)
IMPLEMENT_POINTER(Next)
IMPLEMENT_POINTERS_END
void DPSprite::InitNativeFields()
{
auto meta = RUNTIME_CLASS(DPSprite);
meta->AddNativeField("State", TypeState, myoffsetof(DPSprite, State), VARF_ReadOnly);
}
//------------------------------------------------------------------------
//
//
@ -254,6 +262,14 @@ DPSprite *player_t::GetPSprite(PSPLayers layer)
return pspr;
}
DEFINE_ACTION_FUNCTION(_Player, GetPSprite) // the underscore is needed to get past the name mangler which removes the first clas name character to match the class representation (needs to be fixed in a later commit)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
PARAM_INT(id);
ACTION_RETURN_OBJECT(self->GetPSprite((PSPLayers)id));
}
//---------------------------------------------------------------------------
//
// PROC P_NewPspriteTick
@ -1561,6 +1577,63 @@ void player_t::DestroyPSprites()
}
}
//------------------------------------------------------------------------------------
//
// Setting a random flash like some of Doom's weapons can easily crash when the
// definition is overridden incorrectly so let's check that the state actually exists.
// Be aware though that this will not catch all DEHACKED related problems. But it will
// find all DECORATE related ones.
//
//------------------------------------------------------------------------------------
void P_SetSafeFlash(AWeapon *weapon, player_t *player, FState *flashstate, int index)
{
PClassActor *cls = weapon->GetClass();
while (cls != RUNTIME_CLASS(AWeapon))
{
if (flashstate >= cls->OwnedStates && flashstate < cls->OwnedStates + cls->NumOwnedStates)
{
// The flash state belongs to this class.
// Now let's check if the actually wanted state does also
if (flashstate + index < cls->OwnedStates + cls->NumOwnedStates)
{
// we're ok so set the state
P_SetPsprite(player, PSP_FLASH, flashstate + index, true);
return;
}
else
{
// oh, no! The state is beyond the end of the state table so use the original flash state.
P_SetPsprite(player, PSP_FLASH, flashstate, true);
return;
}
}
// try again with parent class
cls = static_cast<PClassActor *>(cls->ParentClass);
}
// if we get here the state doesn't seem to belong to any class in the inheritance chain
// This can happen with Dehacked if the flash states are remapped.
// The only way to check this would be to go through all Dehacked modifiable actors, convert
// their states into a single flat array and find the correct one.
// Rather than that, just check to make sure it belongs to something.
if (FState::StaticFindStateOwner(flashstate + index) == NULL)
{ // Invalid state. With no index offset, it should at least be valid.
index = 0;
}
P_SetPsprite(player, PSP_FLASH, flashstate + index, true);
}
DEFINE_ACTION_FUNCTION(_Player, SetSafeFlash)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
PARAM_OBJECT(weapon, AWeapon);
PARAM_POINTER(state, FState);
PARAM_INT(index);
P_SetSafeFlash(weapon, self, state, index);
return 0;
}
//------------------------------------------------------------------------
//
//

View file

@ -59,6 +59,7 @@ enum PSPFlags
class DPSprite : public DObject
{
DECLARE_CLASS (DPSprite, DObject)
HAS_FIELDS
HAS_OBJECT_POINTERS
public:
DPSprite(player_t *owner, AActor *caller, int id);

View file

@ -50,6 +50,8 @@ zscript/doom/keen.txt
zscript/doom/bossbrain.txt
zscript/doom/weaponfist.txt
zscript/doom/weaponpistol.txt
zscript/doom/weaponshotgun.txt
zscript/doom/weaponchaingun.txt
zscript/doom/deadthings.txt
zscript/doom/doomammo.txt

View file

@ -54,54 +54,6 @@ class Chainsaw : Weapon
}
// --------------------------------------------------------------------------
//
// Shotgun
//
// --------------------------------------------------------------------------
class Shotgun : DoomWeapon
{
Default
{
Weapon.SelectionOrder 1300;
Weapon.AmmoUse 1;
Weapon.AmmoGive 8;
Weapon.AmmoType "Shell";
Inventory.PickupMessage "$GOTSHOTGUN";
Obituary "$OB_MPSHOTGUN";
Tag "$TAG_SHOTGUN";
}
States
{
Ready:
SHTG A 1 A_WeaponReady;
Loop;
Deselect:
SHTG A 1 A_Lower;
Loop;
Select:
SHTG A 1 A_Raise;
Loop;
Fire:
SHTG A 3;
SHTG A 7 A_FireShotgun;
SHTG BC 5;
SHTG D 4;
SHTG CB 5;
SHTG A 3;
SHTG A 7 A_ReFire;
Goto Ready;
Flash:
SHTF A 4 Bright A_Light1;
SHTF B 3 Bright A_Light2;
Goto LightDone;
Spawn:
SHOT A -1;
Stop;
}
}
// --------------------------------------------------------------------------
//
// Shotgun
@ -157,50 +109,6 @@ class SuperShotgun : DoomWeapon
}
}
// --------------------------------------------------------------------------
//
// Chaingun
//
// --------------------------------------------------------------------------
class Chaingun : DoomWeapon
{
Default
{
Weapon.SelectionOrder 700;
Weapon.AmmoUse 1;
Weapon.AmmoGive 20;
Weapon.AmmoType "Clip";
Inventory.PickupMessage "$GOTCHAINGUN";
Obituary "$OB_MPCHAINGUN";
Tag "$TAG_CHAINGUN";
}
States
{
Ready:
CHGG A 1 A_WeaponReady;
Loop;
Deselect:
CHGG A 1 A_Lower;
Loop;
Select:
CHGG A 1 A_Raise;
Loop;
Fire:
CHGG AB 4 A_FireCGun;
CHGG B 0 A_ReFire;
Goto Ready;
Flash:
CHGF A 5 Bright A_Light1;
Goto LightDone;
CHGF B 5 Bright A_Light2;
Goto LightDone;
Spawn:
MGUN A -1;
Stop;
}
}
// --------------------------------------------------------------------------
//
// Rocket launcher

View file

@ -0,0 +1,82 @@
// --------------------------------------------------------------------------
//
// Chaingun
//
// --------------------------------------------------------------------------
class Chaingun : DoomWeapon
{
Default
{
Weapon.SelectionOrder 700;
Weapon.AmmoUse 1;
Weapon.AmmoGive 20;
Weapon.AmmoType "Clip";
Inventory.PickupMessage "$GOTCHAINGUN";
Obituary "$OB_MPCHAINGUN";
Tag "$TAG_CHAINGUN";
}
States
{
Ready:
CHGG A 1 A_WeaponReady;
Loop;
Deselect:
CHGG A 1 A_Lower;
Loop;
Select:
CHGG A 1 A_Raise;
Loop;
Fire:
CHGG AB 4 A_FireCGun;
CHGG B 0 A_ReFire;
Goto Ready;
Flash:
CHGF A 5 Bright A_Light1;
Goto LightDone;
CHGF B 5 Bright A_Light2;
Goto LightDone;
Spawn:
MGUN A -1;
Stop;
}
}
//===========================================================================
//
// Code (must be attached to StateProvider)
//
//===========================================================================
extend class StateProvider
{
action void A_FireCGun()
{
if (player == null)
{
return;
}
Weapon weap = player.ReadyWeapon;
if (weap != null && invoker == weap && stateinfo != null && stateinfo.mStateType == STATE_Psprite)
{
if (!weap.DepleteAmmo (weap.bAltFire, true, 1))
return;
A_PlaySound ("weapons/chngun", CHAN_WEAPON);
State flash = weap.FindState('Flash');
if (flash != null)
{
// Removed most of the mess that was here in the C++ code because SetSafeFlash already does some thorough validation.
State atk = weap.FindState('Fire');
State cur = player.GetPSprite(PSP_WEAPON).State;
int theflash = atk == cur? 0:1;
player.SetSafeFlash(weap, flash, theflash);
}
}
player.mo.PlayAttacking2 ();
GunShot (!player.refire, "BulletPuff", BulletSlope ());
}
}

View file

@ -0,0 +1,85 @@
// --------------------------------------------------------------------------
//
// Shotgun
//
// --------------------------------------------------------------------------
class Shotgun : DoomWeapon
{
Default
{
Weapon.SelectionOrder 1300;
Weapon.AmmoUse 1;
Weapon.AmmoGive 8;
Weapon.AmmoType "Shell";
Inventory.PickupMessage "$GOTSHOTGUN";
Obituary "$OB_MPSHOTGUN";
Tag "$TAG_SHOTGUN";
}
States
{
Ready:
SHTG A 1 A_WeaponReady;
Loop;
Deselect:
SHTG A 1 A_Lower;
Loop;
Select:
SHTG A 1 A_Raise;
Loop;
Fire:
SHTG A 3;
SHTG A 7 A_FireShotgun;
SHTG BC 5;
SHTG D 4;
SHTG CB 5;
SHTG A 3;
SHTG A 7 A_ReFire;
Goto Ready;
Flash:
SHTF A 4 Bright A_Light1;
SHTF B 3 Bright A_Light2;
Goto LightDone;
Spawn:
SHOT A -1;
Stop;
}
}
//===========================================================================
//
// Code (must be attached to StateProvider)
//
//===========================================================================
extend class StateProvider
{
action void A_FireShotgun()
{
if (player == null)
{
return;
}
A_PlaySound ("weapons/shotgf", CHAN_WEAPON);
Weapon weap = player.ReadyWeapon;
if (weap != null && invoker == weap && stateinfo != null && stateinfo.mStateType == STATE_Psprite)
{
if (!weap.DepleteAmmo (weap.bAltFire, true, 1))
return;
player.SetPsprite(PSP_FLASH, weap.FindState('Flash'), true);
}
player.mo.PlayAttacking2 ();
double pitch = BulletSlope ();
for (int i = 0; i < 7; i++)
{
GunShot (false, "BulletPuff", pitch);
}
}
}

View file

@ -49,14 +49,12 @@ class StateProvider : Inventory native
action native void A_WeaponReady(int flags = 0);
action native void A_Lower();
action native void A_Raise();
action native void A_FireShotgun();
action native void A_FireShotgun2();
action void A_OpenShotgun2() { A_PlaySound("weapons/sshoto", CHAN_WEAPON); }
action void A_LoadShotgun2() { A_PlaySound("weapons/sshotl", CHAN_WEAPON); }
action void A_CloseShotgun2() { A_PlaySound("weapons/sshotc", CHAN_WEAPON); }
action native void A_FireCGun();
action native void A_FireSTGrenade(class<Actor> grenadetype = "Grenade");
action native void A_FireMissile();
action native void A_FirePlasma();

View file

@ -76,4 +76,6 @@ class PSprite : Object native
struct Player native
{
native void SetPsprite(int id, State stat, bool pending = false);
native void SetSafeFlash(Weapon weap, State flashstate, int index);
native PSprite GetPSprite(int id);
}