mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-25 21:41:03 +00:00
- MBF21: added the weapon functions.
This commit is contained in:
parent
e63f3e394c
commit
483c1f6dcf
4 changed files with 244 additions and 8 deletions
|
@ -142,14 +142,20 @@ static TArray<StyleName> StyleNames;
|
||||||
static TArray<PClassActor *> AmmoNames;
|
static TArray<PClassActor *> AmmoNames;
|
||||||
static TArray<PClassActor *> WeaponNames;
|
static TArray<PClassActor *> WeaponNames;
|
||||||
|
|
||||||
|
struct MBFArgs
|
||||||
|
{
|
||||||
|
int64_t args[8];
|
||||||
|
int argsused;
|
||||||
|
};
|
||||||
|
static TMap<FState*, MBFArgs> stateargs;
|
||||||
|
|
||||||
// DeHackEd trickery to support MBF-style parameters
|
// DeHackEd trickery to support MBF-style parameters
|
||||||
// List of states that are hacked to use a codepointer
|
// List of states that are hacked to use a codepointer
|
||||||
struct MBFParamState
|
struct MBFParamState
|
||||||
{
|
{
|
||||||
FState *state;
|
FState *state;
|
||||||
int pointer;
|
int pointer;
|
||||||
int64_t args[8];
|
MBFArgs args;
|
||||||
int argsused;
|
|
||||||
};
|
};
|
||||||
static TArray<MBFParamState> MBFParamStates;
|
static TArray<MBFParamState> MBFParamStates;
|
||||||
// Data on how to correctly modify the codepointers
|
// Data on how to correctly modify the codepointers
|
||||||
|
@ -1508,8 +1514,7 @@ DehBits sbits[] = {
|
||||||
|
|
||||||
static int PatchFrame (int frameNum)
|
static int PatchFrame (int frameNum)
|
||||||
{
|
{
|
||||||
int args[8]{};
|
MBFArgs args{};
|
||||||
int argsused = 0;
|
|
||||||
int result;
|
int result;
|
||||||
int tics, misc1, frame;
|
int tics, misc1, frame;
|
||||||
FState *info, dummy;
|
FState *info, dummy;
|
||||||
|
@ -1542,7 +1547,8 @@ static int PatchFrame (int frameNum)
|
||||||
|
|
||||||
while ((result = GetLine ()) == 1)
|
while ((result = GetLine ()) == 1)
|
||||||
{
|
{
|
||||||
int val = atoi (Line2);
|
int64_t val64 = atoll(Line2);
|
||||||
|
int val = int(val64);
|
||||||
size_t keylen = strlen (Line1);
|
size_t keylen = strlen (Line1);
|
||||||
|
|
||||||
if (keylen == 8 && stricmp (Line1, "Duration") == 0)
|
if (keylen == 8 && stricmp (Line1, "Duration") == 0)
|
||||||
|
@ -1600,8 +1606,8 @@ static int PatchFrame (int frameNum)
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
args[arg] = val;
|
args.args[arg] = val64;
|
||||||
argsused |= (1 << arg);
|
args.argsused |= (1 << arg);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else if (stricmp(Line1, "MBF21 Bits") == 0)
|
else if (stricmp(Line1, "MBF21 Bits") == 0)
|
||||||
|
@ -1671,6 +1677,7 @@ static int PatchFrame (int frameNum)
|
||||||
info->Frame = frame & 0x3f;
|
info->Frame = frame & 0x3f;
|
||||||
if (frame & 0x8000) info->StateFlags |= STF_FULLBRIGHT;
|
if (frame & 0x8000) info->StateFlags |= STF_FULLBRIGHT;
|
||||||
else info->StateFlags &= ~STF_FULLBRIGHT;
|
else info->StateFlags &= ~STF_FULLBRIGHT;
|
||||||
|
stateargs.Insert(info, args);
|
||||||
}
|
}
|
||||||
|
|
||||||
return result;
|
return result;
|
||||||
|
@ -2905,6 +2912,7 @@ static void UnloadDehSupp ()
|
||||||
{
|
{
|
||||||
SetDehParams(MBFParamStates[i].state, MBFParamStates[i].pointer, disasmdump, &MBFParamStates[i]);
|
SetDehParams(MBFParamStates[i].state, MBFParamStates[i].pointer, disasmdump, &MBFParamStates[i]);
|
||||||
}
|
}
|
||||||
|
stateargs.Clear();
|
||||||
MBFParamStates.Clear();
|
MBFParamStates.Clear();
|
||||||
MBFParamStates.ShrinkToFit();
|
MBFParamStates.ShrinkToFit();
|
||||||
MBFCodePointers.Clear();
|
MBFCodePointers.Clear();
|
||||||
|
|
|
@ -1208,4 +1208,13 @@ Aliases
|
||||||
A_JumpIfTracerCloser, MBF21_JumpIfTracerCloser,
|
A_JumpIfTracerCloser, MBF21_JumpIfTracerCloser,
|
||||||
A_JumpIfTracerInSight, MBF21_JumpIfTracerInSight,
|
A_JumpIfTracerInSight, MBF21_JumpIfTracerInSight,
|
||||||
A_JumpIfTracerCloser, MBF21_JumpIfTracerCloser,
|
A_JumpIfTracerCloser, MBF21_JumpIfTracerCloser,
|
||||||
|
A_WeaponProjectile, MBF21_WeaponProjectile,
|
||||||
|
A_WeaponBulletAttack, MBF21_WeaponBulletAttack,
|
||||||
|
A_WeaponMeleeAttack, MBF21_WeaponMeleeAttack,
|
||||||
|
A_WeaponSound, A_PlayWeaponSound,
|
||||||
|
A_WeaponJump, MBF21_WeaponJump,
|
||||||
|
A_ConsumeAmmo, MBF21_ConsumeAmmo,
|
||||||
|
A_CheckAmmo, MBF21_CheckAmmo,
|
||||||
|
A_RefireTo, MBF21_RefireTo,
|
||||||
|
A_GunFlashTo, MBF21_GunFlashTo,
|
||||||
};
|
};
|
||||||
|
|
|
@ -46,7 +46,6 @@ version "4.5"
|
||||||
#include "zscript/actors/actions.zs"
|
#include "zscript/actors/actions.zs"
|
||||||
#include "zscript/actors/attacks.zs"
|
#include "zscript/actors/attacks.zs"
|
||||||
#include "zscript/actors/morph.zs"
|
#include "zscript/actors/morph.zs"
|
||||||
#include "zscript/actors/mbf21.zs"
|
|
||||||
|
|
||||||
#include "zscript/actors/inventory/inventory.zs"
|
#include "zscript/actors/inventory/inventory.zs"
|
||||||
#include "zscript/actors/inventory/inv_misc.zs"
|
#include "zscript/actors/inventory/inv_misc.zs"
|
||||||
|
@ -292,3 +291,4 @@ version "4.5"
|
||||||
|
|
||||||
#include "zscript/compatibility.zs"
|
#include "zscript/compatibility.zs"
|
||||||
#include "zscript/scriptutil/scriptutil.zs"
|
#include "zscript/scriptutil/scriptutil.zs"
|
||||||
|
#include "zscript/actors/mbf21.zs"
|
||||||
|
|
|
@ -168,6 +168,15 @@ extend class Actor
|
||||||
targ.TraceBleed(newdam > 0 ? newdam : damage, self);
|
targ.TraceBleed(newdam > 0 ? newdam : damage, self);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//
|
||||||
|
// 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_HealChase
|
||||||
// A parameterized version of A_VileChase.
|
// A parameterized version of A_VileChase.
|
||||||
|
@ -286,3 +295,213 @@ extend class Actor
|
||||||
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_AddFlags(int flags, int flags2);
|
||||||
deprecated("2.3", "for Dehacked use only") native void MBF21_RemoveFlags(int flags, int flags2);
|
deprecated("2.3", "for Dehacked use only") native void MBF21_RemoveFlags(int flags, int flags2);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
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;
|
||||||
|
double x = Spawnofs_xy * cos(angle);
|
||||||
|
double y = Spawnofs_xy * sin(angle);
|
||||||
|
let pos = self.Vec3Offset(x, y, Spawnofs_z);
|
||||||
|
|
||||||
|
let mo = SpawnPlayerMissile(type, angle, pos.X, pos.Y, pos.Z, pLineTarget: t);
|
||||||
|
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, MeleeRange, t, 0., ALF_CHECK3D);
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
|
||||||
|
//
|
||||||
|
// 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);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
Loading…
Reference in a new issue