- scriptified the remaining Cleric weapons.

This commit is contained in:
Christoph Oelckers 2016-11-26 19:23:22 +01:00
parent 659a592f16
commit 997e4a2ac4
11 changed files with 210 additions and 272 deletions

View file

@ -855,8 +855,6 @@ set( NOT_COMPILED_SOURCE_FILES
${OTHER_SYSTEM_SOURCES} ${OTHER_SYSTEM_SOURCES}
sc_man_scanner.h sc_man_scanner.h
sc_man_scanner.re sc_man_scanner.re
g_hexen/a_clericmace.cpp
g_hexen/a_clericstaff.cpp
g_hexen/a_fighteraxe.cpp g_hexen/a_fighteraxe.cpp
g_hexen/a_fighterhammer.cpp g_hexen/a_fighterhammer.cpp
g_hexen/a_fighterplayer.cpp g_hexen/a_fighterplayer.cpp

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@ -1,59 +0,0 @@
/*
#include "m_random.h"
#include "p_local.h"
#include "a_hexenglobal.h"
#include "vm.h"
*/
static FRandom pr_maceatk ("CMaceAttack");
//===========================================================================
//
// A_CMaceAttack
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_CMaceAttack)
{
PARAM_ACTION_PROLOGUE(AActor);
DAngle angle;
int damage;
DAngle slope;
int i;
player_t *player;
FTranslatedLineTarget t;
if (NULL == (player = self->player))
{
return 0;
}
PClassActor *hammertime = PClass::FindActor("HammerPuff");
damage = 25+(pr_maceatk()&15);
for (i = 0; i < 16; i++)
{
for (int j = 1; j >= -1; j -= 2)
{
angle = player->mo->Angles.Yaw + j*i*(45. / 16);
slope = P_AimLineAttack(player->mo, angle, 2 * MELEERANGE, &t);
if (t.linetarget)
{
P_LineAttack(player->mo, angle, 2 * MELEERANGE, slope, damage, NAME_Melee, hammertime, true, &t);
if (t.linetarget != NULL)
{
AdjustPlayerAngle(player->mo, &t);
return 0;
}
}
}
}
// didn't find any creatures, so try to strike any walls
player->mo->weaponspecial = 0;
angle = player->mo->Angles.Yaw;
slope = P_AimLineAttack (player->mo, angle, MELEERANGE);
P_LineAttack (player->mo, angle, MELEERANGE, slope, damage, NAME_Melee, hammertime);
return 0;
}

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@ -1,199 +0,0 @@
/*
#include "actor.h"
#include "gi.h"
#include "m_random.h"
#include "s_sound.h"
#include "d_player.h"
#include "a_action.h"
#include "p_local.h"
#include "a_action.h"
#include "p_pspr.h"
#include "gstrings.h"
#include "a_hexenglobal.h"
#include "vm.h"
*/
static FRandom pr_staffcheck ("CStaffCheck");
static FRandom pr_blink ("CStaffBlink");
// Serpent Staff Missile ----------------------------------------------------
class ACStaffMissile : public AActor
{
DECLARE_CLASS (ACStaffMissile, AActor)
public:
int DoSpecialDamage (AActor *target, int damage, FName damagetype);
};
IMPLEMENT_CLASS(ACStaffMissile, false, false)
int ACStaffMissile::DoSpecialDamage (AActor *target, int damage, FName damagetype)
{
// Cleric Serpent Staff does poison damage
if (target->player)
{
P_PoisonPlayer (target->player, this, this->target, 20);
damage >>= 1;
}
return damage;
}
//============================================================================
//
// A_CStaffCheck
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheck)
{
PARAM_ACTION_PROLOGUE(AActor);
APlayerPawn *pmo;
int damage;
int newLife, max;
DAngle angle;
DAngle slope;
int i;
player_t *player;
FTranslatedLineTarget t;
PClassActor *puff;
if (nullptr == (player = self->player))
{
return 0;
}
AWeapon *weapon = self->player->ReadyWeapon;
pmo = player->mo;
damage = 20 + (pr_staffcheck() & 15);
max = pmo->GetMaxHealth();
puff = PClass::FindActor("CStaffPuff");
for (i = 0; i < 3; i++)
{
for (int j = 1; j >= -1; j -= 2)
{
angle = pmo->Angles.Yaw + j*i*(45. / 16);
slope = P_AimLineAttack(pmo, angle, 1.5 * MELEERANGE, &t, 0., ALF_CHECK3D);
if (t.linetarget)
{
P_LineAttack(pmo, angle, 1.5 * MELEERANGE, slope, damage, NAME_Melee, puff, false, &t);
if (t.linetarget != nullptr)
{
pmo->Angles.Yaw = t.angleFromSource;
if (((t.linetarget->player && (!t.linetarget->IsTeammate(pmo) || level.teamdamage != 0)) || t.linetarget->flags3&MF3_ISMONSTER)
&& (!(t.linetarget->flags2&(MF2_DORMANT | MF2_INVULNERABLE))))
{
newLife = player->health + (damage >> 3);
newLife = newLife > max ? max : newLife;
if (newLife > player->health)
{
pmo->health = player->health = newLife;
}
if (weapon != nullptr)
{
FState * newstate = weapon->FindState("Drain");
if (newstate != nullptr) P_SetPsprite(player, PSP_WEAPON, newstate);
}
}
if (weapon != nullptr)
{
weapon->DepleteAmmo(weapon->bAltFire, false);
}
}
return 0;
}
}
}
return 0;
}
//============================================================================
//
// A_CStaffAttack
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_CStaffAttack)
{
PARAM_ACTION_PROLOGUE(AActor);
AActor *mo;
player_t *player;
if (NULL == (player = self->player))
{
return 0;
}
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return 0;
}
mo = P_SpawnPlayerMissile (self, RUNTIME_CLASS(ACStaffMissile), self->Angles.Yaw - 3.0);
if (mo)
{
mo->WeaveIndexXY = 32;
}
mo = P_SpawnPlayerMissile (self, RUNTIME_CLASS(ACStaffMissile), self->Angles.Yaw + 3.0);
if (mo)
{
mo->WeaveIndexXY = 0;
}
S_Sound (self, CHAN_WEAPON, "ClericCStaffFire", 1, ATTN_NORM);
return 0;
}
//============================================================================
//
// A_CStaffMissileSlither
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_CStaffMissileSlither)
{
PARAM_SELF_PROLOGUE(AActor);
A_Weave(self, 3, 0, 1., 0.);
return 0;
}
//============================================================================
//
// A_CStaffInitBlink
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_CStaffInitBlink)
{
PARAM_ACTION_PROLOGUE(AActor);
self->weaponspecial = (pr_blink()>>1)+20;
return 0;
}
//============================================================================
//
// A_CStaffCheckBlink
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheckBlink)
{
PARAM_ACTION_PROLOGUE(AActor);
if (self->player && self->player->ReadyWeapon)
{
if (!--self->weaponspecial)
{
P_SetPsprite(self->player, PSP_WEAPON, self->player->ReadyWeapon->FindState ("Blink"));
self->weaponspecial = (pr_blink()+50)>>2;
}
else
{
DoReadyWeapon(self);
}
}
return 0;
}

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@ -24,8 +24,6 @@
#include "serializer.h" #include "serializer.h"
// Include all the Hexen stuff here to reduce compile time // Include all the Hexen stuff here to reduce compile time
#include "a_clericmace.cpp"
#include "a_clericstaff.cpp"
#include "a_fighteraxe.cpp" #include "a_fighteraxe.cpp"
#include "a_fighterhammer.cpp" #include "a_fighterhammer.cpp"
#include "a_fighterplayer.cpp" #include "a_fighterplayer.cpp"

View file

@ -1734,6 +1734,15 @@ bool P_PoisonPlayer (player_t *player, AActor *poisoner, AActor *source, int poi
return true; return true;
} }
DEFINE_ACTION_FUNCTION(_PlayerInfo, PoisonPlayer)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
PARAM_OBJECT(poisoner, AActor);
PARAM_OBJECT(source, AActor);
PARAM_INT(poison);
ACTION_RETURN_BOOL(P_PoisonPlayer(self, poisoner, source, poison));
}
//========================================================================== //==========================================================================
// //
// P_PoisonDamage - Similar to P_DamageMobj // P_PoisonDamage - Similar to P_DamageMobj

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@ -1207,6 +1207,12 @@ int APlayerPawn::GetMaxHealth() const
return MaxHealth > 0? MaxHealth : ((i_compatflags&COMPATF_DEHHEALTH)? 100 : deh.MaxHealth); return MaxHealth > 0? MaxHealth : ((i_compatflags&COMPATF_DEHHEALTH)? 100 : deh.MaxHealth);
} }
DEFINE_ACTION_FUNCTION(APlayerPawn, GetMaxHealth)
{
PARAM_SELF_PROLOGUE(APlayerPawn);
ACTION_RETURN_INT(self->GetMaxHealth());
}
//=========================================================================== //===========================================================================
// //
// APlayerPawn :: UpdateWaterLevel // APlayerPawn :: UpdateWaterLevel

View file

@ -406,10 +406,12 @@ void ParseScripts()
int lump, lastlump = 0; int lump, lastlump = 0;
FScriptPosition::ResetErrorCounter(); FScriptPosition::ResetErrorCounter();
while ((lump = Wads.FindLump("ZSCRIPT", &lastlump)) != -1) while ((lump = Wads.FindLump("ZSCRIPT", &lastlump)) != -1)
{ {
DoParse(lump); DoParse(lump);
} }
} }
/* /*

View file

@ -592,7 +592,6 @@ class Actor : Thinker native
native void A_FreezeDeathChunks(); native void A_FreezeDeathChunks();
native void A_GenericFreezeDeath(); native void A_GenericFreezeDeath();
native void A_IceGuyDie(); native void A_IceGuyDie();
native void A_CStaffMissileSlither();
native void A_PlayerScream(); native void A_PlayerScream();
native void A_SkullPop(class<PlayerChunk> skulltype = "BloodySkull"); native void A_SkullPop(class<PlayerChunk> skulltype = "BloodySkull");
native void A_CheckPlayerDone(); native void A_CheckPlayerDone();

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@ -13,8 +13,6 @@ class CWeapMace : ClericWeapon
Tag "$TAG_CWEAPMACE"; Tag "$TAG_CWEAPMACE";
} }
action native void A_CMaceAttack();
States States
{ {
Select: Select:
@ -46,4 +44,44 @@ class CWeapMace : ClericWeapon
CMCE A 1 Offset (8, 45); CMCE A 1 Offset (8, 45);
Goto Ready; Goto Ready;
} }
//===========================================================================
//
// A_CMaceAttack
//
//===========================================================================
action void A_CMaceAttack()
{
FTranslatedLineTarget t;
if (player == null)
{
return;
}
int damage = 25+(random[MaceAtk]()&15);
for (int i = 0; i < 16; i++)
{
for (int j = 1; j >= -1; j -= 2)
{
double ang = angle + j*i*(45. / 16);
double slope = AimLineAttack(ang, 2 * MELEERANGE, t);
if (t.linetarget)
{
LineAttack(ang, 2 * MELEERANGE, slope, damage, 'Melee', "HammerPuff", true, t);
if (t.linetarget != null)
{
AdjustPlayerAngle(t);
return;
}
}
}
}
// didn't find any creatures, so try to strike any walls
weaponspecial = 0;
double slope = AimLineAttack (angle, MELEERANGE);
LineAttack (angle, MELEERANGE, slope, damage, 'Melee', "HammerPuff");
}
} }

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@ -16,11 +16,6 @@ class CWeapStaff : ClericWeapon
Tag "$TAG_CWEAPSTAFF"; Tag "$TAG_CWEAPSTAFF";
} }
action native void A_CStaffInitBlink();
action native void A_CStaffCheckBlink();
action native void A_CStaffCheck();
action native void A_CStaffAttack();
States States
{ {
Spawn: Spawn:
@ -55,11 +50,132 @@ class CWeapStaff : ClericWeapon
CSSF K 10 Offset (0, 36); CSSF K 10 Offset (0, 36);
Goto Ready + 2; Goto Ready + 2;
} }
//============================================================================
//
// A_CStaffCheck
//
//============================================================================
action void A_CStaffCheck()
{
FTranslatedLineTarget t;
if (player == null)
{
return;
}
Weapon weapon = player.ReadyWeapon;
int damage = 20 + (random[StaffCheck]() & 15);
int max = player.mo.GetMaxHealth();
for (int i = 0; i < 3; i++)
{
for (int j = 1; j >= -1; j -= 2)
{
double ang = angle + j*i*(45. / 16);
double slope = AimLineAttack(ang, 1.5 * MELEERANGE, t, 0., ALF_CHECK3D);
if (t.linetarget)
{
LineAttack(ang, 1.5 * MELEERANGE, slope, damage, 'Melee', "CStaffPuff", false, t);
if (t.linetarget != null)
{
angle = t.angleFromSource;
if (((t.linetarget.player && (!t.linetarget.IsTeammate(self) || level.teamdamage != 0)) || t.linetarget.bIsMonster)
&& (!t.linetarget.bDormant && !bInvulnerable))
{
int newLife = player.health + (damage >> 3);
newLife = newLife > max ? max : newLife;
if (newLife > player.health)
{
health = player.health = newLife;
}
if (weapon != null)
{
State newstate = weapon.FindState("Drain");
if (newstate != null) player.SetPsprite(PSP_WEAPON, newstate);
}
}
if (weapon != null)
{
weapon.DepleteAmmo(weapon.bAltFire, false);
}
}
return;
}
}
}
}
//============================================================================
//
// A_CStaffAttack
//
//============================================================================
action void A_CStaffAttack()
{
if (player == null)
{
return;
}
Weapon weapon = player.ReadyWeapon;
if (weapon != null)
{
if (!weapon.DepleteAmmo (weapon.bAltFire))
return;
}
Actor mo = SpawnPlayerMissile ("CStaffMissile", angle - 3.0);
if (mo)
{
mo.WeaveIndexXY = 32;
}
mo = SpawnPlayerMissile ("CStaffMissile", angle + 3.0);
if (mo)
{
mo.WeaveIndexXY = 0;
}
A_PlaySound ("ClericCStaffFire", CHAN_WEAPON);
}
//============================================================================
//
// A_CStaffInitBlink
//
//============================================================================
action void A_CStaffInitBlink()
{
weaponspecial = (random[CStaffBlink]() >> 1) + 20;
}
//============================================================================
//
// A_CStaffCheckBlink
//
//============================================================================
action void A_CStaffCheckBlink()
{
if (player && player.ReadyWeapon)
{
if (!--weaponspecial)
{
player.SetPsprite(PSP_WEAPON, player.ReadyWeapon.FindState ("Blink"));
weaponspecial = (random[CStaffBlink]() + 50) >> 2;
}
else
{
A_WeaponReady();
}
}
}
} }
// Serpent Staff Missile ---------------------------------------------------- // Serpent Staff Missile ----------------------------------------------------
class CStaffMissile : Actor native class CStaffMissile : Actor
{ {
Default Default
{ {
@ -82,6 +198,34 @@ class CStaffMissile : Actor native
CSSF HI 3 Bright; CSSF HI 3 Bright;
Stop; Stop;
} }
override int DoSpecialDamage (Actor target, int damage, Name damagetype)
{
// Cleric Serpent Staff does poison damage
if (target.player)
{
target.player.PoisonPlayer (self, self.target, 20);
damage >>= 1;
}
return damage;
}
}
extend class Actor
{
//============================================================================
//
// A_CStaffMissileSlither
//
//============================================================================
void A_CStaffMissileSlither()
{
A_Weave(3, 0, 1., 0.);
}
} }
// Serpent Staff Puff ------------------------------------------------------- // Serpent Staff Puff -------------------------------------------------------

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@ -79,6 +79,7 @@ class PlayerPawn : Actor native
{ {
} }
native int GetMaxHealth();
} }
class PlayerChunk : PlayerPawn native class PlayerChunk : PlayerPawn native
@ -214,6 +215,7 @@ FWeaponSlots weapons;
native bool UndoPlayerMorph(playerinfo player, int unmorphflag = 0, bool force = false); native bool UndoPlayerMorph(playerinfo player, int unmorphflag = 0, bool force = false);
native bool PoisonPlayer(Actor poisoner, Actor source, int poison);
native void SetPsprite(int id, State stat, bool pending = false); native void SetPsprite(int id, State stat, bool pending = false);
native void SetSafeFlash(Weapon weap, State flashstate, int index); native void SetSafeFlash(Weapon weap, State flashstate, int index);
native PSprite GetPSprite(int id); native PSprite GetPSprite(int id);