- Scriptified Heretic's knight.

This commit is contained in:
Christoph Oelckers 2016-11-11 22:14:29 +01:00
parent 924096694e
commit a5f9eb5be1
7 changed files with 55 additions and 78 deletions

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@ -857,7 +857,6 @@ set( NOT_COMPILED_SOURCE_FILES
g_heretic/a_hereticartifacts.cpp g_heretic/a_hereticartifacts.cpp
g_heretic/a_hereticweaps.cpp g_heretic/a_hereticweaps.cpp
g_heretic/a_ironlich.cpp g_heretic/a_ironlich.cpp
g_heretic/a_knight.cpp
g_heretic/a_wizard.cpp g_heretic/a_wizard.cpp
g_hexen/a_bats.cpp g_hexen/a_bats.cpp
g_hexen/a_bishop.cpp g_hexen/a_bishop.cpp

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@ -26,7 +26,6 @@
#include "a_hereticartifacts.cpp" #include "a_hereticartifacts.cpp"
#include "a_hereticweaps.cpp" #include "a_hereticweaps.cpp"
#include "a_ironlich.cpp" #include "a_ironlich.cpp"
#include "a_knight.cpp"
#include "a_wizard.cpp" #include "a_wizard.cpp"

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@ -1,70 +0,0 @@
/*
#include "actor.h"
#include "info.h"
#include "m_random.h"
#include "s_sound.h"
#include "p_local.h"
#include "a_action.h"
#include "a_sharedglobal.h"
#include "gstrings.h"
#include "vm.h"
*/
static FRandom pr_dripblood ("DripBlood");
static FRandom pr_knightatk ("KnightAttack");
//----------------------------------------------------------------------------
//
// PROC A_DripBlood
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_DripBlood)
{
PARAM_SELF_PROLOGUE(AActor);
AActor *mo;
double xo = pr_dripblood.Random2() / 32.;
double yo = pr_dripblood.Random2() / 32.;
mo = Spawn ("Blood", self->Vec3Offset(xo, yo, 0.), ALLOW_REPLACE);
mo->Vel.X = pr_dripblood.Random2 () / 64.;
mo->Vel.Y = pr_dripblood.Random2() / 64.;
mo->Gravity = 1./8;
return 0;
}
//----------------------------------------------------------------------------
//
// PROC A_KnightAttack
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_KnightAttack)
{
PARAM_SELF_PROLOGUE(AActor);
if (!self->target)
{
return 0;
}
if (self->CheckMeleeRange ())
{
int damage = pr_knightatk.HitDice (3);
int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
S_Sound (self, CHAN_BODY, "hknight/melee", 1, ATTN_NORM);
return 0;
}
// Throw axe
S_Sound (self, CHAN_BODY, self->AttackSound, 1, ATTN_NORM);
if (self->flags & MF_SHADOW || pr_knightatk () < 40)
{ // Red axe
P_SpawnMissileZ (self, self->Z() + 36, self->target, PClass::FindActor("RedAxe"));
return 0;
}
// Green axe
P_SpawnMissileZ (self, self->Z() + 36, self->target, PClass::FindActor("KnightAxe"));
return 0;
}

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@ -6077,6 +6077,15 @@ AActor *P_SpawnMissileZ (AActor *source, double z, AActor *dest, PClassActor *ty
return P_SpawnMissileXYZ (source->PosAtZ(z), source, dest, type); return P_SpawnMissileXYZ (source->PosAtZ(z), source, dest, type);
} }
DEFINE_ACTION_FUNCTION(AActor, SpawnMissileZ)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(z);
PARAM_OBJECT(dest, AActor);
PARAM_CLASS(type, AActor);
ACTION_RETURN_OBJECT(P_SpawnMissileZ(self, z, dest, type));
}
AActor *P_SpawnMissileXYZ (DVector3 pos, AActor *source, AActor *dest, PClassActor *type, bool checkspawn, AActor *owner) AActor *P_SpawnMissileXYZ (DVector3 pos, AActor *source, AActor *dest, PClassActor *type, bool checkspawn, AActor *owner)
{ {
if (source == NULL) if (source == NULL)

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@ -7000,7 +7000,7 @@ FxExpression *FxSequence::Resolve(FCompileContext &ctx)
{ {
fail = true; fail = true;
} }
if (Expressions[i]->ValueType == TypeError) else if (Expressions[i]->ValueType == TypeError)
{ {
ScriptPosition.Message(MSG_ERROR, "Invalid statement"); ScriptPosition.Message(MSG_ERROR, "Invalid statement");
fail = true; fail = true;

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@ -63,6 +63,7 @@ class Actor : Thinker native
native Actor GetPointer(int aaptr); native Actor GetPointer(int aaptr);
native static Actor Spawn(class<Actor> type, vector3 pos = (0,0,0), int replace = NO_REPLACE); native static Actor Spawn(class<Actor> type, vector3 pos = (0,0,0), int replace = NO_REPLACE);
native Actor SpawnMissile(Actor dest, class<Actor> type, Actor owner = null); native Actor SpawnMissile(Actor dest, class<Actor> type, Actor owner = null);
native Actor SpawnMissileZ (double z, Actor dest, class<Actor> type);
native Actor OldSpawnMissile(Actor dest, class<Actor> type, Actor owner = null); native Actor OldSpawnMissile(Actor dest, class<Actor> type, Actor owner = null);
native Actor SpawnPuff(class<Actor> pufftype, vector3 pos, float hitdir, float particledir, int updown, int flags = 0, Actor vict = null); native Actor SpawnPuff(class<Actor> pufftype, vector3 pos, float hitdir, float particledir, int updown, int flags = 0, Actor vict = null);

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@ -22,8 +22,6 @@ class Knight : Actor
HitObituary "$OB_BONEKNIGHTHIT"; HitObituary "$OB_BONEKNIGHTHIT";
DropItem "CrossbowAmmo", 84, 5; DropItem "CrossbowAmmo", 84, 5;
} }
native void A_KnightAttack ();
States States
{ {
@ -56,6 +54,34 @@ class Knight : Actor
Stop; Stop;
} }
//----------------------------------------------------------------------------
//
// PROC A_KnightAttack
//
//----------------------------------------------------------------------------
void A_KnightAttack ()
{
if (!target) return;
if (CheckMeleeRange ())
{
int damage = random[KnightAttack](1, 8) * 3;
int newdam = target.DamageMobj (self, self, damage, 'Melee');
target.TraceBleed (newdam > 0 ? newdam : damage, self);
A_PlaySound ("hknight/melee", CHAN_BODY);
return;
}
// Throw axe
A_PlaySound (AttackSound, CHAN_BODY);
if (self.bShadow || random[KnightAttack]() < 40)
{ // Red axe
SpawnMissileZ (pos.Z + 36, target, "RedAxe");
}
else
{ // Green axe
SpawnMissileZ (pos.Z + 36, target, "KnightAxe");
}
}
} }
@ -116,8 +142,6 @@ class RedAxe : KnightAxe
Damage 7; Damage 7;
} }
native void A_DripBlood ();
States States
{ {
Spawn: Spawn:
@ -127,5 +151,20 @@ class RedAxe : KnightAxe
RAXE CDE 6 BRIGHT; RAXE CDE 6 BRIGHT;
Stop; Stop;
} }
//----------------------------------------------------------------------------
//
// PROC A_DripBlood
//
//----------------------------------------------------------------------------
void A_DripBlood ()
{
double xo = random2[DripBlood]() / 32.0;
double yo = random2[DripBlood]() / 32.0;
Actor mo = Spawn ("Blood", Vec3Offset(xo, yo, 0.), ALLOW_REPLACE);
mo.Vel.X = random2[DripBlood]() / 64.0;
mo.Vel.Y = random2[DripBlood]() / 64.0;
mo.Gravity = 1./8;
}
} }