- scriptified the basic attack functions, its properties and the explosion properties to test the new metadata system.

This commit is contained in:
Christoph Oelckers 2017-02-28 10:51:32 +01:00
parent a93a7e1cac
commit b6a1fe7fc6
10 changed files with 101 additions and 200 deletions

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@ -623,12 +623,20 @@ DEFINE_ACTION_FUNCTION(DObject, MSTime)
void *DObject::ScriptVar(FName field, PType *type)
{
auto sym = dyn_cast<PField>(GetClass()->Symbols.FindSymbol(field, true));
auto cls = GetClass();
auto sym = dyn_cast<PField>(cls->Symbols.FindSymbol(field, true));
if (sym && (sym->Type == type || type == nullptr))
{
return (((char*)this) + sym->Offset);
if (!(sym->Flags & VARF_Meta))
{
return (((char*)this) + sym->Offset);
}
else
{
return (cls->Meta + sym->Offset);
}
}
// This is only for internal use so I_Error is fine.
I_Error("Variable %s not found in %s\n", field.GetChars(), GetClass()->TypeName.GetChars());
I_Error("Variable %s not found in %s\n", field.GetChars(), cls->TypeName.GetChars());
return nullptr;
}

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@ -262,11 +262,6 @@ PClassActor::PClassActor()
CameraHeight = INT_MIN;
DropItems = NULL;
DontHurtShooter = false;
ExplosionRadius = -1;
MeleeDamage = 0;
// Record this in the master list.
AllActorClasses.Push(this);
}
@ -330,14 +325,6 @@ void PClassActor::DeriveData(PClass *newclass)
newa->DropItems = DropItems;
newa->DontHurtShooter = DontHurtShooter;
newa->ExplosionRadius = ExplosionRadius;
newa->ExplosionDamage = ExplosionDamage;
newa->MeleeDamage = MeleeDamage;
newa->MeleeSound = MeleeSound;
newa->MissileName = MissileName;
newa->MissileHeight = MissileHeight;
newa->VisibleToPlayerClass = VisibleToPlayerClass;
if (DamageFactors != NULL)

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@ -311,15 +311,6 @@ public:
FString SourceLumpName;
FIntCVar *distancecheck;
// Old Decorate compatibility stuff
bool DontHurtShooter;
int ExplosionRadius;
int ExplosionDamage;
int MeleeDamage;
FSoundID MeleeSound;
FName MissileName;
double MissileHeight;
// These are only valid for inventory items.
TArray<PClassActor *> RestrictedToPlayerClass;
TArray<PClassActor *> ForbiddenToPlayerClass;

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@ -400,6 +400,9 @@ xx(VisibleEndPitch)
xx(Format)
xx(PickupMsg)
xx(Respawnable)
xx(ExplosionDamage)
xx(ExplosionRadius)
xx(DontHurtShooter)
// Various actor names which are used internally
xx(MapSpot)

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@ -86,7 +86,6 @@ AActor *SingleActorFromTID(int tid, AActor *defactor);
static FRandom pr_camissile ("CustomActorfire");
static FRandom pr_camelee ("CustomMelee");
static FRandom pr_cabullet ("CustomBullet");
static FRandom pr_cajump ("CustomJump");
static FRandom pr_cwbullet ("CustomWpBullet");
@ -924,86 +923,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_CopyFriendliness)
return 0;
}
//==========================================================================
//
// Customizable attack functions which use actor parameters.
//
//==========================================================================
static void DoAttack (AActor *self, bool domelee, bool domissile,
int MeleeDamage, FSoundID MeleeSound, PClassActor *MissileType,double MissileHeight)
{
if (self->target == NULL) return;
A_FaceTarget (self);
if (domelee && MeleeDamage>0 && self->CheckMeleeRange ())
{
int damage = pr_camelee.HitDice(MeleeDamage);
if (MeleeSound) S_Sound (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
}
else if (domissile && MissileType != NULL)
{
// This seemingly senseless code is needed for proper aiming.
double add = MissileHeight + self->GetBobOffset() - 32;
self->AddZ(add);
AActor *missile = P_SpawnMissileXYZ (self->PosPlusZ(32.), self, self->target, MissileType, false);
self->AddZ(-add);
if (missile)
{
// automatic handling of seeker missiles
if (missile->flags2&MF2_SEEKERMISSILE)
{
missile->tracer=self->target;
}
P_CheckMissileSpawn(missile, self->radius);
}
}
}
DEFINE_ACTION_FUNCTION(AActor, A_MeleeAttack)
{
PARAM_SELF_PROLOGUE(AActor);
int MeleeDamage = self->GetClass()->MeleeDamage;
FSoundID MeleeSound = self->GetClass()->MeleeSound;
DoAttack(self, true, false, MeleeDamage, MeleeSound, NULL, 0);
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_MissileAttack)
{
PARAM_SELF_PROLOGUE(AActor);
PClassActor *MissileType = PClass::FindActor(self->GetClass()->MissileName);
DoAttack(self, false, true, 0, 0, MissileType, self->GetClass()->MissileHeight);
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_ComboAttack)
{
PARAM_SELF_PROLOGUE(AActor);
int MeleeDamage = self->GetClass()->MeleeDamage;
FSoundID MeleeSound = self->GetClass()->MeleeSound;
PClassActor *MissileType = PClass::FindActor(self->GetClass()->MissileName);
DoAttack(self, true, true, MeleeDamage, MeleeSound, MissileType, self->GetClass()->MissileHeight);
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_BasicAttack)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT (melee_damage);
PARAM_SOUND (melee_sound);
PARAM_CLASS (missile_type, AActor);
PARAM_FLOAT (missile_height);
if (missile_type != NULL)
{
DoAttack(self, true, true, melee_damage, melee_sound, missile_type, missile_height);
}
return 0;
}
//==========================================================================
//
// Custom sound functions.
@ -1261,9 +1180,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_Explode)
if (damage < 0) // get parameters from metadata
{
damage = self->GetClass()->ExplosionDamage;
distance = self->GetClass()->ExplosionRadius;
flags = !self->GetClass()->DontHurtShooter;
damage = self->IntVar(NAME_ExplosionDamage);
distance = self->IntVar(NAME_ExplosionRadius);
flags = !self->BoolVar(NAME_DontHurtShooter);
alert = false;
}
if (distance <= 0) distance = damage;

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@ -328,13 +328,6 @@ DEFINE_FIELD(PClassActor, HowlSound)
DEFINE_FIELD(PClassActor, BloodType)
DEFINE_FIELD(PClassActor, BloodType2)
DEFINE_FIELD(PClassActor, BloodType3)
DEFINE_FIELD(PClassActor, DontHurtShooter)
DEFINE_FIELD(PClassActor, ExplosionRadius)
DEFINE_FIELD(PClassActor, ExplosionDamage)
DEFINE_FIELD(PClassActor, MeleeDamage)
DEFINE_FIELD(PClassActor, MeleeSound)
DEFINE_FIELD(PClassActor, MissileName)
DEFINE_FIELD(PClassActor, MissileHeight)
//==========================================================================
//

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@ -445,18 +445,18 @@ static void ParseInsideDecoration (Baggage &bag, AActor *defaults,
else if (def == DEF_Projectile && sc.Compare ("ExplosionRadius"))
{
sc.MustGetNumber ();
bag.Info->ExplosionRadius = sc.Number;
defaults->IntVar(NAME_ExplosionRadius) = sc.Number;
extra.bExplosive = true;
}
else if (def == DEF_Projectile && sc.Compare ("ExplosionDamage"))
{
sc.MustGetNumber ();
bag.Info->ExplosionDamage = sc.Number;
defaults->IntVar(NAME_ExplosionDamage) = sc.Number;
extra.bExplosive = true;
}
else if (def == DEF_Projectile && sc.Compare ("DoNotHurtShooter"))
{
bag.Info->DontHurtShooter = true;
defaults->BoolVar(NAME_DontHurtShooter) = true;
}
else if (def == DEF_Projectile && sc.Compare ("Damage"))
{

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@ -1001,35 +1001,6 @@ DEFINE_PROPERTY(hitobituary, S, Actor)
static_cast<PClassActor *>(info)->HitObituary = str;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(donthurtshooter, 0, Actor)
{
assert(info->IsKindOf(RUNTIME_CLASS(PClassActor)));
static_cast<PClassActor *>(info)->DontHurtShooter = true;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(explosionradius, I, Actor)
{
PROP_INT_PARM(id, 0);
assert(info->IsKindOf(RUNTIME_CLASS(PClassActor)));
static_cast<PClassActor *>(info)->ExplosionRadius = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(explosiondamage, I, Actor)
{
PROP_INT_PARM(id, 0);
assert(info->IsKindOf(RUNTIME_CLASS(PClassActor)));
static_cast<PClassActor *>(info)->ExplosionDamage = id;
}
//==========================================================================
//
//==========================================================================
@ -1068,16 +1039,6 @@ DEFINE_PROPERTY(meleethreshold, F, Actor)
defaults->meleethreshold = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(meleedamage, I, Actor)
{
PROP_INT_PARM(id, 0);
assert(info->IsKindOf(RUNTIME_CLASS(PClassActor)));
static_cast<PClassActor *>(info)->MeleeDamage = id;
}
//==========================================================================
//
//==========================================================================
@ -1087,36 +1048,6 @@ DEFINE_PROPERTY(meleerange, F, Actor)
defaults->meleerange = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(meleesound, S, Actor)
{
PROP_STRING_PARM(str, 0);
assert(info->IsKindOf(RUNTIME_CLASS(PClassActor)));
static_cast<PClassActor *>(info)->MeleeSound = str;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(missiletype, S, Actor)
{
PROP_STRING_PARM(str, 0);
assert(info->IsKindOf(RUNTIME_CLASS(PClassActor)));
static_cast<PClassActor *>(info)->MissileName = str;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(missileheight, F, Actor)
{
PROP_DOUBLE_PARM(id, 0);
assert(info->IsKindOf(RUNTIME_CLASS(PClassActor)));
static_cast<PClassActor *>(info)->MissileHeight = id;
}
//==========================================================================
//
//==========================================================================

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@ -281,6 +281,7 @@ static void ParseSingleFile(const char *filename, int lump, void *parser, ZCCPar
tokentype = ZCC_FLOATCONST;
break;
case TK_None: // 'NONE' is a token for SBARINFO but not here.
case TK_Identifier:
value.Int = FName(sc.String);
tokentype = ZCC_IDENTIFIER;

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@ -189,7 +189,7 @@ class Actor : Thinker native
native State MissileState;
native voidptr /*DecalBase*/ DecalGenerator;
native uint8 fountaincolor;
native meta String Obituary; // Player was killed by this actor
native meta String HitObituary; // Player was killed by this actor in melee
native meta double DeathHeight; // Height on normal death
@ -204,15 +204,24 @@ class Actor : Thinker native
native meta Name BloodType; // Blood replacement type
native meta Name BloodType2; // Bloopsplatter replacement type
native meta Name BloodType3; // AxeBlood replacement type
native meta bool DontHurtShooter;
native meta int ExplosionRadius;
native meta int ExplosionDamage;
native meta int MeleeDamage;
native meta Sound MeleeSound;
native meta Name MissileName;
native meta double MissileHeight;
meta bool DontHurtShooter;
meta int ExplosionRadius;
meta int ExplosionDamage;
meta int MeleeDamage;
meta Sound MeleeSound;
meta double MissileHeight;
meta Name MissileName;
Property prefix: none;
Property MeleeDamage: MeleeDamage;
Property MeleeSound: MeleeSound;
Property MissileHeight: MissileHeight;
Property MissileType: MissileName;
Property DontHurtShooter: DontHurtShooter;
Property ExplosionRadius: ExplosionRadius;
Property ExplosionDamage: ExplosionDamage;
// need some definition work first
//FRenderStyle RenderStyle;
//int ConversationRoot; // THe root of the current dialogue
@ -271,6 +280,7 @@ class Actor : Thinker native
DefThreshold 100;
BloodType "Blood", "BloodSplatter", "AxeBlood";
ExplosionDamage 128;
ExplosionRadius -1; // i.e. use ExplosionDamage value
MissileHeight 32;
SpriteAngle 0;
SpriteRotation 0;
@ -724,6 +734,68 @@ class Actor : Thinker native
// Meh, MBF redundant functions. Only for DeHackEd support.
native bool A_LineEffect(int boomspecial = 0, int tag = 0);
// End of MBF redundant functions.
//==========================================================================
//
// old customizable attack functions which use actor parameters.
//
//==========================================================================
private void DoAttack (bool domelee, bool domissile, int MeleeDamage, Sound MeleeSound, Class<Actor> MissileType,double MissileHeight)
{
if (target == NULL) return;
A_FaceTarget ();
if (domelee && MeleeDamage>0 && CheckMeleeRange ())
{
int damage = random[CustomMelee](1, 8) * MeleeDamage;
if (MeleeSound) A_PlaySound (MeleeSound, CHAN_WEAPON);
int newdam = target.DamageMobj (self, self, damage, 'Melee');
target.TraceBleed (newdam > 0 ? newdam : damage, self);
}
else if (domissile && MissileType != NULL)
{
// This seemingly senseless code is needed for proper aiming.
double add = MissileHeight + GetBobOffset() - 32;
AddZ(add);
Actor missile = SpawnMissileXYZ (Pos + (0, 0, 32), target, MissileType, false);
AddZ(-add);
if (missile)
{
// automatic handling of seeker missiles
if (missile.bSeekerMissile)
{
missile.tracer = target;
}
missile.CheckMissileSpawn(radius);
}
}
}
deprecated void A_MeleeAttack()
{
DoAttack(true, false, MeleeDamage, MeleeSound, NULL, 0);
}
deprecated void A_MissileAttack()
{
Class<Actor> MissileType = MissileName;
DoAttack(false, true, 0, 0, MissileType, MissileHeight);
}
deprecated void A_ComboAttack()
{
Class<Actor> MissileType = MissileName;
DoAttack(true, true, MeleeDamage, MeleeSound, MissileType, MissileHeight);
}
void A_BasicAttack(int melee_damage, sound melee_sound, class<actor> missile_type, double missile_height)
{
DoAttack(true, true, melee_damage, melee_sound, missile_type, missile_height);
}
native void A_MonsterRail();
native void A_Pain();
@ -753,9 +825,6 @@ class Actor : Thinker native
native void A_Wander(int flags = 0);
native void A_Look2();
deprecated native void A_MissileAttack();
deprecated native void A_MeleeAttack();
deprecated native void A_ComboAttack();
deprecated native void A_BulletAttack();
native void A_WolfAttack(int flags = 0, sound whattoplay = "weapons/pistol", double snipe = 1.0, int maxdamage = 64, int blocksize = 128, int pointblank = 2, int longrange = 4, double runspeed = 160.0, class<Actor> pufftype = "BulletPuff");
native void A_PlaySound(sound whattoplay = "weapons/pistol", int slot = CHAN_BODY, double volume = 1.0, bool looping = false, double attenuation = ATTN_NORM, bool local = false);
@ -793,7 +862,6 @@ class Actor : Thinker native
native void A_RaiseMaster(int flags = 0);
native void A_RaiseChildren(int flags = 0);
native void A_RaiseSiblings(int flags = 0);
deprecated native void A_BasicAttack(int meleedamage, sound meleesound, class<actor> missiletype, double missileheight);
action native bool, Actor A_ThrowGrenade(class<Actor> itemtype, double zheight = 0, double xyvel = 0, double zvel = 0, bool useammo = true);
native void A_Weave(int xspeed, int yspeed, double xdist, double ydist);
native bool A_Morph(class<Actor> type, int duration = 0, int flags = 0, class<Actor> enter_flash = null, class<Actor> exit_flash = null);