- scriptified the Revenant's code.

This commit is contained in:
Christoph Oelckers 2016-11-07 23:16:25 +01:00
parent 75c20ebaa6
commit cf9cdeb480
6 changed files with 182 additions and 159 deletions

View file

@ -851,7 +851,6 @@ set( NOT_COMPILED_SOURCE_FILES
g_doom/a_bossbrain.cpp
g_doom/a_doomweaps.cpp
g_doom/a_painelemental.cpp
g_doom/a_revenant.cpp
g_doom/a_scriptedmarine.cpp
g_heretic/a_chicken.cpp
g_heretic/a_dsparil.cpp

View file

@ -25,6 +25,5 @@
#include "a_bossbrain.cpp"
#include "a_doomweaps.cpp"
#include "a_painelemental.cpp"
#include "a_revenant.cpp"
#include "a_scriptedmarine.cpp"

View file

@ -1,152 +0,0 @@
/*
#include "templates.h"
#include "actor.h"
#include "info.h"
#include "m_random.h"
#include "s_sound.h"
#include "p_local.h"
#include "p_enemy.h"
#include "gstrings.h"
#include "a_action.h"
#include "vm.h"
#include "g_level.h"
*/
static FRandom pr_tracer ("Tracer");
static FRandom pr_skelfist ("SkelFist");
//
// A_SkelMissile
//
DEFINE_ACTION_FUNCTION(AActor, A_SkelMissile)
{
PARAM_SELF_PROLOGUE(AActor);
AActor *missile;
if (!self->target)
return 0;
A_FaceTarget (self);
self->AddZ(16.);
missile = P_SpawnMissile(self, self->target, PClass::FindActor("RevenantTracer"));
self->AddZ(-16.);
if (missile != NULL)
{
missile->SetOrigin(missile->Vec3Offset(missile->Vel.X, missile->Vel.Y, 0.), false);
missile->tracer = self->target;
}
return 0;
}
#define TRACEANGLE (16.875)
DEFINE_ACTION_FUNCTION(AActor, A_Tracer)
{
PARAM_SELF_PROLOGUE(AActor);
double dist;
double slope;
AActor *dest;
AActor *smoke;
// killough 1/18/98: this is why some missiles do not have smoke
// and some do. Also, internal demos start at random gametics, thus
// the bug in which revenants cause internal demos to go out of sync.
//
// killough 3/6/98: fix revenant internal demo bug by subtracting
// levelstarttic from gametic:
//
// [RH] level.time is always 0-based, so nothing special to do here.
if (level.time & 3)
return 0;
// spawn a puff of smoke behind the rocket
P_SpawnPuff (self, PClass::FindActor(NAME_BulletPuff), self->Pos(), self->Angles.Yaw, self->Angles.Yaw, 3);
smoke = Spawn ("RevenantTracerSmoke", self->Vec3Offset(-self->Vel.X, -self->Vel.Y, 0.), ALLOW_REPLACE);
smoke->Vel.Z = 1.;
smoke->tics -= pr_tracer()&3;
if (smoke->tics < 1)
smoke->tics = 1;
// adjust direction
dest = self->tracer;
if (!dest || dest->health <= 0 || self->Speed == 0 || !self->CanSeek(dest))
return 0;
// change angle
DAngle exact = self->AngleTo(dest);
DAngle diff = deltaangle(self->Angles.Yaw, exact);
if (diff < 0)
{
self->Angles.Yaw -= TRACEANGLE;
if (deltaangle(self->Angles.Yaw, exact) > 0)
self->Angles.Yaw = exact;
}
else if (diff > 0)
{
self->Angles.Yaw += TRACEANGLE;
if (deltaangle(self->Angles.Yaw, exact) < 0.)
self->Angles.Yaw = exact;
}
self->VelFromAngle();
if (!(self->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
{
// change slope
dist = self->DistanceBySpeed(dest, self->Speed);
if (dest->Height >= 56.)
{
slope = (dest->Z() + 40. - self->Z()) / dist;
}
else
{
slope = (dest->Z() + self->Height*(2./3) - self->Z()) / dist;
}
if (slope < self->Vel.Z)
self->Vel.Z -= 1. / 8;
else
self->Vel.Z += 1. / 8;
}
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_SkelWhoosh)
{
PARAM_SELF_PROLOGUE(AActor);
if (!self->target)
return 0;
A_FaceTarget (self);
S_Sound (self, CHAN_WEAPON, "skeleton/swing", 1, ATTN_NORM);
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_SkelFist)
{
PARAM_SELF_PROLOGUE(AActor);
if (!self->target)
return 0;
A_FaceTarget (self);
if (self->CheckMeleeRange ())
{
int damage = ((pr_skelfist()%10)+1)*6;
S_Sound (self, CHAN_WEAPON, "skeleton/melee", 1, ATTN_NORM);
int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
}
return 0;
}

View file

@ -1871,6 +1871,13 @@ bool AActor::CanSeek(AActor *target) const
return true;
}
DEFINE_ACTION_FUNCTION(AActor, CanSeek)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(target, AActor);
ACTION_RETURN_BOOL(self->CanSeek(target));
}
//----------------------------------------------------------------------------
//
// FUNC P_SeekerMissile
@ -5424,7 +5431,20 @@ AActor *P_SpawnPuff (AActor *source, PClassActor *pufftype, const DVector3 &pos1
return puff;
}
DEFINE_ACTION_FUNCTION(AActor, SpawnPuff)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS(pufftype, AActor);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(z);
PARAM_ANGLE(hitdir);
PARAM_ANGLE(particledir);
PARAM_INT(updown);
PARAM_INT_DEF(flags);
PARAM_OBJECT_DEF(victim, AActor);
ACTION_RETURN_OBJECT(P_SpawnPuff(self, pufftype, DVector3(x, y, z), hitdir, particledir, updown, flags, victim));
}
//---------------------------------------------------------------------------
//
@ -6817,6 +6837,22 @@ void AActor::SetTranslation(const char *trname)
// silently ignore if the name does not exist, this would create some insane message spam otherwise.
}
DEFINE_ACTION_FUNCTION(AActor, deltaangle) // should this be global?
{
PARAM_PROLOGUE;
PARAM_FLOAT(a1);
PARAM_FLOAT(a2);
ACTION_RETURN_FLOAT(deltaangle(DAngle(a1), DAngle(a2)).Degrees);
}
DEFINE_ACTION_FUNCTION(AActor, AddZ)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(addz);
self->AddZ(addz);
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, SetDamage)
{
PARAM_SELF_PROLOGUE(AActor);
@ -6856,6 +6892,14 @@ DEFINE_ACTION_FUNCTION(AActor, VelFromAngle)
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, AngleTo)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(targ, AActor);
PARAM_BOOL_DEF(absolute);
ACTION_RETURN_FLOAT(self->AngleTo(targ, absolute).Degrees);
}
DEFINE_ACTION_FUNCTION(AActor, DistanceBySpeed)
{
PARAM_SELF_PROLOGUE(AActor);
@ -6894,6 +6938,16 @@ DEFINE_ACTION_FUNCTION(AActor, Vec2OffsetZ)
ACTION_RETURN_VEC3(self->Vec2OffsetZ(x, y, z, absolute));
}
DEFINE_ACTION_FUNCTION(AActor, Vec3Offset)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(z);
PARAM_BOOL_DEF(absolute);
ACTION_RETURN_VEC3(self->Vec3Offset(x, y, z, absolute));
}
//----------------------------------------------------------------------------
//
// DropItem handling

View file

@ -54,6 +54,7 @@ class Actor : Thinker native
}
native static readonly<Actor> GetDefaultByType(class<Actor> cls);
native static float deltaangle(float ang1, float ang2);
native void SetDamage(int dmg);
native static bool isDehState(state st);
native void SetOrigin(vector3 newpos, bool moving);
@ -62,6 +63,8 @@ class Actor : Thinker native
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 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 void TraceBleed(int damage, Actor missile);
native bool CheckMeleeRange();
native int DamageMobj(Actor inflictor, Actor source, int damage, Name mod, int flags = 0, double angle = 0);
@ -72,6 +75,10 @@ class Actor : Thinker native
native bool SetState(state st, bool nofunction = false);
native void LinkToWorld();
native void UnlinkFromWorld();
native bool CanSeek(Actor target);
native double AngleTo(Actor target, bool absolute = false);
native void AddZ(float zadd);
native vector3 Vec3Offset(float x, float y, float z, bool absolute = false);
native vector3 Vec3Angle(float length, float angle, float z = 0, bool absolute = false);
native vector3 Vec2OffsetZ(float x, float y, float atz, bool absolute = false);
native void VelFromAngle(float speed = 0, float angle = 0);
@ -238,10 +245,6 @@ class Actor : Thinker native
native void A_Chase(state melee = null, state missile = null, int flags = 0);
native void A_Scream();
native void A_VileChase();
native void A_Tracer();
native void A_SkelWhoosh();
native void A_SkelFist();
native void A_SkelMissile();
native void A_BossDeath();
native void A_Detonate();
native bool A_CallSpecial(int special, int arg1=0, int arg2=0, int arg3=0, int arg4=0, int arg5=0);

View file

@ -120,3 +120,123 @@ class RevenantTracerSmoke : Actor
Stop;
}
}
//===========================================================================
//
// Code (must be attached to Actor)
//
//===========================================================================
extend class Actor
{
const TRACEANGLE = (16.875);
void A_SkelMissile()
{
if (target == null) return;
A_FaceTarget();
AddZ(16);
Actor missile = SpawnMissile(target, "RevenantTracer");
AddZ(-16);
if (missile != null)
{
missile.SetOrigin(missile.Vec3Offset(missile.Vel.X, missile.Vel.Y, 0.), false);
missile.tracer = target;
}
}
void A_SkelWhoosh()
{
if (target == null) return;
A_FaceTarget();
A_PlaySound("skeleton/swing", CHAN_WEAPON);
}
void A_SkelFist()
{
if (target == null) return;
A_FaceTarget();
if (CheckMeleeRange ())
{
int damage = random[SkelFist](1, 10) * 6;
A_PlaySound("skeleton/melee", CHAN_WEAPON);
int newdam = target.DamageMobj (self, self, damage, 'Melee');
target.TraceBleed (newdam > 0 ? newdam : damage, self);
}
}
void A_Tracer()
{
double dist;
double slope;
Actor dest;
Actor smoke;
// killough 1/18/98: this is why some missiles do not have smoke
// and some do. Also, internal demos start at random gametics, thus
// the bug in which revenants cause internal demos to go out of sync.
//
// killough 3/6/98: fix revenant internal demo bug by subtracting
// levelstarttic from gametic:
//
// [RH] level.time is always 0-based, so nothing special to do here.
if (level.time & 3) return;
// spawn a puff of smoke behind the rocket
SpawnPuff ("BulletPuff", pos, angle, angle, 3);
smoke = Spawn ("RevenantTracerSmoke", Vec3Offset(-Vel.X, -Vel.Y, 0.), ALLOW_REPLACE);
smoke.Vel.Z = 1.;
smoke.tics -= random[Tracer](0, 3);
if (smoke.tics < 1)
smoke.tics = 1;
// adjust direction
dest = tracer;
if (!dest || dest.health <= 0 || Speed == 0 || !CanSeek(dest))
return;
// change angle
double exact = AngleTo(dest);
double diff = deltaangle(angle, exact);
if (diff < 0)
{
angle -= TRACEANGLE;
if (deltaangle(angle, exact) > 0)
angle = exact;
}
else if (diff > 0)
{
angle += TRACEANGLE;
if (deltaangle(angle, exact) < 0.)
angle = exact;
}
VelFromAngle();
if (!bFloorHugger && !bCeilingHugger)
{
// change slope
dist = DistanceBySpeed(dest, Speed);
if (dest.Height >= 56.)
{
slope = (dest.pos.z + 40. - pos.z) / dist;
}
else
{
slope = (dest.pos.z + Height*(2./3) - pos.z) / dist;
}
if (slope < Vel.Z)
Vel.Z -= 1. / 8;
else
Vel.Z += 1. / 8;
}
}
}