mirror of
https://github.com/ZDoom/qzdoom-gpl.git
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ac86a535e7
This could cause problems with functions that take states as parameters but use them to set them internally instead of passing them through the A_Jump interface back to the caller, like A_Chase or A_LookEx. This required some quite significant refactoring because the entire state resolution logic had been baked into the compiler which turned out to be a major maintenance problem. Fixed this by adding a new builtin type 'statelabel'. This is an opaque identifier representing a state, with the actual data either directly encoded into the number for single label state or an index into a state information table. The state resolution is now the task of the called function as it should always have remained. Note, that this required giving back the 'action' qualifier to most state jumping functions. - refactored most A_Jump checkers to a two stage setup with a pure checker that returns a boolean and a scripted A_Jump wrapper, for some simpler checks the checker function was entirely omitted and calculated inline in the A_Jump function. It is strongly recommended to use the boolean checkers unless using an inline function invocation in a state as they lead to vastly clearer code and offer more flexibility. - let Min() and Max() use the OP_MIN and OP_MAX opcodes. Although these were present, these function were implemented using some grossly inefficient branching tests. - the DECORATE 'state' cast kludge will now actually call ResolveState because a state label is not a state and needs conversion.
328 lines
6 KiB
Text
328 lines
6 KiB
Text
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// Bishop -------------------------------------------------------------------
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class Bishop : Actor
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{
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int missilecount;
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int bobstate;
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Default
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{
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Health 130;
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Radius 22;
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Height 65;
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Speed 10;
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PainChance 110;
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Monster;
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+FLOAT +NOGRAVITY +NOBLOOD
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+TELESTOMP
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+DONTOVERLAP
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+NOTARGETSWITCH
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SeeSound "BishopSight";
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AttackSound "BishopAttack";
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PainSound "BishopPain";
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DeathSound "BishopDeath";
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ActiveSound "BishopActiveSounds";
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Obituary"$OB_BISHOP";
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}
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States
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{
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Spawn:
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BISH A 10 A_Look;
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Loop;
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See:
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BISH A 2 A_Chase;
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BISH A 2 A_BishopChase;
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BISH A 2;
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BISH B 2 A_BishopChase;
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BISH B 2 A_Chase;
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BISH B 2 A_BishopChase;
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BISH A 1 A_BishopDecide;
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Loop;
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Blur:
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BISH A 2 A_BishopDoBlur;
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BISH A 4 A_BishopSpawnBlur;
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Wait;
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Pain:
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BISH C 6 A_Pain;
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BISH CCC 6 A_BishopPainBlur;
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BISH C 0;
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Goto See;
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Missile:
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BISH A 3 A_FaceTarget;
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BISH DE 3 A_FaceTarget;
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BISH F 3 A_BishopAttack;
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BISH F 5 A_BishopAttack2;
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Wait;
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Death:
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BISH G 6;
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BISH H 6 Bright A_Scream;
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BISH I 5 Bright A_NoBlocking;
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BISH J 5 BRIGHT A_Explode(random[BishopBoom](25,40));
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BISH K 5 Bright;
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BISH LM 4 Bright;
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BISH N 4 A_SpawnItemEx("BishopPuff", 0,0,40, 0,0,-0.5);
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BISH O 4 A_QueueCorpse;
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BISH P -1;
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Stop;
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Ice:
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BISH X 5 A_FreezeDeath;
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BISH X 1 A_FreezeDeathChunks;
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Wait;
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}
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//============================================================================
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//
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// A_BishopAttack
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//
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//============================================================================
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void A_BishopAttack()
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{
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if (!target)
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{
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return;
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}
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A_PlaySound (AttackSound, CHAN_BODY);
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if (CheckMeleeRange())
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{
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int damage = random[BishopAttack](1, 8) * 4;
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int newdam = target.DamageMobj (self, self, damage, 'Melee');
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target.TraceBleed (newdam > 0 ? newdam : damage, self);
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return;
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}
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missilecount = (random[BishopAttack]() & 3) + 5;
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}
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//============================================================================
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//
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// A_BishopAttack2
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//
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// Spawns one of a string of bishop missiles
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//============================================================================
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void A_BishopAttack2()
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{
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if (!target || !missilecount)
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{
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missilecount = 0;
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SetState (SeeState);
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return;
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}
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Actor mo = SpawnMissile (target, "BishopFX");
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if (mo != null)
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{
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mo.tracer = target;
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}
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missilecount--;
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return;
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}
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//============================================================================
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//
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// A_BishopDecide
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//
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//============================================================================
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void A_BishopDecide()
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{
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if (random[BishopDecide]() >= 220)
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{
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SetStateLabel ("Blur");
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}
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}
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//============================================================================
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//
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// A_BishopDoBlur
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//
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//============================================================================
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void A_BishopDoBlur()
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{
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missilecount = (random[BishopDoBlur]() & 3) + 3; // Random number of blurs
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if (random[BishopDoBlur]() < 120)
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{
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Thrust(11, Angle + 90);
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}
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else if (random[BishopDoBlur]() > 125)
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{
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Thrust(11, Angle - 90);
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}
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else
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{ // Thrust forward
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Thrust(11);
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}
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A_PlaySound ("BishopBlur", CHAN_BODY);
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}
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//============================================================================
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//
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// A_BishopSpawnBlur
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//
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//============================================================================
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void A_BishopSpawnBlur()
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{
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if (!--missilecount)
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{
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Vel.XY = (0,0);// = Vel.Y = 0;
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if (random[BishopSpawnBlur]() > 96)
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{
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SetState (SeeState);
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}
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else
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{
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SetState (MissileState);
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}
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}
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Actor mo = Spawn ("BishopBlur", Pos, ALLOW_REPLACE);
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if (mo)
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{
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mo.angle = angle;
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}
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}
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//============================================================================
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//
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// A_BishopChase
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//
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//============================================================================
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void A_BishopChase()
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{
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double newz = pos.z - BobSin(bobstate) / 2.;
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bobstate = (bobstate + 4) & 63;
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newz += BobSin(bobstate) / 2.;
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SetZ(newz);
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}
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//============================================================================
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//
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// A_BishopPainBlur
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//
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//============================================================================
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void A_BishopPainBlur()
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{
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if (random[BishopPainBlur]() < 64)
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{
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SetStateLabel ("Blur");
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return;
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}
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double xo = random2[BishopPainBlur]() / 16.;
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double yo = random2[BishopPainBlue]() / 16.;
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double zo = random2[BishopPainBlue]() / 32.;
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Actor mo = Spawn ("BishopPainBlur", Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
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if (mo)
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{
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mo.angle = angle;
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}
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}
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}
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extend class Actor
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{
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//============================================================================
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//
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// A_BishopMissileWeave (this function must be in Actor)
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//
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//============================================================================
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void A_BishopMissileWeave()
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{
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A_Weave(2, 2, 2., 1.);
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}
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}
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// Bishop puff --------------------------------------------------------------
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class BishopPuff : Actor
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{
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Default
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{
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+NOBLOCKMAP +NOGRAVITY
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RenderStyle "Translucent";
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Alpha 0.6;
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}
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States
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{
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Spawn:
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BISH QRST 5;
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BISH UV 6;
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BISH W 5;
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Stop;
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}
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}
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// Bishop pain blur ---------------------------------------------------------
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class BishopPainBlur : Actor
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{
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Default
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{
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+NOBLOCKMAP +NOGRAVITY
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RenderStyle "Translucent";
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Alpha 0.6;
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}
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States
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{
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Spawn:
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BISH C 8;
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Stop;
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}
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}
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// Bishop FX ----------------------------------------------------------------
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class BishopFX : Actor
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{
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Default
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{
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Radius 10;
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Height 6;
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Speed 10;
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Damage 1;
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Projectile;
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+SEEKERMISSILE
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-ACTIVATEIMPACT -ACTIVATEPCROSS
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+STRIFEDAMAGE
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RenderStyle "Add";
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DeathSound "BishopMissileExplode";
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}
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States
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{
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Spawn:
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BPFX ABAB 1 Bright A_BishopMissileWeave;
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BPFX B 0 Bright A_SeekerMissile(2,3);
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Loop;
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Death:
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BPFX CDEF 4 Bright;
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BPFX GH 3 Bright;
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Stop;
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}
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}
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// Bishop blur --------------------------------------------------------------
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class BishopBlur : Actor
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{
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Default
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{
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+NOBLOCKMAP +NOGRAVITY
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RenderStyle "Translucent";
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Alpha 0.6;
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}
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States
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{
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Spawn:
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BISH A 16;
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BISH A 8 A_SetTranslucent(0.4);
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Stop;
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}
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}
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