- scriptified A_PainShootSkull which was the last remaining bit in g_doom, so this directory is gone now.

This commit is contained in:
Christoph Oelckers 2016-11-23 19:47:09 +01:00
parent f8c6adb7eb
commit 1a20a5b999
8 changed files with 160 additions and 218 deletions

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@ -824,7 +824,6 @@ endif()
file( GLOB HEADER_FILES
${EXTRA_HEADER_DIRS}
fragglescript/*.h
g_doom/*.h
g_heretic/*.h
g_hexen/*.h
g_raven/*.h
@ -858,7 +857,6 @@ set( NOT_COMPILED_SOURCE_FILES
${OTHER_SYSTEM_SOURCES}
sc_man_scanner.h
sc_man_scanner.re
g_doom/a_painelemental.cpp
g_heretic/a_dsparil.cpp
g_heretic/a_hereticartifacts.cpp
g_heretic/a_hereticweaps.cpp
@ -1153,7 +1151,6 @@ set (PCH_SOURCES
w_wad.cpp
wi_stuff.cpp
zstrformat.cpp
g_doom/a_doommisc.cpp
g_heretic/a_hereticmisc.cpp
g_hexen/a_hexenmisc.cpp
g_raven/a_artitele.cpp
@ -1309,7 +1306,6 @@ endif()
target_link_libraries( zdoom ${ZDOOM_LIBS} gdtoa dumb lzma )
include_directories( .
g_doom
g_heretic
g_hexen
g_raven
@ -1443,7 +1439,6 @@ source_group("External\\Math" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/m
source_group("External\\RapidJSON" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/rapidjson/.+")
source_group("Externak\\SFMT" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/sfmt/.+")
source_group("FraggleScript" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/fragglescript/.+")
source_group("Games\\Doom Game" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/g_doom/.+")
source_group("Games\\Heretic Game" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/g_heretic/.+")
source_group("Games\\Hexen Game" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/g_hexen/.+")
source_group("Games\\Raven Shared" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/g_raven/.+")

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@ -1,28 +0,0 @@
#ifndef __A_DOOMGLOBAL_H__
#define __A_DOOMGLOBAL_H__
#include "info.h"
class AScriptedMarine : public AActor
{
DECLARE_CLASS (AScriptedMarine, AActor)
public:
void Activate (AActor *activator);
void Deactivate (AActor *activator);
void BeginPlay ();
void Tick ();
void SetWeapon (EMarineWeapon);
void SetSprite (PClassActor *source);
void Serialize(FSerializer &arc);
int CurrentWeapon;
protected:
bool GetWeaponStates(int weap, FState *&melee, FState *&missile);
int SpriteOverride;
};
#endif //__A_DOOMGLOBAL_H__

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@ -1,22 +0,0 @@
#include "actor.h"
#include "info.h"
#include "p_local.h"
#include "p_spec.h"
#include "a_sharedglobal.h"
#include "m_random.h"
#include "gi.h"
#include "doomstat.h"
#include "gstrings.h"
#include "g_level.h"
#include "p_enemy.h"
#include "a_specialspot.h"
#include "templates.h"
#include "m_bbox.h"
#include "portal.h"
#include "d_player.h"
#include "p_maputl.h"
#include "serializer.h"
#include "g_shared/a_pickups.h"
// Include all the other Doom stuff here to reduce compile time
#include "a_painelemental.cpp"

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@ -1,160 +0,0 @@
/*
#include "actor.h"
#include "info.h"
#include "p_enemy.h"
#include "p_local.h"
#include "a_action.h"
#include "templates.h"
#include "m_bbox.h"
#include "vm.h"
#include "doomstat.h"
*/
enum PA_Flags
{
PAF_NOSKULLATTACK = 1,
PAF_AIMFACING = 2,
PAF_NOTARGET = 4,
};
//
// A_PainShootSkull
// Spawn a lost soul and launch it at the target
//
void A_PainShootSkull (VMFrameStack *stack, AActor *self, DAngle Angle, PClassActor *spawntype, int flags = 0, int limit = -1)
{
AActor *other;
double prestep;
if (spawntype == NULL) spawntype = PClass::FindActor("LostSoul");
assert(spawntype != NULL);
if (self->DamageType == NAME_Massacre) return;
// [RH] check to make sure it's not too close to the ceiling
if (self->Top() + 8 > self->ceilingz)
{
if (self->flags & MF_FLOAT)
{
self->Vel.Z -= 2;
self->flags |= MF_INFLOAT;
self->flags4 |= MF4_VFRICTION;
}
return;
}
// [RH] make this optional
if (limit == -1 && (i_compatflags & COMPATF_LIMITPAIN))
limit = 21;
if (limit)
{
// count total number of skulls currently on the level
// if there are already 21 skulls on the level, don't spit another one
int count = limit;
FThinkerIterator iterator (spawntype);
DThinker *othink;
while ( (othink = iterator.Next ()) )
{
if (--count == 0)
return;
}
}
// okay, there's room for another one
double otherradius = GetDefaultByType(spawntype)->radius;
prestep = 4 + (self->radius + otherradius) * 1.5;
DVector2 move = Angle.ToVector(prestep);
DVector3 spawnpos = self->PosPlusZ(8.0);
DVector3 destpos = spawnpos + move;
other = Spawn(spawntype, spawnpos, ALLOW_REPLACE);
// Now check if the spawn is legal. Unlike Boom's hopeless attempt at fixing it, let's do it the same way
// P_XYMovement solves the line skipping: Spawn the Lost Soul near the PE's center and then use multiple
// smaller steps to get it to its intended position. This will also result in proper clipping, but
// it will avoid all the problems of the Boom method, which checked too many lines and despite some
// adjustments never worked with portals.
if (other != nullptr)
{
double maxmove = other->radius - 1;
if (maxmove <= 0) maxmove = MAXMOVE;
const double xspeed = fabs(move.X);
const double yspeed = fabs(move.Y);
int steps = 1;
if (xspeed > yspeed)
{
if (xspeed > maxmove)
{
steps = int(1 + xspeed / maxmove);
}
}
else
{
if (yspeed > maxmove)
{
steps = int(1 + yspeed / maxmove);
}
}
DVector2 stepmove = move / steps;
self->flags &= ~MF_SOLID; // make it solid again
other->flags2 |= MF2_NOTELEPORT; // we do not want the LS to teleport
for (int i = 0; i < steps; i++)
{
DVector2 ptry = other->Pos().XY() + stepmove;
DAngle oldangle = other->Angles.Yaw;
if (!P_TryMove(other, ptry, 0, nullptr))
{
// kill it immediately
other->ClearCounters();
P_DamageMobj(other, self, self, TELEFRAG_DAMAGE, NAME_None);
return;
}
if (other->Pos().XY() != ptry)
{
// If the new position does not match the desired position, the player
// must have gone through a portal.
// For that we need to adjust the movement vector for the following steps.
DAngle anglediff = deltaangle(oldangle, other->Angles.Yaw);
if (anglediff != 0)
{
stepmove = stepmove.Rotated(anglediff);
}
}
}
self->flags |= MF_SOLID; // don't let the LS be stuck in the PE while checking the move
// [RH] Lost souls hate the same things as their pain elementals
other->CopyFriendliness (self, !(flags & PAF_NOTARGET));
if (!(flags & PAF_NOSKULLATTACK))
{
DECLARE_VMFUNC(AActor, A_SkullAttack);
CallAction(stack, A_SkullAttack, other);
}
}
}
DEFINE_ACTION_FUNCTION(AActor, A_PainShootSkull)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS(spawntype, AActor);
PARAM_FLOAT(angle);
PARAM_INT_DEF(flags);
PARAM_INT_DEF(limit);
A_PainShootSkull(stack, self, angle, spawntype, flags, limit);
return 0;
}

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@ -7115,6 +7115,23 @@ DEFINE_ACTION_FUNCTION(AActor, AngleTo)
ACTION_RETURN_FLOAT(self->AngleTo(targ, absolute).Degrees);
}
DEFINE_ACTION_FUNCTION(AActor, AngleToVector)
{
PARAM_PROLOGUE;
PARAM_ANGLE(angle);
PARAM_FLOAT_DEF(length);
ACTION_RETURN_VEC2(angle.ToVector(length));
}
DEFINE_ACTION_FUNCTION(AActor, RotateVector)
{
PARAM_PROLOGUE;
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_ANGLE(angle);
ACTION_RETURN_VEC2(DVector2(x, y).Rotated(angle));
}
DEFINE_ACTION_FUNCTION(AActor, DistanceBySpeed)
{
PARAM_SELF_PROLOGUE(AActor);

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@ -1097,6 +1097,7 @@ void CallAction(VMFrameStack *stack, VMFunction *vmfunc, AActor *self);
#define ACTION_RETURN_STATE(v) do { FState *state = v; if (numret > 0) { assert(ret != NULL); ret->SetPointer(state, ATAG_STATE); return 1; } return 0; } while(0)
#define ACTION_RETURN_OBJECT(v) do { auto state = v; if (numret > 0) { assert(ret != NULL); ret->SetPointer(state, ATAG_OBJECT); return 1; } return 0; } while(0)
#define ACTION_RETURN_FLOAT(v) do { double u = v; if (numret > 0) { assert(ret != nullptr); ret->SetFloat(u); return 1; } return 0; } while(0)
#define ACTION_RETURN_VEC2(v) do { DVector2 u = v; if (numret > 0) { assert(ret != nullptr); ret[0].SetVector2(u); return 1; } return 0; } while(0)
#define ACTION_RETURN_VEC3(v) do { DVector3 u = v; if (numret > 0) { assert(ret != nullptr); ret[0].SetVector(u); return 1; } return 0; } while(0)
#define ACTION_RETURN_INT(v) do { int u = v; if (numret > 0) { assert(ret != NULL); ret->SetInt(u); return 1; } return 0; } while(0)
#define ACTION_RETURN_BOOL(v) ACTION_RETURN_INT(v)

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@ -4,6 +4,8 @@ class Actor : Thinker native
const ONFLOORZ = -2147483648.0;
const ONCEILINGZ = 2147483647.0;
const FLOATRANDZ = ONCEILINGZ-1;
const TELEFRAG_DAMAGE = 1000000;
// flags are not defined here, the native fields for those get synthesized from the internal tables.
@ -215,6 +217,13 @@ class Actor : Thinker native
// Functions
// 'parked' global functions.
native static double deltaangle(double ang1, double ang2);
native static double absangle(double ang1, double ang2);
native static Vector2 AngleToVector(double angle, double length = 1);
native static Vector2 RotateVector(Vector2 vec, double angle);
bool IsPointerEqual(int ptr_select1, int ptr_select2)
{
return GetPointer(ptr_select1) == GetPointer(ptr_select2);
@ -231,8 +240,6 @@ class Actor : Thinker native
native void AdjustPlayerAngle(FTranslatedLineTarget t);
native static readonly<Actor> GetDefaultByType(class<Actor> cls);
native static double deltaangle(double ang1, double ang2);
native static double absangle(double ang1, double ang2);
native static double GetDefaultSpeed(class<Actor> type);
native void RemoveFromHash();
native string GetTag(string defstr = "");

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@ -61,8 +61,139 @@ class PainElemental : Actor
extend class Actor
{
native void A_PainShootSkull(Class<Actor> spawntype, double angle, int flags = 0, int limit = -1);
//
// A_PainShootSkull
// Spawn a lost soul and launch it at the target
//
void A_PainShootSkull(Class<Actor> spawntype, double angle, int flags = 0, int limit = -1)
{
// Don't spawn if we get massacred.
if (DamageType == 'Massacre') return;
if (spawntype == null) spawntype = "LostSoul";
// [RH] check to make sure it's not too close to the ceiling
if (pos.z + height + 8 > ceilingz)
{
if (bFloat)
{
Vel.Z -= 2;
bInFloat = true;
bVFriction = true;
}
return;
}
// [RH] make this optional
if (limit < 0 && compat_limitpain)
limit = 21;
if (limit > 0)
{
// count total number of skulls currently on the level
// if there are already 21 skulls on the level, don't spit another one
int count = limit;
ThinkerIterator it = ThinkerIterator.Create(spawntype);
Thinker othink;
while ( (othink = it.Next ()) )
{
if (--count == 0)
return;
}
}
// okay, there's room for another one
double otherradius = GetDefaultByType(spawntype).radius;
double prestep = 4 + (radius + otherradius) * 1.5;
Vector2 move = AngleToVector(angle, prestep);
Vector3 spawnpos = pos + (0,0,8);
Vector3 destpos = spawnpos + move;
Actor other = Spawn(spawntype, spawnpos, ALLOW_REPLACE);
// Now check if the spawn is legal. Unlike Boom's hopeless attempt at fixing it, let's do it the same way
// P_XYMovement solves the line skipping: Spawn the Lost Soul near the PE's center and then use multiple
// smaller steps to get it to its intended position. This will also result in proper clipping, but
// it will avoid all the problems of the Boom method, which checked too many lines that weren't even touched
// and despite some adjustments never worked with portals.
if (other != null)
{
double maxmove = other.radius - 1;
if (maxmove <= 0) maxmove = 16;
double xspeed = abs(move.X);
double yspeed = abs(move.Y);
int steps = 1;
if (xspeed > yspeed)
{
if (xspeed > maxmove)
{
steps = int(1 + xspeed / maxmove);
}
}
else
{
if (yspeed > maxmove)
{
steps = int(1 + yspeed / maxmove);
}
}
Vector2 stepmove = move / steps;
bool savedsolid = bSolid;
bool savednoteleport = other.bNoTeleport;
// make the PE nonsolid for the check and the LS non-teleporting so that P_TryMove doesn't do unwanted things.
bSolid = false;
other.bNoTeleport = true;
for (int i = 0; i < steps; i++)
{
Vector2 ptry = other.pos.xy + stepmove;
double oldangle = other.angle;
if (!other.TryMove(ptry, 0))
{
// kill it immediately
other.ClearCounters();
other.DamageMobj(self, self, TELEFRAG_DAMAGE, 'None');
bSolid = savedsolid;
other.bNoTeleport = savednoteleport;
return;
}
if (other.pos.xy != ptry)
{
// If the new position does not match the desired position, the player
// must have gone through a portal.
// For that we need to adjust the movement vector for the following steps.
double anglediff = deltaangle(oldangle, other.angle);
if (anglediff != 0)
{
stepmove = RotateVector(stepmove, anglediff);
}
}
}
bSolid = savedsolid;
other.bNoTeleport = savednoteleport;
// [RH] Lost souls hate the same things as their pain elementals
other.CopyFriendliness (self, !(flags & PAF_NOTARGET));
if (!(flags & PAF_NOSKULLATTACK))
{
other.A_SkullAttack();
}
}
}
void A_PainAttack(class<Actor> spawntype = "LostSoul", double addangle = 0, int flags = 0, int limit = -1)
{
if (target)
@ -71,6 +202,7 @@ extend class Actor
A_PainShootSkull(spawntype, angle + addangle, flags, limit);
}
}
void A_DualPainAttack(class<Actor> spawntype = "LostSoul")
{
if (target)