mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 23:02:08 +00:00
- scriptified A_PainShootSkull which was the last remaining bit in g_doom, so this directory is gone now.
This commit is contained in:
parent
f8c6adb7eb
commit
1a20a5b999
8 changed files with 160 additions and 218 deletions
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@ -824,7 +824,6 @@ endif()
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file( GLOB HEADER_FILES
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${EXTRA_HEADER_DIRS}
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fragglescript/*.h
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g_doom/*.h
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g_heretic/*.h
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g_hexen/*.h
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g_raven/*.h
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@ -858,7 +857,6 @@ set( NOT_COMPILED_SOURCE_FILES
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${OTHER_SYSTEM_SOURCES}
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sc_man_scanner.h
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sc_man_scanner.re
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g_doom/a_painelemental.cpp
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g_heretic/a_dsparil.cpp
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g_heretic/a_hereticartifacts.cpp
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g_heretic/a_hereticweaps.cpp
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@ -1153,7 +1151,6 @@ set (PCH_SOURCES
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w_wad.cpp
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wi_stuff.cpp
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zstrformat.cpp
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g_doom/a_doommisc.cpp
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g_heretic/a_hereticmisc.cpp
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g_hexen/a_hexenmisc.cpp
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g_raven/a_artitele.cpp
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@ -1309,7 +1306,6 @@ endif()
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target_link_libraries( zdoom ${ZDOOM_LIBS} gdtoa dumb lzma )
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include_directories( .
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g_doom
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g_heretic
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g_hexen
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g_raven
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@ -1443,7 +1439,6 @@ source_group("External\\Math" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/m
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source_group("External\\RapidJSON" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/rapidjson/.+")
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source_group("Externak\\SFMT" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/sfmt/.+")
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source_group("FraggleScript" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/fragglescript/.+")
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source_group("Games\\Doom Game" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/g_doom/.+")
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source_group("Games\\Heretic Game" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/g_heretic/.+")
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source_group("Games\\Hexen Game" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/g_hexen/.+")
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source_group("Games\\Raven Shared" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/g_raven/.+")
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@ -1,28 +0,0 @@
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#ifndef __A_DOOMGLOBAL_H__
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#define __A_DOOMGLOBAL_H__
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#include "info.h"
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class AScriptedMarine : public AActor
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{
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DECLARE_CLASS (AScriptedMarine, AActor)
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public:
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void Activate (AActor *activator);
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void Deactivate (AActor *activator);
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void BeginPlay ();
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void Tick ();
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void SetWeapon (EMarineWeapon);
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void SetSprite (PClassActor *source);
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void Serialize(FSerializer &arc);
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int CurrentWeapon;
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protected:
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bool GetWeaponStates(int weap, FState *&melee, FState *&missile);
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int SpriteOverride;
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};
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#endif //__A_DOOMGLOBAL_H__
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@ -1,22 +0,0 @@
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#include "actor.h"
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#include "info.h"
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#include "p_local.h"
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#include "p_spec.h"
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#include "a_sharedglobal.h"
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#include "m_random.h"
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#include "gi.h"
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#include "doomstat.h"
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#include "gstrings.h"
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#include "g_level.h"
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#include "p_enemy.h"
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#include "a_specialspot.h"
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#include "templates.h"
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#include "m_bbox.h"
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#include "portal.h"
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#include "d_player.h"
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#include "p_maputl.h"
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#include "serializer.h"
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#include "g_shared/a_pickups.h"
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// Include all the other Doom stuff here to reduce compile time
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#include "a_painelemental.cpp"
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@ -1,160 +0,0 @@
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/*
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#include "actor.h"
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#include "info.h"
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#include "p_enemy.h"
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#include "p_local.h"
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#include "a_action.h"
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#include "templates.h"
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#include "m_bbox.h"
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#include "vm.h"
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#include "doomstat.h"
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*/
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enum PA_Flags
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{
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PAF_NOSKULLATTACK = 1,
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PAF_AIMFACING = 2,
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PAF_NOTARGET = 4,
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};
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//
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// A_PainShootSkull
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// Spawn a lost soul and launch it at the target
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//
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void A_PainShootSkull (VMFrameStack *stack, AActor *self, DAngle Angle, PClassActor *spawntype, int flags = 0, int limit = -1)
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{
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AActor *other;
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double prestep;
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if (spawntype == NULL) spawntype = PClass::FindActor("LostSoul");
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assert(spawntype != NULL);
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if (self->DamageType == NAME_Massacre) return;
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// [RH] check to make sure it's not too close to the ceiling
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if (self->Top() + 8 > self->ceilingz)
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{
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if (self->flags & MF_FLOAT)
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{
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self->Vel.Z -= 2;
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self->flags |= MF_INFLOAT;
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self->flags4 |= MF4_VFRICTION;
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}
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return;
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}
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// [RH] make this optional
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if (limit == -1 && (i_compatflags & COMPATF_LIMITPAIN))
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limit = 21;
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if (limit)
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{
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// count total number of skulls currently on the level
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// if there are already 21 skulls on the level, don't spit another one
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int count = limit;
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FThinkerIterator iterator (spawntype);
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DThinker *othink;
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while ( (othink = iterator.Next ()) )
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{
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if (--count == 0)
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return;
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}
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}
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// okay, there's room for another one
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double otherradius = GetDefaultByType(spawntype)->radius;
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prestep = 4 + (self->radius + otherradius) * 1.5;
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DVector2 move = Angle.ToVector(prestep);
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DVector3 spawnpos = self->PosPlusZ(8.0);
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DVector3 destpos = spawnpos + move;
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other = Spawn(spawntype, spawnpos, ALLOW_REPLACE);
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// Now check if the spawn is legal. Unlike Boom's hopeless attempt at fixing it, let's do it the same way
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// P_XYMovement solves the line skipping: Spawn the Lost Soul near the PE's center and then use multiple
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// smaller steps to get it to its intended position. This will also result in proper clipping, but
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// it will avoid all the problems of the Boom method, which checked too many lines and despite some
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// adjustments never worked with portals.
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if (other != nullptr)
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{
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double maxmove = other->radius - 1;
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if (maxmove <= 0) maxmove = MAXMOVE;
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const double xspeed = fabs(move.X);
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const double yspeed = fabs(move.Y);
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int steps = 1;
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if (xspeed > yspeed)
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{
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if (xspeed > maxmove)
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{
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steps = int(1 + xspeed / maxmove);
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}
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}
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else
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{
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if (yspeed > maxmove)
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{
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steps = int(1 + yspeed / maxmove);
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}
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}
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DVector2 stepmove = move / steps;
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self->flags &= ~MF_SOLID; // make it solid again
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other->flags2 |= MF2_NOTELEPORT; // we do not want the LS to teleport
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for (int i = 0; i < steps; i++)
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{
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DVector2 ptry = other->Pos().XY() + stepmove;
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DAngle oldangle = other->Angles.Yaw;
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if (!P_TryMove(other, ptry, 0, nullptr))
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{
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// kill it immediately
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other->ClearCounters();
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P_DamageMobj(other, self, self, TELEFRAG_DAMAGE, NAME_None);
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return;
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}
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if (other->Pos().XY() != ptry)
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{
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// If the new position does not match the desired position, the player
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// must have gone through a portal.
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// For that we need to adjust the movement vector for the following steps.
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DAngle anglediff = deltaangle(oldangle, other->Angles.Yaw);
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if (anglediff != 0)
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{
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stepmove = stepmove.Rotated(anglediff);
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}
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}
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}
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self->flags |= MF_SOLID; // don't let the LS be stuck in the PE while checking the move
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// [RH] Lost souls hate the same things as their pain elementals
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other->CopyFriendliness (self, !(flags & PAF_NOTARGET));
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if (!(flags & PAF_NOSKULLATTACK))
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{
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DECLARE_VMFUNC(AActor, A_SkullAttack);
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CallAction(stack, A_SkullAttack, other);
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}
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, A_PainShootSkull)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_CLASS(spawntype, AActor);
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PARAM_FLOAT(angle);
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PARAM_INT_DEF(flags);
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PARAM_INT_DEF(limit);
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A_PainShootSkull(stack, self, angle, spawntype, flags, limit);
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return 0;
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}
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@ -7115,6 +7115,23 @@ DEFINE_ACTION_FUNCTION(AActor, AngleTo)
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ACTION_RETURN_FLOAT(self->AngleTo(targ, absolute).Degrees);
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}
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DEFINE_ACTION_FUNCTION(AActor, AngleToVector)
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{
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PARAM_PROLOGUE;
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PARAM_ANGLE(angle);
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PARAM_FLOAT_DEF(length);
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ACTION_RETURN_VEC2(angle.ToVector(length));
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}
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DEFINE_ACTION_FUNCTION(AActor, RotateVector)
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{
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PARAM_PROLOGUE;
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PARAM_FLOAT(x);
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PARAM_FLOAT(y);
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PARAM_ANGLE(angle);
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ACTION_RETURN_VEC2(DVector2(x, y).Rotated(angle));
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}
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DEFINE_ACTION_FUNCTION(AActor, DistanceBySpeed)
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{
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PARAM_SELF_PROLOGUE(AActor);
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@ -1097,6 +1097,7 @@ void CallAction(VMFrameStack *stack, VMFunction *vmfunc, AActor *self);
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#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)
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#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)
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#define ACTION_RETURN_FLOAT(v) do { double u = v; if (numret > 0) { assert(ret != nullptr); ret->SetFloat(u); return 1; } return 0; } while(0)
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#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)
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#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)
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#define ACTION_RETURN_INT(v) do { int u = v; if (numret > 0) { assert(ret != NULL); ret->SetInt(u); return 1; } return 0; } while(0)
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#define ACTION_RETURN_BOOL(v) ACTION_RETURN_INT(v)
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@ -4,6 +4,8 @@ class Actor : Thinker native
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const ONFLOORZ = -2147483648.0;
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const ONCEILINGZ = 2147483647.0;
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const FLOATRANDZ = ONCEILINGZ-1;
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const TELEFRAG_DAMAGE = 1000000;
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// flags are not defined here, the native fields for those get synthesized from the internal tables.
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@ -215,6 +217,13 @@ class Actor : Thinker native
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// Functions
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// 'parked' global functions.
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native static double deltaangle(double ang1, double ang2);
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native static double absangle(double ang1, double ang2);
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native static Vector2 AngleToVector(double angle, double length = 1);
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native static Vector2 RotateVector(Vector2 vec, double angle);
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bool IsPointerEqual(int ptr_select1, int ptr_select2)
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{
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return GetPointer(ptr_select1) == GetPointer(ptr_select2);
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@ -231,8 +240,6 @@ class Actor : Thinker native
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native void AdjustPlayerAngle(FTranslatedLineTarget t);
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native static readonly<Actor> GetDefaultByType(class<Actor> cls);
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native static double deltaangle(double ang1, double ang2);
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native static double absangle(double ang1, double ang2);
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native static double GetDefaultSpeed(class<Actor> type);
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native void RemoveFromHash();
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native string GetTag(string defstr = "");
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@ -61,8 +61,139 @@ class PainElemental : Actor
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extend class Actor
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{
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native void A_PainShootSkull(Class<Actor> spawntype, double angle, int flags = 0, int limit = -1);
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//
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// A_PainShootSkull
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// Spawn a lost soul and launch it at the target
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//
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void A_PainShootSkull(Class<Actor> spawntype, double angle, int flags = 0, int limit = -1)
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{
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// Don't spawn if we get massacred.
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if (DamageType == 'Massacre') return;
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if (spawntype == null) spawntype = "LostSoul";
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// [RH] check to make sure it's not too close to the ceiling
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if (pos.z + height + 8 > ceilingz)
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{
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if (bFloat)
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{
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Vel.Z -= 2;
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bInFloat = true;
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bVFriction = true;
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}
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return;
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}
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// [RH] make this optional
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if (limit < 0 && compat_limitpain)
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limit = 21;
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if (limit > 0)
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{
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// count total number of skulls currently on the level
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// if there are already 21 skulls on the level, don't spit another one
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int count = limit;
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ThinkerIterator it = ThinkerIterator.Create(spawntype);
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Thinker othink;
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while ( (othink = it.Next ()) )
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{
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if (--count == 0)
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return;
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}
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}
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// okay, there's room for another one
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double otherradius = GetDefaultByType(spawntype).radius;
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double prestep = 4 + (radius + otherradius) * 1.5;
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Vector2 move = AngleToVector(angle, prestep);
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Vector3 spawnpos = pos + (0,0,8);
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Vector3 destpos = spawnpos + move;
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Actor other = Spawn(spawntype, spawnpos, ALLOW_REPLACE);
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// Now check if the spawn is legal. Unlike Boom's hopeless attempt at fixing it, let's do it the same way
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// P_XYMovement solves the line skipping: Spawn the Lost Soul near the PE's center and then use multiple
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// smaller steps to get it to its intended position. This will also result in proper clipping, but
|
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// it will avoid all the problems of the Boom method, which checked too many lines that weren't even touched
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// and despite some adjustments never worked with portals.
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if (other != null)
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{
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double maxmove = other.radius - 1;
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if (maxmove <= 0) maxmove = 16;
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double xspeed = abs(move.X);
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double yspeed = abs(move.Y);
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int steps = 1;
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if (xspeed > yspeed)
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{
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if (xspeed > maxmove)
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{
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steps = int(1 + xspeed / maxmove);
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}
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}
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else
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{
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if (yspeed > maxmove)
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{
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steps = int(1 + yspeed / maxmove);
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}
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}
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Vector2 stepmove = move / steps;
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bool savedsolid = bSolid;
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bool savednoteleport = other.bNoTeleport;
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// make the PE nonsolid for the check and the LS non-teleporting so that P_TryMove doesn't do unwanted things.
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bSolid = false;
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other.bNoTeleport = true;
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for (int i = 0; i < steps; i++)
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{
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Vector2 ptry = other.pos.xy + stepmove;
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double oldangle = other.angle;
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if (!other.TryMove(ptry, 0))
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{
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// kill it immediately
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other.ClearCounters();
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other.DamageMobj(self, self, TELEFRAG_DAMAGE, 'None');
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bSolid = savedsolid;
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other.bNoTeleport = savednoteleport;
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return;
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}
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if (other.pos.xy != ptry)
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{
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// If the new position does not match the desired position, the player
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// must have gone through a portal.
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// For that we need to adjust the movement vector for the following steps.
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double anglediff = deltaangle(oldangle, other.angle);
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if (anglediff != 0)
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{
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stepmove = RotateVector(stepmove, anglediff);
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}
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}
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}
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bSolid = savedsolid;
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other.bNoTeleport = savednoteleport;
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// [RH] Lost souls hate the same things as their pain elementals
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other.CopyFriendliness (self, !(flags & PAF_NOTARGET));
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if (!(flags & PAF_NOSKULLATTACK))
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{
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other.A_SkullAttack();
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}
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}
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}
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void A_PainAttack(class<Actor> spawntype = "LostSoul", double addangle = 0, int flags = 0, int limit = -1)
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{
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||||
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)
|
||||
|
|
Loading…
Reference in a new issue