- scriptified a_archvile.cpp.

- fixed the type checks for the conditional operator.
This commit is contained in:
Christoph Oelckers 2016-10-30 18:41:39 +01:00
parent a652c5f259
commit 2857fac338
10 changed files with 120 additions and 171 deletions

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@ -835,7 +835,6 @@ set( NOT_COMPILED_SOURCE_FILES
${OTHER_SYSTEM_SOURCES}
sc_man_scanner.h
sc_man_scanner.re
g_doom/a_archvile.cpp
g_doom/a_bossbrain.cpp
g_doom/a_doomweaps.cpp
g_doom/a_keen.cpp

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@ -1,160 +0,0 @@
/*
#include "actor.h"
#include "info.h"
#include "p_local.h"
#include "s_sound.h"
#include "p_enemy.h"
#include "gstrings.h"
#include "a_action.h"
#include "vm.h"
*/
//
// PIT_VileCheck
// Detect a corpse that could be raised.
//
void A_Fire(AActor *self, double height);
//
// A_VileStart
//
DEFINE_ACTION_FUNCTION(AActor, A_VileStart)
{
PARAM_SELF_PROLOGUE(AActor);
S_Sound (self, CHAN_VOICE, "vile/start", 1, ATTN_NORM);
return 0;
}
//
// A_Fire
// Keep fire in front of player unless out of sight
//
DEFINE_ACTION_FUNCTION(AActor, A_StartFire)
{
PARAM_SELF_PROLOGUE(AActor);
S_Sound (self, CHAN_BODY, "vile/firestrt", 1, ATTN_NORM);
A_Fire (self, 0);
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_FireCrackle)
{
PARAM_SELF_PROLOGUE(AActor);
S_Sound (self, CHAN_BODY, "vile/firecrkl", 1, ATTN_NORM);
A_Fire (self, 0);
return 0;
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Fire)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT_DEF(height);
A_Fire(self, height);
return 0;
}
void A_Fire(AActor *self, double height)
{
AActor *dest;
dest = self->tracer;
if (dest == NULL || self->target == NULL)
return;
// don't move it if the vile lost sight
if (!P_CheckSight (self->target, dest, 0) )
return;
DVector3 newpos = dest->Vec3Angle(24., dest->Angles.Yaw, height);
self->SetOrigin(newpos, true);
}
//
// A_VileTarget
// Spawn the hellfire
//
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileTarget)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS_DEF(fire, AActor);
AActor *fog;
if (!self->target)
return 0;
A_FaceTarget (self);
fog = Spawn (fire, self->target->Pos(), ALLOW_REPLACE);
self->tracer = fog;
fog->target = self;
fog->tracer = self->target;
A_Fire(fog, 0);
return 0;
}
//
// A_VileAttack
//
// A_VileAttack flags
#define VAF_DMGTYPEAPPLYTODIRECT 1
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileAttack)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_SOUND_DEF (snd)
PARAM_INT_DEF (dmg)
PARAM_INT_DEF (blastdmg)
PARAM_INT_DEF (blastrad)
PARAM_FLOAT_DEF (thrust)
PARAM_NAME_DEF (dmgtype)
PARAM_INT_DEF (flags)
AActor *fire, *target;
if (NULL == (target = self->target))
return 0;
A_FaceTarget (self);
if (!P_CheckSight (self, target, 0) )
return 0;
S_Sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
int newdam;
if (flags & VAF_DMGTYPEAPPLYTODIRECT)
newdam = P_DamageMobj (target, self, self, dmg, dmgtype);
else
newdam = P_DamageMobj (target, self, self, dmg, NAME_None);
P_TraceBleed (newdam > 0 ? newdam : dmg, target);
fire = self->tracer;
if (fire != NULL)
{
// move the fire between the vile and the player
DVector3 pos = target->Vec3Angle(-24., self->Angles.Yaw, 0);
fire->SetOrigin (pos, true);
P_RadiusAttack (fire, self, blastdmg, blastrad, dmgtype, 0);
}
if (!(target->flags7 & MF7_DONTTHRUST))
{
target->Vel.Z = thrust * 1000 / MAX(1, target->Mass);
}
return 0;
}

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@ -22,7 +22,6 @@
#include "vm.h"
// Include all the other Doom stuff here to reduce compile time
#include "a_archvile.cpp"
#include "a_bossbrain.cpp"
#include "a_doomweaps.cpp"
#include "a_keen.cpp"

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@ -1362,6 +1362,7 @@ enum
XF_HURTSOURCE = 1,
XF_NOTMISSILE = 4,
XF_NOACTORTYPE = 1 << 3,
XF_NOSPLASH = 16,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
@ -1412,7 +1413,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
if (flags & XF_NOTMISSILE) pflags |= RADF_SOURCEISSPOT;
int count = P_RadiusAttack (self, self->target, damage, distance, damagetype, pflags, fulldmgdistance);
P_CheckSplash(self, distance);
if (!(flags & XF_NOSPLASH)) P_CheckSplash(self, distance);
if (alert && self->target != NULL && self->target->player != NULL)
{
P_NoiseAlert(self->target, self);

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@ -6647,6 +6647,16 @@ DEFINE_ACTION_FUNCTION(AActor, SetXYZ)
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, Vec3Angle)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(length)
PARAM_ANGLE(angle);
PARAM_FLOAT(z);
PARAM_BOOL_DEF(absolute);
ACTION_RETURN_VEC3(self->Vec3Angle(length, angle, z, absolute));
}
//----------------------------------------------------------------------------
//
// DropItem handling

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@ -345,6 +345,7 @@ static int EncodeRegType(ExpEmit reg)
else if (reg.RegCount == 2)
{
regtype |= REGT_MULTIREG2;
}
else if (reg.RegCount == 3)
{
@ -3808,7 +3809,7 @@ FxExpression *FxConditional::Resolve(FCompileContext& ctx)
ValueType = TypeVoid;
//else if (truex->ValueType != falsex->ValueType)
if ((!IsNumeric() && !IsPointer() && !IsVector()) || ValueType == TypeVoid)
if (ValueType->GetRegType() == REGT_NIL)
{
ScriptPosition.Message(MSG_ERROR, "Incompatible types for ?: operator");
delete this;

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@ -4,6 +4,7 @@
#include "zstring.h"
#include "dobject.h"
#include "autosegs.h"
#include "vectors.h"
#define MAX_RETURNS 8 // Maximum number of results a function called by script code can return
#define MAX_TRY_DEPTH 8 // Maximum number of nested TRYs in a single function
@ -296,12 +297,25 @@ struct VMReturn
((double *)Location)[1] = val[1];
((double *)Location)[2] = val[2];
}
void SetVector(const DVector3 &val)
{
assert(RegType == (REGT_FLOAT | REGT_MULTIREG3));
((double *)Location)[0] = val[0];
((double *)Location)[1] = val[1];
((double *)Location)[2] = val[2];
}
void SetVector2(const double val[2])
{
assert(RegType == (REGT_FLOAT|REGT_MULTIREG2));
((double *)Location)[0] = val[0];
((double *)Location)[1] = val[1];
}
void SetVector2(const DVector2 &val)
{
assert(RegType == (REGT_FLOAT | REGT_MULTIREG2));
((double *)Location)[0] = val[0];
((double *)Location)[1] = val[1];
}
void SetString(const FString &val)
{
assert(RegType == REGT_STRING);
@ -1029,6 +1043,7 @@ struct AFuncDesc
#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_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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@ -70,6 +70,7 @@ class Actor : Thinker native
native bool SetState(state st, bool nofunction = false);
native void LinkToWorld();
native void UnlinkFromWorld();
native vector3 Vec3Angle(float length, float angle, float z = 0, bool absolute = false);
native void VelFromAngle(float speed = 0, float angle = 0);
native bool isFriend(Actor other);
@ -209,12 +210,6 @@ 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_VileStart();
native void A_VileTarget(class<Actor> fire = "ArchvileFire");
native void A_VileAttack(sound snd = "vile/stop", int initialdmg = 20, int blastdmg = 70, int blastradius = 70, float thrustfac = 1.0, name damagetype = "Fire", int flags = 0);
native void A_StartFire();
native void A_Fire(float spawnheight = 0);
native void A_FireCrackle();
native void A_Tracer();
native void A_SkelWhoosh();
native void A_SkelFist();

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@ -243,7 +243,8 @@ enum EExplodeFlags
{
XF_HURTSOURCE = 1,
XF_NOTMISSILE = 4,
XF_EXPLICITDAMAGETYPE = 1 << 3,
XF_EXPLICITDAMAGETYPE = 8,
XF_NOSPLASH = 16,
};
// Flags for A_RadiusThrust

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@ -87,3 +87,91 @@ class ArchvileFire : Actor
}
}
//===========================================================================
//
// Code (must be attached to Actor)
//
//===========================================================================
// A_VileAttack flags
//#define VAF_DMGTYPEAPPLYTODIRECT 1
extend class Actor
{
void A_VileStart()
{
A_PlaySound ("vile/start", CHAN_VOICE);
}
//
// A_VileTarget
// Spawn the hellfire
//
void A_VileTarget(class<Actor> fire = "ArchvileFire")
{
if (target)
{
A_FaceTarget ();
Actor fog = Spawn (fire, target.Pos, ALLOW_REPLACE);
tracer = fog;
fog.target = self;
fog.tracer = self.target;
fog.A_Fire(0);
}
}
void A_VileAttack(sound snd = "vile/stop", int initialdmg = 20, int blastdmg = 70, int blastradius = 70, float thrust = 1.0, name damagetype = "Fire", int flags = 0)
{
if (target)
{
A_FaceTarget();
if (!CheckSight(target, 0)) return;
A_PlaySound(snd, CHAN_WEAPON);
int newdam = target.DamageMobj (self, self, initialdmg, (flags & VAF_DMGTYPEAPPLYTODIRECT)? damagetype : 'none');
TraceBleed (newdam > 0 ? newdam : initialdmg, target);
Actor fire = tracer;
if (fire)
{
// move the fire between the vile and the player
fire.SetOrigin(target.Vec3Angle(-24., angle, 0), true);
fire.A_Explode(blastdmg, blastradius, XF_NOSPLASH, false, 0, 0, 0, "BulletPuff", damagetype);
}
if (!target.bDontThrust)
{
target.Vel.z = thrust * 1000 / max(1, target.Mass);
}
}
}
void A_StartFire()
{
A_PlaySound ("vile/firestrt", CHAN_BODY);
A_Fire();
}
//
// A_Fire
// Keep fire in front of player unless out of sight
//
void A_Fire(float spawnheight = 0)
{
Actor dest = tracer;
if (!dest || !target) return;
// don't move it if the vile lost sight
if (!target.CheckSight (dest, 0) ) return;
SetOrigin(dest.Vec3Angle(24, dest.angle, height), true);
}
void A_FireCrackle()
{
A_PlaySound ("vile/firecrkl", CHAN_BODY);
A_Fire();
}
}