- scriptified Hexen's bats.

- removed AMinotaurFriend::IsOkayToAttack. The condition it checks (i.e. friendliness with player) is already covered by the base version of this function so this is quite redundant.
- removed a few 'virtual' qualifiers from functions that never get overridden.
This commit is contained in:
Christoph Oelckers 2016-11-12 09:33:43 +01:00
parent 5bc89e7efc
commit 34fc6323a4
9 changed files with 98 additions and 123 deletions

View File

@ -614,7 +614,7 @@ public:
virtual void BeginPlay(); // Called immediately after the actor is created
virtual void PostBeginPlay(); // Called immediately before the actor's first tick
virtual void LevelSpawned(); // Called after BeginPlay if this actor was spawned by the world
void LevelSpawned(); // Called after BeginPlay if this actor was spawned by the world
virtual void HandleSpawnFlags(); // Translates SpawnFlags into in-game flags.
virtual void MarkPrecacheSounds() const; // Marks sounds used by this actor for precaching.
@ -733,7 +733,7 @@ public:
void ObtainInventory (AActor *other);
// Die. Now.
virtual bool Massacre ();
bool Massacre ();
// Transforms the actor into a finely-ground paste
virtual bool Grind(bool items);
@ -958,7 +958,7 @@ public:
{
SetOrigin(Pos() + vel, true);
}
virtual void SetOrigin(double x, double y, double z, bool moving);
void SetOrigin(double x, double y, double z, bool moving);
void SetOrigin(const DVector3 & npos, bool moving)
{
SetOrigin(npos.X, npos.Y, npos.Z, moving);
@ -970,7 +970,7 @@ public:
bool IsInsideVisibleAngles() const;
// Calculate amount of missile damage
virtual int GetMissileDamage(int mask, int add);
int GetMissileDamage(int mask, int add);
bool CanSeek(AActor *target) const;

View File

@ -1,98 +0,0 @@
/*
#include "actor.h"
#include "info.h"
#include "m_random.h"
#include "p_local.h"
#include "s_sound.h"
#include "vm.h"
*/
static FRandom pr_batspawn ("BatSpawn");
static FRandom pr_batmove ("BatMove");
//===========================================================================
// Bat Spawner Variables
// special1 frequency counter
// special2
// args[0] frequency of spawn (1=fastest, 10=slowest)
// args[1] spread angle (0..255)
// args[2]
// args[3] duration of bats (in octics)
// args[4] turn amount per move (in degrees)
//
// Bat Variables
// special2 lifetime counter
// args[4] turn amount per move (in degrees)
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_BatSpawnInit)
{
PARAM_SELF_PROLOGUE(AActor);
self->special1 = 0; // Frequency count
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_BatSpawn)
{
PARAM_SELF_PROLOGUE(AActor);
AActor *mo;
int delta;
DAngle angle;
// Countdown until next spawn
if (self->special1-- > 0) return 0;
self->special1 = self->args[0]; // Reset frequency count
delta = self->args[1];
if (delta==0) delta=1;
angle = self->Angles.Yaw + (((pr_batspawn() % delta) - (delta >> 1)) * (360 / 256.));
mo = P_SpawnMissileAngle (self, PClass::FindActor("Bat"), angle, 0);
if (mo)
{
mo->args[0] = pr_batspawn()&63; // floatbob index
mo->args[4] = self->args[4]; // turn degrees
mo->special2 = self->args[3]<<3; // Set lifetime
mo->target = self;
}
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_BatMove)
{
PARAM_SELF_PROLOGUE(AActor);
DAngle newangle;
if (self->special2 < 0)
{
self->SetState (self->FindState(NAME_Death));
}
self->special2 -= 2; // Called every 2 tics
if (pr_batmove()<128)
{
newangle = self->Angles.Yaw + self->args[4];
}
else
{
newangle = self->Angles.Yaw - self->args[4];
}
// Adjust velocity vector to new direction
self->VelFromAngle(self->Speed, newangle);
if (pr_batmove()<15)
{
S_Sound (self, CHAN_VOICE, "BatScream", 1, ATTN_IDLE);
}
// Handle Z movement
self->SetZ(self->target->Z() + 2 * BobSin(self->args[0]));
self->args[0] = (self->args[0]+3)&63;
return 0;
}

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@ -27,7 +27,6 @@
#include "vm.h"
// Include all the Hexen stuff here to reduce compile time
#include "a_bats.cpp"
#include "a_bishop.cpp"
#include "a_blastradius.cpp"
#include "a_boostarmor.cpp"

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@ -117,12 +117,6 @@ void AMinotaurFriend::Die (AActor *source, AActor *inflictor, int dmgflags)
}
}
bool AMinotaurFriend::OkayToSwitchTarget (AActor *other)
{
if (other == tracer) return false; // Do not target the master
return Super::OkayToSwitchTarget (other);
}
// Action functions for the minotaur ----------------------------------------
//----------------------------------------------------------------------------

View File

@ -21,7 +21,6 @@ public:
int StartTime;
void Die (AActor *source, AActor *inflictor, int dmgflags);
bool OkayToSwitchTarget (AActor *other);
void BeginPlay ();
void Serialize(FSerializer &arc);

View File

@ -6885,6 +6885,14 @@ DEFINE_ACTION_FUNCTION(AActor, AddZ)
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, SetZ)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(z);
self->SetZ(z);
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, SetDamage)
{
PARAM_SELF_PROLOGUE(AActor);

View File

@ -35,7 +35,6 @@ VMEXPORTED_NATIVES_START
VMEXPORTED_NATIVES_FUNC(Destroy)
VMEXPORTED_NATIVES_FUNC(Tick)
VMEXPORTED_NATIVES_FUNC(PostBeginPlay)
VMEXPORTED_NATIVES_FUNC(DropInventory)
VMEXPORTED_NATIVES_END
template<class T>
@ -103,11 +102,6 @@ public:
{
ExportedNatives<T>::Get()->template PostBeginPlay<void, T>(this);
}
AInventory *DropInventory(AInventory *item)
{
return ExportedNatives<T>::Get()->template DropInventory<AInventory *, T>(this, item);
}
};
template<class T>
@ -134,7 +128,7 @@ VMEXPORT_NATIVES_START(DThinker, DObject)
VMEXPORT_NATIVES_FUNC(PostBeginPlay)
VMEXPORT_NATIVES_END(DThinker)
/*
VMEXPORT_NATIVES_START(AActor, DThinker)
VMEXPORT_NATIVES_FUNC(DropInventory)
VMEXPORT_NATIVES_END(AActor)
*/

View File

@ -53,6 +53,12 @@ class Actor : Thinker native
{
return GetPointer(ptr_select1) == GetPointer(ptr_select2);
}
static double BobSin(double fb)
{
return sin(fb * (180./32)) * 8;
}
native static readonly<Actor> GetDefaultByType(class<Actor> cls);
native static float deltaangle(float ang1, float ang2);
@ -84,6 +90,7 @@ class Actor : Thinker native
native bool CanSeek(Actor target);
native double AngleTo(Actor target, bool absolute = false);
native void AddZ(float zadd);
native void SetZ(float z);
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);

View File

@ -9,9 +9,6 @@ class BatSpawner : SwitchableDecoration
RenderStyle "None";
}
native void A_BatSpawnInit();
native void A_BatSpawn();
States
{
Spawn:
@ -24,6 +21,48 @@ class BatSpawner : SwitchableDecoration
TNT1 A -1;
Stop;
}
//===========================================================================
// Bat Spawner Variables
// special1 frequency counter
// special2
// args[0] frequency of spawn (1=fastest, 10=slowest)
// args[1] spread angle (0..255)
// args[2]
// args[3] duration of bats (in octics)
// args[4] turn amount per move (in degrees)
//
// Bat Variables
// special2 lifetime counter
// args[4] turn amount per move (in degrees)
//===========================================================================
void A_BatSpawnInit()
{
special1 = 0; // Frequency count
}
void A_BatSpawn()
{
// Countdown until next spawn
if (special1-- > 0) return;
special1 = args[0]; // Reset frequency count
int delta = args[1];
if (delta == 0) delta = 1;
double ang = Angle + (((random[BatSpawn]() % delta) - (delta >> 1)) * (360 / 256.));
Actor mo = SpawnMissileAngle ("Bat", ang, 0);
if (mo)
{
mo.args[0] = random[BatSpawn]() & 63; // floatbob index
mo.args[4] = args[4]; // turn degrees
mo.special2 = args[3] << 3; // Set lifetime
mo.target = self;
}
}
}
// Bat ----------------------------------------------------------------------
@ -39,8 +78,6 @@ class Bat : Actor
+NOTELEPORT +CANPASS
}
native void A_BatMove();
States
{
Spawn:
@ -50,4 +87,39 @@ class Bat : Actor
ABAT A 2;
Stop;
}
void A_BatMove()
{
if (special2 < 0)
{
SetState ("Death");
}
special2 -= 2; // Called every 2 tics
double newangle;
if (random[BatMove]() < 128)
{
newangle = Angle + args[4];
}
else
{
newangle = Angle - args[4];
}
// Adjust velocity vector to new direction
VelFromAngle(Speed, newangle);
if (random[BatMove]() < 15)
{
A_PlaySound ("BatScream", CHAN_VOICE, 1, false, ATTN_IDLE);
}
// Handle Z movement
SetZ(target.pos.Z + 2 * BobSin(args[0]));
args[0] = (args[0] + 3) & 63;
}
}