- scriptified the remaining parts of the Wraithverge.

This commit is contained in:
Christoph Oelckers 2016-11-26 14:06:41 +01:00
parent 177aa6ec42
commit 4fcb397346
4 changed files with 136 additions and 181 deletions

View File

@ -855,7 +855,6 @@ set( NOT_COMPILED_SOURCE_FILES
${OTHER_SYSTEM_SOURCES}
sc_man_scanner.h
sc_man_scanner.re
g_hexen/a_clericholy.cpp
g_hexen/a_clericmace.cpp
g_hexen/a_clericstaff.cpp
g_hexen/a_fighteraxe.cpp

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@ -1,173 +0,0 @@
/*
#include "actor.h"
#include "info.h"
#include "p_local.h"
#include "m_random.h"
#include "s_sound.h"
#include "a_hexenglobal.h"
#include "gstrings.h"
#include "a_weaponpiece.h"
#include "vm.h"
#include "g_level.h"
#include "doomstat.h"
*/
#define BLAST_FULLSTRENGTH 255
static FRandom pr_holyatk2 ("CHolyAtk2");
static FRandom pr_holyseeker ("CHolySeeker");
static FRandom pr_holyweave ("CHolyWeave");
static FRandom pr_holyseek ("CHolySeek");
static FRandom pr_checkscream ("CCheckScream");
static FRandom pr_spiritslam ("CHolySlam");
static FRandom pr_wraithvergedrop ("WraithvergeDrop");
void SpawnSpiritTail (AActor *spirit);
// Holy Spirit --------------------------------------------------------------
//============================================================================
//
// CHolyFindTarget
//
//============================================================================
static void CHolyFindTarget (AActor *actor)
{
AActor *target;
if ( (target = P_RoughMonsterSearch (actor, 6, true)) )
{
actor->tracer = target;
actor->flags |= MF_NOCLIP|MF_SKULLFLY;
actor->flags &= ~MF_MISSILE;
}
}
//============================================================================
//
// CHolySeekerMissile
//
// Similar to P_SeekerMissile, but seeks to a random Z on the target
//============================================================================
static void CHolySeekerMissile (AActor *actor, DAngle thresh, DAngle turnMax)
{
int dir;
DAngle delta;
AActor *target;
double newZ;
double deltaZ;
target = actor->tracer;
if (target == NULL)
{
return;
}
if (!(target->flags&MF_SHOOTABLE)
|| (!(target->flags3&MF3_ISMONSTER) && !target->player))
{ // Target died/target isn't a player or creature
actor->tracer = NULL;
actor->flags &= ~(MF_NOCLIP | MF_SKULLFLY);
actor->flags |= MF_MISSILE;
CHolyFindTarget(actor);
return;
}
dir = P_FaceMobj (actor, target, &delta);
if (delta > thresh)
{
delta /= 2;
if (delta > turnMax)
{
delta = turnMax;
}
}
if (dir)
{ // Turn clockwise
actor->Angles.Yaw += delta;
}
else
{ // Turn counter clockwise
actor->Angles.Yaw -= delta;
}
actor->VelFromAngle();
if (!(level.time&15)
|| actor->Z() > target->Top()
|| actor->Top() < target->Z())
{
newZ = target->Z() + ((pr_holyseeker()*target->Height) / 256.);
deltaZ = newZ - actor->Z();
if (fabs(deltaZ) > 15)
{
if (deltaZ > 0)
{
deltaZ = 15;
}
else
{
deltaZ = -15;
}
}
actor->Vel.Z = deltaZ / actor->DistanceBySpeed(target, actor->Speed);
}
return;
}
//============================================================================
//
// A_CHolySeek
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_CHolySeek)
{
PARAM_SELF_PROLOGUE(AActor);
self->health--;
if (self->health <= 0)
{
self->Vel.X /= 4;
self->Vel.Y /= 4;
self->Vel.Z = 0;
self->SetState (self->FindState(NAME_Death));
self->tics -= pr_holyseek()&3;
return 0;
}
if (self->tracer)
{
CHolySeekerMissile (self, (double)self->args[0], self->args[0]*2.);
if (!((level.time+7)&15))
{
self->args[0] = 5+(pr_holyseek()/20);
}
}
int xyspeed = (pr_holyweave() % 5);
int zspeed = (pr_holyweave() % 5);
A_Weave(self, xyspeed, zspeed, 4., 2.);
return 0;
}
//============================================================================
//
// A_CHolyCheckScream
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_CHolyCheckScream)
{
PARAM_SELF_PROLOGUE(AActor);
CALL_ACTION(A_CHolySeek, self);
if (pr_checkscream() < 20)
{
S_Sound (self, CHAN_VOICE, "SpiritActive", 1, ATTN_NORM);
}
if (!self->tracer)
{
CHolyFindTarget(self);
}
return 0;
}

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@ -24,7 +24,6 @@
#include "serializer.h"
// Include all the Hexen stuff here to reduce compile time
#include "a_clericholy.cpp"
#include "a_clericmace.cpp"
#include "a_clericstaff.cpp"
#include "a_fighteraxe.cpp"

View File

@ -323,9 +323,6 @@ class HolySpirit : Actor
Obituary "$OB_MPCWEAPWRAITHVERGE";
}
native void A_CHolySeek();
native void A_CHolyCheckScream();
States
{
Spawn:
@ -401,7 +398,140 @@ class HolySpirit : Actor
return true;
}
//============================================================================
//
// CHolyFindTarget
//
//============================================================================
private void CHolyFindTarget ()
{
Actor target;
if ( (target = RoughMonsterSearch (6, true)) )
{
tracer = target;
bNoClip = true;
bSkullFly = true;
bMissile = false;
}
}
//============================================================================
//
// CHolySeekerMissile
//
// Similar to P_SeekerMissile, but seeks to a random Z on the target
//============================================================================
private void CHolySeekerMissile (double thresh, double turnMax)
{
Actor target = tracer;
if (target == NULL)
{
return;
}
if (!target.bShootable || (!target.bIsMonster && !target.player))
{ // Target died/target isn't a player or creature
tracer = null;
bNoClip = false;
bSkullFly = false;
bMissile = true;
CHolyFindTarget();
return;
}
double ang = deltaangle(angle, AngleTo(target));
double delta = abs(ang);
if (delta > thresh)
{
delta /= 2;
if (delta > turnMax)
{
delta = turnMax;
}
}
if (ang > 0)
{ // Turn clockwise
angle += delta;
}
else
{ // Turn counter clockwise
angle -= delta;
}
VelFromAngle();
if (!(level.time&15)
|| pos.z > target.pos.z + target.height
|| pos.z + height < target.pos.z)
{
double newZ = target.pos.z + ((random[HolySeeker]()*target.Height) / 256.);
double deltaZ = newZ - pos.z;
if (abs(deltaZ) > 15)
{
if (deltaZ > 0)
{
deltaZ = 15;
}
else
{
deltaZ = -15;
}
}
Vel.Z = deltaZ / DistanceBySpeed(target, Speed);
}
}
//============================================================================
//
// A_CHolySeek
//
//============================================================================
void A_CHolySeek()
{
health--;
if (health <= 0)
{
Vel.X /= 4;
Vel.Y /= 4;
Vel.Z = 0;
SetStateLabel ("Death");
tics -= random[HolySeeker]()&3;
return;
}
if (tracer)
{
CHolySeekerMissile (args[0], args[0]*2.);
if (!((level.time+7)&15))
{
args[0] = 5+(random[HolySeeker]()/20);
}
}
int xyspeed = (random[HolySeeker]() % 5);
int zspeed = (random[HolySeeker]() % 5);
A_Weave(xyspeed, zspeed, 4., 2.);
}
//============================================================================
//
// A_CHolyCheckScream
//
//============================================================================
void A_CHolyCheckScream()
{
A_CHolySeek();
if (random[HolyScream]() < 20)
{
A_PlaySound ("SpiritActive", CHAN_VOICE);
}
if (!tracer)
{
CHolyFindTarget();
}
}
}
// Holy Tail ----------------------------------------------------------------
@ -513,7 +643,7 @@ class HolyTail : Actor
void A_CHolyTail()
{
Actor parent = self.target;
Actor parent = target;
if (parent == null || parent.health <= 0) // better check for health than current state - it's safer!
{ // Ghost removed, so remove all tail parts
@ -524,7 +654,7 @@ class HolyTail : Actor
{
if (TryMove(parent.Vec2Angle(14., parent.Angle, true), true))
{
self.SetZ(parent.pos.z - 5.);
SetZ(parent.pos.z - 5.);
}
CHolyTailFollow(10);
}