- scriptified FastProjectile.

This commit is contained in:
Christoph Oelckers 2017-01-13 00:35:56 +01:00
parent cc58f13e4e
commit 85a84b5e94
12 changed files with 200 additions and 186 deletions

View file

@ -1159,7 +1159,6 @@ set (PCH_SOURCES
g_strife/strife_sbar.cpp
g_shared/a_action.cpp
g_shared/a_decals.cpp
g_shared/a_fastprojectile.cpp
g_shared/a_flashfader.cpp
g_shared/a_fountain.cpp
g_shared/a_lightning.cpp

View file

@ -110,8 +110,8 @@ public:
bool IsDangerous (sector_t *sec);
TArray<FString> getspawned; //Array of bots (their names) which should be spawned when starting a game.
BYTE freeze:1; //Game in freeze mode.
BYTE changefreeze:1; //Game wants to change freeze mode.
BYTE freeze; //Game in freeze mode.
BYTE changefreeze; //Game wants to change freeze mode.
int botnum;
botinfo_t *botinfo;
int spawn_tries;

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@ -3,7 +3,7 @@
class AAmmo : public AInventory
{
DECLARE_CLASS(AAmmo, AInventory)
DECLARE_CLASS (AAmmo, AInventory)
public:
virtual void Serialize(FSerializer &arc) override;

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@ -182,7 +182,7 @@ private:
class AStateProvider : public AInventory
{
DECLARE_CLASS(AStateProvider, AInventory)
DECLARE_CLASS (AStateProvider, AInventory)
};
// CustomInventory: Supports the Use, Pickup, and Drop states from 96x

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@ -4,7 +4,7 @@
class AWeaponPiece : public AInventory
{
DECLARE_CLASS(AWeaponPiece, AInventory)
DECLARE_CLASS (AWeaponPiece, AInventory)
HAS_OBJECT_POINTERS
protected:
bool PrivateShouldStay ();
@ -26,7 +26,7 @@ public:
// [BL] Needs to be available for SBarInfo to check weaponpieces
class AWeaponHolder : public AInventory
{
DECLARE_CLASS(AWeaponHolder, AInventory)
DECLARE_CLASS (AWeaponHolder, AInventory)
public:
int PieceMask;

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@ -221,7 +221,7 @@ enum
class AWeaponGiver : public AWeapon
{
DECLARE_CLASS(AWeaponGiver, AWeapon)
DECLARE_CLASS (AWeaponGiver, AWeapon)
public:
virtual bool TryPickup(AActor *&toucher) override;

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@ -1,164 +0,0 @@
#include "a_sharedglobal.h"
#include "p_local.h"
#include "g_level.h"
#include "r_sky.h"
#include "p_lnspec.h"
#include "b_bot.h"
#include "p_checkposition.h"
#include "virtual.h"
#include "g_levellocals.h"
IMPLEMENT_CLASS(AFastProjectile, false, false)
//----------------------------------------------------------------------------
//
// AFastProjectile :: Tick
//
// Thinker for the ultra-fast projectiles used by Heretic and Hexen
//
//----------------------------------------------------------------------------
void AFastProjectile::Tick ()
{
int i;
DVector3 frac;
int changexy;
ClearInterpolation();
double oldz = Z();
if (!(flags5 & MF5_NOTIMEFREEZE))
{
//Added by MC: Freeze mode.
if (bglobal.freeze || level.flags2 & LEVEL2_FROZEN)
{
return;
}
}
// [RH] Ripping is a little different than it was in Hexen
FCheckPosition tm(!!(flags2 & MF2_RIP));
int count = 8;
if (radius > 0)
{
while ( fabs(Vel.X) > radius * count || fabs(Vel.Y) > radius * count)
{
// we need to take smaller steps.
count += count;
}
}
// Handle movement
if (!Vel.isZero() || (Z() != floorz))
{
// force some lateral movement so that collision detection works as intended.
if ((flags & MF_MISSILE) && Vel.X == 0 && Vel.Y == 0 && !IsZeroDamage())
{
Vel.X = MinVel;
}
frac = Vel / count;
changexy = frac.X != 0 || frac.Y != 0;
int ripcount = count / 8;
for (i = 0; i < count; i++)
{
if (changexy)
{
if (--ripcount <= 0)
{
tm.LastRipped.Clear(); // [RH] Do rip damage each step, like Hexen
}
if (!P_TryMove (this, Pos() + frac, true, NULL, tm))
{ // Blocked move
if (!(flags3 & MF3_SKYEXPLODE))
{
if (tm.ceilingline &&
tm.ceilingline->backsector &&
tm.ceilingline->backsector->GetTexture(sector_t::ceiling) == skyflatnum &&
Z() >= tm.ceilingline->backsector->ceilingplane.ZatPoint(PosRelative(tm.ceilingline)))
{
// Hack to prevent missiles exploding against the sky.
// Does not handle sky floors.
Destroy ();
return;
}
// [RH] Don't explode on horizon lines.
if (BlockingLine != NULL && BlockingLine->special == Line_Horizon)
{
Destroy ();
return;
}
}
P_ExplodeMissile (this, BlockingLine, BlockingMobj);
return;
}
}
AddZ(frac.Z);
UpdateWaterLevel ();
oldz = Z();
if (oldz <= floorz)
{ // Hit the floor
if (floorpic == skyflatnum && !(flags3 & MF3_SKYEXPLODE))
{
// [RH] Just remove the missile without exploding it
// if this is a sky floor.
Destroy ();
return;
}
SetZ(floorz);
P_HitFloor (this);
P_ExplodeMissile (this, NULL, NULL);
return;
}
if (Top() > ceilingz)
{ // Hit the ceiling
if (ceilingpic == skyflatnum && !(flags3 & MF3_SKYEXPLODE))
{
Destroy ();
return;
}
SetZ(ceilingz - Height);
P_ExplodeMissile (this, NULL, NULL);
return;
}
if (!frac.isZero() && ripcount <= 0)
{
ripcount = count >> 3;
// call the scripted 'Effect' method.
IFVIRTUAL(AFastProjectile, Effect)
{
// Without the type cast this picks the 'void *' assignment...
VMValue params[1] = { (DObject*)this };
GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr);
}
}
}
}
if (!CheckNoDelay())
return; // freed itself
// Advance the state
if (tics != -1)
{
if (tics > 0) tics--;
while (!tics)
{
if (!SetState (state->GetNextState ()))
{ // mobj was removed
return;
}
}
}
}

View file

@ -215,12 +215,4 @@ public:
ActorFlags FlagsSave;
};
class AFastProjectile : public AActor
{
DECLARE_CLASS(AFastProjectile, AActor)
public:
void Tick ();
};
#endif //__A_SHAREDGLOBAL_H__

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@ -4333,6 +4333,12 @@ bool AActor::CheckNoDelay()
return true;
}
DEFINE_ACTION_FUNCTION(AActor, CheckNoDelay)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_BOOL(self->CheckNoDelay());
}
//==========================================================================
//
// AActor :: CheckSectorTransition
@ -4486,6 +4492,12 @@ bool AActor::UpdateWaterLevel (bool dosplash)
return false; // we did the splash ourselves
}
DEFINE_ACTION_FUNCTION(AActor, UpdateWaterLevel)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_BOOL_DEF(splash);
ACTION_RETURN_BOOL(self->UpdateWaterLevel(splash));
}
//==========================================================================
//
@ -7821,6 +7833,13 @@ DEFINE_ACTION_FUNCTION(AActor, Vec3Offset)
ACTION_RETURN_VEC3(self->Vec3Offset(x, y, z, absolute));
}
DEFINE_ACTION_FUNCTION(AActor, PosRelative)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_POINTER(sec, sector_t);
ACTION_RETURN_VEC3(self->PosRelative(sec));
}
DEFINE_ACTION_FUNCTION(AActor, RestoreDamage)
{
PARAM_SELF_PROLOGUE(AActor);
@ -7861,6 +7880,19 @@ DEFINE_ACTION_FUNCTION(AActor, CountsAsKill)
ACTION_RETURN_FLOAT(self->CountsAsKill());
}
DEFINE_ACTION_FUNCTION(AActor, IsZeroDamage)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_BOOL(self->IsZeroDamage());
}
DEFINE_ACTION_FUNCTION(AActor, ClearInterpolation)
{
PARAM_SELF_PROLOGUE(AActor);
self->ClearInterpolation();
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, ApplyDamageFactors)
{
PARAM_PROLOGUE;
@ -7880,6 +7912,7 @@ DEFINE_ACTION_FUNCTION(AActor, ApplyDamageFactors)
}
}
//----------------------------------------------------------------------------
//
// DropItem handling

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@ -52,6 +52,7 @@
#include "g_levellocals.h"
#include "vm.h"
#include "p_checkposition.h"
#include "r_sky.h"
static TArray<FPropertyInfo*> properties;
static TArray<AFuncDesc> AFTable;
@ -742,9 +743,8 @@ void InitThingdef()
// As a result, the size has to be set to something large and arbritrary because it can change between maps. This will need some serious improvement when things get cleaned up.
sectorstruct->AddNativeField("lines", NewPointer(NewResizableArray(NewPointer(linestruct, false)), false), myoffsetof(sector_t, Lines), VARF_Native);
// add the sector planes. These are value items of native structs so they have to be done here. Write access should be through functions only to allow later optimization inside the renderer.
sectorstruct->AddNativeField("ceilingplane", secplanestruct, myoffsetof(sector_t, ceilingplane), VARF_Native|VARF_ReadOnly);
sectorstruct->AddNativeField("floorplane", secplanestruct, myoffsetof(sector_t, floorplane), VARF_Native|VARF_ReadOnly);
sectorstruct->AddNativeField("ceilingplane", secplanestruct, myoffsetof(sector_t, ceilingplane), VARF_Native);
sectorstruct->AddNativeField("floorplane", secplanestruct, myoffsetof(sector_t, floorplane), VARF_Native);
@ -788,6 +788,12 @@ void InitThingdef()
playerf = new PField("gameaction", TypeUInt8, VARF_Native | VARF_Static, (intptr_t)&gameaction);
GlobalSymbols.AddSymbol(playerf);
playerf = new PField("skyflatnum", TypeTextureID, VARF_Native | VARF_Static | VARF_ReadOnly, (intptr_t)&skyflatnum);
GlobalSymbols.AddSymbol(playerf);
playerf = new PField("globalfreeze", TypeUInt8, VARF_Native | VARF_Static | VARF_ReadOnly, (intptr_t)&bglobal.freeze);
GlobalSymbols.AddSymbol(playerf);
playerf = new PField("consoleplayer", TypeSInt32, VARF_Native | VARF_Static | VARF_ReadOnly, (intptr_t)&consoleplayer);
GlobalSymbols.AddSymbol(playerf);

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@ -145,6 +145,7 @@ class Actor : Thinker native
native int lastbump;
native int DesignatedTeam;
native Actor BlockingMobj;
native Line BlockingLine;
native int PoisonDamage;
native name PoisonDamageType;
native int PoisonDuration;
@ -207,7 +208,6 @@ class Actor : Thinker native
// need some definition work first
//FRenderStyle RenderStyle;
//line_t *BlockingLine; // Line that blocked the last move
//int ConversationRoot; // THe root of the current dialogue
// deprecated things.
@ -345,6 +345,11 @@ class Actor : Thinker native
native void ClearBounce();
native TerrainDef GetFloorTerrain();
native bool CheckLocalView(int consoleplayer);
native bool CheckNoDelay();
native bool UpdateWaterLevel (bool splash = true);
native bool IsZeroDamage();
native void ClearInterpolation();
native Vector3 PosRelative(sector sec);
native void ExplodeMissile(line lin = null, Actor target = null);
native void RestoreDamage();

View file

@ -1,6 +1,6 @@
// Fast projectiles --------------------------------------------------------
class FastProjectile : Actor native
class FastProjectile : Actor
{
Default
{
@ -37,5 +37,148 @@ class FastProjectile : Actor native
}
}
//----------------------------------------------------------------------------
//
// AFastProjectile :: Tick
//
// Thinker for the ultra-fast projectiles used by Heretic and Hexen
//
//----------------------------------------------------------------------------
override void Tick ()
{
ClearInterpolation();
double oldz = pos.Z;
if (!bNoTimeFreeze)
{
//Added by MC: Freeze mode.
if (globalfreeze || level.Frozen)
{
return;
}
}
// [RH] Ripping is a little different than it was in Hexen
FCheckPosition tm;
tm.DoRipping = bRipper;
int count = 8;
if (radius > 0)
{
while ( abs(Vel.X) > radius * count || abs(Vel.Y) > radius * count)
{
// we need to take smaller steps.
count += count;
}
}
// Handle movement
if (Vel != (0, 0, 0) || (pos.Z != floorz))
{
// force some lateral movement so that collision detection works as intended.
if (bMissile && Vel.X == 0 && Vel.Y == 0 && !IsZeroDamage())
{
Vel.X = MinVel;
}
Vector3 frac = Vel / count;
int changexy = frac.X != 0 || frac.Y != 0;
int ripcount = count / 8;
for (int i = 0; i < count; i++)
{
if (changexy)
{
if (--ripcount <= 0)
{
tm.ClearLastRipped(); // [RH] Do rip damage each step, like Hexen
}
if (!TryMove (Pos.XY + frac.XY, true, NULL, tm))
{ // Blocked move
if (!bSkyExplode)
{
let l = tm.ceilingline;
if (l &&
l.backsector &&
l.backsector.GetTexture(sector.ceiling) == skyflatnum)
{
let posr = PosRelative(l.backsector);
if (pos.Z >= l.backsector.ceilingplane.ZatPoint(posr.XY))
{
// Hack to prevent missiles exploding against the sky.
// Does not handle sky floors.
Destroy ();
return;
}
}
// [RH] Don't explode on horizon lines.
if (BlockingLine != NULL && BlockingLine.special == Line_Horizon)
{
Destroy ();
return;
}
}
ExplodeMissile (BlockingLine, BlockingMobj);
return;
}
}
AddZ(frac.Z);
UpdateWaterLevel ();
oldz = pos.Z;
if (oldz <= floorz)
{ // Hit the floor
if (floorpic == skyflatnum && !bSkyExplode)
{
// [RH] Just remove the missile without exploding it
// if this is a sky floor.
Destroy ();
return;
}
SetZ(floorz);
HitFloor ();
ExplodeMissile (NULL, NULL);
return;
}
if (pos.Z + height > ceilingz)
{ // Hit the ceiling
if (ceilingpic == skyflatnum && !bSkyExplode)
{
Destroy ();
return;
}
SetZ(ceilingz - Height);
ExplodeMissile (NULL, NULL);
return;
}
if (frac != (0, 0, 0) && ripcount <= 0)
{
ripcount = count >> 3;
// call the 'Effect' method.
Effect();
}
}
}
if (!CheckNoDelay())
return; // freed itself
// Advance the state
if (tics != -1)
{
if (tics > 0) tics--;
while (!tics)
{
if (!SetState (CurState.NextState))
{ // mobj was removed
return;
}
}
}
}
}