- scriptified a_alienspectres.cpp.

This commit is contained in:
Christoph Oelckers 2016-11-28 11:52:03 +01:00
parent 7ea9f60464
commit b171d6e21f
14 changed files with 253 additions and 257 deletions

View file

@ -861,7 +861,6 @@ set( NOT_COMPILED_SOURCE_FILES
sc_man_scanner.re
g_hexen/a_heresiarch.cpp
g_hexen/a_spike.cpp
g_strife/a_alienspectres.cpp
g_strife/a_coin.cpp
g_strife/a_crusader.cpp
g_strife/a_entityboss.cpp

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@ -65,6 +65,7 @@
#include "g_level.h"
#include "d_event.h"
#include "d_player.h"
#include "gstrings.h"
#include "c_consolebuffer.h"
#include "gi.h"
@ -1729,6 +1730,20 @@ void C_MidPrintBold (FFont *font, const char *msg)
}
}
DEFINE_ACTION_FUNCTION(DObject, C_MidPrint)
{
PARAM_PROLOGUE;
PARAM_STRING(font);
PARAM_STRING(text);
PARAM_BOOL_DEF(bold);
FFont *fnt = FFont::FindFont(font);
const char *txt = GStrings(text);
if (!bold) C_MidPrint(fnt, txt);
else C_MidPrintBold(fnt, txt);
return 0;
}
/****** Tab completion code ******/
struct TabData

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@ -1,201 +0,0 @@
/*
#include "actor.h"
#include "m_random.h"
#include "a_action.h"
#include "p_local.h"
#include "p_enemy.h"
#include "s_sound.h"
#include "m_random.h"
#include "a_strifeglobal.h"
#include "c_console.h"
#include "gstrings.h"
#include "vm.h"
#include "doomstat.h"
*/
static FRandom pr_spectrespawn ("AlienSpectreSpawn");
static FRandom pr_spectrechunk ("212e4");
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SpectreChunkSmall)
{
PARAM_SELF_PROLOGUE(AActor);
AActor *foo = Spawn("AlienChunkSmall", self->PosPlusZ(10.), ALLOW_REPLACE);
if (foo != NULL)
{
int t;
t = pr_spectrechunk() & 15;
foo->Vel.X = (t - (pr_spectrechunk() & 7));
t = pr_spectrechunk() & 15;
foo->Vel.Y = (t - (pr_spectrechunk() & 7));
foo->Vel.Z = (pr_spectrechunk() & 15);
}
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_SpectreChunkLarge)
{
PARAM_SELF_PROLOGUE(AActor);
AActor *foo = Spawn("AlienChunkLarge", self->PosPlusZ(10.), ALLOW_REPLACE);
if (foo != NULL)
{
int t;
t = pr_spectrechunk() & 7;
foo->Vel.X = (t - (pr_spectrechunk() & 15));
t = pr_spectrechunk() & 7;
foo->Vel.Y = (t - (pr_spectrechunk() & 15));
foo->Vel.Z = (pr_spectrechunk() & 7);
}
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_Spectre3Attack)
{
PARAM_SELF_PROLOGUE(AActor);
if (self->target == NULL)
return 0;
AActor *foo = Spawn("SpectralLightningV2", self->PosPlusZ(32.), ALLOW_REPLACE);
foo->Vel.Z = -12;
foo->target = self;
foo->FriendPlayer = 0;
foo->tracer = self->target;
self->Angles.Yaw -= 90.;
for (int i = 0; i < 20; ++i)
{
self->Angles.Yaw += 9.;
P_SpawnSubMissile (self, PClass::FindActor("SpectralLightningBall2"), self);
}
self->Angles.Yaw -= 90.;
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_AlienSpectreDeath)
{
PARAM_SELF_PROLOGUE(AActor);
AActor *player;
char voc[32];
int log;
int i;
A_Unblock(self, true); // [RH] Need this for Sigil rewarding
if (!CheckBossDeath (self))
{
return 0;
}
for (i = 0, player = NULL; i < MAXPLAYERS; ++i)
{
if (playeringame[i] && players[i].health > 0)
{
player = players[i].mo;
break;
}
}
if (player == NULL)
{
return 0;
}
switch (self->GetClass()->TypeName)
{
case NAME_AlienSpectre1:
EV_DoFloor (DFloor::floorLowerToLowest, NULL, 999, 1., 0., -1, 0, false);
log = 95;
break;
case NAME_AlienSpectre2:
C_MidPrint(SmallFont, GStrings("TXT_KILLED_BISHOP"));
log = 74;
player->GiveInventoryType (QuestItemClasses[20]);
break;
case NAME_AlienSpectre3:
{
C_MidPrint(SmallFont, GStrings("TXT_KILLED_ORACLE"));
// If there are any Oracles still alive, kill them.
TThinkerIterator<AActor> it(NAME_Oracle);
AActor *oracle;
while ( (oracle = it.Next()) != NULL)
{
if (oracle->health > 0)
{
oracle->health = 0;
oracle->CallDie (self, self);
}
}
player->GiveInventoryType (QuestItemClasses[22]);
if (player->FindInventory (QuestItemClasses[20]))
{ // If the Bishop is dead, set quest item 22
player->GiveInventoryType (QuestItemClasses[21]);
}
if (player->FindInventory (QuestItemClasses[23]) == NULL)
{ // Macil is calling us back...
log = 87;
}
else
{ // You wield the power of the complete Sigil.
log = 85;
}
EV_DoDoor (DDoor::doorOpen, NULL, NULL, 222, 8., 0, 0, 0);
break;
}
case NAME_AlienSpectre4:
C_MidPrint(SmallFont, GStrings("TXT_KILLED_MACIL"));
player->GiveInventoryType (QuestItemClasses[23]);
if (player->FindInventory (QuestItemClasses[24]) == NULL)
{ // Richter has taken over. Macil is a snake.
log = 79;
}
else
{ // Back to the factory for another Sigil!
log = 106;
}
break;
case NAME_AlienSpectre5:
C_MidPrint(SmallFont, GStrings("TXT_KILLED_LOREMASTER"));
ASigil *sigil;
player->GiveInventoryType (QuestItemClasses[25]);
if (!multiplayer)
{
player->GiveInventoryType (RUNTIME_CLASS(AUpgradeStamina));
player->GiveInventoryType (RUNTIME_CLASS(AUpgradeAccuracy));
}
sigil = player->FindInventory<ASigil>();
if (sigil != NULL && sigil->NumPieces == 5)
{ // You wield the power of the complete Sigil.
log = 85;
}
else
{ // Another Sigil piece. Woohoo!
log = 83;
}
EV_DoFloor (DFloor::floorLowerToLowest, NULL, 666, 1., 0., -1, 0, false);
break;
default:
return 0;
}
mysnprintf (voc, countof(voc), "svox/voc%d", log);
S_Sound (CHAN_VOICE, voc, 1, ATTN_NORM);
player->player->SetLogNumber (log);
return 0;
}

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@ -25,7 +25,6 @@
// Include all the other Strife stuff here to reduce compile time
#include "a_spectral.cpp"
#include "a_alienspectres.cpp"
#include "a_coin.cpp"
#include "a_crusader.cpp"
#include "a_entityboss.cpp"

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@ -566,40 +566,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_MaulerTorpedoWave)
return 0;
}
AActor *P_SpawnSubMissile (AActor *source, PClassActor *type, AActor *target)
{
AActor *other = Spawn (type, source->Pos(), ALLOW_REPLACE);
if (other == NULL)
{
return NULL;
}
other->target = target;
other->Angles.Yaw = source->Angles.Yaw;
other->VelFromAngle();
if (other->flags4 & MF4_SPECTRAL)
{
if (source->flags & MF_MISSILE && source->flags4 & MF4_SPECTRAL)
{
other->FriendPlayer = source->FriendPlayer;
}
else
{
other->SetFriendPlayer(target->player);
}
}
if (P_CheckMissileSpawn (other, source->radius))
{
DAngle pitch = P_AimLineAttack (source, source->Angles.Yaw, 1024.);
other->Vel.Z = -other->Speed * pitch.Sin();
return other;
}
return NULL;
}
class APhosphorousFire : public AActor
{
DECLARE_CLASS (APhosphorousFire, AActor)

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@ -3339,6 +3339,12 @@ bool CheckBossDeath (AActor *actor)
return true;
}
DEFINE_ACTION_FUNCTION(AActor, CheckBossDeath)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_BOOL(CheckBossDeath(self));
}
//
// A_BossDeath
// Possibly trigger special effects if on a boss level

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@ -767,7 +767,7 @@ DEFINE_ACTION_FUNCTION(AActor, Die)
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(source, AActor);
PARAM_OBJECT(inflictor, AActor);
PARAM_INT(dmgflags);
PARAM_INT_DEF(dmgflags);
self->Die(source, inflictor, dmgflags);
return 0;
}

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@ -6554,6 +6554,48 @@ DEFINE_ACTION_FUNCTION(AActor, SpawnMissileAngleZSpeed)
ACTION_RETURN_OBJECT(P_SpawnMissileAngleZSpeed(self, z, type, angle, vz, speed, owner, checkspawn));
}
AActor *P_SpawnSubMissile(AActor *source, PClassActor *type, AActor *target)
{
AActor *other = Spawn(type, source->Pos(), ALLOW_REPLACE);
if (other == NULL)
{
return NULL;
}
other->target = target;
other->Angles.Yaw = source->Angles.Yaw;
other->VelFromAngle();
if (other->flags4 & MF4_SPECTRAL)
{
if (source->flags & MF_MISSILE && source->flags4 & MF4_SPECTRAL)
{
other->FriendPlayer = source->FriendPlayer;
}
else
{
other->SetFriendPlayer(target->player);
}
}
if (P_CheckMissileSpawn(other, source->radius))
{
DAngle pitch = P_AimLineAttack(source, source->Angles.Yaw, 1024.);
other->Vel.Z = -other->Speed * pitch.Sin();
return other;
}
return NULL;
}
DEFINE_ACTION_FUNCTION(AActor, SpawnSubMissile)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS(cls, AActor);
PARAM_OBJECT(target, AActor);
ACTION_RETURN_OBJECT(P_SpawnSubMissile(self, cls, target));
}
/*
================
=

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@ -1232,6 +1232,16 @@ void S_Sound (int channel, FSoundID sound_id, float volume, float attenuation)
S_StartSound (NULL, NULL, NULL, NULL, channel, sound_id, volume, attenuation);
}
DEFINE_ACTION_FUNCTION(DObject, S_Sound)
{
PARAM_PROLOGUE;
PARAM_SOUND(id);
PARAM_INT(channel);
PARAM_FLOAT_DEF(volume);
PARAM_FLOAT_DEF(attn);
return 0;
}
//==========================================================================
//
// S_Sound - An actor is source

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@ -264,7 +264,7 @@ class Actor : Thinker native
virtual native void Activate(Actor activator);
virtual native void Deactivate(Actor activator);
virtual native int DoSpecialDamage (Actor target, int damage, Name damagetype);
virtual native void Die(Actor source, Actor inflictor, int dmgflags);
virtual native void Die(Actor source, Actor inflictor, int dmgflags = 0);
virtual native bool Slam(Actor victim);
virtual native bool UseInventory(Inventory item);
virtual native bool SpecialBlastHandling (Actor source, double strength);
@ -309,11 +309,13 @@ class Actor : Thinker native
native Actor SpawnMissileXYZ(Vector3 pos, Actor dest, Class<Actor> type, bool checkspawn = true, Actor owner = null);
native Actor SpawnMissileZ (double z, Actor dest, class<Actor> type);
native Actor SpawnMissileAngleZSpeed (double z, class<Actor> type, double angle, double vz, double speed, Actor owner = null, bool checkspawn = true);
native Actor SpawnSubMissile(Class<Actor> type, Actor target);
native Actor, Actor SpawnPlayerMissile(class<Actor> type, double angle = 0, double x = 0, double y = 0, double z = 0, out FTranslatedLineTarget pLineTarget = null, bool nofreeaim = false, bool noautoaim = false, int aimflags = 0);
native void SpawnTeleportFog(Vector3 pos, bool beforeTele, bool setTarget);
native Actor RoughMonsterSearch(int distance, bool onlyseekable = false, bool frontonly = false);
native int ApplyDamageFactor(Name damagetype, int damage);
native int GetModifiedDamage(Name damagetype, int damage, bool passive);
native bool CheckBossDeath();
void A_Light(int extralight) { if (player) player.extralight = clamp(extralight, -20, 20); }
void A_Light0() { if (player) player.extralight = 0; }

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@ -8,6 +8,8 @@ class Object native
native static vector3, int G_PickDeathmatchStart();
native static vector3, int G_PickPlayerStart(int pnum, int flags = 0);
native static int GameType();
native static void S_Sound (Sound sound_id, int channel, float volume = 1, float attenuation = ATTN_NORM);
native static void C_MidPrint(string fontname, string textlabel, bool bold = false); // always uses the stringtable.
/*virtual*/ native void Destroy();
}

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@ -98,21 +98,13 @@ class Acolyte : StrifeHumanoid
return;
// Make sure all the other blue acolytes are dead.
ThinkerIterator it = ThinkerIterator.Create("AcolyteBlue");
Actor other;
while ( (other = Actor(it.Next ())) )
if (CheckBossDeath())
{
if (other != self && other.health > 0)
{ // Found a living one
return;
}
players[i].mo.GiveInventoryType ("QuestItem7");
players[i].SetLogNumber (14);
A_StopSound (CHAN_VOICE);
A_PlaySound ("svox/voc14", CHAN_VOICE);
}
players[i].mo.GiveInventoryType ("QuestItem7");
players[i].SetLogNumber (14);
A_StopSound (CHAN_VOICE);
A_PlaySound ("svox/voc14", CHAN_VOICE);
}
}

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@ -32,8 +32,6 @@ class AlienSpectre1 : SpectralMonster
+NOICEDEATH
}
native void A_AlienSpectreDeath ();
States
{
Spawn:
@ -76,6 +74,116 @@ class AlienSpectre1 : SpectralMonster
AL1P R 5 Bright A_AlienSpectreDeath;
Stop;
}
//============================================================================
void A_AlienSpectreDeath ()
{
PlayerPawn player = null;
int log = 0;
A_NoBlocking(); // [RH] Need this for Sigil rewarding
if (!CheckBossDeath ())
{
return;
}
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i] && players[i].health > 0)
{
player = players[i].mo;
break;
}
}
if (player == null)
{
return;
}
class<Actor> cls = GetClass();
if (cls == "AlienSpectre1")
{
Floor_LowerToLowest(999, 8);
log = 95;
}
else if (cls == "AlienSpectre2")
{
C_MidPrint("SmallFont", "TXT_KILLED_BISHOP");
log = 74;
player.GiveInventoryType ("QuestItem21");
}
else if (cls == "AlienSpectre3")
{
C_MidPrint("SmallFont", "TXT_KILLED_ORACLE");
// If there are any Oracles still alive, kill them.
ThinkerIterator it = ThinkerIterator.Create("Oracle");
Actor oracle;
while ( (oracle = Actor(it.Next())) != null)
{
if (oracle.health > 0)
{
oracle.health = 0;
oracle.Die (self, self);
}
}
player.GiveInventoryType ("QuestItem23");
if (player.FindInventory ("QuestItem21"))
{ // If the Bishop is dead, set quest item 22
player.GiveInventoryType ("QuestItem22");
}
if (player.FindInventory ("QuestItem24") == null)
{ // Macil is calling us back...
log = 87;
}
else
{ // You wield the power of the complete Sigil.
log = 85;
}
Door_Open(222, 64);
}
else if (cls == "AlienSpectre4")
{
C_MidPrint("SmallFont", "TXT_KILLED_MACIL");
player.GiveInventoryType ("QuestItem24");
if (player.FindInventory ("QuestItem25") == null)
{ // Richter has taken over. Macil is a snake.
log = 79;
}
else
{ // Back to the factory for another Sigil!
log = 106;
}
}
else if (cls == "AlienSpectre5")
{
C_MidPrint("SmallFont", "TXT_KILLED_LOREMASTER");
player.GiveInventoryType ("QuestItem26");
if (!multiplayer)
{
player.GiveInventoryType ("UpgradeStamina");
player.GiveInventoryType ("UpgradeAccuracy");
}
Sigil sigl = Sigil(player.FindInventory("Sigil"));
if (sigl != null /*&& sigl.NumPieces == 5*/)
{ // You wield the power of the complete Sigil.
log = 85;
}
else
{ // Another Sigil piece. Woohoo!
log = 83;
}
Floor_LowerToLowest(666, 8);
}
if (log > 0)
{
String voc = "svox/voc" .. log;
A_PlaySound(voc, CHAN_VOICE);
player.player.SetLogNumber (log);
}
}
}

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@ -11,10 +11,66 @@ class SpectralMonster : Actor native
+SPECTRAL
+NOICEDEATH
}
//============================================================================
void A_SpectreChunkSmall ()
{
Actor foo = Spawn("AlienChunkSmall", pos + (0, 0, 10), ALLOW_REPLACE);
if (foo != null)
{
int t;
t = random[SpectreChunk]() & 15;
foo.Vel.X = (t - (random[SpectreChunk]() & 7));
t = random[SpectreChunk]() & 15;
foo.Vel.Y = (t - (random[SpectreChunk]() & 7));
foo.Vel.Z = (random[SpectreChunk]() & 15);
}
}
void A_SpectreChunkLarge ()
{
Actor foo = Spawn("AlienChunkLarge", pos + (0, 0, 10), ALLOW_REPLACE);
if (foo != null)
{
int t;
t = random[SpectreChunk]() & 7;
foo.Vel.X = (t - (random[SpectreChunk]() & 15));
t = random[SpectreChunk]() & 7;
foo.Vel.Y = (t - (random[SpectreChunk]() & 15));
foo.Vel.Z = (random[SpectreChunk]() & 7);
}
}
void A_Spectre3Attack ()
{
if (target == null)
return;
Actor foo = Spawn("SpectralLightningV2", Pos + (0, 0, 32), ALLOW_REPLACE);
foo.Vel.Z = -12;
foo.target = self;
foo.FriendPlayer = 0;
foo.tracer = target;
Angle -= 90.;
for (int i = 0; i < 20; ++i)
{
Angle += 9.;
SpawnSubMissile ("SpectralLightningBall2", self);
}
Angle -= 90.;
}
native void A_SpectreChunkSmall ();
native void A_SpectreChunkLarge ();
native void A_Spectre3Attack ();
native void A_SpotLightning ();
}