- Moved A_ThrowGrenade from Inventory to Actor because it can also be used by

monsters
- Added velocity multiplicators to A_SpawnDebris.
- Changed: A_JumpIfNoAmmo should have no effect for CustomInventory items.
- Fixed: DECORATE jump commands must set the call state's result to 0
  even when they have to return prematurely.
- Added obituaries for Strife's and Hexen's monsters.
- Converted Strife's Bishop to DECORATE.
- Added momx, momy and momz variables to the DECORATE expression evaluator.


SVN r404 (trunk)
This commit is contained in:
Christoph Oelckers 2006-12-06 10:38:47 +00:00
parent 24b5a0b110
commit b599eda17d
44 changed files with 319 additions and 254 deletions

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@ -1,3 +1,18 @@
December 5, 2006 (Changes by Graf Zahl)
- Moved A_ThrowGrenade from Inventory to Actor because it can also be used by
monsters
- Added velocity multiplicators to A_SpawnDebris.
- Changed: A_JumpIfNoAmmo should have no effect for CustomInventory items.
- Fixed: DECORATE jump commands must set the call state's result to 0
even when they have to return prematurely.
- Added obituaries for Strife's and Hexen's monsters.
- Converted Strife's Bishop to DECORATE.
- Added momx, momy and momz variables to the DECORATE expression evaluator.
December 5, 2006
- Finished the framework for specifying all action functions externally,
including restricting them to particular classes.
December 3, 2006
- Modified the trustInfo for updaterevision.exe so that it should be
fine even with the buggy mt.exe that comes with Visual C++ 2005.

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@ -744,17 +744,9 @@ static void ParseInsideDecoration (FActorInfo *info, AActor *defaults,
{
defaults->DamageType = NAME_None;
}
else if (SC_Compare ("Ice"))
{
defaults->DamageType = NAME_Ice;
}
else if (SC_Compare ("Fire"))
{
defaults->DamageType = NAME_Fire;
}
else
{
SC_ScriptError ("Unknown damage type \"%s\"", sc_String);
defaults->DamageType = sc_String;
}
}
else if (def == DEF_Projectile && SC_Compare ("Speed"))

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@ -102,6 +102,7 @@ IMPLEMENT_ACTOR (ABishop, Hexen, 114, 19)
PROP_PainSound ("BishopPain")
PROP_DeathSound ("BishopDeath")
PROP_ActiveSound ("BishopActiveSounds")
PROP_Obituary("$OB_BISHOP")
END_DEFAULTS
void ABishop::GetExplodeParms (int &damage, int &distance, bool &hurtSource)

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@ -109,6 +109,7 @@ IMPLEMENT_ACTOR (AClericBoss, Hexen, 10101, 0)
PROP_PainSound ("PlayerClericPain")
PROP_DeathSound ("PlayerClericCrazyDeath")
PROP_Obituary ("$OB_CBOSS")
END_DEFAULTS
//============================================================================

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@ -89,6 +89,7 @@ IMPLEMENT_ACTOR (ADragon, Hexen, 254, 0)
PROP_PainSound ("DragonPain")
PROP_DeathSound ("DragonDeath")
PROP_ActiveSound ("DragonActive")
PROP_Obituary ("$OB_DRAGON")
END_DEFAULTS

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@ -103,6 +103,7 @@ IMPLEMENT_ACTOR (AFighterBoss, Hexen, 10100, 0)
PROP_PainSound ("PlayerFighterPain")
PROP_DeathSound ("PlayerFighterCrazyDeath")
PROP_Obituary ("$OB_FBOSS")
END_DEFAULTS
void A_FighterAttack (AActor *actor)

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@ -109,6 +109,7 @@ IMPLEMENT_ACTOR (AFireDemon, Hexen, 10060, 5)
PROP_PainSound ("FireDemonPain")
PROP_DeathSound ("FireDemonDeath")
PROP_ActiveSound ("FireDemonActive")
PROP_Obituary("$OB_FIREDEMON")
END_DEFAULTS
// AFireDemonSplotch1 -------------------------------------------------------

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@ -145,6 +145,7 @@ IMPLEMENT_ACTOR (AHeresiarch, Hexen, 10080, 0)
PROP_PainSound ("SorcererPain")
PROP_DeathSound ("SorcererDeathScream")
PROP_ActiveSound ("SorcererActive")
PROP_Obituary ("$OB_HERESIARCH")
END_DEFAULTS
void AHeresiarch::Serialize (FArchive &arc)

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@ -75,6 +75,7 @@ IMPLEMENT_ACTOR (AIceGuy, Hexen, 8020, 20)
PROP_SeeSound ("IceGuySight")
PROP_AttackSound ("IceGuyAttack")
PROP_ActiveSound ("IceGuyActive")
PROP_Obituary("$OB_ICEGUY")
END_DEFAULTS
void AIceGuy::Deactivate (AActor *activator)

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@ -170,6 +170,7 @@ IMPLEMENT_ACTOR (AKorax, Hexen, 10200, 0)
PROP_PainSound ("KoraxPain")
PROP_DeathSound ("KoraxDeath")
PROP_ActiveSound ("KoraxActive")
PROP_Obituary ("$OB_KORAX")
END_DEFAULTS
// Korax Spirit -------------------------------------------------------------

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@ -104,6 +104,7 @@ IMPLEMENT_ACTOR (AMageBoss, Hexen, 10102, 0)
PROP_PainSound ("PlayerMagePain")
PROP_DeathSound ("PlayerMageCrazyDeath")
PROP_Obituary ("$OB_MBOSS")
END_DEFAULTS

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@ -166,6 +166,7 @@ IMPLEMENT_ACTOR (ASerpent, Hexen, 121, 6)
PROP_AttackSound ("SerpentAttack")
PROP_PainSound ("SerpentPain")
PROP_DeathSound ("SerpentDeath")
PROP_HitObituary("$OB_SERPENTHIT")
END_DEFAULTS
void ASerpent::Serialize (FArchive &arc)
@ -185,6 +186,7 @@ public:
IMPLEMENT_STATELESS_ACTOR (ASerpentLeader, Hexen, 120, 7)
PROP_Mass (200)
PROP_Obituary("$OB_SERPENT")
END_DEFAULTS
void ASerpentLeader::BeginPlay ()

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@ -118,6 +118,8 @@ IMPLEMENT_ACTOR (AWraith, Hexen, 34, 8)
PROP_PainSound ("WraithPain")
PROP_DeathSound ("WraithDeath")
PROP_ActiveSound ("WraithActive")
PROP_HitObituary("$OB_WRAITHHIT")
PROP_Obituary("$OB_WRAITH")
END_DEFAULTS
// Buried wraith ------------------------------------------------------------

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@ -113,6 +113,7 @@ IMPLEMENT_ACTOR (AAcolyte, Strife, -1, 0)
PROP_AttackSound ("acolyte/rifle")
PROP_DeathSound ("acolyte/death")
PROP_ActiveSound ("acolyte/active")
PROP_Obituary ("$OB_ACOLYTE")
END_DEFAULTS
// Acolyte 1 ----------------------------------------------------------------

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@ -355,11 +355,6 @@ void A_SpawnSpectre1 (AActor *actor)
GenericSpectreSpawn (actor, RUNTIME_CLASS(AAlienSpectre1));
}
void A_SpawnSpectre2 (AActor *actor)
{
GenericSpectreSpawn (actor, RUNTIME_CLASS(AAlienSpectre2));
}
void A_SpawnSpectre3 (AActor *actor)
{
GenericSpectreSpawn (actor, RUNTIME_CLASS(AAlienSpectre3));

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@ -96,6 +96,7 @@ IMPLEMENT_ACTOR (ACrusader, Strife, 3005, 0)
PROP_PainSound ("crusader/pain")
PROP_DeathSound ("crusader/death")
PROP_ActiveSound ("crusader/active")
PROP_Obituary ("$OB_CRUSADER")
END_DEFAULTS
// Fast Flame Projectile (used by Crusader) ---------------------------------

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@ -165,6 +165,7 @@ IMPLEMENT_ACTOR (AEntityBoss, Strife, 128, 0)
PROP_PainSound ("entity/pain")
PROP_DeathSound ("entity/death")
PROP_ActiveSound ("entity/active")
PROP_Obituary ("$OB_ENTITY")
END_DEFAULTS
void AEntityBoss::Serialize (FArchive &arc)
@ -269,6 +270,7 @@ IMPLEMENT_ACTOR (AEntitySecond, Strife, -1, 0)
PROP_PainSound ("alienspectre/pain")
PROP_DeathSound ("alienspectre/death")
PROP_ActiveSound ("alienspectre/active")
PROP_Obituary ("$OB_ENTITY")
END_DEFAULTS
void AEntitySecond::Touch (AActor *toucher)

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@ -106,6 +106,7 @@ IMPLEMENT_ACTOR (AInquisitor, Strife, 16, 0)
PROP_SeeSound ("inquisitor/sight")
PROP_DeathSound ("inquisitor/death")
PROP_ActiveSound ("inquisitor/active")
PROP_Obituary ("$OB_INQUISITOR")
END_DEFAULTS
// Inquisitor Shot ----------------------------------------------------------

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@ -100,6 +100,7 @@ IMPLEMENT_ACTOR (ALoremaster, Strife, 12, 0)
PROP_PainSound ("loremaster/pain")
PROP_DeathSound ("loremaster/death")
PROP_ActiveSound ("loremaster/active")
PROP_Obituary ("$OB_LOREMASTER")
END_DEFAULTS

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@ -99,6 +99,7 @@ IMPLEMENT_ACTOR (AMacil1, Strife, 64, 0)
PROP_PainSound ("macil/pain")
PROP_ActiveSound ("macil/active")
PROP_Tag ("MACIL")
PROP_Obituary ("$OB_MACIL")
END_DEFAULTS
//============================================================================

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@ -102,6 +102,7 @@ IMPLEMENT_ACTOR (AProgrammer, Strife, 71, 0)
PROP_PainSound ("programmer/pain")
PROP_DeathSound ("programmer/death")
PROP_ActiveSound ("programmer/active")
PROP_Obituary ("$OB_PROGRAMMER")
END_DEFAULTS
//============================================================================

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@ -104,6 +104,8 @@ IMPLEMENT_ACTOR (AReaver, Strife, 3001, 0)
PROP_PainSound ("reaver/pain")
PROP_DeathSound ("reaver/death")
PROP_ActiveSound ("reaver/active")
PROP_HitObituary ("$OB_REAVERHIT")
PROP_Obituary ("$OB_REAVER")
END_DEFAULTS
void A_ReaverMelee (AActor *self)

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@ -102,6 +102,7 @@ IMPLEMENT_ACTOR (ARebel, Strife, -1, 0)
PROP_PainSound ("rebel/pain")
PROP_DeathSound ("rebel/death")
PROP_ActiveSound ("rebel/active")
PROP_Obituary ("$OB_REBEL")
END_DEFAULTS
//============================================================================

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@ -70,6 +70,7 @@ IMPLEMENT_ACTOR (ASentinel, Strife, 3006, 0)
PROP_SeeSound ("sentinel/sight")
PROP_DeathSound ("sentinel/death")
PROP_ActiveSound ("sentinel/active")
PROP_Obituary ("$OB_SENTINEL")
END_DEFAULTS
// Sentinel FX 1 ------------------------------------------------------------

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@ -302,3 +302,61 @@ void A_201fc (AActor *self)
flash->momz = -18*FRACUNIT;
flash->health = self->health;
}
// In Strife, this number is stored in the data segment, but it doesn't seem to be
// altered anywhere.
#define TRACEANGLE (0xe000000)
void A_Tracer2 (AActor *self)
{
AActor *dest;
angle_t exact;
fixed_t dist;
fixed_t slope;
dest = self->tracer;
if (dest == NULL || dest->health <= 0)
return;
// change angle
exact = R_PointToAngle2 (self->x, self->y, dest->x, dest->y);
if (exact != self->angle)
{
if (exact - self->angle > 0x80000000)
{
self->angle -= TRACEANGLE;
if (exact - self->angle < 0x80000000)
self->angle = exact;
}
else
{
self->angle += TRACEANGLE;
if (exact - self->angle > 0x80000000)
self->angle = exact;
}
}
exact = self->angle >> ANGLETOFINESHIFT;
self->momx = FixedMul (self->Speed, finecosine[exact]);
self->momy = FixedMul (self->Speed, finesine[exact]);
// change slope
dist = P_AproxDistance (dest->x - self->x, dest->y - self->y);
dist /= self->Speed;
if (dist < 1)
{
dist = 1;
}
slope = (dest->z + 40*FRACUNIT - self->z) / dist;
if (slope < self->momz)
{
self->momz -= FRACUNIT/8;
}
else
{
self->momz += FRACUNIT/8;
}
}

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@ -103,6 +103,7 @@ IMPLEMENT_ACTOR (AStalker, Strife, 186, 0)
PROP_PainSound ("stalker/pain")
PROP_DeathSound ("stalker/death")
PROP_ActiveSound ("stalker/active")
PROP_HitObituary ("$OB_STALKER")
END_DEFAULTS
void A_StalkerChaseDecide (AActor *self)

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@ -1,212 +0,0 @@
#include "actor.h"
#include "p_enemy.h"
#include "a_action.h"
#include "s_sound.h"
#include "p_local.h"
void A_TossGib (AActor *);
// Bishop -------------------------------------------------------------------
void A_SBishopAttack (AActor *);
void A_SpawnSpectre2 (AActor *);
class AStrifeBishop : public AActor
{
DECLARE_ACTOR (AStrifeBishop, AActor)
public:
void GetExplodeParms (int &damage, int &dist, bool &hurtSource)
{
damage = dist = 64;
}
void NoBlockingSet ()
{
P_DropItem (this, "CrateOfMissiles", 20, 256);
}
};
FState AStrifeBishop::States[] =
{
#define S_BISHOP_STND 0
S_NORMAL (MLDR, 'A', 10, A_Look, &States[S_BISHOP_STND]),
#define S_BISHOP_RUN (S_BISHOP_STND+1)
S_NORMAL (MLDR, 'A', 3, A_Chase, &States[S_BISHOP_RUN+1]),
S_NORMAL (MLDR, 'A', 3, A_Chase, &States[S_BISHOP_RUN+2]),
S_NORMAL (MLDR, 'B', 3, A_Chase, &States[S_BISHOP_RUN+3]),
S_NORMAL (MLDR, 'B', 3, A_Chase, &States[S_BISHOP_RUN+4]),
S_NORMAL (MLDR, 'C', 3, A_Chase, &States[S_BISHOP_RUN+5]),
S_NORMAL (MLDR, 'C', 3, A_Chase, &States[S_BISHOP_RUN+6]),
S_NORMAL (MLDR, 'D', 3, A_Chase, &States[S_BISHOP_RUN+7]),
S_NORMAL (MLDR, 'D', 3, A_Chase, &States[S_BISHOP_RUN]),
#define S_BISHOP_ATK (S_BISHOP_RUN+8)
S_NORMAL (MLDR, 'E', 3, A_FaceTarget, &States[S_BISHOP_ATK+1]),
S_BRIGHT (MLDR, 'F', 2, A_SBishopAttack, &States[S_BISHOP_RUN]),
#define S_BISHOP_PAIN (S_BISHOP_ATK+2)
S_NORMAL (MLDR, 'D', 1, A_Pain, &States[S_BISHOP_RUN]),
#define S_BISHOP_DIE (S_BISHOP_PAIN+1)
S_BRIGHT (MLDR, 'G', 3, NULL, &States[S_BISHOP_DIE+1]),
S_BRIGHT (MLDR, 'H', 5, A_Scream, &States[S_BISHOP_DIE+2]),
S_BRIGHT (MLDR, 'I', 4, A_TossGib, &States[S_BISHOP_DIE+3]),
S_BRIGHT (MLDR, 'J', 4, A_ExplodeAndAlert, &States[S_BISHOP_DIE+4]),
S_BRIGHT (MLDR, 'K', 4, NULL, &States[S_BISHOP_DIE+5]),
S_BRIGHT (MLDR, 'L', 4, NULL, &States[S_BISHOP_DIE+6]),
S_BRIGHT (MLDR, 'M', 4, A_NoBlocking, &States[S_BISHOP_DIE+7]),
S_BRIGHT (MLDR, 'N', 4, NULL, &States[S_BISHOP_DIE+8]),
S_BRIGHT (MLDR, 'O', 4, A_TossGib, &States[S_BISHOP_DIE+9]),
S_BRIGHT (MLDR, 'P', 4, NULL, &States[S_BISHOP_DIE+10]),
S_BRIGHT (MLDR, 'Q', 4, A_TossGib, &States[S_BISHOP_DIE+11]),
S_BRIGHT (MLDR, 'R', 4, NULL, &States[S_BISHOP_DIE+12]),
S_BRIGHT (MLDR, 'S', 4, A_TossGib, &States[S_BISHOP_DIE+13]),
S_BRIGHT (MLDR, 'T', 4, NULL, &States[S_BISHOP_DIE+14]),
S_BRIGHT (MLDR, 'U', 4, A_TossGib, &States[S_BISHOP_DIE+15]),
S_BRIGHT (MLDR, 'V', 4, A_SpawnSpectre2, NULL),
};
IMPLEMENT_ACTOR (AStrifeBishop, Strife, 187, 0)
PROP_SpawnState (S_BISHOP_STND)
PROP_SeeState (S_BISHOP_RUN)
PROP_PainState (S_BISHOP_PAIN)
PROP_MissileState (S_BISHOP_ATK)
PROP_DeathState (S_BISHOP_DIE)
PROP_SpawnHealth (500)
PROP_PainChance (128)
PROP_SpeedFixed (8)
PROP_RadiusFixed (40)
PROP_HeightFixed (56)
PROP_Mass (500)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD|MF_COUNTKILL|MF_NOTDMATCH)
PROP_Flags2 (MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_MCROSS)
PROP_Flags4 (MF4_INCOMBAT|MF4_FIRERESIST|MF4_NOICEDEATH)
PROP_MinMissileChance (150)
PROP_MaxDropOffHeight (32)
PROP_StrifeType (64)
PROP_SeeSound ("bishop/sight")
PROP_PainSound ("bishop/pain")
PROP_DeathSound ("bishop/death")
PROP_ActiveSound ("bishop/active")
END_DEFAULTS
// The Bishop's missile -----------------------------------------------------
void A_RocketInFlight (AActor *);
void A_Tracer2 (AActor *);
class ABishopMissile : public AActor
{
DECLARE_ACTOR (ABishopMissile, AActor)
public:
void PreExplode ()
{
RenderStyle = STYLE_Add;
S_StopSound (this, CHAN_VOICE);
}
void GetExplodeParms (int &damage, int &dist, bool &hurtSource)
{
damage = dist = 64;
}
};
FState ABishopMissile::States[] =
{
S_BRIGHT (MISS, 'A', 4, A_RocketInFlight, &States[1]),
S_BRIGHT (MISS, 'B', 3, A_Tracer2, &States[0]),
S_BRIGHT (SMIS, 'A', 5, A_ExplodeAndAlert, &States[3]),
S_BRIGHT (SMIS, 'B', 5, NULL, &States[4]),
S_BRIGHT (SMIS, 'C', 4, NULL, &States[5]),
S_BRIGHT (SMIS, 'D', 2, NULL, &States[6]),
S_BRIGHT (SMIS, 'E', 2, NULL, &States[7]),
S_BRIGHT (SMIS, 'F', 2, NULL, &States[8]),
S_BRIGHT (SMIS, 'G', 2, NULL, NULL),
};
IMPLEMENT_ACTOR (ABishopMissile, Strife, -1, 0)
PROP_SpawnState (0)
PROP_DeathState (2)
PROP_SpeedFixed (20)
PROP_RadiusFixed (10)
PROP_HeightFixed (14)
PROP_Damage (10)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
PROP_Flags2 (MF2_NOTELEPORT|MF2_PCROSS|MF2_IMPACT|MF2_SEEKERMISSILE)
PROP_Flags4 (MF4_STRIFEDAMAGE)
PROP_MaxStepHeight (4)
PROP_SeeSound ("bishop/misl")
PROP_DeathSound ("bishop/mislx")
END_DEFAULTS
void A_SBishopAttack (AActor *self)
{
if (self->target != NULL)
{
AActor *missile = P_SpawnMissileZ (self, self->z + 64*FRACUNIT, self->target, RUNTIME_CLASS(ABishopMissile));
if (missile != NULL)
{
missile->tracer = self->target;
}
}
}
// In Strife, this number is stored in the data segment, but it doesn't seem to be
// altered anywhere.
#define TRACEANGLE (0xe000000)
void A_Tracer2 (AActor *self)
{
AActor *dest;
angle_t exact;
fixed_t dist;
fixed_t slope;
dest = self->tracer;
if (dest == NULL || dest->health <= 0)
return;
// change angle
exact = R_PointToAngle2 (self->x, self->y, dest->x, dest->y);
if (exact != self->angle)
{
if (exact - self->angle > 0x80000000)
{
self->angle -= TRACEANGLE;
if (exact - self->angle < 0x80000000)
self->angle = exact;
}
else
{
self->angle += TRACEANGLE;
if (exact - self->angle > 0x80000000)
self->angle = exact;
}
}
exact = self->angle >> ANGLETOFINESHIFT;
self->momx = FixedMul (self->Speed, finecosine[exact]);
self->momy = FixedMul (self->Speed, finesine[exact]);
// change slope
dist = P_AproxDistance (dest->x - self->x, dest->y - self->y);
dist /= self->Speed;
if (dist < 1)
{
dist = 1;
}
slope = (dest->z + 40*FRACUNIT - self->z) / dist;
if (slope < self->momz)
{
self->momz -= FRACUNIT/8;
}
else
{
self->momz += FRACUNIT/8;
}
}

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@ -100,6 +100,8 @@ IMPLEMENT_ACTOR (ATemplar, Strife, 3003, 0)
PROP_DeathSound ("templar/death")
PROP_ActiveSound ("templar/active")
PROP_Tag ("TEMPLAR") // Known as "Enforcer" in earlier versions.
PROP_HitObituary ("$OB_TEMPLARHIT")
PROP_Obituary ("$OB_TEMPLAR")
END_DEFAULTS
//============================================================================

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@ -209,6 +209,9 @@ xx(WaterLevel)
xx(X)
xx(Y)
xx(Z)
xx(MomX)
xx(MomY)
xx(MomZ)
// Various actor names which are used internally
xx(MapSpot)

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@ -513,7 +513,7 @@ void DoJumpIfInventory(AActor * self, AActor * owner)
{
FState * CallingState;
int index=CheckIndex(3, &CallingState);
if (index<0 || owner == NULL) return;
if (index<0) return;
ENamedName ItemType=(ENamedName)StateParameters[index];
int ItemAmount = EvalExpressionI (StateParameters[index+1], self);
@ -522,7 +522,7 @@ void DoJumpIfInventory(AActor * self, AActor * owner)
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
if (!Type) return;
if (!Type || owner == NULL) return;
AInventory * Item=owner->FindInventory(Type);
@ -911,12 +911,13 @@ void A_JumpIfNoAmmo(AActor * self)
{
FState * CallingState;
int index=CheckIndex(1, &CallingState);
if (index<0 || !self->player || !self->player->ReadyWeapon) return; // only for weapons!
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
if (index<0 || !self->player || !self->player->ReadyWeapon || pStateCall != NULL) return; // only for weapons!
if (!self->player->ReadyWeapon->CheckAmmo(self->player->ReadyWeapon->bAltFire, false, true))
DoJump(self, CallingState, StateParameters[index]);
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
}
@ -1294,7 +1295,7 @@ void A_TakeFromTarget(AActor * self)
//
//===========================================================================
static void InitSpawnedItem(AActor *self, AActor *mo, INTBOOL transfer_translation, INTBOOL setmaster)
static void InitSpawnedItem(AActor *self, AActor *mo, INTBOOL transfer_translation, INTBOOL setmaster, INTBOOL nocheckpos)
{
if (mo)
{
@ -1310,12 +1311,12 @@ static void InitSpawnedItem(AActor *self, AActor *mo, INTBOOL transfer_translati
if (mo->flags3&MF3_ISMONSTER)
{
if (!P_TestMobjLocation(mo))
if (!nocheckpos && !P_TestMobjLocation(mo))
{
// The monster is blocked so don't spawn it at all!
if (mo->CountsAsKill()) level.total_monsters--;
mo->Destroy();
if (pStateCall != NULL) pStateCall->Result=false; // for an inventory iten's use state
if (pStateCall != NULL) pStateCall->Result=false; // for an inventory item's use state
return;
}
else if (originator)
@ -1402,7 +1403,7 @@ void A_SpawnItem(AActor * self)
self->y + FixedMul(distance, finesine[self->angle>>ANGLETOFINESHIFT]),
self->z - self->floorclip + zheight, ALLOW_REPLACE);
InitSpawnedItem(self, mo, transfer_translation, useammo);
InitSpawnedItem(self, mo, transfer_translation, useammo, false);
}
//===========================================================================
@ -1418,7 +1419,8 @@ enum SIX_Flags
SIXF_ABSOLUTEPOSITION=2,
SIXF_ABSOLUTEANGLE=4,
SIXF_ABSOLUTEMOMENTUM=8,
SIXF_SETMASTER=16
SIXF_SETMASTER=16,
SIXF_NOCHECKPOSITION=32
};
void A_SpawnItemEx(AActor * self)
@ -1480,7 +1482,7 @@ void A_SpawnItemEx(AActor * self)
}
AActor * mo = Spawn( missile, x, y, self->z + self->floorclip + zofs, ALLOW_REPLACE);
InitSpawnedItem(self, mo, (flags & SIXF_TRANSFERTRANSLATION), (flags&SIXF_SETMASTER));
InitSpawnedItem(self, mo, (flags & SIXF_TRANSFERTRANSLATION), (flags&SIXF_SETMASTER), (flags&SIXF_NOCHECKPOSITION));
if (mo)
{
mo->momx=xmom;
@ -1712,14 +1714,20 @@ void A_SpawnDebris(AActor * self)
AActor * mo;
const PClass * debris;
int index=CheckIndex(2, NULL);
int index=CheckIndex(4, NULL);
if (index<0) return;
INTBOOL transfer_translation = EvalExpressionI (StateParameters[index+1], self);
debris = PClass::FindClass((ENamedName)StateParameters[index]);
if (debris == NULL) return;
INTBOOL transfer_translation = EvalExpressionI (StateParameters[index+1], self);
fixed_t mult_h = fixed_t(EvalExpressionF (StateParameters[index], self) * FRACUNIT);
fixed_t mult_v = fixed_t(EvalExpressionF (StateParameters[index], self) * FRACUNIT);
// only positive values make sense here
if (mult_v<=0) mult_v=FRACUNIT;
if (mult_h<=0) mult_h=FRACUNIT;
for (i = 0; i < GetDefaultByType(debris)->health; i++)
{
mo = Spawn(debris, self->x+((pr_spawndebris()-128)<<12),
@ -1732,9 +1740,9 @@ void A_SpawnDebris(AActor * self)
if (mo && i < mo->GetClass()->ActorInfo->NumOwnedStates)
{
mo->SetState (mo->GetClass()->ActorInfo->OwnedStates + i);
mo->momz = ((pr_spawndebris()&7)+5)*FRACUNIT;
mo->momx = pr_spawndebris.Random2()<<(FRACBITS-6);
mo->momy = pr_spawndebris.Random2()<<(FRACBITS-6);
mo->momz = FixedMul(mult_v, ((pr_spawndebris()&7)+5)*FRACUNIT);
mo->momx = FixedMul(mult_h, pr_spawndebris.Random2()<<(FRACBITS-6));
mo->momy = FixedMul(mult_h, pr_spawndebris.Random2()<<(FRACBITS-6));
}
}
}
@ -1748,6 +1756,8 @@ void A_SpawnDebris(AActor * self)
//===========================================================================
void A_CheckSight(AActor * self)
{
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
for (int i=0;i<MAXPLAYERS;i++)
{
if (playeringame[i] && P_CheckSight(players[i].camera,self,true)) return;
@ -1758,7 +1768,6 @@ void A_CheckSight(AActor * self)
if (index>=0) DoJump(self, CallingState, StateParameters[index]);
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
}
@ -1839,11 +1848,11 @@ void A_JumpIf(AActor * self)
FState * CallingState;
int index=CheckIndex(2, &CallingState);
if (index<0) return;
int expression = EvalExpressionI (StateParameters[index], self);
if (index>=0 && expression) DoJump(self, CallingState, StateParameters[index+1]);
INTBOOL expression = EvalExpressionI (StateParameters[index], self);
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
if (expression) DoJump(self, CallingState, StateParameters[index+1]);
}
//===========================================================================
@ -1971,12 +1980,12 @@ void A_CheckFloor (AActor *self)
FState *CallingState;
int index = CheckIndex (1, &CallingState);
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
if (self->z <= self->floorz && index >= 0)
{
DoJump (self, CallingState, StateParameters[index]);
}
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
}
//===========================================================================
@ -2039,6 +2048,7 @@ void A_Respawn (AActor *actor)
void A_PlayerSkinCheck (AActor *actor)
{
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
if (actor->player != NULL &&
skins[actor->player->userinfo.skin].othergame)
{

View File

@ -223,6 +223,30 @@ ExpVal GetZ (AActor *actor, int id)
return val;
}
ExpVal GetMomX (AActor *actor, int id)
{
ExpVal val;
val.Type = VAL_Float;
val.Float = FIXED2FLOAT (actor->momx);
return val;
}
ExpVal GetMomY (AActor *actor, int id)
{
ExpVal val;
val.Type = VAL_Float;
val.Float = FIXED2FLOAT (actor->momy);
return val;
}
ExpVal GetMomZ (AActor *actor, int id)
{
ExpVal val;
val.Type = VAL_Float;
val.Float = FIXED2FLOAT (actor->momz);
return val;
}
static struct FExpVar
{
ENamedName name; // identifier
@ -243,6 +267,9 @@ static struct FExpVar
{ NAME_X, 0, GetX },
{ NAME_Y, 0, GetY },
{ NAME_Z, 0, GetZ },
{ NAME_MomX, 0, GetMomX },
{ NAME_MomY, 0, GetMomY },
{ NAME_MomZ, 0, GetMomZ },
};
struct ExpData;

View File

@ -1,7 +1,7 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="8.00"
Version="8,00"
Name="updaterevision"
ProjectGUID="{6077B7D6-349F-4077-B552-3BC302EF5859}"
RootNamespace="updaterevision"

View File

@ -11,4 +11,5 @@ const int SXF_ABSOLUTEPOSITION=2;
const int SXF_ABSOLUTEANGLE=4;
const int SXF_ABSOLUTEMOMENTUM=8;
const int SXF_SETMASTER=16;
const int SXF_NOCHECKPOSITION = 32;

View File

@ -71,6 +71,7 @@
#include "actors/strife/beggars.txt"
#include "actors/strife/merchants.txt"
#include "actors/strife/peasants.txt"
#include "actors/strife/strifebishop.txt"
#include "actors/strife/questitems.txt"
#include "actors/strife/ratbuddy.txt"
#include "actors/strife/strifeammo.txt"

View File

@ -19,6 +19,7 @@ ACTOR Centaur 107
DeathSound "CentaurDeath"
ActiveSound "CentaurActive"
HowlSound "PuppyBeat"
Obituary "$OB_CENTAUR"
States
{
Spawn:
@ -83,6 +84,8 @@ ACTOR CentaurLeader : Centaur 115
Health 250
PainChance 96
Speed 10
Obituary "$OB_SLAUGHTAUR"
HitObituary "$OB_SLAUGHTAURHIT"
States
{
Missile:

View File

@ -19,6 +19,7 @@ ACTOR Demon1 31
PainSound "DemonPain"
DeathSound "DemonDeath"
ActiveSound "DemonActive"
Obituary "$OB_DEMON1"
const int ChunkFlags = SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM;
States
{
@ -214,6 +215,7 @@ ACTOR Demon1FX1
ACTOR Demon2 : Demon1 8080
{
Game Hexen
Obituary "$OB_DEMON2"
States
{
Spawn:

View File

@ -21,6 +21,7 @@ ACTOR Ettin 10030
DeathSound "EttinDeath"
ActiveSound "EttinActive"
HowlSound "PuppyBeat"
Obituary "$OB_ETTIN"
States
{
Spawn:

View File

@ -138,7 +138,7 @@ class Actor extends Thinker
action native A_SetTranslucent(eval float alpha, optional eval int style);
action native A_FadeIn(optional eval float reduce);
action native A_FadeOut(optional eval float reduce);
action native A_SpawnDebris(class<Actor> spawntype, optional eval bool transfer_translation);
action native A_SpawnDebris(class<Actor> spawntype, optional eval bool transfer_translation, optional eval float mult_h, optional eval float mult_v);
action native A_CheckSight(state label);
action native A_ExtChase(eval bool usemelee, eval bool usemissile, optional evalnot bool playactive, optional eval bool nightmarefast);
action native A_DropInventory(class<Inventory> itemtype);
@ -150,6 +150,7 @@ class Actor extends Thinker
action native A_CheckFloor(state label);
action native A_PlayerSkinCheck(state label);
action native A_BasicAttack(int meleedamage, sound meleesound, class<actor> missiletype, float missileheight);
action native A_ThrowGrenade(class<Actor> itemtype, optional eval float zheight, optional eval float xymom, optional eval float zmom, optional evalnot bool useammo);
action native A_Recoil(eval float xymom);
action native A_JumpIfInTargetInventory(class<Inventory> itemtype, eval int amount, state label);
@ -201,5 +202,4 @@ class Inventory extends Actor
action native A_CheckReload();
action native A_GunFlash();
action native A_Saw(optional coerce sound fullsound, optional coerce sound hitsound, optional eval int damage, optional class<Actor> pufftype);
action native A_ThrowGrenade(class<Actor> itemtype, optional eval float zheight, optional eval float xymom, optional eval float zmom, optional evalnot bool useammo);
}

View File

@ -16,6 +16,7 @@ ACTOR Beggar : StrifeHumanoid
Tag "Beggar"
MaxStepHeight 16
MaxDropoffHeight 32
HitObituary "$OB_BEGGAR"
AttackSound "beggar/attack"
PainSound "beggar/pain"

View File

@ -19,6 +19,7 @@ ACTOR Peasant : StrifeHumanoid
AttackSound "peasant/attack"
PainSound "peasant/pain"
DeathSound "peasant/death"
HitObituary "$OB_PEASANT"
States
{
Spawn:

View File

@ -0,0 +1,100 @@
// Bishop -------------------------------------------------------------------
ACTOR StrifeBishop 187
{
Game Strife
ConversationID 64,-1,-1
Health 500
Painchance 128
Speed 8
Radius 40
Height 56
Mass 500
Monster
+NOBLOOD
+NOTDMATCH
+FLOORCLIP
+INCOMBAT
+FIRERESIST
+NOICEDEATH
MinMissileChance 150
MaxDropoffHeight 32
SeeSound "bishop/sight"
PainSound "bishop/pain"
DeathSound "bishop/death"
ActiveSound "bishop/active"
DropItem "CrateOfMissiles", 256, 20
Obituary "$OB_STFBISHOP"
States
{
Spawn:
MLDR A 10 A_Look
Loop
See:
MLDR AABBCCDD 3 A_Chase
Loop
Missile:
MLDR E 3 A_FaceTarget
MLDR F 2 Bright A_CustomMissile("BishopMissile", 64, 0, 0, CMF_AIMOFFSET)
Goto See
Pain:
MLDR D 1 A_Pain
Goto See
Death:
MLDR G 3 Bright
MLDR H 5 Bright A_Scream
MLDR I 4 Bright A_TossGib
MLDR J 0 Bright A_AlertMonsters
MLDR J 4 Bright A_Explode(64,64)
MLDR KL 3 Bright
MLDR M 4 Bright A_NoBlocking
MLDR N 4 Bright
MLDR O 4 Bright A_TossGib
MLDR P 4 Bright
MLDR Q 4 Bright A_TossGib
MLDR R 4 Bright
MLDR S 4 Bright A_TossGib
MLDR T 4 Bright
MLDR U 4 Bright A_TossGib
MLDR V 4 Bright A_SpawnItemEx("AlienSpectre2", 0, 0, 0, 0, 0, random[spectrespawn](0,255)*0.0078125, 0, SXF_NOCHECKPOSITION)
Stop
}
}
// The Bishop's missile -----------------------------------------------------
ACTOR BishopMissile
{
Speed 20
Radius 10
Height 14
Damage 10
Projectile
+SEEKERMISSILE
+STRIFEDAMAGE
MaxStepHeight 4
SeeSound "bishop/misl"
DeathSound "bishop/mislx"
States
{
Spawn:
MISS A 4 Bright
MISS B 3 Bright A_Tracer2
MISS A 0 Bright A_PlaySoundEx("misc/missileinflight", "Voice")
MISS A 0 Bright A_SpawnItemEx("MiniMissilePuff", 0,0, random2[BishopMissile]()*0.015625)
MISS A 4 Bright A_SpawnItemEx("RocketTrail", -momx,-momy,0, 0,0,1)
Goto Spawn+1
Death:
SMIS A 0 Bright A_SetTranslucent(1,1)
SMIS A 0 Bright A_StopSoundEx("Voice")
SMIS A 0 Bright A_AlertMonsters
SMIS A 5 Bright A_Explode(64,64)
SMIS B 5 Bright
SMIS C 4 Bright
SMIS DEFG 2 Bright
Stop
}
}

View File

@ -630,6 +630,48 @@ OB_SNAKE = "%o was rattled by an ophidian.";
OB_WIZARD = "%o was cursed by a wizard.";
OB_WIZARDHIT = "%o was palpated by a wizard.";
OB_FIREDEMON = "%o tasted an Afrit's fire.";
OB_DEMON1 = "%o was scalded by a Serpent.";
OB_DEMON2 = "%o was poisoned by a Serpent.";
OB_ETTIN = "%o was mashed by an Ettin.";
OB_CENTAUR = "%o was cut up by a Centaur.";
OB_SLAUGHTAURHIT = "%o was cut up by a Slaughtaur.";
OB_SLAUGHTAUR = "%o was struck down by a Slaughtaur's fireball.";
OB_BISHOP = "%o succumbed to a Bishop's dark power.";
OB_ICEGUY = "%o was frozen solid by a Wendigo.";
OB_SERPENTHIT = "%o was mauled by a Stalker.";
OB_SERPENT = "%o was melted by a Stalker.";
OB_WRAITH = "%o was charred by a Reiver.";
OB_WRAITHHIT = "%o had his life stolen by a Reiver.";
OB_DRAGON = "%o was incinerated by the Death Wyvern.";
OB_KORAX = "%o was swept from the board by Korax.";
OB_FBOSS = "%o was slain by Zedek.";
OB_MBOSS = "%o couldn't absorb Menelkir's Mana.";
OB_CBOSS = "%o was baptized by Traductus.";
OB_HERESIARCH = "%o had his bones rolled by the Heresiarch."
OB_ACOLYTE = "%o was zealously shot down by an Acolyte.";
OB_MACIL = "%o should have never rebelled against Macil.";
OB_REBEL = "%o was gunned down by a Rebel.";
OB_BEGGAR = "%o was beaten to death by the poor.";
OB_PEASANT = "%o should have never picked fights with civilians."
OB_ALIENSPECTE = "%o struck down by the Spectre";
OB_ENTITY = "%o felt the wrath of The One God.";
OB_LOREMASTER = "%o couldn't escape from the Lore Master's grasp.";
OB_PROGRAMMER = "%o was deleted by the Programmer.";
OB_STFBISHOP = "%o was blown away by the Bishop.";
OB_SENTINEL = "%o was shot down by a Sentinel.";
OB_CRUSADER = "%o was swept away by a Crusader.";
OB_INQUISITOR = "%o was sentenced by an Inquisitor.";
OB_STALKER = "%o was bugged by a Stalker.";
OB_TURRET = "%o triggered the automatic defenses.";
OB_TEMPLARHIT = "%o was clawed by a Templar.";
OB_TEMPLAR = "%o was vaporized by a Templar.";
OB_REAVERHIT = "%o was sliced open by a Reaver.";
OB_REAVER = "%o was shot down by a Reaver.";
OB_MPFIST = "%o chewed on %k's fist.";
OB_MPCHAINSAW = "%o was mowed over by %k's chainsaw.";
OB_MPPISTOL = "%o was tickled by %k's pea shooter.";

View File

@ -313,6 +313,7 @@ actors/hexen/demons.txt decorate/hexen/demons.txt
actors/strife/beggars.txt decorate/strife/beggars.txt
actors/strife/merchants.txt decorate/strife/merchants.txt
actors/strife/peasants.txt decorate/strife/peasants.txt
actors/strife/strifebishop.txt decorate/strife/strifebishop.txt
actors/strife/questitems.txt decorate/strife/questitems.txt
actors/strife/ratbuddy.txt decorate/strife/ratbuddy.txt
actors/strife/strifeammo.txt decorate/strife/strifeammo.txt

View File

@ -8592,10 +8592,6 @@
RelativePath=".\src\g_strife\a_stalker.cpp"
>
</File>
<File
RelativePath=".\src\g_strife\a_strifebishop.cpp"
>
</File>
<File
RelativePath=".\src\g_strife\a_strifeglobal.h"
>