qzdoom/src/g_hexen/a_clericholy.cpp
Christoph Oelckers 66d28a24b8 - disabled the scripted virtual function module after finding out that it only works if each single class that may serve as a parent for scripting is explicitly declared.
Needless to say, this is simply too volatile and would require constant active maintenance, not to mention a huge amount of work up front to get going.
It also hid a nasty problem with the Destroy method. Due to the way the garbage collector works, Destroy cannot be exposed to scripts as-is. It may be called from scripts but it may not be overridden from scripts because the garbage collector can call this function after all data needed for calling a scripted override has already been destroyed because if that data is also being collected there is no guarantee that proper order of destruction is observed. So for now Destroy is just a normal native method to scripted classes
2016-11-25 00:25:26 +01:00

516 lines
11 KiB
C++

/*
#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);
//==========================================================================
// Cleric's Wraithverge (Holy Symbol?) --------------------------------------
class ACWeapWraithverge : public AClericWeapon
{
DECLARE_CLASS (ACWeapWraithverge, AClericWeapon)
public:
void Serialize(FSerializer &arc)
{
Super::Serialize (arc);
arc("cholycount", CHolyCount);
}
PalEntry GetBlend ()
{
if (paletteflash & PF_HEXENWEAPONS)
{
if (CHolyCount == 3)
return PalEntry(128, 70, 70, 70);
else if (CHolyCount == 2)
return PalEntry(128, 100, 100, 100);
else if (CHolyCount == 1)
return PalEntry(128, 130, 130, 130);
else
return PalEntry(0, 0, 0, 0);
}
else
{
return PalEntry (CHolyCount * 128 / 3, 131, 131, 131);
}
}
BYTE CHolyCount;
};
IMPLEMENT_CLASS(ACWeapWraithverge, false, false)
// Holy Spirit --------------------------------------------------------------
IMPLEMENT_CLASS(AHolySpirit, false, false)
bool AHolySpirit::Slam(AActor *thing)
{
if (thing->flags&MF_SHOOTABLE && thing != target)
{
if (multiplayer && !deathmatch && thing->player && target->player)
{ // don't attack other co-op players
return true;
}
if (thing->flags2&MF2_REFLECTIVE
&& (thing->player || thing->flags2&MF2_BOSS))
{
tracer = target;
target = thing;
return true;
}
if (thing->flags3&MF3_ISMONSTER || thing->player)
{
tracer = thing;
}
if (pr_spiritslam() < 96)
{
int dam = 12;
if (thing->player || thing->flags2&MF2_BOSS)
{
dam = 3;
// ghost burns out faster when attacking players/bosses
health -= 6;
}
P_DamageMobj(thing, this, target, dam, NAME_Melee);
if (pr_spiritslam() < 128)
{
Spawn("HolyPuff", Pos(), ALLOW_REPLACE);
S_Sound(this, CHAN_WEAPON, "SpiritAttack", 1, ATTN_NORM);
if (thing->flags3&MF3_ISMONSTER && pr_spiritslam() < 128)
{
thing->Howl();
}
}
}
if (thing->health <= 0)
{
tracer = NULL;
}
}
return true;
}
bool AHolySpirit::SpecialBlastHandling (AActor *source, double strength)
{
if (tracer == source)
{
tracer = target;
target = source;
GC::WriteBarrier(this, source);
}
return true;
}
//============================================================================
//
// A_CHolyAttack2
//
// Spawns the spirits
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_CHolyAttack2)
{
PARAM_SELF_PROLOGUE(AActor);
int j;
AActor *mo;
for (j = 0; j < 4; j++)
{
mo = Spawn<AHolySpirit> (self->Pos(), ALLOW_REPLACE);
if (!mo)
{
continue;
}
switch (j)
{ // float bob index
case 0:
mo->WeaveIndexZ = pr_holyatk2() & 7; // upper-left
break;
case 1:
mo->WeaveIndexZ = 32 + (pr_holyatk2() & 7); // upper-right
break;
case 2:
mo->WeaveIndexXY = 32 + (pr_holyatk2() & 7); // lower-left
break;
case 3:
mo->WeaveIndexXY = 32 + (pr_holyatk2() & 7);
mo->WeaveIndexZ = 32 + (pr_holyatk2() & 7);
break;
}
mo->SetZ(self->Z());
mo->Angles.Yaw = self->Angles.Yaw + 67.5 - 45.*j;
mo->Thrust();
mo->target = self->target;
mo->args[0] = 10; // initial turn value
mo->args[1] = 0; // initial look angle
if (deathmatch)
{ // Ghosts last slightly less longer in DeathMatch
mo->health = 85;
}
if (self->tracer)
{
mo->tracer = self->tracer;
mo->flags |= MF_NOCLIP|MF_SKULLFLY;
mo->flags &= ~MF_MISSILE;
}
SpawnSpiritTail (mo);
}
return 0;
}
//============================================================================
//
// SpawnSpiritTail
//
//============================================================================
void SpawnSpiritTail (AActor *spirit)
{
AActor *tail, *next;
int i;
tail = Spawn ("HolyTail", spirit->Pos(), ALLOW_REPLACE);
tail->target = spirit; // parent
for (i = 1; i < 3; i++)
{
next = Spawn ("HolyTailTrail", spirit->Pos(), ALLOW_REPLACE);
tail->tracer = next;
tail = next;
}
tail->tracer = NULL; // last tail bit
}
//============================================================================
//
// A_CHolyAttack
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_CHolyAttack)
{
PARAM_ACTION_PROLOGUE(AActor);
player_t *player;
FTranslatedLineTarget t;
if (NULL == (player = self->player))
{
return 0;
}
ACWeapWraithverge *weapon = static_cast<ACWeapWraithverge *> (self->player->ReadyWeapon);
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return 0;
}
AActor *missile = P_SpawnPlayerMissile (self, 0,0,0, PClass::FindActor("HolyMissile"), self->Angles.Yaw, &t);
if (missile != NULL && !t.unlinked)
{
missile->tracer = t.linetarget;
}
weapon->CHolyCount = 3;
S_Sound (self, CHAN_WEAPON, "HolySymbolFire", 1, ATTN_NORM);
return 0;
}
//============================================================================
//
// A_CHolyPalette
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_CHolyPalette)
{
PARAM_ACTION_PROLOGUE(AActor);
if (self->player != NULL)
{
ACWeapWraithverge *weapon = static_cast<ACWeapWraithverge *> (self->player->ReadyWeapon);
if (weapon != NULL && weapon->CHolyCount != 0)
{
weapon->CHolyCount--;
}
}
return 0;
}
//============================================================================
//
// CHolyTailFollow
//
//============================================================================
static void CHolyTailFollow(AActor *actor, double dist)
{
AActor *child;
DAngle an;
double oldDistance, newDistance;
while (actor)
{
child = actor->tracer;
if (child)
{
an = actor->AngleTo(child);
oldDistance = child->Distance2D(actor);
if (P_TryMove(child, actor->Pos().XY() + an.ToVector(dist), true))
{
newDistance = child->Distance2D(actor) - 1;
if (oldDistance < 1)
{
if (child->Z() < actor->Z())
{
child->SetZ(actor->Z() - dist);
}
else
{
child->SetZ(actor->Z() + dist);
}
}
else
{
child->SetZ(actor->Z() + (newDistance * (child->Z() - actor->Z()) / oldDistance));
}
}
}
actor = child;
dist -= 1;
}
}
//============================================================================
//
// CHolyTailRemove
//
//============================================================================
static void CHolyTailRemove (AActor *actor)
{
AActor *next;
while (actor)
{
next = actor->tracer;
actor->Destroy ();
actor = next;
}
}
//============================================================================
//
// A_CHolyTail
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_CHolyTail)
{
PARAM_SELF_PROLOGUE(AActor);
AActor *parent;
parent = self->target;
if (parent == NULL || parent->health <= 0) // better check for health than current state - it's safer!
{ // Ghost removed, so remove all tail parts
CHolyTailRemove (self);
return 0;
}
else
{
if (P_TryMove(self, parent->Vec2Angle(14., parent->Angles.Yaw, true), true))
{
self->SetZ(parent->Z() - 5.);
}
CHolyTailFollow(self, 10);
}
return 0;
}
//============================================================================
//
// 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;
}
//============================================================================
//
// A_ClericAttack
// (for the ClericBoss)
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_ClericAttack)
{
PARAM_SELF_PROLOGUE(AActor);
if (!self->target) return 0;
AActor * missile = P_SpawnMissileZ (self, self->Z() + 40., self->target, PClass::FindActor ("HolyMissile"));
if (missile != NULL) missile->tracer = NULL; // No initial target
S_Sound (self, CHAN_WEAPON, "HolySymbolFire", 1, ATTN_NORM);
return 0;
}