gzdoom-gles/src/thingdef/thingdef_codeptr.cpp

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/*
** thingdef.cpp
**
** Code pointers for Actor definitions
**
**---------------------------------------------------------------------------
** Copyright 2002-2006 Christoph Oelckers
** Copyright 2004-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be
** covered by the terms of the GNU General Public License as published by
** the Free Software Foundation; either version 2 of the License, or (at
** your option) any later version.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "gi.h"
#include "g_level.h"
#include "actor.h"
#include "info.h"
#include "sc_man.h"
#include "tarray.h"
#include "w_wad.h"
#include "templates.h"
#include "r_defs.h"
#include "a_pickups.h"
#include "s_sound.h"
#include "cmdlib.h"
#include "p_lnspec.h"
#include "p_enemy.h"
#include "a_action.h"
#include "decallib.h"
#include "m_random.h"
#include "i_system.h"
#include "p_local.h"
#include "c_console.h"
#include "doomerrors.h"
#include "a_sharedglobal.h"
#include "thingdef/thingdef.h"
#include "v_video.h"
#include "v_font.h"
#include "doomstat.h"
#include "v_palette.h"
#include "g_shared/a_specialspot.h"
#include "actorptrselect.h"
#include "m_bbox.h"
static FRandom pr_camissile ("CustomActorfire");
static FRandom pr_camelee ("CustomMelee");
static FRandom pr_cabullet ("CustomBullet");
static FRandom pr_cajump ("CustomJump");
static FRandom pr_cwbullet ("CustomWpBullet");
static FRandom pr_cwjump ("CustomWpJump");
static FRandom pr_cwpunch ("CustomWpPunch");
static FRandom pr_grenade ("ThrowGrenade");
static FRandom pr_crailgun ("CustomRailgun");
static FRandom pr_spawndebris ("SpawnDebris");
static FRandom pr_spawnitemex ("SpawnItemEx");
static FRandom pr_burst ("Burst");
static FRandom pr_monsterrefire ("MonsterRefire");
static FRandom pr_teleport("A_Teleport");
//==========================================================================
//
// ACustomInventory :: CallStateChain
//
// Executes the code pointers in a chain of states
// until there is no next state
//
//==========================================================================
bool ACustomInventory::CallStateChain (AActor *actor, FState * State)
{
StateCallData StateCall;
bool result = false;
int counter = 0;
StateCall.Item = this;
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while (State != NULL)
{
// Assume success. The code pointer will set this to false if necessary
StateCall.State = State;
StateCall.Result = true;
if (State->CallAction(actor, this, &StateCall))
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{
// collect all the results. Even one successful call signifies overall success.
result |= StateCall.Result;
}
// Since there are no delays it is a good idea to check for infinite loops here!
counter++;
if (counter >= 10000) break;
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if (StateCall.State == State)
{
// Abort immediately if the state jumps to itself!
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if (State == State->GetNextState())
{
return false;
}
// If both variables are still the same there was no jump
// so we must advance to the next state.
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State = State->GetNextState();
}
else
{
State = StateCall.State;
}
}
return result;
}
//==========================================================================
//
// A_RearrangePointers
//
// Allow an actor to change its relationship to other actors by
// copying pointers freely between TARGET MASTER and TRACER.
// Can also assign null value, but does not duplicate A_ClearTarget.
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RearrangePointers)
{
ACTION_PARAM_START(4);
ACTION_PARAM_INT(ptr_target, 0);
ACTION_PARAM_INT(ptr_master, 1);
ACTION_PARAM_INT(ptr_tracer, 2);
ACTION_PARAM_INT(flags, 3);
// Rearrange pointers internally
// Fetch all values before modification, so that all fields can get original values
AActor
*gettarget = self->target,
*getmaster = self->master,
*gettracer = self->tracer;
switch (ptr_target) // pick the new target
{
case AAPTR_MASTER:
self->target = getmaster;
if (!(PTROP_UNSAFETARGET & flags)) VerifyTargetChain(self);
break;
case AAPTR_TRACER:
self->target = gettracer;
if (!(PTROP_UNSAFETARGET & flags)) VerifyTargetChain(self);
break;
case AAPTR_NULL:
self->target = NULL;
// THIS IS NOT "A_ClearTarget", so no other targeting info is removed
break;
}
// presently permitting non-monsters to set master
switch (ptr_master) // pick the new master
{
case AAPTR_TARGET:
self->master = gettarget;
if (!(PTROP_UNSAFEMASTER & flags)) VerifyMasterChain(self);
break;
case AAPTR_TRACER:
self->master = gettracer;
if (!(PTROP_UNSAFEMASTER & flags)) VerifyMasterChain(self);
break;
case AAPTR_NULL:
self->master = NULL;
break;
}
switch (ptr_tracer) // pick the new tracer
{
case AAPTR_TARGET:
self->tracer = gettarget;
break; // no verification deemed necessary; the engine never follows a tracer chain(?)
case AAPTR_MASTER:
self->tracer = getmaster;
break; // no verification deemed necessary; the engine never follows a tracer chain(?)
case AAPTR_NULL:
self->tracer = NULL;
break;
}
}
//==========================================================================
//
// A_TransferPointer
//
// Copy one pointer (MASTER, TARGET or TRACER) from this actor (SELF),
// or from this actor's MASTER, TARGET or TRACER.
//
// You can copy any one of that actor's pointers
//
// Assign the copied pointer to any one pointer in SELF,
// MASTER, TARGET or TRACER.
//
// Any attempt to make an actor point to itself will replace the pointer
// with a null value.
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TransferPointer)
{
ACTION_PARAM_START(5);
ACTION_PARAM_INT(ptr_source, 0);
ACTION_PARAM_INT(ptr_recepient, 1);
ACTION_PARAM_INT(ptr_sourcefield, 2);
ACTION_PARAM_INT(ptr_recepientfield, 3);
ACTION_PARAM_INT(flags, 4);
AActor *source, *recepient;
// Exchange pointers with actors to whom you have pointers (or with yourself, if you must)
source = COPY_AAPTR(self, ptr_source);
COPY_AAPTR_NOT_NULL(self, recepient, ptr_recepient); // pick an actor to store the provided pointer value
// convert source from dataprovider to data
source = COPY_AAPTR(source, ptr_sourcefield);
if (source == recepient) source = NULL; // The recepient should not acquire a pointer to itself; will write NULL
if (ptr_recepientfield == AAPTR_DEFAULT) ptr_recepientfield = ptr_sourcefield; // If default: Write to same field as data was read from
ASSIGN_AAPTR(recepient, ptr_recepientfield, source, flags);
}
//==========================================================================
//
// A_CopyFriendliness
//
// Join forces with one of the actors you are pointing to (MASTER by default)
//
// Normal CopyFriendliness reassigns health. This function will not.
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CopyFriendliness)
{
ACTION_PARAM_START(1);
ACTION_PARAM_INT(ptr_source, 0);
if (self->player) return;
AActor *source;
COPY_AAPTR_NOT_NULL(self, source, ptr_source);
self->CopyFriendliness(source, false, false); // No change in current target or health
}
//==========================================================================
//
// Simple flag changers
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SetSolid)
{
self->flags |= MF_SOLID;
}
DEFINE_ACTION_FUNCTION(AActor, A_UnsetSolid)
{
self->flags &= ~MF_SOLID;
}
DEFINE_ACTION_FUNCTION(AActor, A_SetFloat)
{
self->flags |= MF_FLOAT;
}
DEFINE_ACTION_FUNCTION(AActor, A_UnsetFloat)
{
self->flags &= ~(MF_FLOAT|MF_INFLOAT);
}
//==========================================================================
//
// Customizable attack functions which use actor parameters.
//
//==========================================================================
static void DoAttack (AActor *self, bool domelee, bool domissile,
int MeleeDamage, FSoundID MeleeSound, const PClass *MissileType,fixed_t MissileHeight)
{
if (self->target == NULL) return;
A_FaceTarget (self);
if (domelee && MeleeDamage>0 && self->CheckMeleeRange ())
{
int damage = pr_camelee.HitDice(MeleeDamage);
if (MeleeSound) S_Sound (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
P_DamageMobj (self->target, self, self, damage, NAME_Melee);
P_TraceBleed (damage, self->target, self);
}
else if (domissile && MissileType != NULL)
{
// This seemingly senseless code is needed for proper aiming.
self->z+=MissileHeight-32*FRACUNIT;
AActor * missile = P_SpawnMissileXYZ (self->x, self->y, self->z + 32*FRACUNIT, self, self->target, MissileType, false);
self->z-=MissileHeight-32*FRACUNIT;
if (missile)
{
// automatic handling of seeker missiles
if (missile->flags2&MF2_SEEKERMISSILE)
{
missile->tracer=self->target;
}
// set the health value so that the missile works properly
if (missile->flags4&MF4_SPECTRAL)
{
missile->health=-2;
}
P_CheckMissileSpawn(missile);
}
}
}
DEFINE_ACTION_FUNCTION(AActor, A_MeleeAttack)
{
int MeleeDamage = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeDamage, 0);
FSoundID MeleeSound = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeSound, 0);
DoAttack(self, true, false, MeleeDamage, MeleeSound, NULL, 0);
}
DEFINE_ACTION_FUNCTION(AActor, A_MissileAttack)
{
const PClass *MissileType=PClass::FindClass((ENamedName) self->GetClass()->Meta.GetMetaInt (ACMETA_MissileName, NAME_None));
fixed_t MissileHeight= self->GetClass()->Meta.GetMetaFixed (ACMETA_MissileHeight, 32*FRACUNIT);
DoAttack(self, false, true, 0, 0, MissileType, MissileHeight);
}
DEFINE_ACTION_FUNCTION(AActor, A_ComboAttack)
{
int MeleeDamage = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeDamage, 0);
FSoundID MeleeSound = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeSound, 0);
const PClass *MissileType=PClass::FindClass((ENamedName) self->GetClass()->Meta.GetMetaInt (ACMETA_MissileName, NAME_None));
fixed_t MissileHeight= self->GetClass()->Meta.GetMetaFixed (ACMETA_MissileHeight, 32*FRACUNIT);
DoAttack(self, true, true, MeleeDamage, MeleeSound, MissileType, MissileHeight);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BasicAttack)
{
ACTION_PARAM_START(4);
ACTION_PARAM_INT(MeleeDamage, 0);
ACTION_PARAM_SOUND(MeleeSound, 1);
ACTION_PARAM_CLASS(MissileType, 2);
ACTION_PARAM_FIXED(MissileHeight, 3);
if (MissileType == NULL) return;
DoAttack(self, true, true, MeleeDamage, MeleeSound, MissileType, MissileHeight);
}
//==========================================================================
//
// Custom sound functions.
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlaySound)
{
ACTION_PARAM_START(5);
ACTION_PARAM_SOUND(soundid, 0);
ACTION_PARAM_INT(channel, 1);
ACTION_PARAM_FLOAT(volume, 2);
ACTION_PARAM_BOOL(looping, 3);
ACTION_PARAM_FLOAT(attenuation, 4);
if (!looping)
{
S_Sound (self, channel, soundid, volume, attenuation);
}
else
{
if (!S_IsActorPlayingSomething (self, channel&7, soundid))
{
S_Sound (self, channel | CHAN_LOOP, soundid, volume, attenuation);
}
}
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_StopSound)
{
ACTION_PARAM_START(1);
ACTION_PARAM_INT(slot, 0);
S_StopSound(self, slot);
}
//==========================================================================
//
// These come from a time when DECORATE constants did not exist yet and
// the sound interface was less flexible. As a result the parameters are
// not optimal and these functions have been deprecated in favor of extending
// A_PlaySound and A_StopSound.
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlayWeaponSound)
{
ACTION_PARAM_START(1);
ACTION_PARAM_SOUND(soundid, 0);
S_Sound (self, CHAN_WEAPON, soundid, 1, ATTN_NORM);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlaySoundEx)
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{
ACTION_PARAM_START(4);
ACTION_PARAM_SOUND(soundid, 0);
ACTION_PARAM_NAME(channel, 1);
ACTION_PARAM_BOOL(looping, 2);
ACTION_PARAM_INT(attenuation_raw, 3);
float attenuation;
switch (attenuation_raw)
{
case -1: attenuation = ATTN_STATIC; break; // drop off rapidly
default:
case 0: attenuation = ATTN_NORM; break; // normal
case 1:
case 2: attenuation = ATTN_NONE; break; // full volume
}
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if (channel < NAME_Auto || channel > NAME_SoundSlot7)
{
channel = NAME_Auto;
}
if (!looping)
{
S_Sound (self, int(channel) - NAME_Auto, soundid, 1, attenuation);
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}
else
{
if (!S_IsActorPlayingSomething (self, int(channel) - NAME_Auto, soundid))
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{
S_Sound (self, (int(channel) - NAME_Auto) | CHAN_LOOP, soundid, 1, attenuation);
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}
}
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_StopSoundEx)
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{
ACTION_PARAM_START(1);
ACTION_PARAM_NAME(channel, 0);
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if (channel > NAME_Auto && channel <= NAME_SoundSlot7)
{
S_StopSound (self, int(channel) - NAME_Auto);
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}
}
//==========================================================================
//
// Generic seeker missile function
//
//==========================================================================
static FRandom pr_seekermissile ("SeekerMissile");
enum
{
SMF_LOOK = 1,
SMF_PRECISE = 2,
SMF_CURSPEED = 4,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SeekerMissile)
{
ACTION_PARAM_START(5);
ACTION_PARAM_INT(ang1, 0);
ACTION_PARAM_INT(ang2, 1);
ACTION_PARAM_INT(flags, 2);
ACTION_PARAM_INT(chance, 3);
ACTION_PARAM_INT(distance, 4);
if ((flags & SMF_LOOK) && (self->tracer == 0) && (pr_seekermissile()<chance))
{
self->tracer = P_RoughMonsterSearch (self, distance);
}
P_SeekerMissile(self, clamp<int>(ang1, 0, 90) * ANGLE_1, clamp<int>(ang2, 0, 90) * ANGLE_1, !!(flags & SMF_PRECISE), !!(flags & SMF_CURSPEED));
}
//==========================================================================
//
// Hitscan attack with a customizable amount of bullets (specified in damage)
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_BulletAttack)
{
int i;
int bangle;
int slope;
if (!self->target) return;
A_FaceTarget (self);
bangle = self->angle;
slope = P_AimLineAttack (self, bangle, MISSILERANGE);
S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
for (i = self->GetMissileDamage (0, 1); i > 0; --i)
{
int angle = bangle + (pr_cabullet.Random2() << 20);
int damage = ((pr_cabullet()%5)+1)*3;
P_LineAttack(self, angle, MISSILERANGE, slope, damage,
NAME_None, NAME_BulletPuff);
}
}
//==========================================================================
//
// Do the state jump
//
//==========================================================================
static void DoJump(AActor * self, FState * CallingState, FState *jumpto, StateCallData *statecall)
{
if (jumpto == NULL) return;
if (statecall != NULL)
{
statecall->State = jumpto;
}
else if (self->player != NULL && CallingState == self->player->psprites[ps_weapon].state)
{
P_SetPsprite(self->player, ps_weapon, jumpto);
}
else if (self->player != NULL && CallingState == self->player->psprites[ps_flash].state)
{
P_SetPsprite(self->player, ps_flash, jumpto);
}
else if (CallingState == self->state)
{
self->SetState (jumpto);
}
else
{
// something went very wrong. This should never happen.
assert(false);
}
}
// This is just to avoid having to directly reference the internally defined
// CallingState and statecall parameters in the code below.
#define ACTION_JUMP(offset) DoJump(self, CallingState, offset, statecall)
//==========================================================================
//
// State jump function
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Jump)
{
ACTION_PARAM_START(3);
ACTION_PARAM_INT(count, 0);
ACTION_PARAM_INT(maxchance, 1);
if (count >= 2 && (maxchance >= 256 || pr_cajump() < maxchance))
{
int jumps = 2 + (count == 2? 0 : (pr_cajump() % (count - 1)));
ACTION_PARAM_STATE(jumpto, jumps);
ACTION_JUMP(jumpto);
}
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
}
//==========================================================================
//
// State jump function
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfHealthLower)
{
ACTION_PARAM_START(2);
ACTION_PARAM_INT(health, 0);
ACTION_PARAM_STATE(jump, 1);
if (self->health < health) ACTION_JUMP(jump);
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
}
//==========================================================================
//
// State jump function
//
//==========================================================================
void DoJumpIfCloser(AActor *target, DECLARE_PARAMINFO)
{
ACTION_PARAM_START(2);
ACTION_PARAM_FIXED(dist, 0);
ACTION_PARAM_STATE(jump, 1);
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
// No target - no jump
if (target != NULL && P_AproxDistance(self->x-target->x, self->y-target->y) < dist &&
( (self->z > target->z && self->z - (target->z + target->height) < dist) ||
(self->z <=target->z && target->z - (self->z + self->height) < dist)
)
)
{
ACTION_JUMP(jump);
}
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfCloser)
{
AActor *target;
if (!self->player)
{
target = self->target;
}
else
{
// Does the player aim at something that can be shot?
P_BulletSlope(self, &target);
}
DoJumpIfCloser(target, PUSH_PARAMINFO);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTracerCloser)
{
DoJumpIfCloser(self->tracer, PUSH_PARAMINFO);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfMasterCloser)
{
DoJumpIfCloser(self->master, PUSH_PARAMINFO);
}
//==========================================================================
//
// State jump function
//
//==========================================================================
void DoJumpIfInventory(AActor * owner, DECLARE_PARAMINFO)
{
ACTION_PARAM_START(4);
ACTION_PARAM_CLASS(Type, 0);
ACTION_PARAM_INT(ItemAmount, 1);
ACTION_PARAM_STATE(JumpOffset, 2);
ACTION_PARAM_INT(setowner, 3);
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
if (!Type) return;
COPY_AAPTR_NOT_NULL(owner, owner, setowner); // returns if owner ends up being NULL
AInventory *Item = owner->FindInventory(Type);
if (Item)
{
if (ItemAmount > 0)
{
if (Item->Amount >= ItemAmount)
ACTION_JUMP(JumpOffset);
}
else if (Item->Amount >= Item->MaxAmount)
{
ACTION_JUMP(JumpOffset);
}
}
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInventory)
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{
DoJumpIfInventory(self, PUSH_PARAMINFO);
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}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetInventory)
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{
DoJumpIfInventory(self->target, PUSH_PARAMINFO);
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}
//==========================================================================
//
// State jump function
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfArmorType)
{
ACTION_PARAM_START(3);
ACTION_PARAM_NAME(Type, 0);
ACTION_PARAM_STATE(JumpOffset, 1);
ACTION_PARAM_INT(amount, 2);
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
ABasicArmor * armor = (ABasicArmor *) self->FindInventory(NAME_BasicArmor);
if (armor && armor->ArmorType == Type && armor->Amount >= amount)
ACTION_JUMP(JumpOffset);
}
//==========================================================================
//
// Parameterized version of A_Explode
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
{
ACTION_PARAM_START(8);
ACTION_PARAM_INT(damage, 0);
ACTION_PARAM_INT(distance, 1);
ACTION_PARAM_BOOL(hurtSource, 2);
ACTION_PARAM_BOOL(alert, 3);
ACTION_PARAM_INT(fulldmgdistance, 4);
ACTION_PARAM_INT(nails, 5);
ACTION_PARAM_INT(naildamage, 6);
ACTION_PARAM_CLASS(pufftype, 7);
if (damage < 0) // get parameters from metadata
{
damage = self->GetClass()->Meta.GetMetaInt (ACMETA_ExplosionDamage, 128);
distance = self->GetClass()->Meta.GetMetaInt (ACMETA_ExplosionRadius, damage);
hurtSource = !self->GetClass()->Meta.GetMetaInt (ACMETA_DontHurtShooter);
alert = false;
}
else
{
if (distance <= 0) distance = damage;
}
// NailBomb effect, from SMMU but not from its source code: instead it was implemented and
// generalized from the documentation at http://www.doomworld.com/eternity/engine/codeptrs.html
if (nails)
{
angle_t ang;
for (int i = 0; i < nails; i++)
{
ang = i*(ANGLE_MAX/nails);
// Comparing the results of a test wad with Eternity, it seems A_NailBomb does not aim
P_LineAttack (self, ang, MISSILERANGE, 0,
//P_AimLineAttack (self, ang, MISSILERANGE),
naildamage, NAME_None, pufftype);
}
}
P_RadiusAttack (self, self->target, damage, distance, self->DamageType, hurtSource, true, fulldmgdistance);
P_CheckSplash(self, distance<<FRACBITS);
if (alert && self->target != NULL && self->target->player != NULL)
{
validcount++;
P_RecursiveSound (self->Sector, self->target, false, 0);
}
}
//==========================================================================
//
// A_RadiusThrust
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusThrust)
{
ACTION_PARAM_START(3);
ACTION_PARAM_INT(force, 0);
ACTION_PARAM_INT(distance, 1);
ACTION_PARAM_BOOL(affectSource, 2);
ACTION_PARAM_INT(fullthrustdistance, 3);
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bool sourcenothrust = false;
if (force <= 0) force = 128;
if (distance <= 0) distance = force;
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// Temporarily negate MF2_NODMGTHRUST on the shooter, since it renders this function useless.
if (self->target != NULL && self->target->flags2 & MF2_NODMGTHRUST)
{
sourcenothrust = true;
self->target->flags2 &= ~MF2_NODMGTHRUST;
}
int sourceflags2 = self->target != NULL ? self->target->flags2 : 0;
P_RadiusAttack (self, self->target, force, distance, self->DamageType, affectSource, false, fullthrustdistance);
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P_CheckSplash(self, distance << FRACBITS);
if (sourcenothrust)
{
self->target->flags2 |= MF2_NODMGTHRUST;
}
}
//==========================================================================
//
// Execute a line special / script
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CallSpecial)
{
ACTION_PARAM_START(6);
ACTION_PARAM_INT(special, 0);
ACTION_PARAM_INT(arg1, 1);
ACTION_PARAM_INT(arg2, 2);
ACTION_PARAM_INT(arg3, 3);
ACTION_PARAM_INT(arg4, 4);
ACTION_PARAM_INT(arg5, 5);
bool res = !!P_ExecuteSpecial(special, NULL, self, false, arg1, arg2, arg3, arg4, arg5);
ACTION_SET_RESULT(res);
}
//==========================================================================
//
// The ultimate code pointer: Fully customizable missiles!
//
//==========================================================================
enum CM_Flags
{
CMF_AIMMODE = 3,
CMF_TRACKOWNER = 4,
CMF_CHECKTARGETDEAD = 8,
CMF_ABSOLUTEPITCH = 16,
CMF_OFFSETPITCH = 32,
CMF_SAVEPITCH = 64,
CMF_ABSOLUTEANGLE = 128
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile)
{
ACTION_PARAM_START(6);
ACTION_PARAM_CLASS(ti, 0);
ACTION_PARAM_FIXED(SpawnHeight, 1);
ACTION_PARAM_INT(Spawnofs_XY, 2);
ACTION_PARAM_ANGLE(Angle, 3);
ACTION_PARAM_INT(flags, 4);
ACTION_PARAM_ANGLE(pitch, 5);
int aimmode = flags & CMF_AIMMODE;
AActor * targ;
AActor * missile;
if (self->target != NULL || aimmode==2)
{
if (ti)
{
angle_t ang = (self->angle - ANGLE_90) >> ANGLETOFINESHIFT;
fixed_t x = Spawnofs_XY * finecosine[ang];
fixed_t y = Spawnofs_XY * finesine[ang];
2006-05-14 14:30:13 +00:00
fixed_t z = SpawnHeight - 32*FRACUNIT + (self->player? self->player->crouchoffset : 0);
switch (aimmode)
{
case 0:
default:
// same adjustment as above (in all 3 directions this time) - for better aiming!
self->x+=x;
self->y+=y;
self->z+=z;
missile = P_SpawnMissileXYZ(self->x, self->y, self->z + 32*FRACUNIT, self, self->target, ti, false);
self->x-=x;
self->y-=y;
self->z-=z;
break;
case 1:
missile = P_SpawnMissileXYZ(self->x+x, self->y+y, self->z+SpawnHeight, self, self->target, ti, false);
break;
case 2:
self->x+=x;
self->y+=y;
missile = P_SpawnMissileAngleZSpeed(self, self->z+SpawnHeight, ti, self->angle, 0, GetDefaultByType(ti)->Speed, self, false);
self->x-=x;
self->y-=y;
flags |= CMF_ABSOLUTEPITCH;
break;
}
if (missile)
{
// Use the actual velocity instead of the missile's Speed property
// so that this can handle missiles with a high vertical velocity
// component properly.
fixed_t missilespeed;
if ( (CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH) & flags)
{
if (CMF_OFFSETPITCH & flags)
{
FVector2 velocity (missile->velx, missile->vely);
pitch += R_PointToAngle2(0,0, (fixed_t)velocity.Length(), missile->velz);
}
ang = pitch >> ANGLETOFINESHIFT;
missilespeed = FixedMul(finecosine[ang], missile->Speed);
missile->velz = FixedMul(finesine[ang], missile->Speed);
}
else
{
FVector2 velocity (missile->velx, missile->vely);
missilespeed = (fixed_t)velocity.Length();
}
if (CMF_SAVEPITCH & flags)
{
missile->pitch = pitch;
// In aimmode 0 and 1 without absolutepitch or offsetpitch, the pitch parameter
// contains the unapplied parameter. In that case, it is set as pitch without
// otherwise affecting the spawned actor.
}
missile->angle = (CMF_ABSOLUTEANGLE & flags) ? Angle : missile->angle + Angle ;
ang = missile->angle >> ANGLETOFINESHIFT;
missile->velx = FixedMul (missilespeed, finecosine[ang]);
missile->vely = FixedMul (missilespeed, finesine[ang]);
// handle projectile shooting projectiles - track the
// links back to a real owner
if (self->isMissile(!!(flags & CMF_TRACKOWNER)))
{
AActor * owner=self ;//->target;
while (owner->isMissile(!!(flags & CMF_TRACKOWNER)) && owner->target) owner=owner->target;
targ=owner;
missile->target=owner;
// automatic handling of seeker missiles
if (self->flags & missile->flags2 & MF2_SEEKERMISSILE)
{
missile->tracer=self->tracer;
}
}
else if (missile->flags2&MF2_SEEKERMISSILE)
{
// automatic handling of seeker missiles
missile->tracer=self->target;
}
// set the health value so that the missile works properly
if (missile->flags4&MF4_SPECTRAL)
{
missile->health=-2;
}
P_CheckMissileSpawn(missile);
}
}
}
else if (flags & CMF_CHECKTARGETDEAD)
{
// Target is dead and the attack shall be aborted.
if (self->SeeState != NULL) self->SetState(self->SeeState);
}
}
//==========================================================================
//
// An even more customizable hitscan attack
//
//==========================================================================
enum CBA_Flags
{
CBAF_AIMFACING = 1,
CBAF_NORANDOM = 2,
CBAF_EXPLICITANGLE = 4,
CBAF_NOPITCH = 8,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomBulletAttack)
{
ACTION_PARAM_START(7);
ACTION_PARAM_ANGLE(Spread_XY, 0);
ACTION_PARAM_ANGLE(Spread_Z, 1);
ACTION_PARAM_INT(NumBullets, 2);
ACTION_PARAM_INT(DamagePerBullet, 3);
ACTION_PARAM_CLASS(pufftype, 4);
ACTION_PARAM_FIXED(Range, 5);
ACTION_PARAM_INT(Flags, 6);
if(Range==0) Range=MISSILERANGE;
int i;
int bangle;
int bslope = 0;
if (self->target || (Flags & CBAF_AIMFACING))
{
if (!(Flags & CBAF_AIMFACING)) A_FaceTarget (self);
bangle = self->angle;
if (!pufftype) pufftype = PClass::FindClass(NAME_BulletPuff);
if (!(Flags & CBAF_NOPITCH)) bslope = P_AimLineAttack (self, bangle, MISSILERANGE);
S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
for (i=0 ; i<NumBullets ; i++)
{
int angle = bangle;
int slope = bslope;
if (Flags & CBAF_EXPLICITANGLE)
{
angle += Spread_XY;
slope += Spread_Z;
}
else
{
angle += pr_cwbullet.Random2() * (Spread_XY / 255);
slope += pr_cwbullet.Random2() * (Spread_Z / 255);
}
int damage = DamagePerBullet;
if (!(Flags & CBAF_NORANDOM))
damage *= ((pr_cabullet()%3)+1);
P_LineAttack(self, angle, Range, slope, damage, NAME_None, pufftype);
}
}
}
May 6, 2006 (Changes by Graf Zahl) - Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE. - Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the string table. - Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. There is no need to keep two flags around with virtually the same meaning. - Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency. It looks much better now than the cheap code pointer based blinking it used before. - Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages to the string table. - Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the string table. - Moved the messages for killing spectres to the string table. - Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get the messages it prints from the string table instead of the quest item's tag string. May 5, 2006 (Changes by Graf Zahl) - Removed the hopelessly outdated thingdef_doc.txt file from the repository. - Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE. - Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for valid double bindings. - Converted a_merchants.cpp to DECORATE. - Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which can be shot but take no damage from getting hurt. - Converted a_beggars.cpp to DECORATE. - Added an Inventory.GiveQuest property. This makes it possible to define all of Strife's original items that also give a quest item in DECORATE but it is also useful to define items like the ones in Day of the Acolyte without ugly workarounds. - Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is possible to define many of Strife's items. - Added a FastSpeed property to DECORATE so that projectiles can finally be assigned a higher speed for fast mode. - Added a ACS_LockedExecuteDoor special. It is basically the same as the existing ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This cannot be integrated into ACS_LockedExecute because all its arguments are already in use. - Added a fully customizable A_CustomMeleeAttack function for DECORATE. SVN r83 (trunk)
2006-05-07 00:27:22 +00:00
//==========================================================================
//
// A fully customizable melee attack
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMeleeAttack)
May 6, 2006 (Changes by Graf Zahl) - Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE. - Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the string table. - Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. There is no need to keep two flags around with virtually the same meaning. - Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency. It looks much better now than the cheap code pointer based blinking it used before. - Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages to the string table. - Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the string table. - Moved the messages for killing spectres to the string table. - Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get the messages it prints from the string table instead of the quest item's tag string. May 5, 2006 (Changes by Graf Zahl) - Removed the hopelessly outdated thingdef_doc.txt file from the repository. - Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE. - Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for valid double bindings. - Converted a_merchants.cpp to DECORATE. - Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which can be shot but take no damage from getting hurt. - Converted a_beggars.cpp to DECORATE. - Added an Inventory.GiveQuest property. This makes it possible to define all of Strife's original items that also give a quest item in DECORATE but it is also useful to define items like the ones in Day of the Acolyte without ugly workarounds. - Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is possible to define many of Strife's items. - Added a FastSpeed property to DECORATE so that projectiles can finally be assigned a higher speed for fast mode. - Added a ACS_LockedExecuteDoor special. It is basically the same as the existing ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This cannot be integrated into ACS_LockedExecute because all its arguments are already in use. - Added a fully customizable A_CustomMeleeAttack function for DECORATE. SVN r83 (trunk)
2006-05-07 00:27:22 +00:00
{
ACTION_PARAM_START(5);
ACTION_PARAM_INT(damage, 0);
ACTION_PARAM_SOUND(MeleeSound, 1);
ACTION_PARAM_SOUND(MissSound, 2);
ACTION_PARAM_NAME(DamageType, 3);
ACTION_PARAM_BOOL(bleed, 4);
May 6, 2006 (Changes by Graf Zahl) - Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE. - Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the string table. - Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. There is no need to keep two flags around with virtually the same meaning. - Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency. It looks much better now than the cheap code pointer based blinking it used before. - Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages to the string table. - Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the string table. - Moved the messages for killing spectres to the string table. - Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get the messages it prints from the string table instead of the quest item's tag string. May 5, 2006 (Changes by Graf Zahl) - Removed the hopelessly outdated thingdef_doc.txt file from the repository. - Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE. - Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for valid double bindings. - Converted a_merchants.cpp to DECORATE. - Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which can be shot but take no damage from getting hurt. - Converted a_beggars.cpp to DECORATE. - Added an Inventory.GiveQuest property. This makes it possible to define all of Strife's original items that also give a quest item in DECORATE but it is also useful to define items like the ones in Day of the Acolyte without ugly workarounds. - Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is possible to define many of Strife's items. - Added a FastSpeed property to DECORATE so that projectiles can finally be assigned a higher speed for fast mode. - Added a ACS_LockedExecuteDoor special. It is basically the same as the existing ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This cannot be integrated into ACS_LockedExecute because all its arguments are already in use. - Added a fully customizable A_CustomMeleeAttack function for DECORATE. SVN r83 (trunk)
2006-05-07 00:27:22 +00:00
if (DamageType==NAME_None) DamageType = NAME_Melee; // Melee is the default type
May 6, 2006 (Changes by Graf Zahl) - Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE. - Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the string table. - Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. There is no need to keep two flags around with virtually the same meaning. - Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency. It looks much better now than the cheap code pointer based blinking it used before. - Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages to the string table. - Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the string table. - Moved the messages for killing spectres to the string table. - Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get the messages it prints from the string table instead of the quest item's tag string. May 5, 2006 (Changes by Graf Zahl) - Removed the hopelessly outdated thingdef_doc.txt file from the repository. - Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE. - Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for valid double bindings. - Converted a_merchants.cpp to DECORATE. - Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which can be shot but take no damage from getting hurt. - Converted a_beggars.cpp to DECORATE. - Added an Inventory.GiveQuest property. This makes it possible to define all of Strife's original items that also give a quest item in DECORATE but it is also useful to define items like the ones in Day of the Acolyte without ugly workarounds. - Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is possible to define many of Strife's items. - Added a FastSpeed property to DECORATE so that projectiles can finally be assigned a higher speed for fast mode. - Added a ACS_LockedExecuteDoor special. It is basically the same as the existing ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This cannot be integrated into ACS_LockedExecute because all its arguments are already in use. - Added a fully customizable A_CustomMeleeAttack function for DECORATE. SVN r83 (trunk)
2006-05-07 00:27:22 +00:00
if (!self->target)
return;
A_FaceTarget (self);
if (self->CheckMeleeRange ())
{
if (MeleeSound) S_Sound (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
P_DamageMobj (self->target, self, self, damage, DamageType);
May 6, 2006 (Changes by Graf Zahl) - Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE. - Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the string table. - Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. There is no need to keep two flags around with virtually the same meaning. - Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency. It looks much better now than the cheap code pointer based blinking it used before. - Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages to the string table. - Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the string table. - Moved the messages for killing spectres to the string table. - Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get the messages it prints from the string table instead of the quest item's tag string. May 5, 2006 (Changes by Graf Zahl) - Removed the hopelessly outdated thingdef_doc.txt file from the repository. - Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE. - Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for valid double bindings. - Converted a_merchants.cpp to DECORATE. - Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which can be shot but take no damage from getting hurt. - Converted a_beggars.cpp to DECORATE. - Added an Inventory.GiveQuest property. This makes it possible to define all of Strife's original items that also give a quest item in DECORATE but it is also useful to define items like the ones in Day of the Acolyte without ugly workarounds. - Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is possible to define many of Strife's items. - Added a FastSpeed property to DECORATE so that projectiles can finally be assigned a higher speed for fast mode. - Added a ACS_LockedExecuteDoor special. It is basically the same as the existing ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This cannot be integrated into ACS_LockedExecute because all its arguments are already in use. - Added a fully customizable A_CustomMeleeAttack function for DECORATE. SVN r83 (trunk)
2006-05-07 00:27:22 +00:00
if (bleed) P_TraceBleed (damage, self->target, self);
}
else
{
if (MissSound) S_Sound (self, CHAN_WEAPON, MissSound, 1, ATTN_NORM);
}
May 6, 2006 (Changes by Graf Zahl) - Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE. - Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the string table. - Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. There is no need to keep two flags around with virtually the same meaning. - Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency. It looks much better now than the cheap code pointer based blinking it used before. - Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages to the string table. - Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the string table. - Moved the messages for killing spectres to the string table. - Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get the messages it prints from the string table instead of the quest item's tag string. May 5, 2006 (Changes by Graf Zahl) - Removed the hopelessly outdated thingdef_doc.txt file from the repository. - Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE. - Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for valid double bindings. - Converted a_merchants.cpp to DECORATE. - Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which can be shot but take no damage from getting hurt. - Converted a_beggars.cpp to DECORATE. - Added an Inventory.GiveQuest property. This makes it possible to define all of Strife's original items that also give a quest item in DECORATE but it is also useful to define items like the ones in Day of the Acolyte without ugly workarounds. - Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is possible to define many of Strife's items. - Added a FastSpeed property to DECORATE so that projectiles can finally be assigned a higher speed for fast mode. - Added a ACS_LockedExecuteDoor special. It is basically the same as the existing ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This cannot be integrated into ACS_LockedExecute because all its arguments are already in use. - Added a fully customizable A_CustomMeleeAttack function for DECORATE. SVN r83 (trunk)
2006-05-07 00:27:22 +00:00
}
//==========================================================================
//
// A fully customizable combo attack
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomComboAttack)
{
ACTION_PARAM_START(6);
ACTION_PARAM_CLASS(ti, 0);
ACTION_PARAM_FIXED(SpawnHeight, 1);
ACTION_PARAM_INT(damage, 2);
ACTION_PARAM_SOUND(MeleeSound, 3);
ACTION_PARAM_NAME(DamageType, 4);
ACTION_PARAM_BOOL(bleed, 5);
if (!self->target)
return;
A_FaceTarget (self);
if (self->CheckMeleeRange ())
{
if (DamageType==NAME_None) DamageType = NAME_Melee; // Melee is the default type
if (MeleeSound) S_Sound (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
P_DamageMobj (self->target, self, self, damage, DamageType);
if (bleed) P_TraceBleed (damage, self->target, self);
}
else if (ti)
{
// This seemingly senseless code is needed for proper aiming.
self->z+=SpawnHeight-32*FRACUNIT;
AActor * missile = P_SpawnMissileXYZ (self->x, self->y, self->z + 32*FRACUNIT, self, self->target, ti, false);
self->z-=SpawnHeight-32*FRACUNIT;
if (missile)
{
// automatic handling of seeker missiles
if (missile->flags2&MF2_SEEKERMISSILE)
{
missile->tracer=self->target;
}
// set the health value so that the missile works properly
if (missile->flags4&MF4_SPECTRAL)
{
missile->health=-2;
}
P_CheckMissileSpawn(missile);
}
}
}
//==========================================================================
//
// State jump function
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfNoAmmo)
{
ACTION_PARAM_START(1);
ACTION_PARAM_STATE(jump, 0);
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
if (!ACTION_CALL_FROM_WEAPON()) return;
if (!self->player->ReadyWeapon->CheckAmmo(self->player->ReadyWeapon->bAltFire, false, true))
{
ACTION_JUMP(jump);
}
}
//==========================================================================
//
// An even more customizable hitscan attack
//
//==========================================================================
enum FB_Flags
{
FBF_USEAMMO = 1,
FBF_NORANDOM = 2,
FBF_EXPLICITANGLE = 4,
FBF_NOPITCH = 8,
FBF_NOFLASH = 16,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireBullets)
{
ACTION_PARAM_START(7);
ACTION_PARAM_ANGLE(Spread_XY, 0);
ACTION_PARAM_ANGLE(Spread_Z, 1);
ACTION_PARAM_INT(NumberOfBullets, 2);
ACTION_PARAM_INT(DamagePerBullet, 3);
ACTION_PARAM_CLASS(PuffType, 4);
ACTION_PARAM_INT(Flags, 5);
ACTION_PARAM_FIXED(Range, 6);
if (!self->player) return;
player_t * player=self->player;
AWeapon * weapon=player->ReadyWeapon;
int i;
int bangle;
int bslope = 0;
if ((Flags & FBF_USEAMMO) && weapon)
{
if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo
}
if (Range == 0) Range = PLAYERMISSILERANGE;
if (!(Flags & FBF_NOFLASH)) static_cast<APlayerPawn *>(self)->PlayAttacking2 ();
if (!(Flags & FBF_NOPITCH)) bslope = P_BulletSlope(self);
bangle = self->angle;
if (!PuffType) PuffType = PClass::FindClass(NAME_BulletPuff);
S_Sound (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM);
if ((NumberOfBullets==1 && !player->refire) || NumberOfBullets==0)
{
int damage = DamagePerBullet;
if (!(Flags & FBF_NORANDOM))
damage *= ((pr_cwbullet()%3)+1);
P_LineAttack(self, bangle, Range, bslope, damage, NAME_None, PuffType);
}
else
{
if (NumberOfBullets == -1) NumberOfBullets = 1;
for (i=0 ; i<NumberOfBullets ; i++)
{
int angle = bangle;
int slope = bslope;
if (Flags & FBF_EXPLICITANGLE)
{
angle += Spread_XY;
slope += Spread_Z;
}
else
{
angle += pr_cwbullet.Random2() * (Spread_XY / 255);
slope += pr_cwbullet.Random2() * (Spread_Z / 255);
}
int damage = DamagePerBullet;
if (!(Flags & FBF_NORANDOM))
damage *= ((pr_cwbullet()%3)+1);
P_LineAttack(self, angle, Range, slope, damage, NAME_None, PuffType);
}
}
}
//==========================================================================
//
// A_FireProjectile
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireCustomMissile)
{
ACTION_PARAM_START(7);
ACTION_PARAM_CLASS(ti, 0);
ACTION_PARAM_ANGLE(Angle, 1);
ACTION_PARAM_BOOL(UseAmmo, 2);
ACTION_PARAM_INT(SpawnOfs_XY, 3);
ACTION_PARAM_FIXED(SpawnHeight, 4);
ACTION_PARAM_BOOL(AimAtAngle, 5);
ACTION_PARAM_ANGLE(pitch, 6);
if (!self->player) return;
player_t *player=self->player;
AWeapon * weapon=player->ReadyWeapon;
AActor *linetarget;
2006-04-15 15:00:29 +00:00
if (UseAmmo && weapon)
{
if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo
}
if (ti)
{
angle_t ang = (self->angle - ANGLE_90) >> ANGLETOFINESHIFT;
fixed_t x = SpawnOfs_XY * finecosine[ang];
fixed_t y = SpawnOfs_XY * finesine[ang];
fixed_t z = SpawnHeight;
fixed_t shootangle = self->angle;
if (AimAtAngle) shootangle+=Angle;
// Temporarily adjusts the pitch
fixed_t SavedPlayerPitch = self->pitch;
self->pitch -= pitch;
AActor * misl=P_SpawnPlayerMissile (self, x, y, z, ti, shootangle, &linetarget);
self->pitch = SavedPlayerPitch;
// automatic handling of seeker missiles
if (misl)
{
if (linetarget && misl->flags2&MF2_SEEKERMISSILE) misl->tracer=linetarget;
if (!AimAtAngle)
{
// This original implementation is to aim straight ahead and then offset
// the angle from the resulting direction.
FVector3 velocity(misl->velx, misl->vely, 0);
fixed_t missilespeed = (fixed_t)velocity.Length();
misl->angle += Angle;
angle_t an = misl->angle >> ANGLETOFINESHIFT;
misl->velx = FixedMul (missilespeed, finecosine[an]);
misl->vely = FixedMul (missilespeed, finesine[an]);
}
}
}
}
//==========================================================================
//
// A_CustomPunch
//
// Berserk is not handled here. That can be done with A_CheckIfInventory
//
//==========================================================================
enum
{
CPF_USEAMMO = 1,
CPF_DAGGER = 2,
CPF_PULLIN = 4,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch)
{
ACTION_PARAM_START(5);
ACTION_PARAM_INT(Damage, 0);
ACTION_PARAM_BOOL(norandom, 1);
ACTION_PARAM_INT(flags, 2);
ACTION_PARAM_CLASS(PuffType, 3);
ACTION_PARAM_FIXED(Range, 4);
ACTION_PARAM_FIXED(LifeSteal, 5);
if (!self->player) return;
player_t *player=self->player;
AWeapon * weapon=player->ReadyWeapon;
angle_t angle;
int pitch;
AActor * linetarget;
if (!norandom) Damage *= (pr_cwpunch()%8+1);
angle = self->angle + (pr_cwpunch.Random2() << 18);
2006-06-07 20:53:40 +00:00
if (Range == 0) Range = MELEERANGE;
pitch = P_AimLineAttack (self, angle, Range, &linetarget);
// only use ammo when actually hitting something!
if ((flags & CPF_USEAMMO) && linetarget && weapon)
{
if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo
}
if (!PuffType) PuffType = PClass::FindClass(NAME_BulletPuff);
P_LineAttack (self, angle, Range, pitch, Damage, NAME_None, PuffType, true, &linetarget);
// turn to face target
if (linetarget)
{
if (LifeSteal)
P_GiveBody (self, (Damage * LifeSteal) >> FRACBITS);
S_Sound (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM);
self->angle = R_PointToAngle2 (self->x,
self->y,
linetarget->x,
linetarget->y);
if (flags & CPF_PULLIN) self->flags |= MF_JUSTATTACKED;
if (flags & CPF_DAGGER) P_DaggerAlert (self, linetarget);
}
}
enum
{
RAF_SILENT = 1,
RAF_NOPIERCE = 2,
RAF_EXPLICITANGLE = 4,
RAF_FULLBRIGHT = 8
};
//==========================================================================
//
// customizable railgun attack function
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RailAttack)
{
ACTION_PARAM_START(15);
ACTION_PARAM_INT(Damage, 0);
ACTION_PARAM_INT(Spawnofs_XY, 1);
ACTION_PARAM_BOOL(UseAmmo, 2);
ACTION_PARAM_COLOR(Color1, 3);
ACTION_PARAM_COLOR(Color2, 4);
ACTION_PARAM_INT(Flags, 5);
ACTION_PARAM_FLOAT(MaxDiff, 6);
ACTION_PARAM_CLASS(PuffType, 7);
ACTION_PARAM_ANGLE(Spread_XY, 8);
ACTION_PARAM_ANGLE(Spread_Z, 9);
ACTION_PARAM_FIXED(Range, 10);
ACTION_PARAM_INT(Duration, 11);
ACTION_PARAM_FLOAT(Sparsity, 12);
ACTION_PARAM_FLOAT(DriftSpeed, 13);
ACTION_PARAM_CLASS(SpawnClass, 14);
if(Range==0) Range=8192*FRACUNIT;
if(Duration==0) Duration=35;
if(Sparsity==0) Sparsity=1.0;
if (!self->player) return;
AWeapon * weapon=self->player->ReadyWeapon;
// only use ammo when actually hitting something!
2006-04-15 15:00:29 +00:00
if (UseAmmo)
{
if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo
}
angle_t angle;
angle_t slope;
if (Flags & RAF_EXPLICITANGLE)
{
angle = Spread_XY;
slope = Spread_Z;
}
else
{
angle = pr_crailgun.Random2() * (Spread_XY / 255);
slope = pr_crailgun.Random2() * (Spread_Z / 255);
}
P_RailAttack (self, Damage, Spawnofs_XY, Color1, Color2, MaxDiff, (Flags & RAF_SILENT), PuffType, (!(Flags & RAF_NOPIERCE)), angle, slope, Range, (Flags & RAF_FULLBRIGHT), Duration, Sparsity, DriftSpeed, SpawnClass);
}
//==========================================================================
//
// also for monsters
//
//==========================================================================
enum
{
CRF_DONTAIM = 0,
CRF_AIMPARALLEL = 1,
CRF_AIMDIRECT = 2,
CRF_EXPLICITANGLE = 4,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
{
ACTION_PARAM_START(15);
ACTION_PARAM_INT(Damage, 0);
ACTION_PARAM_INT(Spawnofs_XY, 1);
ACTION_PARAM_COLOR(Color1, 2);
ACTION_PARAM_COLOR(Color2, 3);
ACTION_PARAM_INT(Flags, 4);
ACTION_PARAM_INT(aim, 5);
ACTION_PARAM_FLOAT(MaxDiff, 6);
ACTION_PARAM_CLASS(PuffType, 7);
ACTION_PARAM_ANGLE(Spread_XY, 8);
ACTION_PARAM_ANGLE(Spread_Z, 9);
ACTION_PARAM_FIXED(Range, 10);
ACTION_PARAM_INT(Duration, 11);
ACTION_PARAM_FLOAT(Sparsity, 12);
ACTION_PARAM_FLOAT(DriftSpeed, 13);
ACTION_PARAM_CLASS(SpawnClass, 14);
if(Range==0) Range=8192*FRACUNIT;
if(Duration==0) Duration=35;
if(Sparsity==0) Sparsity=1.0;
AActor *linetarget;
fixed_t saved_x = self->x;
fixed_t saved_y = self->y;
angle_t saved_angle = self->angle;
fixed_t saved_pitch = self->pitch;
if (aim && self->target == NULL)
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
{
return;
}
// [RH] Andy Baker's stealth monsters
if (self->flags & MF_STEALTH)
{
self->visdir = 1;
}
self->flags &= ~MF_AMBUSH;
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
if (aim)
{
self->angle = R_PointToAngle2 (self->x,
self->y,
self->target->x,
self->target->y);
}
self->pitch = P_AimLineAttack (self, self->angle, MISSILERANGE, &linetarget, ANGLE_1*60, 0, aim ? self->target : NULL);
if (linetarget == NULL && aim)
{
// We probably won't hit the target, but aim at it anyway so we don't look stupid.
FVector2 xydiff(self->target->x - self->x, self->target->y - self->y);
double zdiff = (self->target->z + (self->target->height>>1)) -
(self->z + (self->height>>1) - self->floorclip);
self->pitch = int(atan2(zdiff, xydiff.Length()) * ANGLE_180 / -M_PI);
}
// Let the aim trail behind the player
if (aim)
{
saved_angle = self->angle = R_PointToAngle2 (self->x, self->y,
self->target->x - self->target->velx * 3,
self->target->y - self->target->vely * 3);
if (aim == CRF_AIMDIRECT)
{
// Tricky: We must offset to the angle of the current position
// but then change the angle again to ensure proper aim.
self->x += Spawnofs_XY * finecosine[self->angle];
self->y += Spawnofs_XY * finesine[self->angle];
Spawnofs_XY = 0;
self->angle = R_PointToAngle2 (self->x, self->y,
self->target->x - self->target->velx * 3,
self->target->y - self->target->vely * 3);
}
if (self->target->flags & MF_SHADOW)
{
angle_t rnd = pr_crailgun.Random2() << 21;
self->angle += rnd;
saved_angle = rnd;
}
}
angle_t angle = (self->angle - ANG90) >> ANGLETOFINESHIFT;
angle_t angleoffset;
angle_t slopeoffset;
if (Flags & CRF_EXPLICITANGLE)
{
angleoffset = Spread_XY;
slopeoffset = Spread_Z;
}
else
{
angleoffset = pr_crailgun.Random2() * (Spread_XY / 255);
slopeoffset = pr_crailgun.Random2() * (Spread_Z / 255);
}
P_RailAttack (self, Damage, Spawnofs_XY, Color1, Color2, MaxDiff, (Flags & RAF_SILENT), PuffType, (!(Flags & RAF_NOPIERCE)), angleoffset, slopeoffset, Range, (Flags & RAF_FULLBRIGHT), Duration, Sparsity, DriftSpeed, SpawnClass);
self->x = saved_x;
self->y = saved_y;
self->angle = saved_angle;
self->pitch = saved_pitch;
}
//===========================================================================
//
2006-04-11 08:36:23 +00:00
// DoGiveInventory
//
//===========================================================================
static void DoGiveInventory(AActor * receiver, DECLARE_PARAMINFO)
{
ACTION_PARAM_START(3);
ACTION_PARAM_CLASS(mi, 0);
ACTION_PARAM_INT(amount, 1);
ACTION_PARAM_INT(setreceiver, 2);
COPY_AAPTR_NOT_NULL(receiver, receiver, setreceiver);
bool res=true;
if (amount==0) amount=1;
if (mi)
{
2006-07-16 09:10:45 +00:00
AInventory *item = static_cast<AInventory *>(Spawn (mi, 0, 0, 0, NO_REPLACE));
if (item->IsKindOf(RUNTIME_CLASS(AHealth)))
{
item->Amount *= amount;
}
else
{
item->Amount = amount;
}
item->flags |= MF_DROPPED;
item->ClearCounters();
if (!item->CallTryPickup (receiver))
{
item->Destroy ();
res = false;
}
else res = true;
}
else res = false;
ACTION_SET_RESULT(res);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveInventory)
2006-04-11 08:36:23 +00:00
{
DoGiveInventory(self, PUSH_PARAMINFO);
2006-04-11 08:36:23 +00:00
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToTarget)
2006-04-11 08:36:23 +00:00
{
DoGiveInventory(self->target, PUSH_PARAMINFO);
2006-04-11 08:36:23 +00:00
}
//===========================================================================
//
2006-04-11 08:36:23 +00:00
// A_TakeInventory
//
//===========================================================================
enum
{
TIF_NOTAKEINFINITE = 1,
};
void DoTakeInventory(AActor * receiver, DECLARE_PARAMINFO)
{
ACTION_PARAM_START(4);
ACTION_PARAM_CLASS(item, 0);
ACTION_PARAM_INT(amount, 1);
ACTION_PARAM_INT(flags, 2);
ACTION_PARAM_INT(setreceiver, 3);
if (!item) return;
COPY_AAPTR_NOT_NULL(receiver, receiver, setreceiver);
bool res = false;
AInventory * inv = receiver->FindInventory(item);
if (inv && !inv->IsKindOf(RUNTIME_CLASS(AHexenArmor)))
{
if (inv->Amount > 0)
{
res = true;
}
// Do not take ammo if the "no take infinite/take as ammo depletion" flag is set
// and infinite ammo is on
if (flags & TIF_NOTAKEINFINITE &&
((dmflags & DF_INFINITE_AMMO) || (receiver->player->cheats & CF_INFINITEAMMO)) &&
inv->IsKindOf(RUNTIME_CLASS(AAmmo)))
{
// Nothing to do here, except maybe res = false;? Would it make sense?
}
else if (!amount || amount>=inv->Amount)
{
if (inv->ItemFlags&IF_KEEPDEPLETED) inv->Amount=0;
else inv->Destroy();
}
else inv->Amount-=amount;
}
ACTION_SET_RESULT(res);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeInventory)
2006-04-11 08:36:23 +00:00
{
DoTakeInventory(self, PUSH_PARAMINFO);
2006-04-11 08:36:23 +00:00
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeFromTarget)
2006-04-11 08:36:23 +00:00
{
DoTakeInventory(self->target, PUSH_PARAMINFO);
2006-04-11 08:36:23 +00:00
}
//===========================================================================
//
// Common code for A_SpawnItem and A_SpawnItemEx
//
//===========================================================================
enum SIX_Flags
{
SIXF_TRANSFERTRANSLATION=1,
SIXF_ABSOLUTEPOSITION=2,
SIXF_ABSOLUTEANGLE=4,
SIXF_ABSOLUTEVELOCITY=8,
SIXF_SETMASTER=16,
SIXF_NOCHECKPOSITION=32,
SIXF_TELEFRAG=64,
// 128 is used by Skulltag!
SIXF_TRANSFERAMBUSHFLAG=256,
SIXF_TRANSFERPITCH=512,
SIXF_TRANSFERPOINTERS=1024,
};
static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
{
if (mo)
{
AActor * originator = self;
if ((flags & SIXF_TRANSFERTRANSLATION) && !(mo->flags2 & MF2_DONTTRANSLATE))
{
mo->Translation = self->Translation;
}
if (flags & SIXF_TRANSFERPOINTERS)
{
mo->target = self->target;
mo->master = self->master; // This will be overridden later if SIXF_SETMASTER is set
mo->tracer = self->tracer;
}
mo->angle=self->angle;
if (flags & SIXF_TRANSFERPITCH) mo->pitch = self->pitch;
while (originator && originator->isMissile()) originator = originator->target;
if (flags & SIXF_TELEFRAG)
{
P_TeleportMove(mo, mo->x, mo->y, mo->z, true);
// This is needed to ensure consistent behavior.
// Otherwise it will only spawn if nothing gets telefragged
flags |= SIXF_NOCHECKPOSITION;
}
if (mo->flags3&MF3_ISMONSTER)
{
if (!(flags&SIXF_NOCHECKPOSITION) && !P_TestMobjLocation(mo))
{
// The monster is blocked so don't spawn it at all!
mo->ClearCounters();
mo->Destroy();
return false;
}
else if (originator)
{
if (originator->flags3&MF3_ISMONSTER)
{
2006-04-11 08:36:23 +00:00
// If this is a monster transfer all friendliness information
mo->CopyFriendliness(originator, true);
if (flags&SIXF_SETMASTER) mo->master = originator; // don't let it attack you (optional)!
}
else if (originator->player)
{
// A player always spawns a monster friendly to him
mo->flags|=MF_FRIENDLY;
mo->FriendPlayer = int(originator->player-players+1);
AActor * attacker=originator->player->attacker;
if (attacker)
{
if (!(attacker->flags&MF_FRIENDLY) ||
(deathmatch && attacker->FriendPlayer!=0 && attacker->FriendPlayer!=mo->FriendPlayer))
{
// Target the monster which last attacked the player
mo->LastHeard = mo->target = attacker;
}
}
}
}
}
else if (!(flags & SIXF_TRANSFERPOINTERS))
{
// If this is a missile or something else set the target to the originator
mo->target=originator? originator : self;
}
}
return true;
}
//===========================================================================
//
// A_SpawnItem
//
// Spawns an item in front of the caller like Heretic's time bomb
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItem)
{
ACTION_PARAM_START(5);
ACTION_PARAM_CLASS(missile, 0);
ACTION_PARAM_FIXED(distance, 1);
ACTION_PARAM_FIXED(zheight, 2);
ACTION_PARAM_BOOL(useammo, 3);
ACTION_PARAM_BOOL(transfer_translation, 4);
if (!missile)
{
ACTION_SET_RESULT(false);
return;
}
// Don't spawn monsters if this actor has been massacred
if (self->DamageType == NAME_Massacre && GetDefaultByType(missile)->flags3&MF3_ISMONSTER) return;
if (distance==0)
{
// use the minimum distance that does not result in an overlap
distance=(self->radius+GetDefaultByType(missile)->radius)>>FRACBITS;
}
if (ACTION_CALL_FROM_WEAPON())
{
// Used from a weapon so use some ammo
AWeapon * weapon=self->player->ReadyWeapon;
if (!weapon) return;
if (useammo && !weapon->DepleteAmmo(weapon->bAltFire)) return;
}
AActor * mo = Spawn( missile,
self->x + FixedMul(distance, finecosine[self->angle>>ANGLETOFINESHIFT]),
self->y + FixedMul(distance, finesine[self->angle>>ANGLETOFINESHIFT]),
self->z - self->floorclip + zheight, ALLOW_REPLACE);
int flags = (transfer_translation? SIXF_TRANSFERTRANSLATION:0) + (useammo? SIXF_SETMASTER:0);
bool res = InitSpawnedItem(self, mo, flags);
ACTION_SET_RESULT(res); // for an inventory item's use state
}
//===========================================================================
//
// A_SpawnItemEx
//
// Enhanced spawning function
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItemEx)
{
ACTION_PARAM_START(10);
ACTION_PARAM_CLASS(missile, 0);
ACTION_PARAM_FIXED(xofs, 1);
ACTION_PARAM_FIXED(yofs, 2);
ACTION_PARAM_FIXED(zofs, 3);
ACTION_PARAM_FIXED(xvel, 4);
ACTION_PARAM_FIXED(yvel, 5);
ACTION_PARAM_FIXED(zvel, 6);
ACTION_PARAM_ANGLE(Angle, 7);
ACTION_PARAM_INT(flags, 8);
ACTION_PARAM_INT(chance, 9);
if (!missile)
{
ACTION_SET_RESULT(false);
return;
}
if (chance > 0 && pr_spawnitemex()<chance) return;
// Don't spawn monsters if this actor has been massacred
if (self->DamageType == NAME_Massacre && GetDefaultByType(missile)->flags3&MF3_ISMONSTER) return;
fixed_t x,y;
if (!(flags & SIXF_ABSOLUTEANGLE))
{
Angle += self->angle;
}
angle_t ang = Angle >> ANGLETOFINESHIFT;
if (flags & SIXF_ABSOLUTEPOSITION)
{
x = self->x + xofs;
y = self->y + yofs;
}
else
{
// in relative mode negative y values mean 'left' and positive ones mean 'right'
// This is the inverse orientation of the absolute mode!
x = self->x + FixedMul(xofs, finecosine[ang]) + FixedMul(yofs, finesine[ang]);
y = self->y + FixedMul(xofs, finesine[ang]) - FixedMul(yofs, finecosine[ang]);
}
if (!(flags & SIXF_ABSOLUTEVELOCITY))
{
// Same orientation issue here!
fixed_t newxvel = FixedMul(xvel, finecosine[ang]) + FixedMul(yvel, finesine[ang]);
yvel = FixedMul(xvel, finesine[ang]) - FixedMul(yvel, finecosine[ang]);
xvel = newxvel;
}
AActor * mo = Spawn(missile, x, y, self->z - self->floorclip + zofs, ALLOW_REPLACE);
bool res = InitSpawnedItem(self, mo, flags);
ACTION_SET_RESULT(res); // for an inventory item's use state
if (mo)
{
mo->velx = xvel;
mo->vely = yvel;
mo->velz = zvel;
mo->angle = Angle;
if (flags & SIXF_TRANSFERAMBUSHFLAG)
mo->flags = (mo->flags&~MF_AMBUSH) | (self->flags & MF_AMBUSH);
}
}
//===========================================================================
//
// A_ThrowGrenade
//
// Throws a grenade (like Hexen's fighter flechette)
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ThrowGrenade)
{
ACTION_PARAM_START(5);
ACTION_PARAM_CLASS(missile, 0);
ACTION_PARAM_FIXED(zheight, 1);
ACTION_PARAM_FIXED(xyvel, 2);
ACTION_PARAM_FIXED(zvel, 3);
ACTION_PARAM_BOOL(useammo, 4);
if (missile == NULL) return;
if (ACTION_CALL_FROM_WEAPON())
{
// Used from a weapon, so use some ammo
AWeapon *weapon = self->player->ReadyWeapon;
if (!weapon) return;
if (useammo && !weapon->DepleteAmmo(weapon->bAltFire)) return;
}
AActor * bo;
2006-05-14 14:30:13 +00:00
bo = Spawn(missile, self->x, self->y,
2006-07-16 09:10:45 +00:00
self->z - self->floorclip + zheight + 35*FRACUNIT + (self->player? self->player->crouchoffset : 0),
ALLOW_REPLACE);
if (bo)
{
P_PlaySpawnSound(bo, self);
if (xyvel != 0)
bo->Speed = xyvel;
bo->angle = self->angle + (((pr_grenade()&7) - 4) << 24);
angle_t pitch = angle_t(-self->pitch) >> ANGLETOFINESHIFT;
angle_t angle = bo->angle >> ANGLETOFINESHIFT;
// There are two vectors we are concerned about here: xy and z. We rotate
// them separately according to the shooter's pitch and then sum them to
// get the final velocity vector to shoot with.
fixed_t xy_xyscale = FixedMul(bo->Speed, finecosine[pitch]);
fixed_t xy_velz = FixedMul(bo->Speed, finesine[pitch]);
fixed_t xy_velx = FixedMul(xy_xyscale, finecosine[angle]);
fixed_t xy_vely = FixedMul(xy_xyscale, finesine[angle]);
pitch = angle_t(self->pitch) >> ANGLETOFINESHIFT;
fixed_t z_xyscale = FixedMul(zvel, finesine[pitch]);
fixed_t z_velz = FixedMul(zvel, finecosine[pitch]);
fixed_t z_velx = FixedMul(z_xyscale, finecosine[angle]);
fixed_t z_vely = FixedMul(z_xyscale, finesine[angle]);
bo->velx = xy_velx + z_velx + (self->velx >> 1);
bo->vely = xy_vely + z_vely + (self->vely >> 1);
bo->velz = xy_velz + z_velz;
bo->target= self;
P_CheckMissileSpawn (bo);
}
else ACTION_SET_RESULT(false);
}
//===========================================================================
//
// A_Recoil
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Recoil)
{
ACTION_PARAM_START(1);
ACTION_PARAM_FIXED(xyvel, 0);
angle_t angle = self->angle + ANG180;
angle >>= ANGLETOFINESHIFT;
self->velx += FixedMul (xyvel, finecosine[angle]);
self->vely += FixedMul (xyvel, finesine[angle]);
}
//===========================================================================
//
// A_SelectWeapon
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SelectWeapon)
{
ACTION_PARAM_START(1);
ACTION_PARAM_CLASS(cls, 0);
if (cls == NULL || self->player == NULL)
{
ACTION_SET_RESULT(false);
return;
}
AWeapon * weaponitem = static_cast<AWeapon*>(self->FindInventory(cls));
if (weaponitem != NULL && weaponitem->IsKindOf(RUNTIME_CLASS(AWeapon)))
{
if (self->player->ReadyWeapon != weaponitem)
{
self->player->PendingWeapon = weaponitem;
}
}
else ACTION_SET_RESULT(false);
}
//===========================================================================
//
// A_Print
//
//===========================================================================
EXTERN_CVAR(Float, con_midtime)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Print)
{
ACTION_PARAM_START(3);
ACTION_PARAM_STRING(text, 0);
ACTION_PARAM_FLOAT(time, 1);
ACTION_PARAM_NAME(fontname, 2);
if (self->CheckLocalView (consoleplayer) ||
(self->target!=NULL && self->target->CheckLocalView (consoleplayer)))
{
float saved = con_midtime;
FFont *font = NULL;
if (fontname != NAME_None)
{
font = V_GetFont(fontname);
}
if (time > 0)
{
con_midtime = time;
}
FString formatted = strbin1(text);
C_MidPrint(font != NULL ? font : SmallFont, formatted.GetChars());
con_midtime = saved;
}
ACTION_SET_RESULT(false); // Prints should never set the result for inventory state chains!
}
//===========================================================================
//
// A_PrintBold
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PrintBold)
{
ACTION_PARAM_START(3);
ACTION_PARAM_STRING(text, 0);
ACTION_PARAM_FLOAT(time, 1);
ACTION_PARAM_NAME(fontname, 2);
float saved = con_midtime;
FFont *font = NULL;
if (fontname != NAME_None)
{
font = V_GetFont(fontname);
}
if (time > 0)
{
con_midtime = time;
}
FString formatted = strbin1(text);
C_MidPrintBold(font != NULL ? font : SmallFont, formatted.GetChars());
con_midtime = saved;
ACTION_SET_RESULT(false); // Prints should never set the result for inventory state chains!
}
//===========================================================================
//
// A_Log
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Log)
{
ACTION_PARAM_START(1);
ACTION_PARAM_STRING(text, 0);
Printf("%s\n", text);
ACTION_SET_RESULT(false); // Prints should never set the result for inventory state chains!
}
//===========================================================================
//
// A_LogInt
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LogInt)
{
ACTION_PARAM_START(1);
ACTION_PARAM_INT(num, 0);
Printf("%d\n", num);
ACTION_SET_RESULT(false); // Prints should never set the result for inventory state chains!
}
//===========================================================================
//
// A_SetTranslucent
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetTranslucent)
{
ACTION_PARAM_START(2);
ACTION_PARAM_FIXED(alpha, 0);
ACTION_PARAM_INT(mode, 1);
mode = mode == 0 ? STYLE_Translucent : mode == 2 ? STYLE_Fuzzy : STYLE_Add;
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
self->RenderStyle.Flags &= ~STYLEF_Alpha1;
self->alpha = clamp<fixed_t>(alpha, 0, FRACUNIT);
self->RenderStyle = ERenderStyle(mode);
}
2006-04-11 08:36:23 +00:00
//===========================================================================
//
// A_FadeIn
//
// Fades the actor in
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeIn)
2006-04-11 08:36:23 +00:00
{
ACTION_PARAM_START(1);
ACTION_PARAM_FIXED(reduce, 0);
if (reduce == 0)
{
reduce = FRACUNIT/10;
}
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
self->RenderStyle.Flags &= ~STYLEF_Alpha1;
2006-04-11 08:36:23 +00:00
self->alpha += reduce;
// Should this clamp alpha to 1.0?
2006-04-11 08:36:23 +00:00
}
//===========================================================================
//
// A_FadeOut
//
// fades the actor out and destroys it when done
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeOut)
{
ACTION_PARAM_START(2);
ACTION_PARAM_FIXED(reduce, 0);
ACTION_PARAM_BOOL(remove, 1);
if (reduce == 0)
{
reduce = FRACUNIT/10;
}
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
self->RenderStyle.Flags &= ~STYLEF_Alpha1;
self->alpha -= reduce;
if (self->alpha <= 0 && remove)
{
self->Destroy();
}
}
//===========================================================================
//
// A_FadeTo
//
// fades the actor to a specified transparency by a specified amount and
// destroys it if so desired
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeTo)
{
ACTION_PARAM_START(3);
ACTION_PARAM_FIXED(target, 0);
ACTION_PARAM_FIXED(amount, 1);
ACTION_PARAM_BOOL(remove, 2);
self->RenderStyle.Flags &= ~STYLEF_Alpha1;
if (self->alpha > target)
{
self->alpha -= amount;
if (self->alpha < target)
{
self->alpha = target;
}
}
else if (self->alpha < target)
{
self->alpha += amount;
if (self->alpha > target)
{
self->alpha = target;
}
}
if (self->alpha == target && remove)
{
self->Destroy();
}
}
//===========================================================================
//
// A_Scale(float scalex, optional float scaley)
//
// Scales the actor's graphics. If scaley is 0, use scalex.
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetScale)
{
ACTION_PARAM_START(2);
ACTION_PARAM_FIXED(scalex, 0);
ACTION_PARAM_FIXED(scaley, 1);
self->scaleX = scalex;
self->scaleY = scaley ? scaley : scalex;
}
//===========================================================================
//
// A_SetMass(int mass)
//
// Sets the actor's mass.
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetMass)
{
ACTION_PARAM_START(2);
ACTION_PARAM_INT(mass, 0);
self->Mass = mass;
}
//===========================================================================
//
// A_SpawnDebris
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnDebris)
{
int i;
AActor * mo;
ACTION_PARAM_START(4);
ACTION_PARAM_CLASS(debris, 0);
ACTION_PARAM_BOOL(transfer_translation, 1);
ACTION_PARAM_FIXED(mult_h, 2);
ACTION_PARAM_FIXED(mult_v, 3);
if (debris == NULL) return;
// 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),
self->y+((pr_spawndebris()-128)<<12),
2006-07-16 09:10:45 +00:00
self->z+(pr_spawndebris()*self->height/256), ALLOW_REPLACE);
if (mo && transfer_translation)
{
mo->Translation = self->Translation;
}
if (mo && i < mo->GetClass()->ActorInfo->NumOwnedStates)
{
mo->SetState (mo->GetClass()->ActorInfo->OwnedStates + i);
mo->velz = FixedMul(mult_v, ((pr_spawndebris()&7)+5)*FRACUNIT);
mo->velx = FixedMul(mult_h, pr_spawndebris.Random2()<<(FRACBITS-6));
mo->vely = FixedMul(mult_h, pr_spawndebris.Random2()<<(FRACBITS-6));
}
}
}
//===========================================================================
//
// A_CheckSight
// jumps if no player can see this actor
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSight)
{
ACTION_PARAM_START(1);
ACTION_PARAM_STATE(jump, 0);
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
for (int i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
{
// Always check sight from each player.
if (P_CheckSight(players[i].mo, self, SF_IGNOREVISIBILITY))
{
return;
}
// If a player is viewing from a non-player, then check that too.
if (players[i].camera != NULL && players[i].camera->player == NULL &&
P_CheckSight(players[i].camera, self, SF_IGNOREVISIBILITY))
{
return;
}
}
}
ACTION_JUMP(jump);
}
//===========================================================================
//
// A_CheckSightOrRange
// Jumps if this actor is out of range of all players *and* out of sight.
// Useful for maps with many multi-actor special effects.
//
//===========================================================================
static bool DoCheckSightOrRange(AActor *self, AActor *camera, double range)
{
if (camera == NULL)
{
return false;
}
// Check distance first, since it's cheaper than checking sight.
double dx = self->x - camera->x;
double dy = self->y - camera->y;
double dz;
fixed_t eyez = (camera->z + camera->height - (camera->height>>2)); // same eye height as P_CheckSight
if (eyez > self->z + self->height)
{
dz = self->z + self->height - eyez;
}
else if (eyez < self->z)
{
dz = self->z - eyez;
}
else
{
dz = 0;
}
if ((dx*dx) + (dy*dy) + (dz*dz) <= range)
{ // Within range
return true;
}
// Now check LOS.
if (P_CheckSight(camera, self, SF_IGNOREVISIBILITY))
{ // Visible
return true;
}
return false;
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSightOrRange)
{
ACTION_PARAM_START(2);
double range = EvalExpressionF(ParameterIndex+0, self);
ACTION_PARAM_STATE(jump, 1);
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
range = range * range * (double(FRACUNIT) * FRACUNIT); // no need for square roots
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
{
// Always check from each player.
if (DoCheckSightOrRange(self, players[i].mo, range))
{
return;
}
// If a player is viewing from a non-player, check that too.
if (players[i].camera != NULL && players[i].camera->player == NULL &&
DoCheckSightOrRange(self, players[i].camera, range))
{
return;
}
}
}
ACTION_JUMP(jump);
}
//===========================================================================
//
// Inventory drop
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropInventory)
{
ACTION_PARAM_START(1);
ACTION_PARAM_CLASS(drop, 0);
if (drop)
{
AInventory * inv = self->FindInventory(drop);
if (inv)
{
self->DropInventory(inv);
}
}
}
//===========================================================================
//
// A_SetBlend
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetBlend)
{
ACTION_PARAM_START(4);
ACTION_PARAM_COLOR(color, 0);
ACTION_PARAM_FLOAT(alpha, 1);
ACTION_PARAM_INT(tics, 2);
ACTION_PARAM_COLOR(color2, 3);
if (color == MAKEARGB(255,255,255,255)) color=0;
if (color2 == MAKEARGB(255,255,255,255)) color2=0;
2006-04-11 08:36:23 +00:00
if (!color2.a)
color2 = color;
2006-04-11 08:36:23 +00:00
new DFlashFader(color.r/255.0f, color.g/255.0f, color.b/255.0f, alpha,
color2.r/255.0f, color2.g/255.0f, color2.b/255.0f, 0,
(float)tics/TICRATE, self);
}
//===========================================================================
//
2006-04-11 08:36:23 +00:00
// A_JumpIf
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIf)
{
ACTION_PARAM_START(2);
ACTION_PARAM_BOOL(expression, 0);
ACTION_PARAM_STATE(jump, 1);
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
if (expression) ACTION_JUMP(jump);
}
//===========================================================================
//
// A_KillMaster
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillMaster)
{
ACTION_PARAM_START(1);
ACTION_PARAM_NAME(damagetype, 0);
if (self->master != NULL)
{
P_DamageMobj(self->master, self, self, self->master->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR);
}
}
//===========================================================================
//
// A_KillChildren
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillChildren)
{
ACTION_PARAM_START(1);
ACTION_PARAM_NAME(damagetype, 0);
TThinkerIterator<AActor> it;
AActor *mo;
while ( (mo = it.Next()) )
{
if (mo->master == self)
{
P_DamageMobj(mo, self, self, mo->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR);
}
}
}
2006-04-18 22:15:05 +00:00
//===========================================================================
//
// A_KillSiblings
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillSiblings)
{
ACTION_PARAM_START(1);
ACTION_PARAM_NAME(damagetype, 0);
TThinkerIterator<AActor> it;
AActor *mo;
while ( (mo = it.Next()) )
{
if (mo->master == self->master && mo != self)
{
P_DamageMobj(mo, self, self, mo->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR);
}
}
}
May 3, 2006 (Changes by Graf Zahl) - Removed doom.x, heretic.x and strife.x from the SVN repository. These are generated files. - Fixed: A_PainDie has to check whether a valid target exists before calling IsFriend. - Fixed: FDecalLib::FindAnimator needs a signed counter to work properly. May 1, 2006 (Changes by Graf Zahl) - Added support for game specific pickup messages, if only to be able to define Raven's invulnerability item in DECORATE. - Removed A_TreeDeath because it is no longer used. - Fixed: When picking up a PowerupGiver for an active powerup the blend color and the duration were transferred to a temorary item and never took effect. They have to be trnasferred to the newly created powerup item before trying to give it to the player, not afterward. - Made the colormap of the InvulnerabilitySphere item specific. The base power class still needs to have its color adjusted per game though and since Raven's invulnerability item is used in both Hexen and Heretic it can't define its own colormap/blend. - Separated the invulnerability colormaps from the game being played and made them item specific. They can also be specified as regular blend colors in DECORATE now. - Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp, a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE. - Changed the Soulsphere to be a real health item with the Dehacked modifications made in d_dehacked.cpp as for most other items which need to be adjusted. - Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods from AInvulnerabilitySphere and ABlurSphere. - Converted a_splashes.cpp to DECORATE. - Converted most of a_debris.cpp to DECORATE. SVN r73 (trunk)
2006-05-03 14:54:48 +00:00
//===========================================================================
//
// A_CountdownArg
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CountdownArg)
May 3, 2006 (Changes by Graf Zahl) - Removed doom.x, heretic.x and strife.x from the SVN repository. These are generated files. - Fixed: A_PainDie has to check whether a valid target exists before calling IsFriend. - Fixed: FDecalLib::FindAnimator needs a signed counter to work properly. May 1, 2006 (Changes by Graf Zahl) - Added support for game specific pickup messages, if only to be able to define Raven's invulnerability item in DECORATE. - Removed A_TreeDeath because it is no longer used. - Fixed: When picking up a PowerupGiver for an active powerup the blend color and the duration were transferred to a temorary item and never took effect. They have to be trnasferred to the newly created powerup item before trying to give it to the player, not afterward. - Made the colormap of the InvulnerabilitySphere item specific. The base power class still needs to have its color adjusted per game though and since Raven's invulnerability item is used in both Hexen and Heretic it can't define its own colormap/blend. - Separated the invulnerability colormaps from the game being played and made them item specific. They can also be specified as regular blend colors in DECORATE now. - Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp, a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE. - Changed the Soulsphere to be a real health item with the Dehacked modifications made in d_dehacked.cpp as for most other items which need to be adjusted. - Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods from AInvulnerabilitySphere and ABlurSphere. - Converted a_splashes.cpp to DECORATE. - Converted most of a_debris.cpp to DECORATE. SVN r73 (trunk)
2006-05-03 14:54:48 +00:00
{
ACTION_PARAM_START(2);
ACTION_PARAM_INT(cnt, 0);
ACTION_PARAM_STATE(state, 1);
May 3, 2006 (Changes by Graf Zahl) - Removed doom.x, heretic.x and strife.x from the SVN repository. These are generated files. - Fixed: A_PainDie has to check whether a valid target exists before calling IsFriend. - Fixed: FDecalLib::FindAnimator needs a signed counter to work properly. May 1, 2006 (Changes by Graf Zahl) - Added support for game specific pickup messages, if only to be able to define Raven's invulnerability item in DECORATE. - Removed A_TreeDeath because it is no longer used. - Fixed: When picking up a PowerupGiver for an active powerup the blend color and the duration were transferred to a temorary item and never took effect. They have to be trnasferred to the newly created powerup item before trying to give it to the player, not afterward. - Made the colormap of the InvulnerabilitySphere item specific. The base power class still needs to have its color adjusted per game though and since Raven's invulnerability item is used in both Hexen and Heretic it can't define its own colormap/blend. - Separated the invulnerability colormaps from the game being played and made them item specific. They can also be specified as regular blend colors in DECORATE now. - Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp, a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE. - Changed the Soulsphere to be a real health item with the Dehacked modifications made in d_dehacked.cpp as for most other items which need to be adjusted. - Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods from AInvulnerabilitySphere and ABlurSphere. - Converted a_splashes.cpp to DECORATE. - Converted most of a_debris.cpp to DECORATE. SVN r73 (trunk)
2006-05-03 14:54:48 +00:00
if (cnt<0 || cnt>=5) return;
if (!self->args[cnt]--)
May 3, 2006 (Changes by Graf Zahl) - Removed doom.x, heretic.x and strife.x from the SVN repository. These are generated files. - Fixed: A_PainDie has to check whether a valid target exists before calling IsFriend. - Fixed: FDecalLib::FindAnimator needs a signed counter to work properly. May 1, 2006 (Changes by Graf Zahl) - Added support for game specific pickup messages, if only to be able to define Raven's invulnerability item in DECORATE. - Removed A_TreeDeath because it is no longer used. - Fixed: When picking up a PowerupGiver for an active powerup the blend color and the duration were transferred to a temorary item and never took effect. They have to be trnasferred to the newly created powerup item before trying to give it to the player, not afterward. - Made the colormap of the InvulnerabilitySphere item specific. The base power class still needs to have its color adjusted per game though and since Raven's invulnerability item is used in both Hexen and Heretic it can't define its own colormap/blend. - Separated the invulnerability colormaps from the game being played and made them item specific. They can also be specified as regular blend colors in DECORATE now. - Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp, a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE. - Changed the Soulsphere to be a real health item with the Dehacked modifications made in d_dehacked.cpp as for most other items which need to be adjusted. - Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods from AInvulnerabilitySphere and ABlurSphere. - Converted a_splashes.cpp to DECORATE. - Converted most of a_debris.cpp to DECORATE. SVN r73 (trunk)
2006-05-03 14:54:48 +00:00
{
if (self->flags&MF_MISSILE)
{
P_ExplodeMissile(self, NULL, NULL);
}
else if (self->flags&MF_SHOOTABLE)
{
P_DamageMobj (self, NULL, NULL, self->health, NAME_None, DMG_FORCED);
}
else
{
// can't use "Death" as default parameter with current DECORATE parser.
if (state == NULL) state = self->FindState(NAME_Death);
self->SetState(state);
}
May 3, 2006 (Changes by Graf Zahl) - Removed doom.x, heretic.x and strife.x from the SVN repository. These are generated files. - Fixed: A_PainDie has to check whether a valid target exists before calling IsFriend. - Fixed: FDecalLib::FindAnimator needs a signed counter to work properly. May 1, 2006 (Changes by Graf Zahl) - Added support for game specific pickup messages, if only to be able to define Raven's invulnerability item in DECORATE. - Removed A_TreeDeath because it is no longer used. - Fixed: When picking up a PowerupGiver for an active powerup the blend color and the duration were transferred to a temorary item and never took effect. They have to be trnasferred to the newly created powerup item before trying to give it to the player, not afterward. - Made the colormap of the InvulnerabilitySphere item specific. The base power class still needs to have its color adjusted per game though and since Raven's invulnerability item is used in both Hexen and Heretic it can't define its own colormap/blend. - Separated the invulnerability colormaps from the game being played and made them item specific. They can also be specified as regular blend colors in DECORATE now. - Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp, a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE. - Changed the Soulsphere to be a real health item with the Dehacked modifications made in d_dehacked.cpp as for most other items which need to be adjusted. - Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods from AInvulnerabilitySphere and ABlurSphere. - Converted a_splashes.cpp to DECORATE. - Converted most of a_debris.cpp to DECORATE. SVN r73 (trunk)
2006-05-03 14:54:48 +00:00
}
}
//============================================================================
//
// A_Burst
//
//============================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Burst)
{
ACTION_PARAM_START(1);
ACTION_PARAM_CLASS(chunk, 0);
int i, numChunks;
AActor * mo;
if (chunk == NULL) return;
self->velx = self->vely = self->velz = 0;
self->height = self->GetDefault()->height;
// [RH] In Hexen, this creates a random number of shards (range [24,56])
// with no relation to the size of the self shattering. I think it should
// base the number of shards on the size of the dead thing, so bigger
// things break up into more shards than smaller things.
// An self with radius 20 and height 64 creates ~40 chunks.
numChunks = MAX<int> (4, (self->radius>>FRACBITS)*(self->height>>FRACBITS)/32);
i = (pr_burst.Random2()) % (numChunks/4);
for (i = MAX (24, numChunks + i); i >= 0; i--)
{
mo = Spawn(chunk,
self->x + (((pr_burst()-128)*self->radius)>>7),
self->y + (((pr_burst()-128)*self->radius)>>7),
self->z + (pr_burst()*self->height/255), ALLOW_REPLACE);
if (mo)
{
mo->velz = FixedDiv(mo->z - self->z, self->height)<<2;
mo->velx = pr_burst.Random2 () << (FRACBITS-7);
mo->vely = pr_burst.Random2 () << (FRACBITS-7);
mo->RenderStyle = self->RenderStyle;
mo->alpha = self->alpha;
mo->CopyFriendliness(self, true);
}
}
// [RH] Do some stuff to make this more useful outside Hexen
if (self->flags4 & MF4_BOSSDEATH)
{
CALL_ACTION(A_BossDeath, self);
}
A_Unblock(self, true);
self->Destroy ();
}
//===========================================================================
//
// A_CheckFloor
// [GRB] Jumps if actor is standing on floor
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckFloor)
{
ACTION_PARAM_START(1);
ACTION_PARAM_STATE(jump, 0);
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
if (self->z <= self->floorz)
{
ACTION_JUMP(jump);
}
}
//===========================================================================
//
// A_CheckCeiling
// [GZ] Totally copied on A_CheckFloor, jumps if actor touches ceiling
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckCeiling)
{
ACTION_PARAM_START(1);
ACTION_PARAM_STATE(jump, 0);
ACTION_SET_RESULT(false);
if (self->z+self->height >= self->ceilingz) // Height needs to be counted
{
ACTION_JUMP(jump);
}
}
//===========================================================================
//
// A_Stop
// resets all velocity of the actor to 0
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_Stop)
{
self->velx = self->vely = self->velz = 0;
if (self->player && self->player->mo == self && !(self->player->cheats & CF_PREDICTING))
{
self->player->mo->PlayIdle();
self->player->velx = self->player->vely = 0;
}
}
static void CheckStopped(AActor *self)
{
if (self->player != NULL &&
self->player->mo == self &&
!(self->player->cheats & CF_PREDICTING) &&
!(self->velx | self->vely | self->velz))
{
self->player->mo->PlayIdle();
self->player->velx = self->player->vely = 0;
}
}
//===========================================================================
//
// A_Respawn
//
//===========================================================================
extern void AF_A_RestoreSpecialPosition(DECLARE_PARAMINFO);
enum RS_Flags
{
RSF_FOG=1,
RSF_KEEPTARGET=2,
RSF_TELEFRAG=4,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Respawn)
{
ACTION_PARAM_START(1);
ACTION_PARAM_INT(flags, 0);
bool oktorespawn = false;
self->flags |= MF_SOLID;
self->height = self->GetDefault()->height;
CALL_ACTION(A_RestoreSpecialPosition, self);
if (flags & RSF_TELEFRAG)
{
// [KS] DIE DIE DIE DIE erm *ahem* =)
oktorespawn = P_TeleportMove(self, self->x, self->y, self->z, true);
if (oktorespawn)
{ // Need to do this over again, since P_TeleportMove() will redo
// it with the proper point-on-side calculation.
self->UnlinkFromWorld();
self->LinkToWorld(true);
sector_t *sec = self->Sector;
self->dropoffz =
self->floorz = sec->floorplane.ZatPoint(self->x, self->y);
self->ceilingz = sec->ceilingplane.ZatPoint(self->x, self->y);
P_FindFloorCeiling(self, true);
}
}
else
{
oktorespawn = P_CheckPosition(self, self->x, self->z, true);
}
if (oktorespawn)
{
AActor *defs = self->GetDefault();
self->health = defs->health;
// [KS] Don't keep target, because it could be self if the monster committed suicide
// ...Actually it's better off an option, so you have better control over monster behavior.
if (!(flags & RSF_KEEPTARGET))
{
self->target = NULL;
self->LastHeard = NULL;
self->lastenemy = NULL;
}
else
{
// Don't attack yourself (Re: "Marine targets itself after suicide")
if (self->target == self) self->target = NULL;
if (self->lastenemy == self) self->lastenemy = NULL;
}
self->flags = (defs->flags & ~MF_FRIENDLY) | (self->flags & MF_FRIENDLY);
self->flags2 = defs->flags2;
self->flags3 = (defs->flags3 & ~(MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS)) | (self->flags3 & (MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS));
self->flags4 = (defs->flags4 & ~MF4_NOHATEPLAYERS) | (self->flags4 & MF4_NOHATEPLAYERS);
self->flags5 = defs->flags5;
self->SetState (self->SpawnState);
self->renderflags &= ~RF_INVISIBLE;
if (flags & RSF_FOG)
{
Spawn<ATeleportFog> (self->x, self->y, self->z + TELEFOGHEIGHT, ALLOW_REPLACE);
}
if (self->CountsAsKill())
{
level.total_monsters++;
}
}
else
{
self->flags &= ~MF_SOLID;
}
}
//==========================================================================
//
// A_PlayerSkinCheck
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlayerSkinCheck)
{
ACTION_PARAM_START(1);
ACTION_PARAM_STATE(jump, 0);
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
if (self->player != NULL &&
skins[self->player->userinfo.skin].othergame)
{
ACTION_JUMP(jump);
}
}
//===========================================================================
//
// A_SetGravity
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetGravity)
{
ACTION_PARAM_START(1);
ACTION_PARAM_FIXED(val, 0);
self->gravity = clamp<fixed_t> (val, 0, FRACUNIT*10);
}
// [KS] *** Start of my modifications ***
//===========================================================================
//
// A_ClearTarget
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_ClearTarget)
{
self->target = NULL;
self->LastHeard = NULL;
self->lastenemy = NULL;
}
//==========================================================================
//
// A_JumpIfTargetInLOS (state label, optional fixed fov, optional int flags,
// optional fixed dist_max, optional fixed dist_close)
//
// Jumps if the actor can see its target, or if the player has a linetarget.
// ProjectileTarget affects how projectiles are treated. If set, it will use
// the target of the projectile for seekers, and ignore the target for
// normal projectiles. If not set, it will use the missile's owner instead
// (the default). ProjectileTarget is now flag JLOSF_PROJECTILE. dist_max
// sets the maximum distance that actor can see, 0 means forever. dist_close
// uses special behavior if certain flags are set, 0 means no checks.
//
//==========================================================================
enum JLOS_flags
{
JLOSF_PROJECTILE=1,
JLOSF_NOSIGHT=2,
JLOSF_CLOSENOFOV=4,
JLOSF_CLOSENOSIGHT=8,
JLOSF_CLOSENOJUMP=16,
JLOSF_DEADNOJUMP=32,
JLOSF_CHECKMASTER=64,
JLOSF_TARGETLOS=128,
JLOSF_FLIPFOV=256,
JLOSF_ALLYNOJUMP=512,
JLOSF_COMBATANTONLY=1024
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS)
{
ACTION_PARAM_START(5);
ACTION_PARAM_STATE(jump, 0);
ACTION_PARAM_ANGLE(fov, 1);
ACTION_PARAM_INT(flags, 2);
ACTION_PARAM_FIXED(dist_max, 3);
ACTION_PARAM_FIXED(dist_close, 4);
angle_t an;
AActor *target, *viewport;
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
bool doCheckSight;
if (!self->player)
{
if (flags & JLOSF_CHECKMASTER)
{
target = self->master;
}
else if (self->flags & MF_MISSILE && (flags & JLOSF_PROJECTILE))
{
if (self->flags2 & MF2_SEEKERMISSILE)
target = self->tracer;
else
target = NULL;
}
else
{
target = self->target;
}
if (!target) return; // [KS] Let's not call P_CheckSight unnecessarily in this case.
if ((flags & JLOSF_DEADNOJUMP) && (target->health <= 0)) return;
doCheckSight = !(flags & JLOSF_NOSIGHT);
}
else
{
// Does the player aim at something that can be shot?
P_BulletSlope(self, &target);
if (!target) return;
switch (flags & (JLOSF_TARGETLOS|JLOSF_FLIPFOV))
{
case JLOSF_TARGETLOS|JLOSF_FLIPFOV:
// target makes sight check, player makes fov check; player has verified fov
fov = 0;
// fall-through
case JLOSF_TARGETLOS:
doCheckSight = !(flags & JLOSF_NOSIGHT); // The target is responsible for sight check and fov
break;
default:
// player has verified sight and fov
fov = 0;
// fall-through
case JLOSF_FLIPFOV: // Player has verified sight, but target must verify fov
doCheckSight = false;
break;
}
}
// [FDARI] If target is not a combatant, don't jump
if ( (flags & JLOSF_COMBATANTONLY) && (!target->player) && !(target->flags3 & MF3_ISMONSTER)) return;
// [FDARI] If actors share team, don't jump
if ((flags & JLOSF_ALLYNOJUMP) && self->IsFriend(target)) return;
fixed_t distance = P_AproxDistance(target->x - self->x, target->y - self->y);
distance = P_AproxDistance(distance, target->z - self->z);
if (dist_max && (distance > dist_max)) return;
if (dist_close && (distance < dist_close))
{
if (flags & JLOSF_CLOSENOJUMP)
return;
if (flags & JLOSF_CLOSENOFOV)
fov = 0;
if (flags & JLOSF_CLOSENOSIGHT)
doCheckSight = false;
}
if (flags & JLOSF_TARGETLOS) { viewport = target; target = self; }
else { viewport = self; }
if (doCheckSight && !P_CheckSight (viewport, target, SF_IGNOREVISIBILITY))
return;
if (flags & JLOSF_FLIPFOV)
{
if (viewport == self) { viewport = target; target = self; }
else { target = viewport; viewport = self; }
}
if (fov && (fov < ANGLE_MAX))
{
an = R_PointToAngle2 (viewport->x,
viewport->y,
target->x,
target->y)
- viewport->angle;
if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2)))
{
return; // [KS] Outside of FOV - return
}
}
ACTION_JUMP(jump);
}
//==========================================================================
//
// A_JumpIfInTargetLOS (state label, optional fixed fov, optional int flags
// optional fixed dist_max, optional fixed dist_close)
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetLOS)
{
ACTION_PARAM_START(5);
ACTION_PARAM_STATE(jump, 0);
ACTION_PARAM_ANGLE(fov, 1);
ACTION_PARAM_INT(flags, 2);
ACTION_PARAM_FIXED(dist_max, 3);
ACTION_PARAM_FIXED(dist_close, 4);
angle_t an;
AActor *target;
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
if (flags & JLOSF_CHECKMASTER)
{
target = self->master;
}
else if (self->flags & MF_MISSILE && (flags & JLOSF_PROJECTILE))
{
if (self->flags2 & MF2_SEEKERMISSILE)
target = self->tracer;
else
target = NULL;
}
else
{
target = self->target;
}
if (!target) return; // [KS] Let's not call P_CheckSight unnecessarily in this case.
if ((flags & JLOSF_DEADNOJUMP) && (target->health <= 0)) return;
fixed_t distance = P_AproxDistance(target->x - self->x, target->y - self->y);
distance = P_AproxDistance(distance, target->z - self->z);
if (dist_max && (distance > dist_max)) return;
bool doCheckSight = !(flags & JLOSF_NOSIGHT);
if (dist_close && (distance < dist_close))
{
if (flags & JLOSF_CLOSENOJUMP)
return;
if (flags & JLOSF_CLOSENOFOV)
fov = 0;
if (flags & JLOSF_CLOSENOSIGHT)
doCheckSight = false;
}
if (fov && (fov < ANGLE_MAX))
{
an = R_PointToAngle2 (target->x,
target->y,
self->x,
self->y)
- target->angle;
if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2)))
{
return; // [KS] Outside of FOV - return
}
}
if (doCheckSight && !P_CheckSight (target, self, SF_IGNOREVISIBILITY))
return;
ACTION_JUMP(jump);
}
//===========================================================================
//
// A_DamageMaster (int amount)
// Damages the master of this child by the specified amount. Negative values heal.
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageMaster)
{
ACTION_PARAM_START(2);
ACTION_PARAM_INT(amount, 0);
ACTION_PARAM_NAME(DamageType, 1);
if (self->master != NULL)
{
if (amount > 0)
{
P_DamageMobj(self->master, self, self, amount, DamageType, DMG_NO_ARMOR);
}
else if (amount < 0)
{
amount = -amount;
P_GiveBody(self->master, amount);
}
}
}
//===========================================================================
//
// A_DamageChildren (amount)
// Damages the children of this master by the specified amount. Negative values heal.
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageChildren)
{
TThinkerIterator<AActor> it;
AActor * mo;
ACTION_PARAM_START(2);
ACTION_PARAM_INT(amount, 0);
ACTION_PARAM_NAME(DamageType, 1);
while ( (mo = it.Next()) )
{
if (mo->master == self)
{
if (amount > 0)
{
P_DamageMobj(mo, self, self, amount, DamageType, DMG_NO_ARMOR);
}
else if (amount < 0)
{
amount = -amount;
P_GiveBody(mo, amount);
}
}
}
}
// [KS] *** End of my modifications ***
//===========================================================================
//
// A_DamageSiblings (amount)
// Damages the siblings of this master by the specified amount. Negative values heal.
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageSiblings)
{
TThinkerIterator<AActor> it;
AActor * mo;
ACTION_PARAM_START(2);
ACTION_PARAM_INT(amount, 0);
ACTION_PARAM_NAME(DamageType, 1);
while ( (mo = it.Next()) )
{
if (mo->master == self->master && mo != self)
{
if (amount > 0)
{
P_DamageMobj(mo, self, self, amount, DamageType, DMG_NO_ARMOR);
}
else if (amount < 0)
{
amount = -amount;
P_GiveBody(mo, amount);
}
}
}
}
//===========================================================================
//
// Modified code pointer from Skulltag
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckForReload)
{
if ( self->player == NULL || self->player->ReadyWeapon == NULL )
return;
ACTION_PARAM_START(2);
ACTION_PARAM_INT(count, 0);
ACTION_PARAM_STATE(jump, 1);
ACTION_PARAM_BOOL(dontincrement, 2)
if (count <= 0) return;
AWeapon *weapon = self->player->ReadyWeapon;
int ReloadCounter = weapon->ReloadCounter;
if(!dontincrement || ReloadCounter != 0)
ReloadCounter = (weapon->ReloadCounter+1) % count;
else // 0 % 1 = 1? So how do we check if the weapon was never fired? We should only do this when we're not incrementing the counter though.
ReloadCounter = 1;
// If we have not made our last shot...
if (ReloadCounter != 0)
{
// Go back to the refire frames, instead of continuing on to the reload frames.
ACTION_JUMP(jump);
}
else
{
// We need to reload. However, don't reload if we're out of ammo.
weapon->CheckAmmo( false, false );
}
if(!dontincrement)
weapon->ReloadCounter = ReloadCounter;
}
//===========================================================================
//
// Resets the counter for the above function
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_ResetReloadCounter)
{
if ( self->player == NULL || self->player->ReadyWeapon == NULL )
return;
AWeapon *weapon = self->player->ReadyWeapon;
weapon->ReloadCounter = 0;
}
//===========================================================================
//
// A_ChangeFlag
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeFlag)
{
ACTION_PARAM_START(2);
ACTION_PARAM_STRING(flagname, 0);
ACTION_PARAM_BOOL(expression, 1);
const char *dot = strchr (flagname, '.');
FFlagDef *fd;
const PClass *cls = self->GetClass();
if (dot != NULL)
{
FString part1(flagname, dot-flagname);
fd = FindFlag (cls, part1, dot+1);
}
else
{
fd = FindFlag (cls, flagname, NULL);
}
if (fd != NULL)
{
bool kill_before, kill_after;
INTBOOL item_before, item_after;
INTBOOL secret_before, secret_after;
kill_before = self->CountsAsKill();
item_before = self->flags & MF_COUNTITEM;
secret_before = self->flags5 & MF5_COUNTSECRET;
if (fd->structoffset == -1)
{
HandleDeprecatedFlags(self, cls->ActorInfo, expression, fd->flagbit);
}
else
{
DWORD *flagp = (DWORD*) (((char*)self) + fd->structoffset);
// If these 2 flags get changed we need to update the blockmap and sector links.
bool linkchange = flagp == &self->flags && (fd->flagbit == MF_NOBLOCKMAP || fd->flagbit == MF_NOSECTOR);
if (linkchange) self->UnlinkFromWorld();
if (expression)
{
*flagp |= fd->flagbit;
}
else
{
*flagp &= ~fd->flagbit;
}
if (linkchange) self->LinkToWorld();
}
kill_after = self->CountsAsKill();
item_after = self->flags & MF_COUNTITEM;
secret_after = self->flags5 & MF5_COUNTSECRET;
// Was this monster previously worth a kill but no longer is?
// Or vice versa?
if (kill_before != kill_after)
{
if (kill_after)
{ // It counts as a kill now.
level.total_monsters++;
}
else
{ // It no longer counts as a kill.
level.total_monsters--;
}
}
// same for items
if (item_before != item_after)
{
if (item_after)
{ // It counts as an item now.
level.total_items++;
}
else
{ // It no longer counts as an item
level.total_items--;
}
}
// and secretd
if (secret_before != secret_after)
{
if (secret_after)
{ // It counts as an secret now.
level.total_secrets++;
}
else
{ // It no longer counts as an secret
level.total_secrets--;
}
}
}
else
{
Printf("Unknown flag '%s' in '%s'\n", flagname, cls->TypeName.GetChars());
}
}
//===========================================================================
//
// A_CheckFlag
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckFlag)
{
ACTION_PARAM_START(3);
ACTION_PARAM_STRING(flagname, 0);
ACTION_PARAM_STATE(jumpto, 1);
ACTION_PARAM_INT(checkpointer, 2);
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
AActor *owner;
COPY_AAPTR_NOT_NULL(self, owner, checkpointer);
const char *dot = strchr (flagname, '.');
FFlagDef *fd;
const PClass *cls = owner->GetClass();
if (dot != NULL)
{
FString part1(flagname, dot-flagname);
fd = FindFlag (cls, part1, dot+1);
}
else
{
fd = FindFlag (cls, flagname, NULL);
}
if (fd != NULL)
{
if (fd->structoffset == -1)
{
if (CheckDeprecatedFlags(owner, cls->ActorInfo, fd->flagbit)) {
ACTION_JUMP(jumpto);
}
}
else if ( fd->flagbit & *(DWORD*)(((char*)owner) + fd->structoffset))
{
ACTION_JUMP(jumpto);
}
}
else
{
Printf("Unknown flag '%s' in '%s'\n", flagname, cls->TypeName.GetChars());
}
}
//===========================================================================
//
// A_RemoveMaster
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_RemoveMaster)
{
if (self->master != NULL)
{
P_RemoveThing(self->master);
}
}
//===========================================================================
//
// A_RemoveChildren
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveChildren)
{
TThinkerIterator<AActor> it;
AActor * mo;
ACTION_PARAM_START(1);
ACTION_PARAM_BOOL(removeall,0);
while ( (mo = it.Next()) )
{
if ( ( mo->master == self ) && ( ( mo->health <= 0 ) || removeall) )
{
P_RemoveThing(mo);
}
}
}
//===========================================================================
//
// A_RemoveSiblings
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveSiblings)
{
TThinkerIterator<AActor> it;
AActor * mo;
ACTION_PARAM_START(1);
ACTION_PARAM_BOOL(removeall,0);
while ( (mo = it.Next()) )
{
if ( ( mo->master == self->master ) && ( mo != self ) && ( ( mo->health <= 0 ) || removeall) )
{
P_RemoveThing(mo);
}
}
}
//===========================================================================
//
// A_RaiseMaster
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_RaiseMaster)
{
if (self->master != NULL)
{
P_Thing_Raise(self->master);
}
}
//===========================================================================
//
// A_RaiseChildren
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_RaiseChildren)
{
TThinkerIterator<AActor> it;
AActor * mo;
while ((mo = it.Next()))
{
if ( mo->master == self )
{
P_Thing_Raise(mo);
}
}
}
//===========================================================================
//
// A_RaiseSiblings
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_RaiseSiblings)
{
TThinkerIterator<AActor> it;
AActor * mo;
while ( (mo = it.Next()) )
{
if ( ( mo->master == self->master ) && ( mo != self ) )
{
P_Thing_Raise(mo);
}
}
}
//===========================================================================
//
// A_MonsterRefire
//
// Keep firing unless target got out of sight
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_MonsterRefire)
{
ACTION_PARAM_START(2);
ACTION_PARAM_INT(prob, 0);
ACTION_PARAM_STATE(jump, 1);
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
A_FaceTarget (self);
if (pr_monsterrefire() < prob)
return;
if (!self->target
|| P_HitFriend (self)
|| self->target->health <= 0
|| !P_CheckSight (self, self->target, SF_SEEPASTBLOCKEVERYTHING|SF_SEEPASTSHOOTABLELINES) )
{
ACTION_JUMP(jump);
}
}
//===========================================================================
//
// A_SetAngle
//
// Set actor's angle (in degrees).
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetAngle)
{
ACTION_PARAM_START(1);
ACTION_PARAM_ANGLE(angle, 0);
self->angle = angle;
}
//===========================================================================
//
// A_SetPitch
//
// Set actor's pitch (in degrees).
//
//===========================================================================
enum
{
SPF_FORCECLAMP = 1, // players always clamp
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPitch)
{
ACTION_PARAM_START(2);
ACTION_PARAM_ANGLE(pitch, 0);
ACTION_PARAM_INT(flags, 1);
if (self->player != NULL || (flags & SPF_FORCECLAMP))
{ // clamp the pitch we set
int min, max;
if (self->player != NULL)
{
min = self->player->MinPitch;
max = self->player->MaxPitch;
}
else
{
min = -ANGLE_90 + (1 << ANGLETOFINESHIFT);
max = ANGLE_90 - (1 << ANGLETOFINESHIFT);
}
pitch = clamp<int>(pitch, min, max);
}
self->pitch = pitch;
}
//===========================================================================
//
// A_ScaleVelocity
//
// Scale actor's velocity.
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ScaleVelocity)
{
ACTION_PARAM_START(1);
ACTION_PARAM_FIXED(scale, 0);
INTBOOL was_moving = self->velx | self->vely | self->velz;
self->velx = FixedMul(self->velx, scale);
self->vely = FixedMul(self->vely, scale);
self->velz = FixedMul(self->velz, scale);
// If the actor was previously moving but now is not, and is a player,
// update its player variables. (See A_Stop.)
if (was_moving)
{
CheckStopped(self);
}
}
//===========================================================================
//
// A_ChangeVelocity
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeVelocity)
{
ACTION_PARAM_START(4);
ACTION_PARAM_FIXED(x, 0);
ACTION_PARAM_FIXED(y, 1);
ACTION_PARAM_FIXED(z, 2);
ACTION_PARAM_INT(flags, 3);
INTBOOL was_moving = self->velx | self->vely | self->velz;
fixed_t vx = x, vy = y, vz = z;
fixed_t sina = finesine[self->angle >> ANGLETOFINESHIFT];
fixed_t cosa = finecosine[self->angle >> ANGLETOFINESHIFT];
if (flags & 1) // relative axes - make x, y relative to actor's current angle
{
vx = DMulScale16(x, cosa, -y, sina);
vy = DMulScale16(x, sina, y, cosa);
}
if (flags & 2) // discard old velocity - replace old velocity with new velocity
{
self->velx = vx;
self->vely = vy;
self->velz = vz;
}
else // add new velocity to old velocity
{
self->velx += vx;
self->vely += vy;
self->velz += vz;
}
if (was_moving)
{
CheckStopped(self);
}
}
//===========================================================================
//
// A_SetArg
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetArg)
{
ACTION_PARAM_START(2);
ACTION_PARAM_INT(pos, 0);
ACTION_PARAM_INT(value, 1);
// Set the value of the specified arg
if ((size_t)pos < countof(self->args))
{
self->args[pos] = value;
}
}
//===========================================================================
//
// A_SetSpecial
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpecial)
{
ACTION_PARAM_START(6);
ACTION_PARAM_INT(spec, 0);
ACTION_PARAM_INT(arg0, 1);
ACTION_PARAM_INT(arg1, 2);
ACTION_PARAM_INT(arg2, 3);
ACTION_PARAM_INT(arg3, 4);
ACTION_PARAM_INT(arg4, 5);
self->special = spec;
self->args[0] = arg0;
self->args[1] = arg1;
self->args[2] = arg2;
self->args[3] = arg3;
self->args[4] = arg4;
}
//===========================================================================
//
// A_SetUserVar
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserVar)
{
ACTION_PARAM_START(2);
ACTION_PARAM_NAME(varname, 0);
ACTION_PARAM_INT(value, 1);
PSymbol *sym = self->GetClass()->Symbols.FindSymbol(varname, true);
PSymbolVariable *var;
if (sym == NULL || sym->SymbolType != SYM_Variable ||
!(var = static_cast<PSymbolVariable *>(sym))->bUserVar ||
var->ValueType.Type != VAL_Int)
{
Printf("%s is not a user variable in class %s\n", varname.GetChars(),
self->GetClass()->TypeName.GetChars());
return;
}
// Set the value of the specified user variable.
*(int *)(reinterpret_cast<BYTE *>(self) + var->offset) = value;
}
//===========================================================================
//
// A_SetUserArray
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserArray)
{
ACTION_PARAM_START(3);
ACTION_PARAM_NAME(varname, 0);
ACTION_PARAM_INT(pos, 1);
ACTION_PARAM_INT(value, 2);
PSymbol *sym = self->GetClass()->Symbols.FindSymbol(varname, true);
PSymbolVariable *var;
if (sym == NULL || sym->SymbolType != SYM_Variable ||
!(var = static_cast<PSymbolVariable *>(sym))->bUserVar ||
var->ValueType.Type != VAL_Array || var->ValueType.BaseType != VAL_Int)
{
Printf("%s is not a user array in class %s\n", varname.GetChars(),
self->GetClass()->TypeName.GetChars());
return;
}
if (pos < 0 || pos >= var->ValueType.size)
{
Printf("%d is out of bounds in array %s in class %s\n", pos, varname.GetChars(),
self->GetClass()->TypeName.GetChars());
return;
}
// Set the value of the specified user array at index pos.
((int *)(reinterpret_cast<BYTE *>(self) + var->offset))[pos] = value;
}
//===========================================================================
//
// A_Teleport(optional state teleportstate, optional class targettype,
// optional class fogtype, optional int flags, optional fixed mindist,
// optional fixed maxdist)
//
// Attempts to teleport to a targettype at least mindist away and at most
// maxdist away (0 means unlimited). If successful, spawn a fogtype at old
// location and place calling actor in teleportstate.
//
//===========================================================================
enum T_Flags
{
TF_TELEFRAG = 1, // Allow telefrag in order to teleport.
TF_RANDOMDECIDE = 2, // Randomly fail based on health. (A_Srcr2Decide)
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Teleport)
{
ACTION_PARAM_START(6);
ACTION_PARAM_STATE(TeleportState, 0);
ACTION_PARAM_CLASS(TargetType, 1);
ACTION_PARAM_CLASS(FogType, 2);
ACTION_PARAM_INT(Flags, 3);
ACTION_PARAM_FIXED(MinDist, 4);
ACTION_PARAM_FIXED(MaxDist, 5);
// Randomly choose not to teleport like A_Srcr2Decide.
if (Flags & TF_RANDOMDECIDE)
{
static const int chance[] =
{
192, 120, 120, 120, 64, 64, 32, 16, 0
};
unsigned int chanceindex = self->health / ((self->SpawnHealth()/8 == 0) ? 1 : self->SpawnHealth()/8);
if (chanceindex >= countof(chance))
{
chanceindex = countof(chance) - 1;
}
if (pr_teleport() >= chance[chanceindex]) return;
}
if (TeleportState == NULL)
{
// Default to Teleport.
TeleportState = self->FindState("Teleport");
// If still nothing, then return.
if (!TeleportState) return;
}
DSpotState *state = DSpotState::GetSpotState();
if (state == NULL) return;
if (!TargetType) TargetType = PClass::FindClass("BossSpot");
AActor * spot = state->GetSpotWithMinMaxDistance(TargetType, self->x, self->y, MinDist, MaxDist);
if (spot == NULL) return;
fixed_t prevX = self->x;
fixed_t prevY = self->y;
fixed_t prevZ = self->z;
if (P_TeleportMove (self, spot->x, spot->y, spot->z, Flags & TF_TELEFRAG))
{
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
if (FogType)
{
Spawn(FogType, prevX, prevY, prevZ, ALLOW_REPLACE);
}
ACTION_JUMP(TeleportState);
self->z = self->floorz;
self->angle = spot->angle;
self->velx = self->vely = self->velz = 0;
}
}
//===========================================================================
//
// A_Turn
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Turn)
{
ACTION_PARAM_START(1);
ACTION_PARAM_ANGLE(angle, 0);
self->angle += angle;
}
//===========================================================================
//
// A_Quake
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Quake)
{
ACTION_PARAM_START(5);
ACTION_PARAM_INT(intensity, 0);
ACTION_PARAM_INT(duration, 1);
ACTION_PARAM_INT(damrad, 2);
ACTION_PARAM_INT(tremrad, 3);
ACTION_PARAM_SOUND(sound, 4);
P_StartQuake(self, 0, intensity, duration, damrad, tremrad, sound);
}
//===========================================================================
//
// A_Weave
//
//===========================================================================
void A_Weave(AActor *self, int xyspeed, int zspeed, fixed_t xydist, fixed_t zdist)
{
fixed_t newX, newY;
int weaveXY, weaveZ;
int angle;
fixed_t dist;
weaveXY = self->WeaveIndexXY & 63;
weaveZ = self->WeaveIndexZ & 63;
angle = (self->angle + ANG90) >> ANGLETOFINESHIFT;
if (xydist != 0 && xyspeed != 0)
{
dist = FixedMul(FloatBobOffsets[weaveXY], xydist);
newX = self->x - FixedMul (finecosine[angle], dist);
newY = self->y - FixedMul (finesine[angle], dist);
weaveXY = (weaveXY + xyspeed) & 63;
dist = FixedMul(FloatBobOffsets[weaveXY], xydist);
newX += FixedMul (finecosine[angle], dist);
newY += FixedMul (finesine[angle], dist);
if (!(self->flags5 & MF5_NOINTERACTION))
{
P_TryMove (self, newX, newY, true);
}
else
{
self->UnlinkFromWorld ();
self->flags |= MF_NOBLOCKMAP;
self->x = newX;
self->y = newY;
self->LinkToWorld ();
}
self->WeaveIndexXY = weaveXY;
}
if (zdist != 0 && zspeed != 0)
{
self->z -= FixedMul(FloatBobOffsets[weaveZ], zdist);
weaveZ = (weaveZ + zspeed) & 63;
self->z += FixedMul(FloatBobOffsets[weaveZ], zdist);
self->WeaveIndexZ = weaveZ;
}
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Weave)
{
ACTION_PARAM_START(4);
ACTION_PARAM_INT(xspeed, 0);
ACTION_PARAM_INT(yspeed, 1);
ACTION_PARAM_FIXED(xdist, 2);
ACTION_PARAM_FIXED(ydist, 3);
A_Weave(self, xspeed, yspeed, xdist, ydist);
}
//===========================================================================
//
// A_LineEffect
//
// This allows linedef effects to be activated inside deh frames.
//
//===========================================================================
void P_TranslateLineDef (line_t *ld, maplinedef_t *mld);
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LineEffect)
{
ACTION_PARAM_START(2);
ACTION_PARAM_INT(special, 0);
ACTION_PARAM_INT(tag, 1);
line_t junk; maplinedef_t oldjunk;
bool res = false;
if (!(self->flags6 & MF6_LINEDONE)) // Unless already used up
{
if ((oldjunk.special = special)) // Linedef type
{
oldjunk.tag = tag; // Sector tag for linedef
P_TranslateLineDef(&junk, &oldjunk); // Turn into native type
res = !!P_ExecuteSpecial(junk.special, NULL, self, false, junk.args[0],
junk.args[1], junk.args[2], junk.args[3], junk.args[4]);
if (res && !(junk.flags & ML_REPEAT_SPECIAL)) // If only once,
self->flags6 |= MF6_LINEDONE; // no more for this thing
}
}
ACTION_SET_RESULT(res);
}
//==========================================================================
//
// A Wolf3D-style attack codepointer
//
//==========================================================================
enum WolfAttackFlags
{
WAF_NORANDOM = 1,
WAF_USEPUFF = 2,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_WolfAttack)
{
ACTION_PARAM_START(9);
ACTION_PARAM_INT(flags, 0);
ACTION_PARAM_SOUND(sound, 1);
ACTION_PARAM_FIXED(snipe, 2);
ACTION_PARAM_INT(maxdamage, 3);
ACTION_PARAM_INT(blocksize, 4);
ACTION_PARAM_INT(pointblank, 5);
ACTION_PARAM_INT(longrange, 6);
ACTION_PARAM_FIXED(runspeed, 7);
ACTION_PARAM_CLASS(pufftype, 8);
if (!self->target)
return;
// Enemy can't see target
if (!P_CheckSight(self, self->target))
return;
A_FaceTarget (self);
// Target can dodge if it can see enemy
angle_t angle = R_PointToAngle2(self->target->x, self->target->y, self->x, self->y) - self->target->angle;
angle >>= 24;
bool dodge = (P_CheckSight(self->target, self) && (angle>226 || angle<30));
// Distance check is simplistic
fixed_t dx = abs (self->x - self->target->x);
fixed_t dy = abs (self->y - self->target->y);
fixed_t dz;
fixed_t dist = dx > dy ? dx : dy;
// Some enemies are more precise
dist = FixedMul(dist, snipe);
// Convert distance into integer number of blocks
dist >>= FRACBITS;
dist /= blocksize;
// Now for the speed accuracy thingie
fixed_t speed = FixedMul(self->target->velx, self->target->velx)
+ FixedMul(self->target->vely, self->target->vely)
+ FixedMul(self->target->velz, self->target->velz);
int hitchance = speed < runspeed ? 256 : 160;
// Distance accuracy (factoring dodge)
hitchance -= dist * (dodge ? 16 : 8);
// While we're here, we may as well do something for this:
if (self->target->flags & MF_SHADOW)
{
hitchance >>= 2;
}
// The attack itself
if (pr_cabullet() < hitchance)
{
// Compute position for spawning blood/puff
dx = self->target->x;
dy = self->target->y;
dz = self->target->z + (self->target->height>>1);
angle = R_PointToAngle2(dx, dy, self->x, self->y);
dx += FixedMul(self->target->radius, finecosine[angle>>ANGLETOFINESHIFT]);
dy += FixedMul(self->target->radius, finesine[angle>>ANGLETOFINESHIFT]);
int damage = flags & WAF_NORANDOM ? maxdamage : (1 + (pr_cabullet() % maxdamage));
if (dist >= pointblank)
damage >>= 1;
if (dist >= longrange)
damage >>= 1;
FName mod = NAME_None;
bool spawnblood = !((self->target->flags & MF_NOBLOOD)
|| (self->target->flags2 & (MF2_INVULNERABLE|MF2_DORMANT)));
if (flags & WAF_USEPUFF && pufftype)
{
AActor * dpuff = GetDefaultByType(pufftype->GetReplacement());
mod = dpuff->DamageType;
if (dpuff->flags2 & MF2_THRUGHOST && self->target->flags3 & MF3_GHOST)
damage = 0;
if ((0 && dpuff->flags3 & MF3_PUFFONACTORS) || !spawnblood)
{
spawnblood = false;
P_SpawnPuff(self, pufftype, dx, dy, dz, angle, 0);
}
}
else if (self->target->flags3 & MF3_GHOST)
damage >>= 2;
if (damage)
{
P_DamageMobj(self->target, self, self, damage, mod, DMG_THRUSTLESS);
if (spawnblood)
{
P_SpawnBlood(dx, dy, dz, angle, damage, self);
P_TraceBleed(damage, self->target, R_PointToAngle2(self->x, self->y, dx, dy), 0);
}
}
}
// And finally, let's play the sound
S_Sound (self, CHAN_WEAPON, sound, 1, ATTN_NORM);
}
//==========================================================================
//
// A_Warp
//
//==========================================================================
enum WARPF
{
WARPF_ABSOLUTEOFFSET = 0x1,
WARPF_ABSOLUTEANGLE = 0x2,
WARPF_USECALLERANGLE = 0x4,
WARPF_NOCHECKPOSITION = 0x8,
WARPF_INTERPOLATE = 0x10,
WARPF_WARPINTERPOLATION = 0x20,
WARPF_COPYINTERPOLATION = 0x40,
WARPF_STOP = 0x80,
WARPF_TOFLOOR = 0x100,
WARPF_TESTONLY = 0x200
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp)
{
ACTION_PARAM_START(7);
ACTION_PARAM_INT(destination_selector, 0);
ACTION_PARAM_FIXED(xofs, 1);
ACTION_PARAM_FIXED(yofs, 2);
ACTION_PARAM_FIXED(zofs, 3);
ACTION_PARAM_ANGLE(angle, 4);
ACTION_PARAM_INT(flags, 5);
ACTION_PARAM_STATE(success_state, 6);
fixed_t
oldx,
oldy,
oldz;
AActor *reference = COPY_AAPTR(self, destination_selector);
if (!reference)
{
ACTION_SET_RESULT(false);
return;
}
if (!(flags & WARPF_ABSOLUTEANGLE))
{
angle += (flags & WARPF_USECALLERANGLE) ? self->angle : reference->angle;
}
if (!(flags & WARPF_ABSOLUTEOFFSET))
{
angle_t fineangle = angle>>ANGLETOFINESHIFT;
oldx = xofs;
// (borrowed from A_SpawnItemEx, assumed workable)
// in relative mode negative y values mean 'left' and positive ones mean 'right'
// This is the inverse orientation of the absolute mode!
xofs = FixedMul(oldx, finecosine[fineangle]) + FixedMul(yofs, finesine[fineangle]);
yofs = FixedMul(oldx, finesine[fineangle]) - FixedMul(yofs, finecosine[fineangle]);
}
oldx = self->x;
oldy = self->y;
oldz = self->z;
if (flags & WARPF_TOFLOOR)
{
// set correct xy
self->SetOrigin(
reference->x + xofs,
reference->y + yofs,
reference->z);
// now the caller's floorz should be appropriate for the assigned xy-position
// assigning position again with
if (zofs)
{
// extra unlink, link and environment calculation
self->SetOrigin(
self->x,
self->y,
self->floorz + zofs);
}
else
{
// if there is no offset, there should be no ill effect from moving down to the
// already identified floor
// A_Teleport does the same thing anyway
self->z = self->floorz;
}
}
else
{
self->SetOrigin(
reference->x + xofs,
reference->y + yofs,
reference->z + zofs);
}
if ((flags & WARPF_NOCHECKPOSITION) || P_TestMobjLocation(self))
{
if (flags & WARPF_TESTONLY)
{
self->SetOrigin(oldx, oldy, oldz);
}
else
{
self->angle = angle;
if (flags & WARPF_STOP)
{
self->velx = 0;
self->vely = 0;
self->velz = 0;
}
if (flags & WARPF_WARPINTERPOLATION)
{
self->PrevX += self->x - oldx;
self->PrevY += self->y - oldy;
self->PrevZ += self->z - oldz;
}
else if (flags & WARPF_COPYINTERPOLATION)
{
self->PrevX = self->x + reference->PrevX - reference->x;
self->PrevY = self->y + reference->PrevY - reference->y;
self->PrevZ = self->z + reference->PrevZ - reference->z;
}
else if (! (flags & WARPF_INTERPOLATE))
{
self->PrevX = self->x;
self->PrevY = self->y;
self->PrevZ = self->z;
}
}
if (success_state)
{
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
// in this case, you have the statejump to help you handle all the success anyway.
ACTION_JUMP(success_state);
return;
}
ACTION_SET_RESULT(true);
}
else
{
self->SetOrigin(oldx, oldy, oldz);
ACTION_SET_RESULT(false);
}
}
//==========================================================================
//
// ACS_Named* stuff
//
// These are exactly like their un-named line special equivalents, except
// they take strings instead of integers to indicate which script to run.
// Some of these probably aren't very useful, but they are included for
// the sake of completeness.
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedExecuteWithResult)
{
ACTION_PARAM_START(4);
ACTION_PARAM_NAME(scriptname, 0);
ACTION_PARAM_INT(arg1, 2);
ACTION_PARAM_INT(arg2, 3);
ACTION_PARAM_INT(arg3, 4);
bool res = !!P_ExecuteSpecial(ACS_ExecuteWithResult, NULL, self, false, -scriptname, arg1, arg2, arg3, 0);
ACTION_SET_RESULT(res);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedExecute)
{
ACTION_PARAM_START(5);
ACTION_PARAM_NAME(scriptname, 0);
ACTION_PARAM_INT(mapnum, 1);
ACTION_PARAM_INT(arg1, 2);
ACTION_PARAM_INT(arg2, 3);
ACTION_PARAM_INT(arg3, 4);
bool res = !!P_ExecuteSpecial(ACS_Execute, NULL, self, false, -scriptname, mapnum, arg1, arg2, arg3);
ACTION_SET_RESULT(res);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedExecuteAlways)
{
ACTION_PARAM_START(5);
ACTION_PARAM_NAME(scriptname, 0);
ACTION_PARAM_INT(mapnum, 1);
ACTION_PARAM_INT(arg1, 2);
ACTION_PARAM_INT(arg2, 3);
ACTION_PARAM_INT(arg3, 4);
bool res = !!P_ExecuteSpecial(ACS_ExecuteAlways, NULL, self, false, -scriptname, mapnum, arg1, arg2, arg3);
ACTION_SET_RESULT(res);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedLockedExecute)
{
ACTION_PARAM_START(5);
ACTION_PARAM_NAME(scriptname, 0);
ACTION_PARAM_INT(mapnum, 1);
ACTION_PARAM_INT(arg1, 2);
ACTION_PARAM_INT(arg2, 3);
ACTION_PARAM_INT(lock, 4);
bool res = !!P_ExecuteSpecial(ACS_LockedExecute, NULL, self, false, -scriptname, mapnum, arg1, arg2, lock);
ACTION_SET_RESULT(res);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedLockedExecuteDoor)
{
ACTION_PARAM_START(5);
ACTION_PARAM_NAME(scriptname, 0);
ACTION_PARAM_INT(mapnum, 1);
ACTION_PARAM_INT(arg1, 2);
ACTION_PARAM_INT(arg2, 3);
ACTION_PARAM_INT(lock, 4);
bool res = !!P_ExecuteSpecial(ACS_LockedExecuteDoor, NULL, self, false, -scriptname, mapnum, arg1, arg2, lock);
ACTION_SET_RESULT(res);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedSuspend)
{
ACTION_PARAM_START(2);
ACTION_PARAM_NAME(scriptname, 0);
ACTION_PARAM_INT(mapnum, 1);
bool res = !!P_ExecuteSpecial(ACS_Suspend, NULL, self, false, -scriptname, mapnum, 0, 0, 0);
ACTION_SET_RESULT(res);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedTerminate)
{
ACTION_PARAM_START(2);
ACTION_PARAM_NAME(scriptname, 0);
ACTION_PARAM_INT(mapnum, 1);
bool res = !!P_ExecuteSpecial(ACS_Terminate, NULL, self, false, -scriptname, mapnum, 0, 0, 0);
ACTION_SET_RESULT(res);
}
//==========================================================================
//
// A_RadiusGive
//
// Uses code roughly similar to A_Explode (but without all the compatibility
// baggage and damage computation code to give an item to all eligible mobjs
// in range.
//
//==========================================================================
enum RadiusGiveFlags
{
RGF_GIVESELF = 1,
RGF_PLAYERS = 2,
RGF_MONSTERS = 4,
RGF_OBJECTS = 8,
RGF_VOODOO = 16,
RGF_CORPSES = 32,
RGF_MASK = 63,
RGF_NOTARGET = 64,
RGF_NOTRACER = 128,
RGF_NOMASTER = 256,
RGF_CUBE = 512,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
{
ACTION_PARAM_START(7);
ACTION_PARAM_CLASS(item, 0);
ACTION_PARAM_FIXED(distance, 1);
ACTION_PARAM_INT(flags, 2);
ACTION_PARAM_INT(amount, 3);
// We need a valid item, valid targets, and a valid range
if (item == NULL || (flags & RGF_MASK) == 0 || distance <= 0)
{
return;
}
if (amount == 0)
{
amount = 1;
}
FBlockThingsIterator it(FBoundingBox(self->x, self->y, distance));
double distsquared = double(distance) * double(distance);
AActor *thing;
while ((thing = it.Next()))
{
// Don't give to inventory items
if (thing->flags & MF_SPECIAL)
{
continue;
}
// Avoid giving to self unless requested
if (thing == self && !(flags & RGF_GIVESELF))
{
continue;
}
// Avoiding special pointers if requested
if (((thing == self->target) && (flags & RGF_NOTARGET)) ||
((thing == self->tracer) && (flags & RGF_NOTRACER)) ||
((thing == self->master) && (flags & RGF_NOMASTER)))
{
continue;
}
// Don't give to dead thing unless requested
if (thing->flags & MF_CORPSE)
{
if (!(flags & RGF_CORPSES))
{
continue;
}
}
else if (thing->health <= 0 || thing->flags6 & MF6_KILLED)
{
continue;
}
// Players, monsters, and other shootable objects
if (thing->player)
{
if ((thing->player->mo == thing) && !(flags & RGF_PLAYERS))
{
continue;
}
if ((thing->player->mo != thing) && !(flags & RGF_VOODOO))
{
continue;
}
}
else if (thing->flags3 & MF3_ISMONSTER)
{
if (!(flags & RGF_MONSTERS))
{
continue;
}
}
else if (thing->flags & MF_SHOOTABLE || thing->flags6 & MF6_VULNERABLE)
{
if (!(flags & RGF_OBJECTS))
{
continue;
}
}
else
{
continue;
}
if (flags & RGF_CUBE)
{ // check if inside a cube
if (abs(thing->x - self->x) > distance ||
abs(thing->y - self->y) > distance ||
abs((thing->z + thing->height/2) - (self->z + self->height/2)) > distance)
{
continue;
}
}
else
{ // check if inside a sphere
TVector3<double> tpos(thing->x, thing->y, thing->z + thing->height/2);
TVector3<double> spos(self->x, self->y, self->z + self->height/2);
if ((tpos - spos).LengthSquared() > distsquared)
{
continue;
}
}
fixed_t dz = abs ((thing->z + thing->height/2) - (self->z + self->height/2));
if (P_CheckSight (thing, self, SF_IGNOREVISIBILITY|SF_IGNOREWATERBOUNDARY))
{ // OK to give; target is in direct path
AInventory *gift = static_cast<AInventory *>(Spawn (item, 0, 0, 0, NO_REPLACE));
if (gift->IsKindOf(RUNTIME_CLASS(AHealth)))
{
gift->Amount *= amount;
}
else
{
gift->Amount = amount;
}
gift->flags |= MF_DROPPED;
gift->ClearCounters();
if (!gift->CallTryPickup (thing))
{
gift->Destroy ();
}
}
}
}