extend class Actor { //--------------------------------------------------------------------------- // // Used by A_CustomBulletAttack and A_FireBullets // //--------------------------------------------------------------------------- static void AimBulletMissile(Actor proj, Actor puff, int flags, bool temp, bool cba) { if (proj && puff) { // FAF_BOTTOM = 1 // Aim for the base of the puff as that's where blood puffs will spawn... roughly. proj.A_Face(puff, 0., 0., 0., 0., 1); proj.Vel3DFromAngle(proj.Speed, proj.Angle, proj.Pitch); if (!temp) { if (cba) { if (flags & CBAF_PUFFTARGET) proj.target = puff; if (flags & CBAF_PUFFMASTER) proj.master = puff; if (flags & CBAF_PUFFTRACER) proj.tracer = puff; } else { if (flags & FBF_PUFFTARGET) proj.target = puff; if (flags & FBF_PUFFMASTER) proj.master = puff; if (flags & FBF_PUFFTRACER) proj.tracer = puff; } } } if (puff && temp) { puff.Destroy(); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void A_CustomBulletAttack(double spread_xy, double spread_z, int numbullets, int damageperbullet, class pufftype = "BulletPuff", double range = 0, int flags = 0, int ptr = AAPTR_TARGET, class missile = null, double Spawnheight = 32, double Spawnofs_xy = 0) { let ref = GetPointer(ptr); if (range == 0) range = MISSILERANGE; int i; double bangle; double bslope = 0.; int laflags = (flags & CBAF_NORANDOMPUFFZ)? LAF_NORANDOMPUFFZ : 0; if (ref != NULL || (flags & CBAF_AIMFACING)) { if (!(flags & CBAF_AIMFACING)) { A_Face(ref); } bangle = self.Angle; if (!(flags & CBAF_NOPITCH)) bslope = AimLineAttack (bangle, MISSILERANGE); if (pufftype == null) pufftype = 'BulletPuff'; A_StartSound(AttackSound, CHAN_WEAPON); for (i = 0; i < numbullets; i++) { double pangle = bangle; double slope = bslope; if (flags & CBAF_EXPLICITANGLE) { pangle += spread_xy; slope += spread_z; } else { pangle += spread_xy * Random2[cwbullet]() / 255.; slope += spread_z * Random2[cwbullet]() / 255.; } int damage = damageperbullet; if (!(flags & CBAF_NORANDOM)) damage *= random[cwbullet](1, 3); let puff = LineAttack(pangle, range, slope, damage, 'Hitscan', pufftype, laflags); if (missile != null && pufftype != null) { double ang = pangle - 90; let ofs = AngleToVector(ang, Spawnofs_xy); let pos = self.pos; SetXYZ(Vec3Offset(ofs.x, ofs.y, 0.)); let proj = SpawnMissileAngleZSpeed(Pos.Z + GetBobOffset() + Spawnheight, missile, self.Angle, 0, GetDefaultByType(missile).Speed, self, false); SetXYZ(pos); if (proj) { bool temp = (puff == null); if (!puff) { puff = LineAttack(pangle, range, slope, 0, 'Hitscan', pufftype, laflags | LAF_NOINTERACT); } if (puff) { AimBulletMissile(proj, puff, flags, temp, true); } } } } } } //============================================================================ // // P_DaggerAlert // //============================================================================ void DaggerAlert(Actor target) { Actor looker; if (LastHeard != NULL) return; if (health <= 0) return; if (!bIsMonster) return; if (bInCombat) return; bInCombat = true; self.target = target; let painstate = FindState('Pain', 'Dagger'); if (painstate != NULL) { SetState(painstate); } for (looker = cursector.thinglist; looker != NULL; looker = looker.snext) { if (looker == self || looker == target) continue; if (looker.health <= 0) continue; if (!looker.bSeesDaggers) continue; if (!looker.bInCombat) { if (!looker.CheckSight(target) && !looker.CheckSight(self)) continue; looker.target = target; if (looker.SeeSound) { looker.A_StartSound(looker.SeeSound, CHAN_VOICE); } looker.SetState(looker.SeeState); looker.bInCombat = true; } } } //=========================================================================== // // Common code for A_SpawnItem and A_SpawnItemEx // //=========================================================================== bool InitSpawnedItem(Actor mo, int flags) { if (mo == NULL) { return false; } Actor originator = self; if (!(mo.bDontTranslate)) { if (flags & SXF_TRANSFERTRANSLATION) { mo.Translation = Translation; } else if (flags & SXF_USEBLOODCOLOR) { // [XA] Use the spawning actor's BloodColor to translate the newly-spawned object. mo.Translation = BloodTranslation; } } if (flags & SXF_TRANSFERPOINTERS) { mo.target = self.target; mo.master = self.master; // This will be overridden later if SXF_SETMASTER is set mo.tracer = self.tracer; } mo.Angle = self.Angle; if (flags & SXF_TRANSFERPITCH) { mo.Pitch = self.Pitch; } if (!(flags & SXF_ORIGINATOR)) { while (originator && (originator.bMissile || originator.default.bMissile)) { originator = originator.target; } } if (flags & SXF_TELEFRAG) { mo.TeleportMove(mo.Pos, true); // This is needed to ensure consistent behavior. // Otherwise it will only spawn if nothing gets telefragged flags |= SXF_NOCHECKPOSITION; } if (mo.bIsMonster) { if (!(flags & SXF_NOCHECKPOSITION) && !mo.TestMobjLocation()) { // The monster is blocked so don't spawn it at all! mo.ClearCounters(); mo.Destroy(); return false; } else if (originator && !(flags & SXF_NOPOINTERS)) { if (originator.bIsMonster) { // If this is a monster transfer all friendliness information mo.CopyFriendliness(originator, true); } else if (originator.player) { // A player always spawns a monster friendly to him mo.bFriendly = true; mo.SetFriendPlayer(originator.player); Actor attacker=originator.player.attacker; if (attacker) { if (!(attacker.bFriendly) || (deathmatch && attacker.FriendPlayer != 0 && attacker.FriendPlayer != mo.FriendPlayer)) { // Target the monster which last attacked the player mo.LastHeard = mo.target = attacker; } } } } } else if (!(flags & SXF_TRANSFERPOINTERS)) { // If this is a missile or something else set the target to the originator mo.target = originator ? originator : self; } if (flags & SXF_NOPOINTERS) { //[MC]Intentionally eliminate pointers. Overrides TRANSFERPOINTERS, but is overridden by SETMASTER/TARGET/TRACER. mo.LastHeard = NULL; //Sanity check. mo.target = NULL; mo.master = NULL; mo.tracer = NULL; } if (flags & SXF_SETMASTER) { // don't let it attack you (optional)! mo.master = originator; } if (flags & SXF_SETTARGET) { mo.target = originator; } if (flags & SXF_SETTRACER) { mo.tracer = originator; } if (flags & SXF_TRANSFERSCALE) { mo.Scale = self.Scale; } if (flags & SXF_TRANSFERAMBUSHFLAG) { mo.bAmbush = bAmbush; } if (flags & SXF_CLEARCALLERTID) { self.ChangeTid(0); } if (flags & SXF_TRANSFERSPECIAL) { mo.special = self.special; mo.args[0] = self.args[0]; mo.args[1] = self.args[1]; mo.args[2] = self.args[2]; mo.args[3] = self.args[3]; mo.args[4] = self.args[4]; } if (flags & SXF_CLEARCALLERSPECIAL) { self.special = 0; self.args[0] = 0; self.args[1] = 0; self.args[2] = 0; self.args[3] = 0; self.args[4] = 0; } if (flags & SXF_TRANSFERSTENCILCOL) { mo.SetShade(self.fillcolor); } if (flags & SXF_TRANSFERALPHA) { mo.Alpha = self.Alpha; } if (flags & SXF_TRANSFERRENDERSTYLE) { mo.RenderStyle = self.RenderStyle; } if (flags & SXF_TRANSFERSPRITEFRAME) { mo.sprite = self.sprite; mo.frame = self.frame; } if (flags & SXF_TRANSFERROLL) { mo.Roll = self.Roll; } if (flags & SXF_ISTARGET) { self.target = mo; } if (flags & SXF_ISMASTER) { self.master = mo; } if (flags & SXF_ISTRACER) { self.tracer = mo; } return true; } //=========================================================================== // // A_SpawnItem // // Spawns an item in front of the caller like Heretic's time bomb // //=========================================================================== action bool, Actor A_SpawnItem(class missile = "Unknown", double distance = 0, double zheight = 0, bool useammo = true, bool transfer_translation = false) { if (missile == NULL) { return false, null; } // Don't spawn monsters if this actor has been massacred if (DamageType == 'Massacre' && GetDefaultByType(missile).bIsMonster) { return true, null; } if (stateinfo != null && stateinfo.mStateType == STATE_Psprite) { let player = self.player; if (player == null) return false, null; let weapon = player.ReadyWeapon; // Used from a weapon, so use some ammo if (weapon == NULL || (useammo && !weapon.DepleteAmmo(weapon.bAltFire))) { return true, null; } } let mo = Spawn(missile, Vec3Angle(distance, Angle, -Floorclip + GetBobOffset() + zheight), ALLOW_REPLACE); int flags = (transfer_translation ? SXF_TRANSFERTRANSLATION : 0) + (useammo ? SXF_SETMASTER : 0); bool res = InitSpawnedItem(mo, flags); // for an inventory item's use state return res, mo; } //=========================================================================== // // A_SpawnItemEx // // Enhanced spawning function // //=========================================================================== bool, Actor A_SpawnItemEx(class missile, double xofs = 0, double yofs = 0, double zofs = 0, double xvel = 0, double yvel = 0, double zvel = 0, double angle = 0, int flags = 0, int failchance = 0, int tid=0) { if (missile == NULL) { return false, null; } if (failchance > 0 && random[spawnitemex]() < failchance) { return true, null; } // Don't spawn monsters if this actor has been massacred if (DamageType == 'Massacre' && GetDefaultByType(missile).bIsMonster) { return true, null; } Vector2 pos; if (!(flags & SXF_ABSOLUTEANGLE)) { angle += self.Angle; } double s = sin(angle); double c = cos(angle); if (flags & SXF_ABSOLUTEPOSITION) { pos = Vec2Offset(xofs, yofs); } else { // in relative mode negative y values mean 'left' and positive ones mean 'right' // This is the inverse orientation of the absolute mode! pos = Vec2Offset(xofs * c + yofs * s, xofs * s - yofs*c); } if (!(flags & SXF_ABSOLUTEVELOCITY)) { // Same orientation issue here! double newxvel = xvel * c + yvel * s; yvel = xvel * s - yvel * c; xvel = newxvel; } let mo = Spawn(missile, (pos, self.pos.Z - Floorclip + GetBobOffset() + zofs), ALLOW_REPLACE); bool res = InitSpawnedItem(mo, flags); if (res) { if (tid != 0) { mo.ChangeTid(tid); } mo.Vel = (xvel, yvel, zvel); if (flags & SXF_MULTIPLYSPEED) { mo.Vel *= mo.Speed; } mo.Angle = angle; } return res, mo; } //=========================================================================== // // A_ThrowGrenade // // Throws a grenade (like Hexen's fighter flechette) // //=========================================================================== action bool, Actor A_ThrowGrenade(class missile, double zheight = 0, double xyvel = 0, double zvel = 0, bool useammo = true) { if (missile == NULL) { return false, null; } if (stateinfo != null && stateinfo.mStateType == STATE_Psprite) { let player = self.player; if (player == null) return false, null; let weapon = player.ReadyWeapon; // Used from a weapon, so use some ammo if (weapon == NULL || (useammo && !weapon.DepleteAmmo(weapon.bAltFire))) { return true, null; } } let bo = Spawn(missile, pos + (0, 0, (-Floorclip + GetBobOffset() + zheight + 35 + (player? player.crouchoffset : 0.))), ALLOW_REPLACE); if (bo) { self.PlaySpawnSound(bo); if (xyvel != 0) bo.Speed = xyvel; bo.Angle = Angle + (random[grenade](-4, 3) * (360./256.)); let pitch = -self.Pitch; let angle = bo.Angle; // 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. double xy_xyscale = bo.Speed * cos(pitch); double xy_velz = bo.Speed * sin(pitch); double xy_velx = xy_xyscale * cos(angle); double xy_vely = xy_xyscale * sin(angle); pitch = self.Pitch; double z_xyscale = zvel * sin(pitch); double z_velz = zvel * cos(pitch); double z_velx = z_xyscale * cos(angle); double z_vely = z_xyscale * sin(angle); bo.Vel.X = xy_velx + z_velx + Vel.X / 2; bo.Vel.Y = xy_vely + z_vely + Vel.Y / 2; bo.Vel.Z = xy_velz + z_velz; bo.target = self; if (!bo.CheckMissileSpawn(radius)) bo = null; return true, bo; } else { return false, null; } } //--------------------------------------------------------------------------- // // P_CheckSplash // // Checks for splashes caused by explosions // //--------------------------------------------------------------------------- void CheckSplash(double distance) { double floorh; sector floorsec; [floorh, floorsec] = curSector.LowestFloorAt(pos.XY); if (pos.Z <= floorz + distance && floorsector == floorsec && curSector.GetHeightSec() == NULL && floorsec.heightsec == NULL) { // Explosion splashes never alert monsters. This is because A_Explode has // a separate parameter for that so this would get in the way of proper // behavior. Vector3 pos = PosRelative(floorsec); pos.Z = floorz; HitWater (floorsec, pos, false, false); } } //========================================================================== // // Parameterized version of A_Explode // //========================================================================== int A_Explode(int damage = -1, int distance = -1, int flags = XF_HURTSOURCE, bool alert = false, int fulldamagedistance = 0, int nails = 0, int naildamage = 10, class pufftype = "BulletPuff", name damagetype = "none") { if (damage < 0) // get parameters from metadata { damage = ExplosionDamage; distance = ExplosionRadius; flags = !DontHurtShooter; alert = false; } 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) { double ang; for (int i = 0; i < nails; i++) { ang = i*360./nails; // Comparing the results of a test wad with Eternity, it seems A_NailBomb does not aim LineAttack(ang, MISSILERANGE, 0., //P_AimLineAttack (self, ang, MISSILERANGE), naildamage, 'Hitscan', pufftype, bMissile ? LAF_TARGETISSOURCE : 0); } } if (!(flags & XF_EXPLICITDAMAGETYPE) && damagetype == 'None') { damagetype = self.DamageType; } int pflags = 0; if (flags & XF_HURTSOURCE) pflags |= RADF_HURTSOURCE; if (flags & XF_NOTMISSILE) pflags |= RADF_SOURCEISSPOT; if (flags & XF_THRUSTZ) pflags |= RADF_THRUSTZ; int count = RadiusAttack (target, damage, distance, damagetype, pflags, fulldamagedistance); if (!(flags & XF_NOSPLASH)) CheckSplash(distance); if (alert && target != NULL && target.player != NULL) { SoundAlert(target); } return count; } //========================================================================== // // A_RadiusThrust // //========================================================================== void A_RadiusThrust(int force = 128, int distance = -1, int flags = RTF_AFFECTSOURCE, int fullthrustdistance = 0) { if (force == 0) force = 128; if (distance <= 0) distance = abs(force); bool nothrust = false; if (target) { nothrust = target.bNoDamageThrust; // Temporarily negate MF2_NODMGTHRUST on the shooter, since it renders this function useless. if (!(flags & RTF_NOTMISSILE)) { target.bNoDamageThrust = false; } } RadiusAttack (target, force, distance, DamageType, flags | RADF_NODAMAGE, fullthrustdistance); CheckSplash(distance); if (target) target.bNoDamageThrust = nothrust; } //========================================================================== // // A_Detonate // killough 8/9/98: same as A_Explode, except that the damage is variable // //========================================================================== void A_Detonate() { int damage = GetMissileDamage(0, 1); RadiusAttack (target, damage, damage, DamageType, RADF_HURTSOURCE); CheckSplash(damage); } //========================================================================== // // old customizable attack functions which use actor parameters. // //========================================================================== private void DoAttack (bool domelee, bool domissile, int MeleeDamage, Sound MeleeSound, Class MissileType,double MissileHeight) { let targ = target; if (targ == NULL) return; A_FaceTarget (); if (domelee && MeleeDamage>0 && CheckMeleeRange ()) { int damage = random[CustomMelee](1, 8) * MeleeDamage; if (MeleeSound) A_StartSound (MeleeSound, CHAN_WEAPON); int newdam = targ.DamageMobj (self, self, damage, 'Melee'); targ.TraceBleed (newdam > 0 ? newdam : damage, self); } else if (domissile && MissileType != NULL) { // This seemingly senseless code is needed for proper aiming. double add = MissileHeight + GetBobOffset() - 32; AddZ(add); Actor missile = SpawnMissileXYZ (Pos + (0, 0, 32), targ, MissileType, false); AddZ(-add); if (missile) { // automatic handling of seeker missiles if (missile.bSeekerMissile) { missile.tracer = targ; } missile.CheckMissileSpawn(radius); } } } deprecated("2.3", "Use CustomMeleeAttack() instead") void A_MeleeAttack() { DoAttack(true, false, MeleeDamage, MeleeSound, NULL, 0); } deprecated("2.3", "Use A_SpawnProjectile() instead") void A_MissileAttack() { Class MissileType = MissileName; DoAttack(false, true, 0, 0, MissileType, MissileHeight); } deprecated("2.3", "Use A_BasicAttack() instead") void A_ComboAttack() { Class MissileType = MissileName; DoAttack(true, true, MeleeDamage, MeleeSound, MissileType, MissileHeight); } void A_BasicAttack(int melee_damage, sound melee_sound, class missile_type, double missile_height) { DoAttack(true, true, melee_damage, melee_sound, missile_type, missile_height); } //========================================================================== // // called with the victim as 'self' // //========================================================================== virtual void SpawnLineAttackBlood(Actor attacker, Vector3 bleedpos, double SrcAngleFromTarget, int originaldamage, int actualdamage) { if (!bNoBlood && !bDormant && !bInvulnerable) { let player = attacker.player; let weapon = player? player.ReadyWeapon : null; let axeBlood = (weapon && weapon.bAxeBlood); let bloodsplatter = attacker.bBloodSplatter || axeBlood; if (!bloodsplatter) { SpawnBlood(bleedpos, SrcAngleFromTarget, actualdamage > 0 ? actualdamage : originaldamage); } else if (originaldamage) { if (axeBlood) { BloodSplatter(bleedpos, SrcAngleFromTarget, true); } // No else here... if (random[LineAttack]() < 192) { BloodSplatter(bleedpos, SrcAngleFromTarget, false); } } } } }