// Emacs style mode select -*- C++ -*- // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Moving object handling. Spawn functions. // //----------------------------------------------------------------------------- // HEADER FILES ------------------------------------------------------------ #include "templates.h" #include "i_system.h" #include "m_random.h" #include "doomdef.h" #include "p_local.h" #include "p_maputl.h" #include "p_lnspec.h" #include "p_effect.h" #include "p_terrain.h" #include "st_stuff.h" #include "hu_stuff.h" #include "s_sound.h" #include "doomstat.h" #include "v_video.h" #include "c_cvars.h" #include "c_dispatch.h" #include "b_bot.h" //Added by MC: #include "stats.h" #include "a_hexenglobal.h" #include "a_sharedglobal.h" #include "gi.h" #include "sbar.h" #include "p_acs.h" #include "cmdlib.h" #include "decallib.h" #include "ravenshared.h" #include "a_action.h" #include "a_keys.h" #include "p_conversation.h" #include "thingdef/thingdef.h" #include "g_game.h" #include "teaminfo.h" #include "r_data/r_translate.h" #include "r_sky.h" #include "g_level.h" #include "d_event.h" #include "colormatcher.h" #include "v_palette.h" #include "p_enemy.h" #include "gstrings.h" #include "farchive.h" #include "r_data/colormaps.h" #include "r_renderer.h" #include "po_man.h" #include "p_spec.h" #include "p_checkposition.h" // MACROS ------------------------------------------------------------------ #define WATER_SINK_FACTOR 0.125 #define WATER_SINK_SMALL_FACTOR 0.25 #define WATER_SINK_SPEED 0.5 #define WATER_JUMP_SPEED 3.5 // EXTERNAL FUNCTION PROTOTYPES -------------------------------------------- void G_PlayerReborn (int player); // PRIVATE FUNCTION PROTOTYPES --------------------------------------------- static void PlayerLandedOnThing (AActor *mo, AActor *onmobj); // EXTERNAL DATA DECLARATIONS ---------------------------------------------- extern int BotWTG; EXTERN_CVAR (Int, cl_rockettrails) // PRIVATE DATA DEFINITIONS ------------------------------------------------ static FRandom pr_explodemissile ("ExplodeMissile"); FRandom pr_bounce ("Bounce"); static FRandom pr_reflect ("Reflect"); static FRandom pr_nightmarerespawn ("NightmareRespawn"); static FRandom pr_botspawnmobj ("BotSpawnActor"); static FRandom pr_spawnmapthing ("SpawnMapThing"); static FRandom pr_spawnpuff ("SpawnPuff"); static FRandom pr_spawnblood ("SpawnBlood"); static FRandom pr_splatter ("BloodSplatter"); static FRandom pr_takedamage ("TakeDamage"); static FRandom pr_splat ("FAxeSplatter"); static FRandom pr_ripperblood ("RipperBlood"); static FRandom pr_chunk ("Chunk"); static FRandom pr_checkmissilespawn ("CheckMissileSpawn"); static FRandom pr_spawnmissile ("SpawnMissile"); static FRandom pr_missiledamage ("MissileDamage"); static FRandom pr_multiclasschoice ("MultiClassChoice"); static FRandom pr_rockettrail("RocketTrail"); static FRandom pr_uniquetid("UniqueTID"); // PUBLIC DATA DEFINITIONS ------------------------------------------------- FRandom pr_spawnmobj ("SpawnActor"); CUSTOM_CVAR (Float, sv_gravity, 800.f, CVAR_SERVERINFO|CVAR_NOSAVE) { level.gravity = self; } CVAR (Bool, cl_missiledecals, true, CVAR_ARCHIVE) CVAR (Bool, addrocketexplosion, false, CVAR_ARCHIVE) CVAR (Int, cl_pufftype, 0, CVAR_ARCHIVE); CVAR (Int, cl_bloodtype, 0, CVAR_ARCHIVE); // CODE -------------------------------------------------------------------- IMPLEMENT_POINTY_CLASS (AActor) DECLARE_POINTER (target) DECLARE_POINTER (lastenemy) DECLARE_POINTER (tracer) DECLARE_POINTER (goal) DECLARE_POINTER (LastLookActor) DECLARE_POINTER (Inventory) DECLARE_POINTER (LastHeard) DECLARE_POINTER (master) DECLARE_POINTER (Poisoner) DECLARE_POINTER (Damage) END_POINTERS AActor::~AActor () { // Please avoid calling the destructor directly (or through delete)! // Use Destroy() instead. } //========================================================================== // // CalcDamageValue // // Given a script function, returns an integer to represent it in a // savegame. This encoding is compatible with previous incarnations // where damage was an integer. // // 0 : use null function // 0x40000000 : use default function // anything else : use function that returns this number // //========================================================================== static int CalcDamageValue(VMFunction *func) { if (func == NULL) { return 0; } VMScriptFunction *sfunc = dyn_cast(func); if (sfunc == NULL) { return 0x40000000; } VMOP *op = sfunc->Code; // If the function was created by CreateDamageFunction(), extract // the value used to create it and return that. Otherwise, return // indicating to use the default function. if (op->op == OP_RETI && op->a == 0) { return op->i16; } if (op->op == OP_RET && op->a == 0 && op->b == (REGT_INT | REGT_KONST)) { return sfunc->KonstD[op->c]; } return 0x40000000; } //========================================================================== // // UncalcDamageValue // // Given a damage integer, returns a script function for it. // //========================================================================== static VMFunction *UncalcDamageValue(int dmg, VMFunction *def) { if (dmg == 0) { return NULL; } if ((dmg & 0xC0000000) == 0x40000000) { return def; } // Does the default version return this? If so, use it. Otherwise, // create a new function. if (CalcDamageValue(def) == dmg) { return def; } return CreateDamageFunction(dmg); } //========================================================================== // // AActor :: Serialize // //========================================================================== void AActor::Serialize(FArchive &arc) { Super::Serialize(arc); if (arc.IsStoring()) { arc.WriteSprite(sprite); } else { sprite = arc.ReadSprite(); } arc << __pos.x << __pos.y << __pos.z << Angles.Yaw << frame << Scale << RenderStyle << renderflags << picnum << floorpic << ceilingpic << TIDtoHate << LastLookPlayerNumber << LastLookActor << effects << alpha << fillcolor << Angles.Pitch // move these up when savegame compatibility is broken! << Angles.Roll // For now they have to remain here. << Sector << floorz << ceilingz << dropoffz << floorsector << ceilingsector << radius << Height << projectilepassheight << Vel << tics << state; if (arc.IsStoring()) { int dmg; dmg = CalcDamageValue(Damage); arc << dmg; } else { int dmg; arc << dmg; Damage = UncalcDamageValue(dmg, GetDefault()->Damage); } if (SaveVersion >= 4530) { P_SerializeTerrain(arc, floorterrain); } if (SaveVersion >= 3227) { arc << projectileKickback; } arc << flags << flags2 << flags3 << flags4 << flags5 << flags6; if (SaveVersion >= 4504) { arc << flags7; } if (SaveVersion >= 4512) { arc << weaponspecial; } arc << special1 << special2 << specialf1 << specialf2 << health << movedir << visdir << movecount << strafecount << target << lastenemy << LastHeard << reactiontime << threshold << player << SpawnPoint[0] << SpawnPoint[1] << SpawnPoint[2] << SpawnAngle; if (SaveVersion >= 4506) { arc << StartHealth; } arc << skillrespawncount << tracer << Floorclip << tid << special; if (P_IsACSSpecial(special)) { P_SerializeACSScriptNumber(arc, args[0], false); } else { arc << args[0]; } arc << args[1] << args[2] << args[3] << args[4]; if (SaveVersion >= 3427) { arc << accuracy << stamina; } arc << goal << waterlevel << MinMissileChance << SpawnFlags << Inventory << InventoryID; if (SaveVersion < 4513) { SDWORD id; arc << id; } arc << FloatBobPhase << Translation << SeeSound << AttackSound << PainSound << DeathSound << ActiveSound << UseSound << BounceSound << WallBounceSound << CrushPainSound << Speed << FloatSpeed << Mass << PainChance << SpawnState << SeeState << MeleeState << MissileState << MaxDropOffHeight << MaxStepHeight << BounceFlags << bouncefactor << wallbouncefactor << bouncecount << maxtargetrange << meleethreshold << meleerange << DamageType; if (SaveVersion >= 4501) { arc << DamageTypeReceived; } if (SaveVersion >= 3237) { arc << PainType << DeathType; } arc << gravity << FastChaseStrafeCount << master << smokecounter << BlockingMobj << BlockingLine << VisibleToTeam // [BB] << pushfactor << Species << Score; if (SaveVersion >= 3113) { arc << DesignatedTeam; } arc << lastpush << lastbump << PainThreshold << DamageFactor; if (SaveVersion >= 4516) { arc << DamageMultiply; } else { DamageMultiply = FRACUNIT; } arc << WeaveIndexXY << WeaveIndexZ << PoisonDamageReceived << PoisonDurationReceived << PoisonPeriodReceived << Poisoner << PoisonDamage << PoisonDuration << PoisonPeriod; if (SaveVersion >= 3235) { arc << PoisonDamageType << PoisonDamageTypeReceived; } arc << ConversationRoot << Conversation; if (SaveVersion >= 4509) { arc << FriendPlayer; } if (SaveVersion >= 4517) { arc << TeleFogSourceType << TeleFogDestType; } if (SaveVersion >= 4518) { arc << RipperLevel << RipLevelMin << RipLevelMax; } if (SaveVersion >= 4533) { arc << DefThreshold; } { FString tagstr; if (arc.IsStoring() && Tag != NULL && Tag->Len() > 0) tagstr = *Tag; arc << tagstr; if (arc.IsLoading()) { if (tagstr.Len() == 0) Tag = NULL; else Tag = mStringPropertyData.Alloc(tagstr); } } if (arc.IsLoading ()) { touching_sectorlist = NULL; LinkToWorld (false, Sector); AddToHash (); SetShade (fillcolor); if (player) { if (playeringame[player - players] && player->cls != NULL && !(flags4 & MF4_NOSKIN) && state->sprite == GetDefaultByType (player->cls)->SpawnState->sprite) { // Give player back the skin sprite = skins[player->userinfo.GetSkin()].sprite; } if (Speed == 0) { Speed = GetDefault()->Speed; } } ClearInterpolation(); UpdateWaterLevel(_f_Z(), false); } } AActor::AActor () throw() { } AActor::AActor (const AActor &other) throw() : DThinker() { memcpy (&snext, &other.snext, (BYTE *)&this[1] - (BYTE *)&snext); } AActor &AActor::operator= (const AActor &other) { memcpy (&snext, &other.snext, (BYTE *)&this[1] - (BYTE *)&snext); return *this; } //========================================================================== // // AActor::InStateSequence // // Checks whether the current state is in a contiguous sequence that // starts with basestate // //========================================================================== bool AActor::InStateSequence(FState * newstate, FState * basestate) { if (basestate == NULL) return false; FState * thisstate = basestate; do { if (newstate == thisstate) return true; basestate = thisstate; thisstate = thisstate->GetNextState(); } while (thisstate == basestate+1); return false; } //========================================================================== // // AActor::GetTics // // Get the actual duration of the next state // We are using a state flag now to indicate a state that should be // accelerated in Fast mode or slowed in Slow mode. // //========================================================================== int AActor::GetTics(FState * newstate) { int tics = newstate->GetTics(); if (isFast() && newstate->Fast) { return tics - (tics>>1); } else if (isSlow() && newstate->Slow) { return tics<<1; } return tics; } //========================================================================== // // AActor::SetState // // Returns true if the mobj is still present. // //========================================================================== bool AActor::SetState (FState *newstate, bool nofunction) { if (debugfile && player && (player->cheats & CF_PREDICTING)) fprintf (debugfile, "for pl %td: SetState while predicting!\n", player-players); do { if (newstate == NULL) { state = NULL; Destroy (); return false; } int prevsprite, newsprite; if (state != NULL) { prevsprite = state->sprite; } else { prevsprite = -1; } state = newstate; tics = GetTics(newstate); renderflags = (renderflags & ~RF_FULLBRIGHT) | ActorRenderFlags::FromInt (newstate->GetFullbright()); newsprite = newstate->sprite; if (newsprite != SPR_FIXED) { // okay to change sprite and/or frame if (!newstate->GetSameFrame()) { // okay to change frame frame = newstate->GetFrame(); } if (newsprite != SPR_NOCHANGE) { // okay to change sprite if (!(flags4 & MF4_NOSKIN) && newsprite == SpawnState->sprite) { // [RH] If the new sprite is the same as the original sprite, and // this actor is attached to a player, use the player's skin's // sprite. If a player is not attached, do not change the sprite // unless it is different from the previous state's sprite; a // player may have been attached, died, and respawned elsewhere, // and we do not want to lose the skin on the body. If it wasn't // for Dehacked, I would move sprite changing out of the states // altogether, since actors rarely change their sprites after // spawning. if (player != NULL && skins != NULL) { sprite = skins[player->userinfo.GetSkin()].sprite; } else if (newsprite != prevsprite) { sprite = newsprite; } } else { sprite = newsprite; } } } if (!nofunction) { FState *returned_state; if (newstate->CallAction(this, this, &returned_state)) { // Check whether the called action function resulted in destroying the actor if (ObjectFlags & OF_EuthanizeMe) { return false; } if (returned_state != NULL) { // The action was an A_Jump-style function that wants to change the next state. newstate = returned_state; tics = 0; // make sure we loop and set the new state properly continue; } } } newstate = newstate->GetNextState(); } while (tics == 0); if (Renderer != NULL) { Renderer->StateChanged(this); } return true; } //============================================================================ // // AActor :: AddInventory // //============================================================================ void AActor::AddInventory (AInventory *item) { // Check if it's already attached to an actor if (item->Owner != NULL) { // Is it attached to us? if (item->Owner == this) return; // No, then remove it from the other actor first item->Owner->RemoveInventory (item); } item->Owner = this; item->Inventory = Inventory; Inventory = item; // Each item receives an unique ID when added to an actor's inventory. // This is used by the DEM_INVUSE command to identify the item. Simply // using the item's position in the list won't work, because ticcmds get // run sometime in the future, so by the time it runs, the inventory // might not be in the same state as it was when DEM_INVUSE was sent. Inventory->InventoryID = InventoryID++; } //============================================================================ // // AActor :: RemoveInventory // //============================================================================ void AActor::RemoveInventory(AInventory *item) { AInventory *inv, **invp; if (item != NULL && item->Owner != NULL) // can happen if the owner was destroyed by some action from an item's use state. { invp = &item->Owner->Inventory; for (inv = *invp; inv != NULL; invp = &inv->Inventory, inv = *invp) { if (inv == item) { *invp = item->Inventory; item->DetachFromOwner(); item->Owner = NULL; item->Inventory = NULL; break; } } } } //============================================================================ // // AActor :: TakeInventory // //============================================================================ bool AActor::TakeInventory(PClassActor *itemclass, int amount, bool fromdecorate, bool notakeinfinite) { AInventory *item = FindInventory(itemclass); if (item == NULL) return false; if (!fromdecorate) { item->Amount -= amount; if (item->Amount <= 0) { item->DepleteOrDestroy(); } // It won't be used in non-decorate context, so return false here return false; } bool result = false; if (item->Amount > 0) { result = true; } if (item->IsKindOf(RUNTIME_CLASS(AHexenArmor))) return false; // Do not take ammo if the "no take infinite/take as ammo depletion" flag is set // and infinite ammo is on if (notakeinfinite && ((dmflags & DF_INFINITE_AMMO) || (player && player->cheats & CF_INFINITEAMMO)) && item->IsKindOf(RUNTIME_CLASS(AAmmo))) { // Nothing to do here, except maybe res = false;? Would it make sense? } else if (!amount || amount>=item->Amount) { item->DepleteOrDestroy(); } else item->Amount-=amount; return result; } //============================================================================ // // AActor :: DestroyAllInventory // //============================================================================ void AActor::DestroyAllInventory () { while (Inventory != NULL) { AInventory *item = Inventory; item->Destroy (); assert (item != Inventory); } } //============================================================================ // // AActor :: FirstInv // // Returns the first item in this actor's inventory that has IF_INVBAR set. // //============================================================================ AInventory *AActor::FirstInv () { if (Inventory == NULL) { return NULL; } if (Inventory->ItemFlags & IF_INVBAR) { return Inventory; } return Inventory->NextInv (); } //============================================================================ // // AActor :: UseInventory // // Attempts to use an item. If the use succeeds, one copy of the item is // removed from the inventory. If all copies are removed, then the item is // destroyed. // //============================================================================ bool AActor::UseInventory (AInventory *item) { // No using items if you're dead. if (health <= 0) { return false; } // Don't use it if you don't actually have any of it. if (item->Amount <= 0 || (item->ObjectFlags & OF_EuthanizeMe)) { return false; } if (!item->Use (false)) { return false; } if (dmflags2 & DF2_INFINITE_INVENTORY) return true; if (--item->Amount <= 0) { item->DepleteOrDestroy (); } return true; } //=========================================================================== // // AActor :: DropInventory // // Removes a single copy of an item and throws it out in front of the actor. // //=========================================================================== AInventory *AActor::DropInventory (AInventory *item) { AInventory *drop = item->CreateTossable (); if (drop == NULL) { return NULL; } drop->SetOrigin(PosPlusZ(10*FRACUNIT), false); drop->Angles.Yaw = Angles.Yaw; drop->VelFromAngle(5.); drop->Vel.Z = 1.; drop->Vel += Vel; drop->flags &= ~MF_NOGRAVITY; // Don't float drop->ClearCounters(); // do not count for statistics again return drop; } //============================================================================ // // AActor :: FindInventory // //============================================================================ AInventory *AActor::FindInventory (PClassActor *type, bool subclass) { AInventory *item; if (type == NULL) { return NULL; } for (item = Inventory; item != NULL; item = item->Inventory) { if (!subclass) { if (item->GetClass() == type) { break; } } else { if (item->IsKindOf(type)) { break; } } } return item; } AInventory *AActor::FindInventory (FName type) { return FindInventory(PClass::FindActor(type)); } //============================================================================ // // AActor :: GiveInventoryType // //============================================================================ AInventory *AActor::GiveInventoryType (PClassActor *type) { AInventory *item = NULL; if (type != NULL) { item = static_cast(Spawn (type, 0,0,0, NO_REPLACE)); if (!item->CallTryPickup (this)) { item->Destroy (); return NULL; } } return item; } //============================================================================ // // AActor :: GiveAmmo // // Returns true if the ammo was added, false if not. // //============================================================================ bool AActor::GiveAmmo (PClassAmmo *type, int amount) { if (type != NULL) { AInventory *item = static_cast(Spawn (type, 0, 0, 0, NO_REPLACE)); if (item) { item->Amount = amount; item->flags |= MF_DROPPED; if (!item->CallTryPickup (this)) { item->Destroy (); return false; } return true; } } return false; } //============================================================================ // // AActor :: ClearInventory // // Clears the inventory of a single actor. // //============================================================================ void AActor::ClearInventory() { // In case destroying an inventory item causes another to be destroyed // (e.g. Weapons destroy their sisters), keep track of the pointer to // the next inventory item rather than the next inventory item itself. // For example, if a weapon is immediately followed by its sister, the // next weapon we had tracked would be to the sister, so it is now // invalid and we won't be able to find the complete inventory by // following it. // // When we destroy an item, we leave invp alone, since the destruction // process will leave it pointing to the next item we want to check. If // we don't destroy an item, then we move invp to point to its Inventory // pointer. // // It should be safe to assume that an item being destroyed will only // destroy items further down in the chain, because if it was going to // destroy something we already processed, we've already destroyed it, // so it won't have anything to destroy. AInventory **invp = &Inventory; while (*invp != NULL) { AInventory *inv = *invp; if (!(inv->ItemFlags & IF_UNDROPPABLE)) { // For the sake of undroppable weapons, never remove ammo once // it has been acquired; just set its amount to 0. if (inv->IsKindOf(RUNTIME_CLASS(AAmmo))) { AAmmo *ammo = static_cast(inv); ammo->Amount = 0; invp = &inv->Inventory; } else { inv->Destroy (); } } else if (inv->GetClass() == RUNTIME_CLASS(AHexenArmor)) { AHexenArmor *harmor = static_cast (inv); harmor->Slots[3] = harmor->Slots[2] = harmor->Slots[1] = harmor->Slots[0] = 0; invp = &inv->Inventory; } else { invp = &inv->Inventory; } } if (player != NULL) { player->ReadyWeapon = NULL; player->PendingWeapon = WP_NOCHANGE; player->psprites[ps_weapon].state = NULL; player->psprites[ps_flash].state = NULL; } } //============================================================================ // // AActor :: CopyFriendliness // // Makes this actor hate (or like) the same things another actor does. // //============================================================================ void AActor::CopyFriendliness (AActor *other, bool changeTarget, bool resetHealth) { level.total_monsters -= CountsAsKill(); TIDtoHate = other->TIDtoHate; LastLookActor = other->LastLookActor; LastLookPlayerNumber = other->LastLookPlayerNumber; flags = (flags & ~MF_FRIENDLY) | (other->flags & MF_FRIENDLY); flags3 = (flags3 & ~(MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS)) | (other->flags3 & (MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS)); flags4 = (flags4 & ~(MF4_NOHATEPLAYERS | MF4_BOSSSPAWNED)) | (other->flags4 & (MF4_NOHATEPLAYERS | MF4_BOSSSPAWNED)); FriendPlayer = other->FriendPlayer; DesignatedTeam = other->DesignatedTeam; if (changeTarget && other->target != NULL && !(other->target->flags3 & MF3_NOTARGET) && !(other->target->flags7 & MF7_NEVERTARGET)) { // LastHeard must be set as well so that A_Look can react to the new target if called LastHeard = target = other->target; } if (resetHealth) health = SpawnHealth(); level.total_monsters += CountsAsKill(); } //============================================================================ // // AActor :: ObtainInventory // // Removes the items from the other actor and puts them in this actor's // inventory. The actor receiving the inventory must not have any items. // //============================================================================ void AActor::ObtainInventory (AActor *other) { assert (Inventory == NULL); Inventory = other->Inventory; InventoryID = other->InventoryID; other->Inventory = NULL; other->InventoryID = 0; if (other->IsKindOf(RUNTIME_CLASS(APlayerPawn)) && this->IsKindOf(RUNTIME_CLASS(APlayerPawn))) { APlayerPawn *you = static_cast(other); APlayerPawn *me = static_cast(this); me->InvFirst = you->InvFirst; me->InvSel = you->InvSel; you->InvFirst = NULL; you->InvSel = NULL; } AInventory *item = Inventory; while (item != NULL) { item->Owner = this; item = item->Inventory; } } //============================================================================ // // AActor :: CheckLocalView // // Returns true if this actor is local for the player. Here, local means the // player is either looking out this actor's eyes, or this actor is the player // and the player is looking out the eyes of something non-"sentient." // //============================================================================ bool AActor::CheckLocalView (int playernum) const { if (players[playernum].camera == this) { return true; } if (players[playernum].mo != this || players[playernum].camera == NULL) { return false; } if (players[playernum].camera->player == NULL && !(players[playernum].camera->flags3 & MF3_ISMONSTER)) { return true; } return false; } //============================================================================ // // AActor :: IsVisibleToPlayer // // Returns true if this actor should be seen by the console player. // //============================================================================ bool AActor::IsVisibleToPlayer() const { // [BB] Safety check. This should never be NULL. Nevertheless, we return true to leave the default ZDoom behavior unaltered. if ( players[consoleplayer].camera == NULL ) return true; if (VisibleToTeam != 0 && teamplay && (signed)(VisibleToTeam-1) != players[consoleplayer].userinfo.GetTeam() ) return false; const player_t* pPlayer = players[consoleplayer].camera->player; if (pPlayer && pPlayer->mo && GetClass()->VisibleToPlayerClass.Size() > 0) { bool visible = false; for(unsigned int i = 0;i < GetClass()->VisibleToPlayerClass.Size();++i) { PClassPlayerPawn *cls = GetClass()->VisibleToPlayerClass[i]; if (cls && pPlayer->mo->GetClass()->IsDescendantOf(cls)) { visible = true; break; } } if (!visible) return false; } // [BB] Passed all checks. return true; } //============================================================================ // // AActor :: ConversationAnimation // // Plays a conversation-related animation: // 0 = greeting // 1 = "yes" // 2 = "no" // //============================================================================ void AActor::ConversationAnimation (int animnum) { FState * state = NULL; switch (animnum) { case 0: state = FindState(NAME_Greetings); break; case 1: state = FindState(NAME_Yes); break; case 2: state = FindState(NAME_No); break; } if (state != NULL) SetState(state); } //============================================================================ // // AActor :: Touch // // Something just touched this actor. Normally used only for inventory items, // but some Strife monsters also use it. // //============================================================================ void AActor::Touch (AActor *toucher) { } //============================================================================ // // AActor :: Grind // // Handles the an actor being crushed by a door, crusher or polyobject. // Originally part of P_DoCrunch(), it has been made into its own actor // function so that it could be called from a polyobject without hassle. // Bool items is true if it should destroy() dropped items, false otherwise. //============================================================================ bool AActor::Grind(bool items) { // crunch bodies to giblets if ((flags & MF_CORPSE) && !(flags3 & MF3_DONTGIB) && (health <= 0)) { FState * state = FindState(NAME_Crush); // In Heretic and Chex Quest we don't change the actor's sprite, just its size. if (state == NULL && gameinfo.dontcrunchcorpses) { flags &= ~MF_SOLID; flags3 |= MF3_DONTGIB; Height = 0; radius = 0; return false; } bool isgeneric = false; // ZDoom behavior differs from standard as crushed corpses cannot be raised. // The reason for the change was originally because of a problem with players, // see rh_log entry for February 21, 1999. Don't know if it is still relevant. if (state == NULL // Only use the default crushed state if: && !(flags & MF_NOBLOOD) // 1. the monster bleeeds, && (i_compatflags & COMPATF_CORPSEGIBS) // 2. the compat setting is on, && player == NULL) // 3. and the thing isn't a player. { isgeneric = true; state = FindState(NAME_GenericCrush); if (state != NULL && (sprites[state->sprite].numframes <= 0)) state = NULL; // If one of these tests fails, do not use that state. } if (state != NULL && !(flags & MF_ICECORPSE)) { if (this->flags4 & MF4_BOSSDEATH) { A_BossDeath(this); } flags &= ~MF_SOLID; flags3 |= MF3_DONTGIB; Height = 0; radius = 0; SetState (state); if (isgeneric) // Not a custom crush state, so colorize it appropriately. { S_Sound (this, CHAN_BODY, "misc/fallingsplat", 1, ATTN_IDLE); PalEntry bloodcolor = GetBloodColor(); if (bloodcolor!=0) Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a); } return false; } if (!(flags & MF_NOBLOOD)) { if (this->flags4 & MF4_BOSSDEATH) { A_BossDeath(this); } PClassActor *i = PClass::FindActor("RealGibs"); if (i != NULL) { i = i->GetReplacement(); const AActor *defaults = GetDefaultByType (i); if (defaults->SpawnState == NULL || sprites[defaults->SpawnState->sprite].numframes == 0) { i = NULL; } } if (i == NULL) { // if there's no gib sprite don't crunch it. flags &= ~MF_SOLID; flags3 |= MF3_DONTGIB; Height = 0; radius = 0; return false; } AActor *gib = Spawn (i, Pos(), ALLOW_REPLACE); if (gib != NULL) { gib->RenderStyle = RenderStyle; gib->alpha = alpha; gib->Height = 0; gib->radius = 0; PalEntry bloodcolor = GetBloodColor(); if (bloodcolor != 0) gib->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a); } S_Sound (this, CHAN_BODY, "misc/fallingsplat", 1, ATTN_IDLE); } if (flags & MF_ICECORPSE) { tics = 1; Vel.Zero(); } else if (player) { flags |= MF_NOCLIP; flags3 |= MF3_DONTGIB; renderflags |= RF_INVISIBLE; } else { Destroy (); } return false; // keep checking } // killough 11/98: kill touchy things immediately if (flags6 & MF6_TOUCHY && (flags6 & MF6_ARMED || IsSentient())) { flags6 &= ~MF6_ARMED; // Disarm P_DamageMobj (this, NULL, NULL, health, NAME_Crush, DMG_FORCED); // kill object return true; // keep checking } if (!(flags & MF_SOLID) || (flags & MF_NOCLIP)) { return false; } if (!(flags & MF_SHOOTABLE)) { return false; // assume it is bloody gibs or something } return true; } //============================================================================ // // AActor :: Massacre // // Called by the massacre cheat to kill monsters. Returns true if the monster // was killed and false if it was already dead. //============================================================================ bool AActor::Massacre () { int prevhealth; if (health > 0) { flags |= MF_SHOOTABLE; flags2 &= ~(MF2_DORMANT|MF2_INVULNERABLE); do { prevhealth = health; P_DamageMobj (this, NULL, NULL, TELEFRAG_DAMAGE, NAME_Massacre); } while (health != prevhealth && health > 0); //abort if the actor wasn't hurt. return health <= 0; } return false; } //---------------------------------------------------------------------------- // // PROC P_ExplodeMissile // //---------------------------------------------------------------------------- void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target) { if (mo->flags3 & MF3_EXPLOCOUNT) { if (++mo->threshold < mo->DefThreshold) { return; } } mo->Vel.Zero(); mo->effects = 0; // [RH] mo->flags &= ~MF_SHOOTABLE; FState *nextstate=NULL; if (target != NULL && ((target->flags & (MF_SHOOTABLE|MF_CORPSE)) || (target->flags6 & MF6_KILLED)) ) { if (mo->flags7 & MF7_HITTARGET) mo->target = target; if (mo->flags7 & MF7_HITMASTER) mo->master = target; if (mo->flags7 & MF7_HITTRACER) mo->tracer = target; if (target->flags & MF_NOBLOOD) nextstate = mo->FindState(NAME_Crash); if (nextstate == NULL) nextstate = mo->FindState(NAME_Death, NAME_Extreme); } if (nextstate == NULL) nextstate = mo->FindState(NAME_Death); if (line != NULL && line->special == Line_Horizon && !(mo->flags3 & MF3_SKYEXPLODE)) { // [RH] Don't explode missiles on horizon lines. mo->Destroy (); return; } if (line != NULL && cl_missiledecals) { fixedvec3 pos = mo->PosRelative(line); int side = P_PointOnLineSidePrecise (pos.x, pos.y, line); if (line->sidedef[side] == NULL) side ^= 1; if (line->sidedef[side] != NULL) { FDecalBase *base = mo->DecalGenerator; if (base != NULL) { // Find the nearest point on the line, and stick a decal there fixed_t x, y, z; SQWORD num, den; den = (SQWORD)line->dx*line->dx + (SQWORD)line->dy*line->dy; if (den != 0) { SDWORD frac; num = (SQWORD)(pos.x-line->v1->x)*line->dx+(SQWORD)(pos.y-line->v1->y)*line->dy; if (num <= 0) { frac = 0; } else if (num >= den) { frac = 1<<30; } else { frac = (SDWORD)(num / (den>>30)); } x = line->v1->x + MulScale30 (line->dx, frac); y = line->v1->y + MulScale30 (line->dy, frac); z = pos.z; F3DFloor * ffloor=NULL; if (line->sidedef[side^1] != NULL) { sector_t * backsector = line->sidedef[side^1]->sector; extsector_t::xfloor &xf = backsector->e->XFloor; // find a 3D-floor to stick to for(unsigned int i=0;iflags&(FF_EXISTS|FF_SOLID|FF_RENDERSIDES))==(FF_EXISTS|FF_SOLID|FF_RENDERSIDES)) { if (z<=rover->top.plane->ZatPoint(x, y) && z>=rover->bottom.plane->ZatPoint( x, y)) { ffloor=rover; break; } } } } DImpactDecal::StaticCreate(base->GetDecal(), { x, y, z }, line->sidedef[side], ffloor); } } } } // play the sound before changing the state, so that AActor::Destroy can call S_RelinkSounds on it and the death state can override it. if (mo->DeathSound) { S_Sound (mo, CHAN_VOICE, mo->DeathSound, 1, (mo->flags3 & MF3_FULLVOLDEATH) ? ATTN_NONE : ATTN_NORM); } mo->SetState (nextstate); if (!(mo->ObjectFlags & OF_EuthanizeMe)) { // The rest only applies if the missile actor still exists. // [RH] Change render style of exploding rockets if (mo->flags5 & MF5_DEHEXPLOSION) { if (deh.ExplosionStyle == 255) { if (addrocketexplosion) { mo->RenderStyle = STYLE_Add; mo->alpha = FRACUNIT; } else { mo->RenderStyle = STYLE_Translucent; mo->alpha = FRACUNIT*2/3; } } else { mo->RenderStyle = ERenderStyle(deh.ExplosionStyle); mo->alpha = deh.ExplosionAlpha; } } if (mo->flags4 & MF4_RANDOMIZE) { mo->tics -= (pr_explodemissile() & 3) * TICRATE / 35; if (mo->tics < 1) mo->tics = 1; } mo->flags &= ~MF_MISSILE; } } void AActor::PlayBounceSound(bool onfloor) { if (!onfloor && (BounceFlags & BOUNCE_NoWallSound)) { return; } if (!(BounceFlags & BOUNCE_Quiet)) { if (BounceFlags & BOUNCE_UseSeeSound) { S_Sound (this, CHAN_VOICE, SeeSound, 1, ATTN_IDLE); } else if (onfloor || WallBounceSound <= 0) { S_Sound (this, CHAN_VOICE, BounceSound, 1, ATTN_IDLE); } else { S_Sound (this, CHAN_VOICE, WallBounceSound, 1, ATTN_IDLE); } } } //---------------------------------------------------------------------------- // // PROC P_FloorBounceMissile // // Returns true if the missile was destroyed //---------------------------------------------------------------------------- bool AActor::FloorBounceMissile (secplane_t &plane) { if (_f_Z() <= _f_floorz() && P_HitFloor (this)) { // Landed in some sort of liquid if (BounceFlags & BOUNCE_ExplodeOnWater) { if (flags & MF_MISSILE) P_ExplodeMissile(this, NULL, NULL); else Die(NULL, NULL); return true; } if (!(BounceFlags & BOUNCE_CanBounceWater)) { Destroy (); return true; } } if (plane.c < 0) { // on ceiling if (!(BounceFlags & BOUNCE_Ceilings)) return true; } else { // on floor if (!(BounceFlags & BOUNCE_Floors)) return true; } // The amount of bounces is limited if (bouncecount>0 && --bouncecount==0) { if (flags & MF_MISSILE) P_ExplodeMissile(this, NULL, NULL); else Die(NULL, NULL); return true; } double dot = (Vel | plane.Normal()) * 2; if (BounceFlags & (BOUNCE_HereticType | BOUNCE_MBF)) { Vel -= plane.Normal() * dot; AngleFromVel(); if (!(BounceFlags & BOUNCE_MBF)) // Heretic projectiles die, MBF projectiles don't. { flags |= MF_INBOUNCE; SetState (FindState(NAME_Death)); flags &= ~MF_INBOUNCE; return false; } else Vel.Z *= _bouncefactor(); } else // Don't run through this for MBF-style bounces { // The reflected velocity keeps only about 70% of its original speed Vel = (Vel - plane.Normal() * dot) * _bouncefactor(); AngleFromVel(); } PlayBounceSound(true); // Set bounce state if (BounceFlags & BOUNCE_UseBounceState) { FName names[2]; FState *bouncestate; names[0] = NAME_Bounce; names[1] = plane.c < 0 ? NAME_Ceiling : NAME_Floor; bouncestate = FindState(2, names); if (bouncestate != NULL) { SetState(bouncestate); } } if (BounceFlags & BOUNCE_MBF) // Bring it to rest below a certain speed { if (fabs(Vel.Z) < Mass * GetGravity() / 64) Vel.Z = 0; } else if (BounceFlags & (BOUNCE_AutoOff|BOUNCE_AutoOffFloorOnly)) { if (plane.c > 0 || (BounceFlags & BOUNCE_AutoOff)) { // AutoOff only works when bouncing off a floor, not a ceiling (or in compatibility mode.) if (!(flags & MF_NOGRAVITY) && (Vel.Z < 3)) BounceFlags &= ~BOUNCE_TypeMask; } } return false; } //---------------------------------------------------------------------------- // // FUNC P_FaceMobj // // Returns 1 if 'source' needs to turn clockwise, or 0 if 'source' needs // to turn counter clockwise. 'delta' is set to the amount 'source' // needs to turn. // //---------------------------------------------------------------------------- int P_FaceMobj (AActor *source, AActor *target, DAngle *delta) { DAngle diff; diff = deltaangle(source->Angles.Yaw, source->AngleTo(target)); if (diff > 0) { *delta = diff; return 1; } else { *delta = -diff; return 0; } } //---------------------------------------------------------------------------- // // CanSeek // // Checks if a seeker missile can home in on its target // //---------------------------------------------------------------------------- bool AActor::CanSeek(AActor *target) const { if (target->flags5 & MF5_CANTSEEK) return false; if ((flags2 & MF2_DONTSEEKINVISIBLE) && ((target->flags & MF_SHADOW) || (target->renderflags & RF_INVISIBLE) || !target->RenderStyle.IsVisible(target->alpha) ) ) return false; return true; } //---------------------------------------------------------------------------- // // FUNC P_SeekerMissile // // The missile's tracer field must be the target. Returns true if // target was tracked, false if not. // //---------------------------------------------------------------------------- bool P_SeekerMissile (AActor *actor, angle_t _thresh, angle_t _turnMax, bool precise, bool usecurspeed) { DAngle thresh = ANGLE2DBL(_thresh); DAngle turnMax = ANGLE2DBL(_turnMax); int dir; DAngle delta; AActor *target; double speed; speed = !usecurspeed ? actor->Speed : actor->VelToSpeed(); target = actor->tracer; if (target == NULL || !actor->CanSeek(target)) { return false; } if (!(target->flags & MF_SHOOTABLE)) { // Target died actor->tracer = NULL; return false; } if (speed == 0) { // Technically, we're not seeking since our speed is 0, but the target *is* seekable. return true; } dir = P_FaceMobj (actor, target, &delta); if (delta > thresh) { delta /= 2; if (delta > turnMax) { delta = turnMax; } } if (dir) { // Turn clockwise actor->Angles.Yaw += delta; } else { // Turn counter clockwise actor->Angles.Yaw -= delta; } if (!precise) { actor->VelFromAngle(speed); if (!(actor->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER))) { if (actor->Top() < target->Z() || target->Top() < actor->Z()) { // Need to seek vertically actor->Vel.Z = (target->Center() - actor->Center()) / actor->DistanceBySpeed(target, speed); } } } else { DAngle pitch = 0.; if (!(actor->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER))) { // Need to seek vertically fixed_t dist = MAX(1, FLOAT2FIXED(actor->Distance2D(target))); // Aim at a player's eyes and at the middle of the actor for everything else. fixed_t aimheight = target->_f_height()/2; if (target->IsKindOf(RUNTIME_CLASS(APlayerPawn))) { aimheight = static_cast(target)->ViewHeight; } pitch = ANGLE2DBL(R_PointToAngle2(0, actor->_f_Z() + actor->_f_height()/2, dist, target->_f_Z() + aimheight)); } actor->Vel3DFromAngle(pitch, speed); } return true; } // // P_XYMovement // // Returns the actor's old floorz. // #define STOPSPEED (0x1000/65536.) #define CARRYSTOPSPEED (0x1000*32/3) fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly) { static int pushtime = 0; bool bForceSlide = scrollx || scrolly; DAngle Angle; fixed_t ptryx, ptryy; player_t *player; fixed_t xmove, ymove; const secplane_t * walkplane; static const double windTab[3] = { 5 / 32., 10 / 32., 25 / 32. }; int steps, step, totalsteps; fixed_t startx, starty; fixed_t oldfloorz = mo->_f_floorz(); fixed_t oldz = mo->_f_Z(); double maxmove = (mo->waterlevel < 1) || (mo->flags & MF_MISSILE) || (mo->player && mo->player->crouchoffset<-10*FRACUNIT) ? MAXMOVE : MAXMOVE/4; if (mo->flags2 & MF2_WINDTHRUST && mo->waterlevel < 2 && !(mo->flags & MF_NOCLIP)) { int special = mo->Sector->special; switch (special) { case 40: case 41: case 42: // Wind_East mo->Thrust(0., windTab[special-40]); break; case 43: case 44: case 45: // Wind_North mo->Thrust(90., windTab[special-43]); break; case 46: case 47: case 48: // Wind_South mo->Thrust(270., windTab[special-46]); break; case 49: case 50: case 51: // Wind_West mo->Thrust(180., windTab[special-49]); break; } } // [RH] No need to clamp these now. However, wall running needs it so // that large thrusts can't propel an actor through a wall, because wall // running depends on the player's original movement continuing even after // it gets blocked. if ((mo->player != NULL && (i_compatflags & COMPATF_WALLRUN)) || (mo->waterlevel >= 1) || (mo->player != NULL && mo->player->crouchfactor < 0.75)) { // preserve the direction instead of clamping x and y independently. double cx = mo->Vel.X == 0 ? 1. : clamp(mo->Vel.X, -maxmove, maxmove) / mo->Vel.X; double cy = mo->Vel.Y == 0 ? 1. : clamp(mo->Vel.Y, -maxmove, maxmove) / mo->Vel.Y; double fac = MIN(cx, cy); mo->Vel.X *= fac; mo->Vel.Y *= fac; } xmove = mo->_f_velx(); ymove = mo->_f_vely(); // [RH] Carrying sectors didn't work with low speeds in BOOM. This is // because BOOM relied on the speed being fast enough to accumulate // despite friction. If the speed is too low, then its movement will get // cancelled, and it won't accumulate to the desired speed. mo->flags4 &= ~MF4_SCROLLMOVE; if (abs(scrollx) > CARRYSTOPSPEED) { scrollx = FixedMul (scrollx, _f_CARRYFACTOR); mo->Vel.X += FIXED2DBL(scrollx); mo->flags4 |= MF4_SCROLLMOVE; } if (abs(scrolly) > CARRYSTOPSPEED) { scrolly = FixedMul (scrolly, _f_CARRYFACTOR); mo->Vel.Y += FIXED2DBL(scrolly); mo->flags4 |= MF4_SCROLLMOVE; } xmove += scrollx; ymove += scrolly; if ((xmove | ymove) == 0) { if (mo->flags & MF_SKULLFLY) { // the skull slammed into something mo->flags &= ~MF_SKULLFLY; mo->Vel.Zero(); if (!(mo->flags2 & MF2_DORMANT)) { if (mo->SeeState != NULL) mo->SetState (mo->SeeState); else mo->SetIdle(); } else { mo->SetIdle(); mo->tics = -1; } } return oldfloorz; } player = mo->player; // [RH] Adjust player movement on sloped floors fixed_t startxmove = xmove; fixed_t startymove = ymove; walkplane = P_CheckSlopeWalk (mo, xmove, ymove); // [RH] Take smaller steps when moving faster than the object's size permits. // Moving as fast as the object's "diameter" is bad because it could skip // some lines because the actor could land such that it is just touching the // line. For Doom to detect that the line is there, it needs to actually cut // through the actor. { fixed_t maxmove = mo->_f_radius() - FRACUNIT; if (maxmove <= 0) { // gibs can have _f_radius() 0, so don't divide by zero below! maxmove = _f_MAXMOVE; } const fixed_t xspeed = abs (xmove); const fixed_t yspeed = abs (ymove); steps = 1; if (xspeed > yspeed) { if (xspeed > maxmove) { steps = 1 + xspeed / maxmove; } } else { if (yspeed > maxmove) { steps = 1 + yspeed / maxmove; } } } // P_SlideMove needs to know the step size before P_CheckSlopeWalk // because it also calls P_CheckSlopeWalk on its clipped steps. fixed_t onestepx = startxmove / steps; fixed_t onestepy = startymove / steps; startx = mo->_f_X(); starty = mo->_f_Y(); step = 1; totalsteps = steps; // [RH] Instead of doing ripping damage each step, do it each tic. // This makes it compatible with Heretic and Hexen, which only did // one step for their missiles with ripping damage (excluding those // that don't use P_XYMovement). It's also more intuitive since it // makes the damage done dependant on the amount of time the projectile // spends inside a target rather than on the projectile's size. The // last actor ripped through is recorded so that if the projectile // passes through more than one actor this tic, each one takes damage // and not just the first one. pushtime++; FCheckPosition tm(!!(mo->flags2 & MF2_RIP)); angle_t oldangle = mo->_f_angle(); do { if (i_compatflags & COMPATF_WALLRUN) pushtime++; tm.PushTime = pushtime; ptryx = startx + Scale (xmove, step, steps); ptryy = starty + Scale (ymove, step, steps); /* if (mo->player) Printf ("%d,%d/%d: %d %d %d %d %d %d %d\n", level.time, step, steps, startxmove, Scale(xmove,step,steps), startymove, Scale(ymove,step,steps), mo->x, mo->y, mo->z); */ // [RH] If walking on a slope, stay on the slope // killough 3/15/98: Allow objects to drop off fixed_t startvelx = mo->_f_velx(), startvely = mo->_f_vely(); if (!P_TryMove (mo, ptryx, ptryy, true, walkplane, tm)) { // blocked move AActor *BlockingMobj = mo->BlockingMobj; line_t *BlockingLine = mo->BlockingLine; if (!(mo->flags & MF_MISSILE) && (mo->BounceFlags & BOUNCE_MBF) && (BlockingMobj != NULL ? P_BounceActor(mo, BlockingMobj, false) : P_BounceWall(mo))) { // Do nothing, relevant actions already done in the condition. // This allows to avoid setting velocities to 0 in the final else of this series. } else if ((mo->flags2 & (MF2_SLIDE|MF2_BLASTED) || bForceSlide) && !(mo->flags&MF_MISSILE)) { // try to slide along it if (BlockingMobj == NULL) { // slide against wall if (BlockingLine != NULL && mo->player && mo->waterlevel && mo->waterlevel < 3 && (mo->player->cmd.ucmd.forwardmove | mo->player->cmd.ucmd.sidemove) && mo->BlockingLine->sidedef[1] != NULL) { mo->Vel.Z = WATER_JUMP_SPEED; } // If the blocked move executed any push specials that changed the // actor's velocity, do not attempt to slide. if (mo->_f_velx() == startvelx && mo->_f_vely() == startvely) { if (player && (i_compatflags & COMPATF_WALLRUN)) { // [RH] Here is the key to wall running: The move is clipped using its full speed. // If the move is done a second time (because it was too fast for one move), it // is still clipped against the wall at its full speed, so you effectively // execute two moves in one tic. P_SlideMove (mo, mo->_f_velx(), mo->_f_vely(), 1); } else { P_SlideMove (mo, onestepx, onestepy, totalsteps); } if ((mo->_f_velx() | mo->_f_vely()) == 0) { steps = 0; } else { if (!player || !(i_compatflags & COMPATF_WALLRUN)) { xmove = mo->_f_velx(); ymove = mo->_f_vely(); onestepx = xmove / steps; onestepy = ymove / steps; P_CheckSlopeWalk (mo, xmove, ymove); } startx = mo->_f_X() - Scale (xmove, step, steps); starty = mo->_f_Y() - Scale (ymove, step, steps); } } else { steps = 0; } } else { // slide against another actor fixed_t tx, ty; tx = 0, ty = onestepy; walkplane = P_CheckSlopeWalk (mo, tx, ty); if (P_TryMove (mo, mo->_f_X() + tx, mo->_f_Y() + ty, true, walkplane, tm)) { mo->Vel.X = 0; } else { tx = onestepx, ty = 0; walkplane = P_CheckSlopeWalk (mo, tx, ty); if (P_TryMove (mo, mo->_f_X() + tx, mo->_f_Y() + ty, true, walkplane, tm)) { mo->Vel.Y = 0; } else { mo->Vel.X = mo->Vel.Y = 0; } } if (player && player->mo == mo) { if (mo->Vel.X == 0) player->Vel.X = 0; if (mo->Vel.Y == 0) player->Vel.Y = 0; } steps = 0; } } else if (mo->flags & MF_MISSILE) { steps = 0; if (BlockingMobj) { if (mo->BounceFlags & BOUNCE_Actors) { // Bounce test and code moved to P_BounceActor if (!P_BounceActor(mo, BlockingMobj, false)) { // Struck a player/creature P_ExplodeMissile (mo, NULL, BlockingMobj); } return oldfloorz; } } else { // Struck a wall if (P_BounceWall (mo)) { mo->PlayBounceSound(false); return oldfloorz; } } if (BlockingMobj && (BlockingMobj->flags2 & MF2_REFLECTIVE)) { bool seeker = (mo->flags2 & MF2_SEEKERMISSILE) ? true : false; // Don't change the angle if there's THRUREFLECT on the monster. if (!(BlockingMobj->flags7 & MF7_THRUREFLECT)) { DAngle angle = BlockingMobj->AngleTo(mo); bool dontReflect = (mo->AdjustReflectionAngle(BlockingMobj, angle)); // Change angle for deflection/reflection if (!dontReflect) { bool tg = (mo->target != NULL); bool blockingtg = (BlockingMobj->target != NULL); if ((BlockingMobj->flags7 & MF7_AIMREFLECT) && (tg | blockingtg)) { AActor *origin = tg ? mo->target : BlockingMobj->target; //dest->x - source->x DVector3 vect = mo->Vec3To(origin); vect.Z += origin->Height / 2; mo->Vel = vect.Resized(mo->Speed); } else { if ((BlockingMobj->flags7 & MF7_MIRRORREFLECT) && (tg | blockingtg)) { mo->Angles.Yaw += 180.; mo->Vel *= -.5; } else { mo->Angles.Yaw = angle; mo->VelFromAngle(mo->Speed / 2); mo->Vel.Z *= -.5; } } } else { goto explode; } } if (mo->flags2 & MF2_SEEKERMISSILE) { mo->tracer = mo->target; } mo->target = BlockingMobj; return oldfloorz; } explode: // explode a missile if (!(mo->flags3 & MF3_SKYEXPLODE)) { if (tm.ceilingline && tm.ceilingline->backsector && tm.ceilingline->backsector->GetTexture(sector_t::ceiling) == skyflatnum && mo->_f_Z() >= tm.ceilingline->backsector->ceilingplane.ZatPoint(mo->PosRelative(tm.ceilingline))) { // Hack to prevent missiles exploding against the sky. // Does not handle sky floors. mo->Destroy (); return oldfloorz; } // [RH] Don't explode on horizon lines. if (mo->BlockingLine != NULL && mo->BlockingLine->special == Line_Horizon) { mo->Destroy (); return oldfloorz; } } P_ExplodeMissile (mo, mo->BlockingLine, BlockingMobj); return oldfloorz; } else { mo->Vel.X = mo->Vel.Y = 0; steps = 0; } } else { if (mo->_f_X() != ptryx || mo->_f_Y() != ptryy) { // If the new position does not match the desired position, the player // must have gone through a teleporter, so stop moving right now if it // was a regular teleporter. If it was a line-to-line or fogless teleporter, // the move should continue, but startx, starty and xmove, ymove need to change. if (mo->Vel.X == 0 && mo->Vel.Y == 0) { step = steps; } else { angle_t anglediff = (mo->_f_angle() - oldangle) >> ANGLETOFINESHIFT; if (anglediff != 0) { fixed_t xnew = FixedMul(xmove, finecosine[anglediff]) - FixedMul(ymove, finesine[anglediff]); fixed_t ynew = FixedMul(xmove, finesine[anglediff]) + FixedMul(ymove, finecosine[anglediff]); xmove = xnew; ymove = ynew; oldangle = mo->_f_angle(); // in case more moves are needed this needs to be updated. } startx = mo->_f_X() - Scale (xmove, step, steps); starty = mo->_f_Y() - Scale (ymove, step, steps); } } } } while (++step <= steps); // Friction if (player && player->mo == mo && player->cheats & CF_NOVELOCITY) { // debug option for no sliding at all mo->Vel.X = mo->Vel.Y = 0; player->Vel.X = player->Vel.Y = 0; return oldfloorz; } if (mo->flags & (MF_MISSILE | MF_SKULLFLY)) { // no friction for missiles return oldfloorz; } if (mo->Z() > mo->floorz && !(mo->flags2 & MF2_ONMOBJ) && !mo->IsNoClip2() && (!(mo->flags2 & MF2_FLY) || !(mo->flags & MF_NOGRAVITY)) && !mo->waterlevel) { // [RH] Friction when falling is available for larger aircontrols if (player != NULL && level.airfriction != 1.) { mo->Vel.X *= level.airfriction; mo->Vel.Y *= level.airfriction; if (player->mo == mo) // Not voodoo dolls { player->Vel.X *= level.airfriction; player->Vel.Y *= level.airfriction; } } return oldfloorz; } // killough 8/11/98: add bouncers // killough 9/15/98: add objects falling off ledges // killough 11/98: only include bouncers hanging off ledges if ((mo->flags & MF_CORPSE) || (mo->BounceFlags & BOUNCE_MBF && mo->_f_Z() > mo->dropoffz) || (mo->flags6 & MF6_FALLING)) { // Don't stop sliding if halfway off a step with some velocity if (mo->_f_velx() > FRACUNIT/4 || mo->_f_velx() < -FRACUNIT/4 || mo->_f_vely() > FRACUNIT/4 || mo->_f_vely() < -FRACUNIT/4) { if (mo->_f_floorz() > mo->Sector->floorplane.ZatPoint(mo)) { if (mo->dropoffz != mo->_f_floorz()) // 3DMidtex or other special cases that must be excluded { unsigned i; for(i=0;iSector->e->XFloor.ffloors.Size();i++) { // Sliding around on 3D floors looks extremely bad so // if the floor comes from one in the current sector stop sliding the corpse! F3DFloor * rover=mo->Sector->e->XFloor.ffloors[i]; if (!(rover->flags&FF_EXISTS)) continue; if (rover->flags&FF_SOLID && rover->top.plane->ZatPoint(mo) == mo->_f_floorz()) break; } if (i==mo->Sector->e->XFloor.ffloors.Size()) return oldfloorz; } } } } // killough 11/98: // Stop voodoo dolls that have come to rest, despite any // moving corresponding player: if (fabs(mo->Vel.X) < STOPSPEED && fabs(mo->Vel.Y) < STOPSPEED && (!player || (player->mo != mo) || !(player->cmd.ucmd.forwardmove | player->cmd.ucmd.sidemove))) { // if in a walking frame, stop moving // killough 10/98: // Don't affect main player when voodoo dolls stop: if (player && player->mo == mo && !(player->cheats & CF_PREDICTING)) { player->mo->PlayIdle (); } mo->Vel.X = mo->Vel.Y = 0; mo->flags4 &= ~MF4_SCROLLMOVE; // killough 10/98: kill any bobbing velocity too (except in voodoo dolls) if (player && player->mo == mo) player->Vel.X = player->Vel.Y = 0; } else { // phares 3/17/98 // Friction will have been adjusted by friction thinkers for icy // or muddy floors. Otherwise it was never touched and // remained set at ORIG_FRICTION // // killough 8/28/98: removed inefficient thinker algorithm, // instead using touching_sectorlist in P_GetFriction() to // determine friction (and thus only when it is needed). // // killough 10/98: changed to work with new bobbing method. // Reducing player velocity is no longer needed to reduce // bobbing, so ice works much better now. double friction = FIXED2DBL(P_GetFriction (mo, NULL)); mo->Vel.X *= friction; mo->Vel.Y *= friction; // killough 10/98: Always decrease player bobbing by ORIG_FRICTION. // This prevents problems with bobbing on ice, where it was not being // reduced fast enough, leading to all sorts of kludges being developed. if (player && player->mo == mo) // Not voodoo dolls { player->Vel.X *= fORIG_FRICTION; player->Vel.Y *= fORIG_FRICTION; } // Don't let the velocity become less than the smallest representable fixed point value. if (fabs(mo->Vel.X) < MinVel) mo->Vel.X = 0; if (fabs(mo->Vel.Y) < MinVel) mo->Vel.Y = 0; if (player && player->mo == mo) // Not voodoo dolls { if (fabs(player->Vel.X) < MinVel) player->Vel.X = 0; if (fabs(player->Vel.Y) < MinVel) player->Vel.Y = 0; } } return oldfloorz; } // Move this to p_inter *** void P_MonsterFallingDamage (AActor *mo) { int damage; int vel; if (!(level.flags2 & LEVEL2_MONSTERFALLINGDAMAGE)) return; if (mo->floorsector->Flags & SECF_NOFALLINGDAMAGE) return; vel = abs(mo->_f_velz()); if (vel > 35*FRACUNIT) { // automatic death damage = TELEFRAG_DAMAGE; } else { damage = ((vel - (23*FRACUNIT))*6)>>FRACBITS; } damage = TELEFRAG_DAMAGE; // always kill 'em P_DamageMobj (mo, NULL, NULL, damage, NAME_Falling); } // // P_ZMovement // void P_ZMovement (AActor *mo, fixed_t oldfloorz) { fixed_t dist; fixed_t delta; fixed_t oldz = mo->_f_Z(); double grav = mo->GetGravity(); // // check for smooth step up // if (mo->player && mo->player->mo == mo && mo->Z() < mo->floorz) { mo->player->viewheight -= mo->_f_floorz() - mo->_f_Z(); mo->player->deltaviewheight = mo->player->GetDeltaViewHeight(); } mo->AddZ(mo->Vel.Z); // // apply gravity // if (mo->Z() > mo->floorz && !(mo->flags & MF_NOGRAVITY)) { double startvelz = mo->Vel.Z; if (mo->waterlevel == 0 || (mo->player && !(mo->player->cmd.ucmd.forwardmove | mo->player->cmd.ucmd.sidemove))) { // [RH] Double gravity only if running off a ledge. Coming down from // an upward thrust (e.g. a jump) should not double it. if (mo->Vel.Z == 0 && oldfloorz > mo->_f_floorz() && mo->_f_Z() == oldfloorz) { mo->Vel.Z -= grav + grav; } else { mo->Vel.Z -= grav; } } if (mo->player == NULL) { if (mo->waterlevel >= 1) { double sinkspeed; if ((mo->flags & MF_SPECIAL) && !(mo->flags3 & MF3_ISMONSTER)) { // Pickup items don't sink if placed and drop slowly if dropped sinkspeed = (mo->flags & MF_DROPPED) ? -WATER_SINK_SPEED / 8 : 0; } else { sinkspeed = -WATER_SINK_SPEED; // If it's not a player, scale sinkspeed by its mass, with // 100 being equivalent to a player. if (mo->player == NULL) { sinkspeed = sinkspeed * clamp(mo->Mass, 1, 4000) / 100; } } if (mo->Vel.Z < sinkspeed) { // Dropping too fast, so slow down toward sinkspeed. mo->Vel.Z -= MAX(sinkspeed*2, -8.); if (mo->Vel.Z > sinkspeed) { mo->Vel.Z = sinkspeed; } } else if (mo->Vel.Z > sinkspeed) { // Dropping too slow/going up, so trend toward sinkspeed. mo->Vel.Z = startvelz + MAX(sinkspeed/3, -8.); if (mo->Vel.Z < sinkspeed) { mo->Vel.Z = sinkspeed; } } } } else { if (mo->waterlevel > 1) { double sinkspeed = -WATER_SINK_SPEED; if (mo->Vel.Z < sinkspeed) { mo->Vel.Z = (startvelz < sinkspeed) ? startvelz : sinkspeed; } else { mo->Vel.Z = startvelz + ((mo->Vel.Z - startvelz) * (mo->waterlevel == 1 ? WATER_SINK_SMALL_FACTOR : WATER_SINK_FACTOR)); } } } } // Hexen compatibility handling for floatbobbing. Ugh... // Hexen yanked all items to the floor, except those being spawned at map start in the air. // Those were kept at their original height. // Do this only if the item was actually spawned by the map above ground to avoid problems. if (mo->specialf1 > 0 && (mo->flags2 & MF2_FLOATBOB) && (ib_compatflags & BCOMPATF_FLOATBOB)) { mo->SetZ(mo->floorz + mo->specialf1); } // // adjust height // if ((mo->flags & MF_FLOAT) && !(mo->flags2 & MF2_DORMANT) && mo->target) { // float down towards target if too close if (!(mo->flags & (MF_SKULLFLY | MF_INFLOAT))) { dist = mo->AproxDistance (mo->target); delta = (mo->target->_f_Z() + (mo->_f_height()>>1)) - mo->_f_Z(); if (delta < 0 && dist < -(delta*3)) mo->_f_AddZ(-mo->_f_floatspeed()); else if (delta > 0 && dist < (delta*3)) mo->_f_AddZ(mo->_f_floatspeed()); } } if (mo->player && (mo->flags & MF_NOGRAVITY) && (mo->Z() > mo->floorz)) { if (!mo->IsNoClip2()) { mo->_f_AddZ(finesine[(FINEANGLES/80*level.maptime)&FINEMASK]/8); } mo->Vel.Z *= fFRICTION_FLY; } if (mo->waterlevel && !(mo->flags & MF_NOGRAVITY)) { fixed_t friction = FIXED_MIN; // Check 3D floors -- might be the source of the waterlevel for (auto rover : mo->Sector->e->XFloor.ffloors) { if (!(rover->flags & FF_EXISTS)) continue; if (!(rover->flags & FF_SWIMMABLE)) continue; if (mo->_f_Z() >= rover->top.plane->ZatPoint(mo) || mo->_f_Z() + mo->_f_height()/2 < rover->bottom.plane->ZatPoint(mo)) continue; friction = rover->model->GetFriction(rover->top.isceiling); break; } if (friction == FIXED_MIN) friction = mo->Sector->GetFriction(); // get real friction, even if from a terrain definition mo->Vel.Z *= FIXED2DBL(friction); } // // clip movement // if (mo->Z() <= mo->floorz) { // Hit the floor if ((!mo->player || !(mo->player->cheats & CF_PREDICTING)) && mo->Sector->SecActTarget != NULL && mo->Sector->floorplane.ZatPoint(mo) == mo->_f_floorz()) { // [RH] Let the sector do something to the actor mo->Sector->SecActTarget->TriggerAction (mo, SECSPAC_HitFloor); } P_CheckFor3DFloorHit(mo); // [RH] Need to recheck this because the sector action might have // teleported the actor so it is no longer below the floor. if (mo->Z() <= mo->floorz) { if ((mo->flags & MF_MISSILE) && !(mo->flags & MF_NOCLIP)) { mo->SetZ(mo->floorz); if (mo->BounceFlags & BOUNCE_Floors) { mo->FloorBounceMissile (mo->floorsector->floorplane); /* if (!(mo->flags6 & MF6_CANJUMP)) */ return; } else if (mo->flags3 & MF3_NOEXPLODEFLOOR) { P_HitFloor (mo); mo->Vel.Z = 0; return; } else if (mo->flags3 & MF3_FLOORHUGGER) { // Floor huggers can go up steps return; } else { if (mo->floorpic == skyflatnum && !(mo->flags3 & MF3_SKYEXPLODE)) { // [RH] Just remove the missile without exploding it // if this is a sky floor. mo->Destroy (); return; } P_HitFloor (mo); P_ExplodeMissile (mo, NULL, NULL); return; } } else if (mo->BounceFlags & BOUNCE_MBF && mo->_f_velz()) // check for MBF-like bounce on non-missiles { mo->FloorBounceMissile(mo->floorsector->floorplane); } if (mo->flags3 & MF3_ISMONSTER) // Blasted mobj falling { if (mo->_f_velz() < -(23*FRACUNIT)) { P_MonsterFallingDamage (mo); } } mo->SetZ(mo->floorz); if (mo->_f_velz() < 0) { const fixed_t minvel = -8*FRACUNIT; // landing speed from a jump with normal gravity // Spawn splashes, etc. P_HitFloor (mo); if (mo->DamageType == NAME_Ice && mo->_f_velz() < minvel) { mo->tics = 1; mo->Vel.Zero(); return; } // Let the actor do something special for hitting the floor mo->HitFloor (); if (mo->player) { if (mo->player->jumpTics < 0 || mo->_f_velz() < minvel) { // delay any jumping for a short while mo->player->jumpTics = 7; } if (mo->_f_velz() < minvel && !(mo->flags & MF_NOGRAVITY)) { // Squat down. // Decrease viewheight for a moment after hitting the ground (hard), // and utter appropriate sound. PlayerLandedOnThing (mo, NULL); } } mo->Vel.Z = 0; } if (mo->flags & MF_SKULLFLY) { // The skull slammed into something mo->Vel.Z = -mo->Vel.Z; } mo->Crash(); } } if (mo->flags2 & MF2_FLOORCLIP) { mo->AdjustFloorClip (); } if (mo->Top() > mo->ceilingz) { // hit the ceiling if ((!mo->player || !(mo->player->cheats & CF_PREDICTING)) && mo->Sector->SecActTarget != NULL && mo->Sector->ceilingplane.ZatPoint(mo) == mo->_f_ceilingz()) { // [RH] Let the sector do something to the actor mo->Sector->SecActTarget->TriggerAction (mo, SECSPAC_HitCeiling); } P_CheckFor3DCeilingHit(mo); // [RH] Need to recheck this because the sector action might have // teleported the actor so it is no longer above the ceiling. if (mo->Top() > mo->ceilingz) { mo->SetZ(mo->ceilingz - mo->Height); if (mo->BounceFlags & BOUNCE_Ceilings) { // ceiling bounce mo->FloorBounceMissile (mo->ceilingsector->ceilingplane); /*if (!(mo->flags6 & MF6_CANJUMP))*/ return; } if (mo->flags & MF_SKULLFLY) { // the skull slammed into something mo->Vel.Z = -mo->Vel.Z; } if (mo->Vel.Z > 0) mo->Vel.Z = 0; if ((mo->flags & MF_MISSILE) && !(mo->flags & MF_NOCLIP)) { if (mo->flags3 & MF3_CEILINGHUGGER) { return; } if (mo->ceilingpic == skyflatnum && !(mo->flags3 & MF3_SKYEXPLODE)) { mo->Destroy (); return; } P_ExplodeMissile (mo, NULL, NULL); return; } } } P_CheckFakeFloorTriggers (mo, oldz); } void P_CheckFakeFloorTriggers (AActor *mo, fixed_t oldz, bool oldz_has_viewheight) { if (mo->player && (mo->player->cheats & CF_PREDICTING)) { return; } sector_t *sec = mo->Sector; assert (sec != NULL); if (sec == NULL) { return; } if (sec->heightsec != NULL && sec->SecActTarget != NULL) { sector_t *hs = sec->heightsec; fixed_t waterz = hs->floorplane.ZatPoint(mo); fixed_t newz; fixed_t viewheight; if (mo->player != NULL) { viewheight = mo->player->viewheight; } else { viewheight = mo->_f_height() / 2; } if (oldz > waterz && mo->_f_Z() <= waterz) { // Feet hit fake floor sec->SecActTarget->TriggerAction (mo, SECSPAC_HitFakeFloor); } newz = mo->_f_Z() + viewheight; if (!oldz_has_viewheight) { oldz += viewheight; } if (oldz <= waterz && newz > waterz) { // View went above fake floor sec->SecActTarget->TriggerAction (mo, SECSPAC_EyesSurface); } else if (oldz > waterz && newz <= waterz) { // View went below fake floor sec->SecActTarget->TriggerAction (mo, SECSPAC_EyesDive); } if (!(hs->MoreFlags & SECF_FAKEFLOORONLY)) { waterz = hs->ceilingplane.ZatPoint(mo); if (oldz <= waterz && newz > waterz) { // View went above fake ceiling sec->SecActTarget->TriggerAction (mo, SECSPAC_EyesAboveC); } else if (oldz > waterz && newz <= waterz) { // View went below fake ceiling sec->SecActTarget->TriggerAction (mo, SECSPAC_EyesBelowC); } } } } //=========================================================================== // // PlayerLandedOnThing // //=========================================================================== static void PlayerLandedOnThing (AActor *mo, AActor *onmobj) { bool grunted; if (!mo->player) return; if (mo->player->mo == mo) { mo->player->deltaviewheight = mo->_f_velz() >> 3; } if (mo->player->cheats & CF_PREDICTING) return; P_FallingDamage (mo); // [RH] only make noise if alive if (!mo->player->morphTics && mo->health > 0) { grunted = false; // Why should this number vary by gravity? if (mo->health > 0 && mo->_f_velz() < -mo->player->mo->GruntSpeed) { S_Sound (mo, CHAN_VOICE, "*grunt", 1, ATTN_NORM); grunted = true; } if (onmobj != NULL || !Terrains[P_GetThingFloorType (mo)].IsLiquid) { if (!grunted || !S_AreSoundsEquivalent (mo, "*grunt", "*land")) { S_Sound (mo, CHAN_AUTO, "*land", 1, ATTN_NORM); } } } // mo->player->centering = true; } // // P_NightmareRespawn // void P_NightmareRespawn (AActor *mobj) { fixed_t x, y, z; AActor *mo; AActor *info = mobj->GetDefault(); mobj->skillrespawncount++; // spawn the new monster (assume the spawn will be good) if (info->flags & MF_SPAWNCEILING) z = ONCEILINGZ; else if (info->flags2 & MF2_SPAWNFLOAT) z = FLOATRANDZ; else z = ONFLOORZ; // spawn it x = mobj->SpawnPoint[0]; y = mobj->SpawnPoint[1]; mo = AActor::StaticSpawn(mobj->GetClass(), x, y, z, NO_REPLACE, true); if (z == ONFLOORZ) { mo->_f_AddZ(mobj->SpawnPoint[2]); if (mo->Z() < mo->floorz) { // Do not respawn monsters in the floor, even if that's where they // started. The initial P_ZMovement() call would have put them on // the floor right away, but we need them on the floor now so we // can use P_CheckPosition() properly. mo->SetZ(mo->floorz); } if (mo->Top() > mo->ceilingz) { mo->SetZ(mo->ceilingz- mo->Height); } } else if (z == ONCEILINGZ) { mo->_f_AddZ(-mobj->SpawnPoint[2]); } // If there are 3D floors, we need to find floor/ceiling again. P_FindFloorCeiling(mo, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT); if (z == ONFLOORZ) { if (mo->Z() < mo->floorz) { // Do not respawn monsters in the floor, even if that's where they // started. The initial P_ZMovement() call would have put them on // the floor right away, but we need them on the floor now so we // can use P_CheckPosition() properly. mo->SetZ(mo->floorz); } if (mo->Top() > mo->ceilingz) { // Do the same for the ceiling. mo->SetZ(mo->ceilingz - mo->Height); } } // something is occupying its position? if (!P_CheckPosition(mo, mo->_f_X(), mo->_f_Y(), true)) { //[GrafZahl] MF_COUNTKILL still needs to be checked here. mo->ClearCounters(); mo->Destroy (); return; // no respawn } z = mo->_f_Z(); // inherit attributes from deceased one mo->SpawnPoint[0] = mobj->SpawnPoint[0]; mo->SpawnPoint[1] = mobj->SpawnPoint[1]; mo->SpawnPoint[2] = mobj->SpawnPoint[2]; mo->SpawnAngle = mobj->SpawnAngle; mo->SpawnFlags = mobj->SpawnFlags & ~MTF_DORMANT; // It wasn't dormant when it died, so it's not dormant now, either. mo->Angles.Yaw = (double)mobj->SpawnAngle; mo->HandleSpawnFlags (); mo->reactiontime = 18; mo->CopyFriendliness (mobj, false); mo->Translation = mobj->Translation; mo->skillrespawncount = mobj->skillrespawncount; mo->PrevZ = z; // Do not interpolate Z position if we changed it since spawning. // spawn a teleport fog at old spot because of removal of the body? P_SpawnTeleportFog(mobj, mobj->PosPlusZ(TELEFOGHEIGHT), true, true); // spawn a teleport fog at the new spot P_SpawnTeleportFog(mobj, x, y, z + TELEFOGHEIGHT, false, true); // remove the old monster mobj->Destroy (); } AActor *AActor::TIDHash[128]; // // P_ClearTidHashes // // Clears the tid hashtable. // void AActor::ClearTIDHashes () { memset(TIDHash, 0, sizeof(TIDHash)); } // // P_AddMobjToHash // // Inserts an mobj into the correct chain based on its tid. // If its tid is 0, this function does nothing. // void AActor::AddToHash () { if (tid == 0) { iprev = NULL; inext = NULL; return; } else { int hash = TIDHASH (tid); inext = TIDHash[hash]; iprev = &TIDHash[hash]; TIDHash[hash] = this; if (inext) { inext->iprev = &inext; } } } // // P_RemoveMobjFromHash // // Removes an mobj from its hash chain. // void AActor::RemoveFromHash () { if (tid != 0 && iprev) { *iprev = inext; if (inext) { inext->iprev = iprev; } iprev = NULL; inext = NULL; } tid = 0; } //========================================================================== // // P_IsTIDUsed // // Returns true if there is at least one actor with the specified TID // (dead or alive). // //========================================================================== bool P_IsTIDUsed(int tid) { AActor *probe = AActor::TIDHash[tid & 127]; while (probe != NULL) { if (probe->tid == tid) { return true; } probe = probe->inext; } return false; } //========================================================================== // // P_FindUniqueTID // // Returns an unused TID. If start_tid is 0, then a random TID will be // chosen. Otherwise, it will perform a linear search starting from // start_tid. If limit is non-0, then it will not check more than // number of TIDs. Returns 0 if no suitable TID was found. // //========================================================================== int P_FindUniqueTID(int start_tid, int limit) { int tid; if (start_tid != 0) { // Do a linear search. if (start_tid > INT_MAX-limit+1) { // If 'limit+start_tid-1' overflows, clamp 'limit' to INT_MAX limit = INT_MAX; } else { limit += start_tid-1; } for (tid = start_tid; tid <= limit; ++tid) { if (tid != 0 && !P_IsTIDUsed(tid)) { return tid; } } // Nothing free found. return 0; } // Do a random search. To try and be a bit more performant, this // actually does several linear searches. In the case of *very* // dense TID usage, this could potentially perform worse than doing // a complete linear scan starting at 1. However, you would need // to use an absolutely ridiculous number of actors before this // becomes a real concern. if (limit == 0) { limit = INT_MAX; } for (int i = 0; i < limit; i += 5) { // Use a positive starting TID. tid = pr_uniquetid.GenRand32() & INT_MAX; tid = P_FindUniqueTID(tid == 0 ? 1 : tid, 5); if (tid != 0) { return tid; } } // Nothing free found. return 0; } CCMD(utid) { Printf("%d\n", P_FindUniqueTID(argv.argc() > 1 ? atoi(argv[1]) : 0, (argv.argc() > 2 && atoi(argv[2]) >= 0) ? atoi(argv[2]) : 0)); } //========================================================================== // // AActor :: GetMissileDamage // // If the actor's damage amount is an expression, evaluate it and return // the result. Otherwise, return ((random() & mask) + add) * damage. // //========================================================================== int AActor::GetMissileDamage (int mask, int add) { if (Damage == NULL) { return 0; } VMFrameStack stack; VMValue param = this; VMReturn results[2]; int amount, calculated = false; results[0].IntAt(&amount); results[1].IntAt(&calculated); if (stack.Call(Damage, ¶m, 1, results, 2) < 1) { // No results return 0; } if (calculated) { return amount; } else if (mask == 0) { return add * amount; } else { return ((pr_missiledamage() & mask) + add) * amount; } } void AActor::Howl () { FSoundID howl = GetClass()->HowlSound; if (!S_IsActorPlayingSomething(this, CHAN_BODY, howl)) { S_Sound (this, CHAN_BODY, howl, 1, ATTN_NORM); } } void AActor::HitFloor () { } bool AActor::Slam (AActor *thing) { flags &= ~MF_SKULLFLY; Vel.Zero(); if (health > 0) { if (!(flags2 & MF2_DORMANT)) { int dam = GetMissileDamage (7, 1); int newdam = P_DamageMobj (thing, this, this, dam, NAME_Melee); P_TraceBleed (newdam > 0 ? newdam : dam, thing, this); // The charging monster may have died by the target's actions here. if (health > 0) { if (SeeState != NULL) SetState (SeeState); else SetIdle(); } } else { SetIdle(); tics = -1; } } return false; // stop moving } bool AActor::SpecialBlastHandling (AActor *source, fixed_t strength) { return true; } int AActor::SpecialMissileHit (AActor *victim) { return -1; } bool AActor::AdjustReflectionAngle (AActor *thing, DAngle &angle) { if (flags2 & MF2_DONTREFLECT) return true; if (thing->flags7 & MF7_THRUREFLECT) return false; // Change angle for reflection if (thing->flags4&MF4_SHIELDREFLECT) { // Shield reflection (from the Centaur) if (diffangle(angle, thing->Angles.Yaw) > 45) return true; // Let missile explode if (thing->IsKindOf (RUNTIME_CLASS(AHolySpirit))) // shouldn't this be handled by another flag??? return true; if (pr_reflect () < 128) angle += 45; else angle -= 45; } else if (thing->flags4&MF4_DEFLECT) { // deflect (like the Heresiarch) if(pr_reflect() < 128) angle += 45; else angle -= 45; } else { angle += ((pr_reflect() % 16) - 8); } //Always check for AIMREFLECT, no matter what else is checked above. if (thing->flags7 & MF7_AIMREFLECT) { if (this->target != NULL) { A_Face(this, this->target); } else if (thing->target != NULL) { A_Face(this, thing->target); } } return false; } void AActor::PlayActiveSound () { if (ActiveSound && !S_IsActorPlayingSomething (this, CHAN_VOICE, -1)) { S_Sound (this, CHAN_VOICE, ActiveSound, 1, (flags3 & MF3_FULLVOLACTIVE) ? ATTN_NONE : ATTN_IDLE); } } bool AActor::IsOkayToAttack (AActor *link) { if (!(player // Original AActor::IsOkayToAttack was only for players // || (flags & MF_FRIENDLY) // Maybe let friendly monsters use the function as well? || (flags5 & MF5_SUMMONEDMONSTER) // AMinotaurFriend has its own version, generalized to other summoned monsters || (flags2 & MF2_SEEKERMISSILE))) // AHolySpirit and AMageStaffFX2 as well, generalized to other seeker missiles { // Normal monsters and other actors always return false. return false; } // Standard things to eliminate: an actor shouldn't attack itself, // or a non-shootable, dormant, non-player-and-non-monster actor. if (link == this) return false; if (!(link->player||(link->flags3 & MF3_ISMONSTER)))return false; if (!(link->flags & MF_SHOOTABLE)) return false; if (link->flags2 & MF2_DORMANT) return false; // An actor shouldn't attack friendly actors. The reference depends // on the type of actor: for a player's actor, itself; for a projectile, // its target; and for a summoned minion, its tracer. AActor * Friend = NULL; if (player) Friend = this; else if (flags5 & MF5_SUMMONEDMONSTER) Friend = tracer; else if (flags2 & MF2_SEEKERMISSILE) Friend = target; else if ((flags & MF_FRIENDLY) && FriendPlayer) Friend = players[FriendPlayer-1].mo; // Friend checks if (link == Friend) return false; if (Friend == NULL) return false; if (Friend->IsFriend(link)) return false; if ((link->flags5 & MF5_SUMMONEDMONSTER) // No attack against minions on the same side && (link->tracer == Friend)) return false; if (multiplayer && !deathmatch // No attack against fellow players in coop && link->player && Friend->player) return false; if (((flags & link->flags) & MF_FRIENDLY) // No friendly infighting amongst minions && IsFriend(link)) return false; // Now that all the actor checks are made, the line of sight can be checked if (P_CheckSight (this, link)) { // AMageStaffFX2::IsOkayToAttack had an extra check here, generalized with a flag, // to only allow the check to succeed if the enemy was in a ~84� FOV of the player if (flags3 & MF3_SCREENSEEKER) { angle_t angle = Friend->__f_AngleTo(link) - Friend->_f_angle(); angle >>= 24; if (angle>226 || angle<30) { return true; } } // Other actors are not concerned by this check else return true; } // The sight check was failed, or the angle wasn't right for a screenseeker return false; } void AActor::SetShade (DWORD rgb) { PalEntry *entry = (PalEntry *)&rgb; fillcolor = rgb | (ColorMatcher.Pick (entry->r, entry->g, entry->b) << 24); } void AActor::SetShade (int r, int g, int b) { fillcolor = MAKEARGB(ColorMatcher.Pick (r, g, b), r, g, b); } void AActor::SetPitch(DAngle p, bool interpolate, bool forceclamp) { if (player != NULL || forceclamp) { // clamp the pitch we set DAngle min, max; if (player != NULL) { min = player->MinPitch; max = player->MaxPitch; } else { min = -89.; max = 89.; } p = clamp(p, min, max); } if (p != Angles.Pitch) { Angles.Pitch = p; if (player != NULL && interpolate) { player->cheats |= CF_INTERPVIEW; } } } void AActor::SetAngle(DAngle ang, bool interpolate) { if (ang != Angles.Yaw) { Angles.Yaw = ang; if (player != NULL && interpolate) { player->cheats |= CF_INTERPVIEW; } } } void AActor::SetRoll(DAngle r, bool interpolate) { if (r != Angles.Roll) { Angles.Roll = r; if (player != NULL && interpolate) { player->cheats |= CF_INTERPVIEW; } } } fixedvec3 AActor::GetPortalTransition(fixed_t byoffset, sector_t **pSec) { bool moved = false; sector_t *sec = Sector; double testz = Z() + FIXED2FLOAT(byoffset); fixedvec3 pos = _f_Pos(); while (!sec->PortalBlocksMovement(sector_t::ceiling)) { AActor *port = sec->SkyBoxes[sector_t::ceiling]; if (testz > port->specialf1) { pos = PosRelative(port->Sector); sec = P_PointInSector(pos.x, pos.y); moved = true; } else break; } if (!moved) { while (!sec->PortalBlocksMovement(sector_t::floor)) { AActor *port = sec->SkyBoxes[sector_t::floor]; if (testz <= port->specialf1) { pos = PosRelative(port->Sector); sec = P_PointInSector(pos.x, pos.y); } else break; } } if (pSec) *pSec = sec; return pos; } void AActor::CheckPortalTransition(bool islinked) { bool moved = false; while (!Sector->PortalBlocksMovement(sector_t::ceiling)) { AActor *port = Sector->SkyBoxes[sector_t::ceiling]; if (Z() > port->specialf1) { fixedvec3 oldpos = _f_Pos(); if (islinked && !moved) UnlinkFromWorld(); SetXYZ(PosRelative(port->Sector)); PrevX += _f_X() - oldpos.x; PrevY += _f_Y() - oldpos.y; PrevZ += _f_Z() - oldpos.z; Sector = P_PointInSector(_f_X(), _f_Y()); PrevPortalGroup = Sector->PortalGroup; moved = true; } else break; } if (!moved) { while (!Sector->PortalBlocksMovement(sector_t::floor)) { AActor *port = Sector->SkyBoxes[sector_t::floor]; if (Z() < port->specialf1 && floorz < port->specialf1) { fixedvec3 oldpos = _f_Pos(); if (islinked && !moved) UnlinkFromWorld(); SetXYZ(PosRelative(port->Sector)); PrevX += _f_X() - oldpos.x; PrevY += _f_Y() - oldpos.y; PrevZ += _f_Z() - oldpos.z; Sector = P_PointInSector(_f_X(), _f_Y()); PrevPortalGroup = Sector->PortalGroup; moved = true; } else break; } } if (islinked && moved) LinkToWorld(); } // // P_MobjThinker // void AActor::Tick () { // [RH] Data for Heretic/Hexen scrolling sectors static const BYTE HexenScrollDirs[8] = { 64, 0, 192, 128, 96, 32, 224, 160 }; static const BYTE HexenSpeedMuls[3] = { 5, 10, 25 }; static const SBYTE HexenScrollies[24][2] = { { 0, 1 }, { 0, 2 }, { 0, 4 }, { -1, 0 }, { -2, 0 }, { -4, 0 }, { 0, -1 }, { 0, -2 }, { 0, -4 }, { 1, 0 }, { 2, 0 }, { 4, 0 }, { 1, 1 }, { 2, 2 }, { 4, 4 }, { -1, 1 }, { -2, 2 }, { -4, 4 }, { -1, -1 }, { -2, -2 }, { -4, -4 }, { 1, -1 }, { 2, -2 }, { 4, -4 } }; static const BYTE HereticScrollDirs[4] = { 6, 9, 1, 4 }; static const BYTE HereticSpeedMuls[5] = { 5, 10, 25, 30, 35 }; AActor *onmo; int i; //assert (state != NULL); if (state == NULL) { Printf("Actor of type %s at (%f,%f) left without a state\n", GetClass()->TypeName.GetChars(), X(), Y()); Destroy(); return; } // This is necessary to properly interpolate movement outside this function // like from an ActorMover ClearInterpolation(); if (flags5 & MF5_NOINTERACTION) { // only do the minimally necessary things here to save time: // Check the time freezer // apply velocity // ensure that the actor is not linked into the blockmap if (!(flags5 & MF5_NOTIMEFREEZE)) { //Added by MC: Freeze mode. if (bglobal.freeze || level.flags2 & LEVEL2_FROZEN) { // Boss cubes shouldn't be accelerated by timefreeze if (flags6 & MF6_BOSSCUBE) { special2++; } return; } } UnlinkFromWorld (); flags |= MF_NOBLOCKMAP; SetXYZ(Vec3Offset(_f_velx(), _f_vely(), _f_velz())); CheckPortalTransition(false); LinkToWorld (); } else { AInventory * item = Inventory; // Handle powerup effects here so that the order is controlled // by the order in the inventory, not the order in the thinker table while (item != NULL && item->Owner == this) { item->DoEffect(); item = item->Inventory; } if (flags & MF_UNMORPHED) { return; } if (!(flags5 & MF5_NOTIMEFREEZE)) { // Boss cubes shouldn't be accelerated by timefreeze if (flags6 & MF6_BOSSCUBE) { special2++; } //Added by MC: Freeze mode. if (bglobal.freeze && !(player && player->Bot == NULL)) { return; } // Apply freeze mode. if ((level.flags2 & LEVEL2_FROZEN) && (player == NULL || player->timefreezer == 0)) { return; } } if (effects & FX_ROCKET) { if (++smokecounter == 4) { // add some smoke behind the rocket smokecounter = 0; AActor *th = Spawn("RocketSmokeTrail", Vec3Offset(-_f_velx(), -_f_vely(), -_f_velz()), ALLOW_REPLACE); if (th) { th->tics -= pr_rockettrail()&3; if (th->tics < 1) th->tics = 1; if (!(cl_rockettrails & 2)) th->renderflags |= RF_INVISIBLE; } } } else if (effects & FX_GRENADE) { if (++smokecounter == 8) { smokecounter = 0; DAngle moveangle = Vel.Angle(); double xo = -moveangle.Cos() * radius * 2 + pr_rockettrail() / 64.; double yo = -moveangle.Sin() * radius * 2 + pr_rockettrail() / 64.; double zo = -Height * Vel.Z / 8. + Height * (2 / 3.); AActor * th = Spawn("GrenadeSmokeTrail", Vec3Offset(xo, yo, zo), ALLOW_REPLACE); if (th) { th->tics -= pr_rockettrail()&3; if (th->tics < 1) th->tics = 1; if (!(cl_rockettrails & 2)) th->renderflags |= RF_INVISIBLE; } } } fixed_t oldz = _f_Z(); // [RH] Give the pain elemental vertical friction // This used to be in APainElemental::Tick but in order to use // A_PainAttack with other monsters it has to be here if (flags4 & MF4_VFRICTION) { if (health >0) { if (abs (_f_velz()) < FRACUNIT/4) { Vel.Z = 0; flags4 &= ~MF4_VFRICTION; } else { Vel.Z *= (0xe800 / 65536.); } } } // [RH] Pulse in and out of visibility if (effects & FX_VISIBILITYPULSE) { if (visdir > 0) { alpha += 0x800; if (alpha >= OPAQUE) { alpha = OPAQUE; visdir = -1; } } else { alpha -= 0x800; if (alpha <= TRANSLUC25) { alpha = TRANSLUC25; visdir = 1; } } } else if (flags & MF_STEALTH) { // [RH] Fade a stealth monster in and out of visibility RenderStyle.Flags &= ~STYLEF_Alpha1; if (visdir > 0) { alpha += 2*FRACUNIT/TICRATE; if (alpha > OPAQUE) { alpha = OPAQUE; visdir = 0; } } else if (visdir < 0) { alpha -= 3*FRACUNIT/TICRATE/2; if (alpha < 0) { alpha = 0; visdir = 0; } } } if (bglobal.botnum && !demoplayback && ((flags & (MF_SPECIAL|MF_MISSILE)) || (flags3 & MF3_ISMONSTER))) { BotSupportCycles.Clock(); bglobal.m_Thinking = true; for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i] || players[i].Bot == NULL) continue; if (flags3 & MF3_ISMONSTER) { if (health > 0 && !players[i].Bot->enemy && player ? !IsTeammate (players[i].mo) : true && AproxDistance (players[i].mo) < MAX_MONSTER_TARGET_DIST && P_CheckSight (players[i].mo, this, SF_SEEPASTBLOCKEVERYTHING)) { //Probably a monster, so go kill it. players[i].Bot->enemy = this; } } else if (flags & MF_SPECIAL) { //Item pickup time //clock (BotWTG); players[i].Bot->WhatToGet (this); //unclock (BotWTG); BotWTG++; } else if (flags & MF_MISSILE) { if (!players[i].Bot->missile && (flags3 & MF3_WARNBOT)) { //warn for incoming missiles. if (target != players[i].mo && players[i].Bot->Check_LOS (this, ANGLE_90)) players[i].Bot->missile = this; } } } bglobal.m_Thinking = false; BotSupportCycles.Unclock(); } //End of MC // [RH] Consider carrying sectors here fixed_t cummx = 0, cummy = 0; if ((level.Scrolls != NULL || player != NULL) && !(flags & MF_NOCLIP) && !(flags & MF_NOSECTOR)) { fixed_t height, waterheight; // killough 4/4/98: add waterheight const msecnode_t *node; int countx, county; // killough 3/7/98: Carry things on floor // killough 3/20/98: use new sector list which reflects true members // killough 3/27/98: fix carrier bug // killough 4/4/98: Underwater, carry things even w/o gravity // Move objects only if on floor or underwater, // non-floating, and clipped. countx = county = 0; for (node = touching_sectorlist; node; node = node->m_tnext) { sector_t *sec = node->m_sector; fixed_t scrollx, scrolly; if (level.Scrolls != NULL) { const FSectorScrollValues *scroll = &level.Scrolls[sec - sectors]; scrollx = scroll->ScrollX; scrolly = scroll->ScrollY; } else { scrollx = scrolly = 0; } if (player != NULL) { int scrolltype = sec->special; if (scrolltype >= Scroll_North_Slow && scrolltype <= Scroll_SouthWest_Fast) { // Hexen scroll special scrolltype -= Scroll_North_Slow; if (i_compatflags&COMPATF_RAVENSCROLL) { angle_t fineangle = HexenScrollDirs[scrolltype / 3] * 32; fixed_t carryspeed = DivScale32 (HexenSpeedMuls[scrolltype % 3], 32*_f_CARRYFACTOR); scrollx += FixedMul (carryspeed, finecosine[fineangle]); scrolly += FixedMul (carryspeed, finesine[fineangle]); } else { // Use speeds that actually match the scrolling textures! scrollx -= HexenScrollies[scrolltype][0] << (FRACBITS-1); scrolly += HexenScrollies[scrolltype][1] << (FRACBITS-1); } } else if (scrolltype >= Carry_East5 && scrolltype <= Carry_West35) { // Heretic scroll special scrolltype -= Carry_East5; BYTE dir = HereticScrollDirs[scrolltype / 5]; fixed_t carryspeed = DivScale32 (HereticSpeedMuls[scrolltype % 5], 32*_f_CARRYFACTOR); if (scrolltype<=Carry_East35 && !(i_compatflags&COMPATF_RAVENSCROLL)) { // Use speeds that actually match the scrolling textures! carryspeed = (1 << ((scrolltype%5) + FRACBITS-1)); } scrollx += carryspeed * ((dir & 3) - 1); scrolly += carryspeed * (((dir & 12) >> 2) - 1); } else if (scrolltype == dScroll_EastLavaDamage) { // Special Heretic scroll special if (i_compatflags&COMPATF_RAVENSCROLL) { scrollx += DivScale32 (28, 32*_f_CARRYFACTOR); } else { // Use a speed that actually matches the scrolling texture! scrollx += DivScale32 (12, 32*_f_CARRYFACTOR); } } else if (scrolltype == Scroll_StrifeCurrent) { // Strife scroll special int anglespeed = tagManager.GetFirstSectorTag(sec) - 100; fixed_t carryspeed = DivScale32 (anglespeed % 10, 16*_f_CARRYFACTOR); angle_t fineangle = (anglespeed / 10) << (32-3); fineangle >>= ANGLETOFINESHIFT; scrollx += FixedMul (carryspeed, finecosine[fineangle]); scrolly += FixedMul (carryspeed, finesine[fineangle]); } } if ((scrollx | scrolly) == 0) { continue; } sector_t *heightsec = sec->GetHeightSec(); if (flags & MF_NOGRAVITY && heightsec == NULL) { continue; } fixedvec3 pos = PosRelative(sec); height = sec->floorplane.ZatPoint (pos); if (_f_Z() > height) { if (heightsec == NULL) { continue; } waterheight = heightsec->floorplane.ZatPoint (pos); if (waterheight > height && _f_Z() >= waterheight) { continue; } } cummx += scrollx; cummy += scrolly; if (scrollx) countx++; if (scrolly) county++; } // Some levels designed with Boom in mind actually want things to accelerate // at neighboring scrolling sector boundaries. But it is only important for // non-player objects. if (player != NULL || !(i_compatflags & COMPATF_BOOMSCROLL)) { if (countx > 1) { cummx /= countx; } if (county > 1) { cummy /= county; } } } // [RH] If standing on a steep slope, fall down it if ((flags & MF_SOLID) && !(flags & (MF_NOCLIP|MF_NOGRAVITY)) && !(flags & MF_NOBLOCKMAP) && Vel.Z <= 0 && floorz == Z()) { secplane_t floorplane; // Check 3D floors as well floorplane = P_FindFloorPlane(floorsector, _f_X(), _f_Y(), _f_floorz()); if (floorplane.c < STEEPSLOPE && floorplane.ZatPoint (PosRelative(floorsector)) <= _f_floorz()) { const msecnode_t *node; bool dopush = true; if (floorplane.c > STEEPSLOPE*2/3) { for (node = touching_sectorlist; node; node = node->m_tnext) { const sector_t *sec = node->m_sector; if (sec->floorplane.c >= STEEPSLOPE) { if (floorplane.ZatPoint (PosRelative(node->m_sector)) >= _f_Z() - MaxStepHeight) { dopush = false; break; } } } } if (dopush) { Vel += floorplane.Normal().XY(); } } } // [RH] Missiles moving perfectly vertical need some X/Y movement, or they // won't hurt anything. Don't do this if damage is 0! That way, you can // still have missiles that go straight up and down through actors without // damaging anything. // (for backwards compatibility this must check for lack of damage function, not for zero damage!) if ((flags & MF_MISSILE) && Vel.X == 0 && Vel.Y == 0 && Damage != NULL) { Vel.X = MinVel; } // Handle X and Y velocities BlockingMobj = NULL; assert(!player || !isnan(Vel.X)); fixed_t oldfloorz = P_XYMovement (this, cummx, cummy); assert(!player || !isnan(Vel.X)); if (ObjectFlags & OF_EuthanizeMe) { // actor was destroyed return; } if (Vel.X == 0 && Vel.Y == 0) // Actors at rest { if (flags2 & MF2_BLASTED) { // Reset to not blasted when velocities are gone flags2 &= ~MF2_BLASTED; } if ((flags6 & MF6_TOUCHY) && !IsSentient()) { // Arm a mine which has come to rest flags6 |= MF6_ARMED; } } if (Vel.Z != 0 || BlockingMobj || Z() != floorz) { // Handle Z velocity and gravity if (((flags2 & MF2_PASSMOBJ) || (flags & MF_SPECIAL)) && !(i_compatflags & COMPATF_NO_PASSMOBJ)) { if (!(onmo = P_CheckOnmobj (this))) { P_ZMovement (this, oldfloorz); flags2 &= ~MF2_ONMOBJ; } else { if (player) { if (_f_velz() < (fixed_t)(level.gravity * Sector->gravity * -655.36f) && !(flags&MF_NOGRAVITY)) { PlayerLandedOnThing (this, onmo); } } if (onmo->_f_Top() - _f_Z() <= MaxStepHeight) { if (player && player->mo == this) { player->viewheight -= onmo->_f_Top() - _f_Z(); fixed_t deltaview = player->GetDeltaViewHeight(); if (deltaview > player->deltaviewheight) { player->deltaviewheight = deltaview; } } _f_SetZ(onmo->_f_Top()); } // Check for MF6_BUMPSPECIAL // By default, only players can activate things by bumping into them // We trigger specials as long as we are on top of it and not just when // we land on it. This could be considered as gravity making us continually // bump into it, but it also avoids having to worry about walking on to // something without dropping and not triggering anything. if ((onmo->flags6 & MF6_BUMPSPECIAL) && ((player != NULL) || ((onmo->activationtype & THINGSPEC_MonsterTrigger) && (flags3 & MF3_ISMONSTER)) || ((onmo->activationtype & THINGSPEC_MissileTrigger) && (flags & MF_MISSILE)) ) && (level.maptime > onmo->lastbump)) // Leave the bumper enough time to go away { if (player == NULL || !(player->cheats & CF_PREDICTING)) { if (P_ActivateThingSpecial(onmo, this)) onmo->lastbump = level.maptime + TICRATE; } } if (_f_velz() != 0 && (BounceFlags & BOUNCE_Actors)) { P_BounceActor(this, onmo, true); } else { flags2 |= MF2_ONMOBJ; Vel.Z = 0; Crash(); } } } else { P_ZMovement (this, oldfloorz); } if (ObjectFlags & OF_EuthanizeMe) return; // actor was destroyed } else if (Z() <= floorz) { Crash(); } CheckPortalTransition(true); UpdateWaterLevel (oldz); // [RH] Don't advance if predicting a player if (player && (player->cheats & CF_PREDICTING)) { return; } // Check for poison damage, but only once per PoisonPeriod tics (or once per second if none). if (PoisonDurationReceived && (level.time % (PoisonPeriodReceived ? PoisonPeriodReceived : TICRATE) == 0)) { P_DamageMobj(this, NULL, Poisoner, PoisonDamageReceived, PoisonDamageTypeReceived ? PoisonDamageTypeReceived : (FName)NAME_Poison, 0); --PoisonDurationReceived; // Must clear damage when duration is done, otherwise it // could be added to with ADDITIVEPOISONDAMAGE. if (!PoisonDurationReceived) PoisonDamageReceived = 0; } } assert (state != NULL); if (state == NULL) { Destroy(); return; } if (!CheckNoDelay()) return; // freed itself // cycle through states, calling action functions at transitions if (tics != -1) { // [RH] Use tics <= 0 instead of == 0 so that spawnstates // of 0 tics work as expected. if (--tics <= 0) { if (!SetState(state->GetNextState())) return; // freed itself } } else { int respawn_monsters = G_SkillProperty(SKILLP_Respawn); // check for nightmare respawn if (!(flags5 & MF5_ALWAYSRESPAWN)) { if (!respawn_monsters || !(flags3 & MF3_ISMONSTER) || (flags2 & MF2_DORMANT) || (flags5 & MF5_NEVERRESPAWN)) return; int limit = G_SkillProperty (SKILLP_RespawnLimit); if (limit > 0 && skillrespawncount >= limit) return; } movecount++; if (movecount < respawn_monsters) return; if (level.time & 31) return; if (pr_nightmarerespawn() > 4) return; P_NightmareRespawn (this); } } //========================================================================== // // AActor :: CheckNoDelay // //========================================================================== bool AActor::CheckNoDelay() { if ((flags7 & MF7_HANDLENODELAY) && !(flags2 & MF2_DORMANT)) { flags7 &= ~MF7_HANDLENODELAY; if (state->GetNoDelay()) { // For immediately spawned objects with the NoDelay flag set for their // Spawn state, explicitly call the current state's function. FState *newstate; if (state->CallAction(this, this, &newstate)) { if (ObjectFlags & OF_EuthanizeMe) { return false; // freed itself } if (newstate != NULL) { return SetState(newstate); } } } } return true; } //========================================================================== // // AActor :: CheckSectorTransition // // Fire off some sector triggers if the actor has changed sectors. // //========================================================================== void AActor::CheckSectorTransition(sector_t *oldsec) { if (oldsec != Sector) { if (oldsec->SecActTarget != NULL) { oldsec->SecActTarget->TriggerAction(this, SECSPAC_Exit); } if (Sector->SecActTarget != NULL) { int act = SECSPAC_Enter; if (_f_Z() <= Sector->floorplane.ZatPoint(this)) { act |= SECSPAC_HitFloor; } if (_f_Z() + _f_height() >= Sector->ceilingplane.ZatPoint(this)) { act |= SECSPAC_HitCeiling; } if (Sector->heightsec != NULL && _f_Z() == Sector->heightsec->floorplane.ZatPoint(this)) { act |= SECSPAC_HitFakeFloor; } Sector->SecActTarget->TriggerAction(this, act); } if (Z() == floorz) { P_CheckFor3DFloorHit(this); } if (Top() == ceilingz) { P_CheckFor3DCeilingHit(this); } } } //========================================================================== // // AActor::UpdateWaterLevel // // Returns true if actor should splash // //========================================================================== bool AActor::UpdateWaterLevel (fixed_t oldz, bool dosplash) { BYTE lastwaterlevel = waterlevel; fixed_t fh = FIXED_MIN; bool reset=false; waterlevel = 0; if (Sector == NULL) { return false; } if (Sector->MoreFlags & SECF_UNDERWATER) // intentionally not SECF_UNDERWATERMASK { waterlevel = 3; } else { const sector_t *hsec = Sector->GetHeightSec(); if (hsec != NULL) { fh = hsec->floorplane.ZatPoint (this); //if (hsec->MoreFlags & SECF_UNDERWATERMASK) // also check Boom-style non-swimmable sectors { if (_f_Z() < fh) { waterlevel = 1; if (_f_Z() + _f_height()/2 < fh) { waterlevel = 2; if ((player && _f_Z() + player->viewheight <= fh) || (_f_Z() + _f_height() <= fh)) { waterlevel = 3; } } } else if (!(hsec->MoreFlags & SECF_FAKEFLOORONLY) && (_f_Top() > hsec->ceilingplane.ZatPoint (this))) { waterlevel = 3; } else { waterlevel = 0; } } // even non-swimmable deep water must be checked here to do the splashes correctly // But the water level must be reset when this function returns if (!(hsec->MoreFlags&SECF_UNDERWATERMASK)) { reset = true; } } else { // Check 3D floors as well! for(unsigned int i=0;ie->XFloor.ffloors.Size();i++) { F3DFloor* rover=Sector->e->XFloor.ffloors[i]; if (!(rover->flags & FF_EXISTS)) continue; if(!(rover->flags & FF_SWIMMABLE) || rover->flags & FF_SOLID) continue; fixed_t ff_bottom=rover->bottom.plane->ZatPoint(this); fixed_t ff_top=rover->top.plane->ZatPoint(this); if(ff_top <= _f_Z() || ff_bottom > (_f_Z() + (_f_height() >> 1))) continue; fh=ff_top; if (_f_Z() < fh) { waterlevel = 1; if (_f_Z() + _f_height()/2 < fh) { waterlevel = 2; if ((player && _f_Z() + player->viewheight <= fh) || (_f_Z() + _f_height() <= fh)) { waterlevel = 3; } } } break; } } } // some additional checks to make deep sectors like Boom's splash without setting // the water flags. if (boomwaterlevel == 0 && waterlevel != 0 && dosplash) { P_HitWater(this, Sector, FIXED_MIN, FIXED_MIN, fh, true); } boomwaterlevel = waterlevel; if (reset) { waterlevel = lastwaterlevel; } return false; // we did the splash ourselves } //========================================================================== // // P_SpawnMobj // //========================================================================== AActor *AActor::StaticSpawn (PClassActor *type, fixed_t ix, fixed_t iy, fixed_t iz, replace_t allowreplacement, bool SpawningMapThing) { if (type == NULL) { I_Error ("Tried to spawn a class-less actor\n"); } if (allowreplacement) { type = type->GetReplacement(); } AActor *actor; actor = static_cast(const_cast(type)->CreateNew ()); // Set default dialogue actor->ConversationRoot = GetConversation(actor->GetClass()->TypeName); if (actor->ConversationRoot != -1) { actor->Conversation = StrifeDialogues[actor->ConversationRoot]; } else { actor->Conversation = NULL; } actor->SetXYZ(ix, iy, iz); actor->picnum.SetInvalid(); actor->health = actor->SpawnHealth(); // Actors with zero gravity need the NOGRAVITY flag set. if (actor->gravity == 0) actor->flags |= MF_NOGRAVITY; FRandom &rng = bglobal.m_Thinking ? pr_botspawnmobj : pr_spawnmobj; if (actor->isFast() && actor->flags3 & MF3_ISMONSTER) actor->reactiontime = 0; if (actor->flags3 & MF3_ISMONSTER) { actor->LastLookPlayerNumber = rng() % MAXPLAYERS; actor->TIDtoHate = 0; } // Set the state, but do not use SetState, because action // routines can't be called yet. If the spawnstate has an action // routine, it will not be called. FState *st = actor->SpawnState; actor->state = st; actor->tics = st->GetTics(); actor->sprite = st->sprite; actor->frame = st->GetFrame(); actor->renderflags = (actor->renderflags & ~RF_FULLBRIGHT) | ActorRenderFlags::FromInt (st->GetFullbright()); actor->touching_sectorlist = NULL; // NULL head of sector list // phares 3/13/98 if (G_SkillProperty(SKILLP_FastMonsters) && actor->GetClass()->FastSpeed >= 0) actor->Speed = actor->GetClass()->FastSpeed; actor->DamageMultiply = FRACUNIT; // set subsector and/or block links actor->LinkToWorld (SpawningMapThing); actor->ClearInterpolation(); actor->dropoffz = // killough 11/98: for tracking dropoffs actor->Sector->floorplane.ZatPoint (ix, iy); actor->floorz = FIXED2DBL(actor->dropoffz); actor->ceilingz = FIXED2DBL(actor->Sector->ceilingplane.ZatPoint (ix, iy)); // The z-coordinate needs to be set once before calling P_FindFloorCeiling // For FLOATRANDZ just use the floor here. if (iz == ONFLOORZ || iz == FLOATRANDZ) { actor->SetZ(actor->floorz); } else if (iz == ONCEILINGZ) { actor->SetZ(actor->ceilingz - actor->Height); } if (SpawningMapThing || !type->IsDescendantOf (RUNTIME_CLASS(APlayerPawn))) { // Check if there's something solid to stand on between the current position and the // current sector's floor. For map spawns this must be delayed until after setting the // z-coordinate. if (!SpawningMapThing) { P_FindFloorCeiling(actor, FFCF_ONLYSPAWNPOS); } else { actor->floorsector = actor->Sector; actor->floorpic = actor->floorsector->GetTexture(sector_t::floor); actor->floorterrain = actor->floorsector->GetTerrain(sector_t::floor); actor->ceilingsector = actor->Sector; actor->ceilingpic = actor->ceilingsector->GetTexture(sector_t::ceiling); } } else if (!(actor->flags5 & MF5_NOINTERACTION)) { P_FindFloorCeiling (actor); } else { actor->floorpic = actor->Sector->GetTexture(sector_t::floor); actor->floorterrain = actor->Sector->GetTerrain(sector_t::floor); actor->floorsector = actor->Sector; actor->ceilingpic = actor->Sector->GetTexture(sector_t::ceiling); actor->ceilingsector = actor->Sector; } actor->SpawnPoint[0] = ix; actor->SpawnPoint[1] = iy; if (iz == ONFLOORZ) { actor->SetZ(actor->floorz); } else if (iz == ONCEILINGZ) { actor->SetZ(actor->ceilingz - actor->Height); } else if (iz == FLOATRANDZ) { double space = actor->ceilingz - actor->Height - actor->floorz; if (space > 48) { space -= 40; actor->SetZ( space * rng() / 256. + actor->floorz + 40); } else { actor->SetZ(actor->floorz); } } else { actor->SpawnPoint[2] = (actor->_f_Z() - actor->Sector->floorplane.ZatPoint(actor)); } if (actor->FloatBobPhase == (BYTE)-1) actor->FloatBobPhase = rng(); // Don't make everything bob in sync (unless deliberately told to do) if (actor->flags2 & MF2_FLOORCLIP) { actor->AdjustFloorClip (); } else { actor->Floorclip = 0; } actor->UpdateWaterLevel (actor->_f_Z(), false); if (!SpawningMapThing) { actor->BeginPlay (); if (actor->ObjectFlags & OF_EuthanizeMe) { return NULL; } } if (level.flags & LEVEL_NOALLIES && !actor->player) { actor->flags &= ~MF_FRIENDLY; } // [RH] Count monsters whenever they are spawned. if (actor->CountsAsKill()) { level.total_monsters++; } // [RH] Same, for items if (actor->flags & MF_COUNTITEM) { level.total_items++; } // And for secrets if (actor->flags5 & MF5_COUNTSECRET) { level.total_secrets++; } return actor; } AActor *Spawn (const char *type, fixed_t x, fixed_t y, fixed_t z, replace_t allowreplacement) { FName classname(type, true); if (classname == NAME_None) { I_Error("Attempt to spawn actor of unknown type '%s'\n", type); } return Spawn(classname, x, y, z, allowreplacement); } AActor *Spawn (FName classname, fixed_t x, fixed_t y, fixed_t z, replace_t allowreplacement) { const PClass *cls = PClass::FindClass(classname); if (cls == NULL) { I_Error("Attempt to spawn actor of unknown type '%s'\n", classname.GetChars()); } if (!cls->IsKindOf(RUNTIME_CLASS(PClassActor))) { I_Error("Attempt to spawn non-actor of type '%s'\n", classname.GetChars()); } return AActor::StaticSpawn (const_cast(static_cast(cls)), x, y, z, allowreplacement); } void AActor::LevelSpawned () { if (tics > 0 && !(flags4 & MF4_SYNCHRONIZED)) { tics = 1 + (pr_spawnmapthing() % tics); } // [RH] Clear MF_DROPPED flag if the default version doesn't have it set. // (AInventory::BeginPlay() makes all inventory items spawn with it set.) if (!(GetDefault()->flags & MF_DROPPED)) { flags &= ~MF_DROPPED; } HandleSpawnFlags (); } void AActor::HandleSpawnFlags () { if (SpawnFlags & MTF_AMBUSH) { flags |= MF_AMBUSH; } if (SpawnFlags & MTF_DORMANT) { Deactivate (NULL); } if (SpawnFlags & MTF_STANDSTILL) { flags4 |= MF4_STANDSTILL; } if (SpawnFlags & MTF_FRIENDLY) { flags |= MF_FRIENDLY; // Friendlies don't count as kills! if (flags & MF_COUNTKILL) { flags &= ~MF_COUNTKILL; level.total_monsters--; } } if (SpawnFlags & MTF_SHADOW) { flags |= MF_SHADOW; RenderStyle = STYLE_Translucent; alpha = TRANSLUC25; } else if (SpawnFlags & MTF_ALTSHADOW) { RenderStyle = STYLE_None; } if (SpawnFlags & MTF_SECRET) { if (!(flags5 & MF5_COUNTSECRET)) { //Printf("Secret %s in sector %i!\n", GetTag(), Sector->sectornum); flags5 |= MF5_COUNTSECRET; level.total_secrets++; } } } void AActor::BeginPlay () { // If the actor is spawned with the dormant flag set, clear it, and use // the normal deactivation logic to make it properly dormant. if (flags2 & MF2_DORMANT) { flags2 &= ~MF2_DORMANT; Deactivate (NULL); } } void AActor::PostBeginPlay () { if (Renderer != NULL) { Renderer->StateChanged(this); } PrevAngles = Angles; flags7 |= MF7_HANDLENODELAY; } void AActor::MarkPrecacheSounds() const { SeeSound.MarkUsed(); AttackSound.MarkUsed(); PainSound.MarkUsed(); DeathSound.MarkUsed(); ActiveSound.MarkUsed(); UseSound.MarkUsed(); BounceSound.MarkUsed(); WallBounceSound.MarkUsed(); CrushPainSound.MarkUsed(); } bool AActor::isFast() { if (flags5&MF5_ALWAYSFAST) return true; if (flags5&MF5_NEVERFAST) return false; return !!G_SkillProperty(SKILLP_FastMonsters); } bool AActor::isSlow() { return !!G_SkillProperty(SKILLP_SlowMonsters); } void AActor::Activate (AActor *activator) { if ((flags3 & MF3_ISMONSTER) && (health > 0 || (flags & MF_ICECORPSE))) { if (flags2 & MF2_DORMANT) { flags2 &= ~MF2_DORMANT; FState *state = FindState(NAME_Active); if (state != NULL) { SetState(state); } else { tics = 1; } } } } void AActor::Deactivate (AActor *activator) { if ((flags3 & MF3_ISMONSTER) && (health > 0 || (flags & MF_ICECORPSE))) { if (!(flags2 & MF2_DORMANT)) { flags2 |= MF2_DORMANT; FState *state = FindState(NAME_Inactive); if (state != NULL) { SetState(state); } else { tics = -1; } } } } // // P_RemoveMobj // void AActor::Destroy () { // [RH] Destroy any inventory this actor is carrying DestroyAllInventory (); // [RH] Unlink from tid chain RemoveFromHash (); // unlink from sector and block lists UnlinkFromWorld (); flags |= MF_NOSECTOR|MF_NOBLOCKMAP; // Delete all nodes on the current sector_list phares 3/16/98 P_DelSector_List(); // Transform any playing sound into positioned, non-actor sounds. S_RelinkSound (this, NULL); Super::Destroy (); } //=========================================================================== // // AdjustFloorClip // //=========================================================================== void AActor::AdjustFloorClip () { if (flags3 & MF3_SPECIALFLOORCLIP) { return; } double oldclip = _f_floorclip(); double shallowestclip = INT_MAX; const msecnode_t *m; // possibly standing on a 3D-floor if (Sector->e->XFloor.ffloors.Size() && Z() > Sector->floorplane.ZatPointF(this)) Floorclip = 0; // [RH] clip based on shallowest floor player is standing on // If the sector has a deep water effect, then let that effect // do the floorclipping instead of the terrain type. for (m = touching_sectorlist; m; m = m->m_tnext) { fixedvec3 pos = PosRelative(m->m_sector); sector_t *hsec = m->m_sector->GetHeightSec(); if (hsec == NULL && m->m_sector->floorplane.ZatPoint (pos) == _f_Z()) { double clip = Terrains[m->m_sector->GetTerrain(sector_t::floor)].FootClip; if (clip < shallowestclip) { shallowestclip = clip; } } } if (shallowestclip == INT_MAX) { Floorclip = 0; } else { Floorclip = shallowestclip; } if (player && player->mo == this && oldclip != Floorclip) { player->viewheight -= FLOAT2FIXED(oldclip - Floorclip); player->deltaviewheight = player->GetDeltaViewHeight(); } } // // P_SpawnPlayer // Called when a player is spawned on the level. // Most of the player structure stays unchanged between levels. // EXTERN_CVAR (Bool, chasedemo) extern bool demonew; APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags) { player_t *p; APlayerPawn *mobj, *oldactor; BYTE state; fixed_t spawn_x, spawn_y, spawn_z; DAngle SpawnAngle; if (mthing == NULL) { return NULL; } // not playing? if ((unsigned)playernum >= (unsigned)MAXPLAYERS || !playeringame[playernum]) return NULL; // Old lerp data needs to go if (playernum == consoleplayer) { P_PredictionLerpReset(); } p = &players[playernum]; if (p->cls == NULL) { // [GRB] Pick a class from player class list if (PlayerClasses.Size () > 1) { int type; if (!deathmatch || !multiplayer) { type = SinglePlayerClass[playernum]; } else { type = p->userinfo.GetPlayerClassNum(); if (type < 0) { type = pr_multiclasschoice() % PlayerClasses.Size (); } } p->CurrentPlayerClass = type; } else { p->CurrentPlayerClass = 0; } p->cls = PlayerClasses[p->CurrentPlayerClass].Type; } if (( dmflags2 & DF2_SAME_SPAWN_SPOT ) && ( p->playerstate == PST_REBORN ) && ( deathmatch == false ) && ( gameaction != ga_worlddone ) && ( p->mo != NULL ) && ( !(p->mo->Sector->Flags & SECF_NORESPAWN) ) && ( NULL != p->attacker ) && // don't respawn on damaging floors ( p->mo->Sector->damageamount < TELEFRAG_DAMAGE )) // this really should be a bit smarter... { spawn_x = p->mo->_f_X(); spawn_y = p->mo->_f_Y(); spawn_z = p->mo->_f_Z(); SpawnAngle = p->mo->Angles.Yaw; } else { spawn_x = mthing->x; spawn_y = mthing->y; // Allow full angular precision SpawnAngle = (double)mthing->angle; if (i_compatflags2 & COMPATF2_BADANGLES) { SpawnAngle += 0.01; } if (GetDefaultByType(p->cls)->flags & MF_SPAWNCEILING) spawn_z = ONCEILINGZ; else if (GetDefaultByType(p->cls)->flags2 & MF2_SPAWNFLOAT) spawn_z = FLOATRANDZ; else spawn_z = ONFLOORZ; } mobj = static_cast (Spawn (p->cls, spawn_x, spawn_y, spawn_z, NO_REPLACE)); if (level.flags & LEVEL_USEPLAYERSTARTZ) { if (spawn_z == ONFLOORZ) mobj->_f_AddZ(mthing->z); else if (spawn_z == ONCEILINGZ) mobj->_f_AddZ(-mthing->z); P_FindFloorCeiling(mobj, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT); } mobj->FriendPlayer = playernum + 1; // [RH] players are their own friends oldactor = p->mo; p->mo = mobj; mobj->player = p; state = p->playerstate; if (state == PST_REBORN || state == PST_ENTER) { G_PlayerReborn (playernum); } else if (oldactor != NULL && oldactor->player == p && !(flags & SPF_TEMPPLAYER)) { // Move the voodoo doll's inventory to the new player. mobj->ObtainInventory (oldactor); FBehavior::StaticStopMyScripts (oldactor); // cancel all ENTER/RESPAWN scripts for the voodoo doll } // [GRB] Reset skin p->userinfo.SkinNumChanged(R_FindSkin (skins[p->userinfo.GetSkin()].name, p->CurrentPlayerClass)); if (!(mobj->flags2 & MF2_DONTTRANSLATE)) { // [RH] Be sure the player has the right translation R_BuildPlayerTranslation (playernum); // [RH] set color translations for player sprites mobj->Translation = TRANSLATION(TRANSLATION_Players,playernum); } mobj->Angles.Yaw = SpawnAngle; mobj->Angles.Pitch = mobj->Angles.Roll = 0.; mobj->health = p->health; // [RH] Set player sprite based on skin if (!(mobj->flags4 & MF4_NOSKIN)) { mobj->sprite = skins[p->userinfo.GetSkin()].sprite; } p->DesiredFOV = p->FOV = 90.f; p->camera = p->mo; p->playerstate = PST_LIVE; p->refire = 0; p->damagecount = 0; p->bonuscount = 0; p->morphTics = 0; p->MorphedPlayerClass = 0; p->MorphStyle = 0; p->MorphExitFlash = NULL; p->extralight = 0; p->fixedcolormap = NOFIXEDCOLORMAP; p->fixedlightlevel = -1; p->viewheight = mobj->ViewHeight; p->inconsistant = 0; p->attacker = NULL; p->spreecount = 0; p->multicount = 0; p->lastkilltime = 0; p->BlendR = p->BlendG = p->BlendB = p->BlendA = 0.f; p->mo->ResetAirSupply(false); p->Uncrouch(); p->MinPitch = p->MaxPitch = 0.; // will be filled in by PostBeginPlay()/netcode p->MUSINFOactor = NULL; p->MUSINFOtics = -1; p->Vel.Zero(); // killough 10/98: initialize bobbing to 0. for (int ii = 0; ii < MAXPLAYERS; ++ii) { if (playeringame[ii] && players[ii].camera == oldactor) { players[ii].camera = mobj; } } // [RH] Allow chasecam for demo watching if ((demoplayback || demonew) && chasedemo) p->cheats = CF_CHASECAM; // setup gun psprite if (!(flags & SPF_TEMPPLAYER)) { // This can also start a script so don't do it for the dummy player. P_SetupPsprites (p, !!(flags & SPF_WEAPONFULLYUP)); } if (deathmatch) { // Give all cards in death match mode. p->mo->GiveDeathmatchInventory (); } else if ((multiplayer || (level.flags2 & LEVEL2_ALLOWRESPAWN)) && state == PST_REBORN && oldactor != NULL) { // Special inventory handling for respawning in coop p->mo->FilterCoopRespawnInventory (oldactor); } if (oldactor != NULL) { // Remove any inventory left from the old actor. Coop handles // it above, but the other modes don't. oldactor->DestroyAllInventory(); } // [BC] Handle temporary invulnerability when respawned if ((state == PST_REBORN || state == PST_ENTER) && (dmflags2 & DF2_YES_RESPAWN_INVUL) && (multiplayer || alwaysapplydmflags)) { APowerup *invul = static_cast(p->mo->GiveInventoryType (RUNTIME_CLASS(APowerInvulnerable))); invul->EffectTics = 3*TICRATE; invul->BlendColor = 0; // don't mess with the view invul->ItemFlags |= IF_UNDROPPABLE; // Don't drop this p->mo->effects |= FX_RESPAWNINVUL; // [RH] special effect } if (StatusBar != NULL && (playernum == consoleplayer || StatusBar->GetPlayer() == playernum)) { StatusBar->AttachToPlayer (p); } if (multiplayer) { unsigned an = mobj->_f_angle() >> ANGLETOFINESHIFT; Spawn ("TeleportFog", mobj->Vec3Offset(20*finecosine[an], 20*finesine[an], TELEFOGHEIGHT), ALLOW_REPLACE); } // "Fix" for one of the starts on exec.wad MAP01: If you start inside the ceiling, // drop down below it, even if that means sinking into the floor. if (mobj->Top() > mobj->ceilingz) { mobj->SetZ(mobj->ceilingz - mobj->Height, false); } // [BC] Do script stuff if (!(flags & SPF_TEMPPLAYER)) { if (state == PST_ENTER || (state == PST_LIVE && !savegamerestore)) { FBehavior::StaticStartTypedScripts (SCRIPT_Enter, p->mo, true); } else if (state == PST_REBORN) { assert (oldactor != NULL); // before relocating all pointers to the player all sound targets // pointing to the old actor have to be NULLed. Otherwise all // monsters who last targeted this player will wake up immediately // after the player has respawned. AActor *th; TThinkerIterator it; while ((th = it.Next())) { if (th->LastHeard == oldactor) th->LastHeard = NULL; } for(int i = 0; i < numsectors; i++) { if (sectors[i].SoundTarget == oldactor) sectors[i].SoundTarget = NULL; } DObject::StaticPointerSubstitution (oldactor, p->mo); // PointerSubstitution() will also affect the bodyque, so undo that now. for (int ii=0; ii < BODYQUESIZE; ++ii) if (bodyque[ii] == p->mo) bodyque[ii] = oldactor; FBehavior::StaticStartTypedScripts (SCRIPT_Respawn, p->mo, true); } } return mobj; } // // P_SpawnMapThing // The fields of the mapthing should // already be in host byte order. // // [RH] position is used to weed out unwanted start spots AActor *P_SpawnMapThing (FMapThing *mthing, int position) { PClassActor *i; int mask; AActor *mobj; fixed_t x, y, z; if (mthing->EdNum == 0 || mthing->EdNum == -1) return NULL; // find which type to spawn FDoomEdEntry *mentry = mthing->info; if (mentry == NULL) { // [RH] Don't die if the map tries to spawn an unknown thing Printf ("Unknown type %i at (%i, %i)\n", mthing->EdNum, mthing->x>>FRACBITS, mthing->y>>FRACBITS); mentry = DoomEdMap.CheckKey(0); if (mentry == NULL) // we need a valid entry for the rest of this function so if we can't find a default, let's exit right away. { return NULL; } } if (mentry->Type == NULL && mentry->Special <= 0) { // has been explicitly set to not spawning anything. return NULL; } // copy args to mapthing so that we have them in one place for the rest of this function if (mentry->ArgsDefined > 0) { if (mentry->Type!= NULL) mthing->special = mentry->Special; memcpy(mthing->args, mentry->Args, sizeof(mthing->args[0]) * mentry->ArgsDefined); } int pnum = -1; if (mentry->Type == NULL) { switch (mentry->Special) { case SMT_DeathmatchStart: { // count deathmatch start positions FPlayerStart start(mthing, 0); deathmatchstarts.Push(start); return NULL; } case SMT_PolyAnchor: case SMT_PolySpawn: case SMT_PolySpawnCrush: case SMT_PolySpawnHurt: { polyspawns_t *polyspawn = new polyspawns_t; polyspawn->next = polyspawns; polyspawn->x = mthing->x; polyspawn->y = mthing->y; polyspawn->angle = mthing->angle; polyspawn->type = mentry->Special; polyspawns = polyspawn; if (mentry->Special != SMT_PolyAnchor) po_NumPolyobjs++; return NULL; } case SMT_Player1Start: case SMT_Player2Start: case SMT_Player3Start: case SMT_Player4Start: case SMT_Player5Start: case SMT_Player6Start: case SMT_Player7Start: case SMT_Player8Start: pnum = mentry->Special - SMT_Player1Start; break; // Sound sequence override will be handled later default: break; } } if (pnum == -1 || (level.flags & LEVEL_FILTERSTARTS)) { // check for appropriate game type if (deathmatch) { mask = MTF_DEATHMATCH; } else if (multiplayer) { mask = MTF_COOPERATIVE; } else { mask = MTF_SINGLE; } if (!(mthing->flags & mask)) { return NULL; } mask = G_SkillProperty(SKILLP_SpawnFilter); if (!(mthing->SkillFilter & mask)) { return NULL; } // Check class spawn masks. Now with player classes available // this is enabled for all games. if (!multiplayer) { // Single player int spawnmask = players[consoleplayer].GetSpawnClass(); if (spawnmask != 0 && (mthing->ClassFilter & spawnmask) == 0) { // Not for current class return NULL; } } else if (!deathmatch) { // Cooperative mask = 0; for (int i = 0; i < MAXPLAYERS; i++) { if (playeringame[i]) { int spawnmask = players[i].GetSpawnClass(); if (spawnmask != 0) mask |= spawnmask; else mask = -1; } } if (mask != -1 && (mthing->ClassFilter & mask) == 0) { return NULL; } } } if (pnum != -1) { // [RH] Only spawn spots that match position. if (mthing->args[0] != position) return NULL; // save spots for respawning in network games FPlayerStart start(mthing, pnum+1); playerstarts[pnum] = start; if (level.flags2 & LEVEL2_RANDOMPLAYERSTARTS) { // When using random player starts, all starts count AllPlayerStarts.Push(start); } else { // When not using random player starts, later single player // starts should override earlier ones, since the earlier // ones are for voodoo dolls and not likely to be ideal for // spawning regular players. unsigned i; for (i = 0; i < AllPlayerStarts.Size(); ++i) { if (AllPlayerStarts[i].type == pnum+1) { AllPlayerStarts[i] = start; break; } } if (i == AllPlayerStarts.Size()) { AllPlayerStarts.Push(start); } } if (!deathmatch && !(level.flags2 & LEVEL2_RANDOMPLAYERSTARTS)) { return P_SpawnPlayer(&start, pnum, (level.flags2 & LEVEL2_PRERAISEWEAPON) ? SPF_WEAPONFULLYUP : 0); } return NULL; } // [RH] sound sequence overriders if (mentry->Type == NULL && mentry->Special == SMT_SSeqOverride) { int type = mthing->args[0]; if (type == 255) type = -1; if (type > 63) { Printf ("Sound sequence %d out of range\n", type); } else { P_PointInSector (mthing->x, mthing->y)->seqType = type; } return NULL; } // [RH] If the thing's corresponding sprite has no frames, also map // it to the unknown thing. // Handle decorate replacements explicitly here // to check for missing frames in the replacement object. i = mentry->Type->GetReplacement(); const AActor *defaults = GetDefaultByType (i); if (defaults->SpawnState == NULL || sprites[defaults->SpawnState->sprite].numframes == 0) { // We don't load mods for shareware games so we'll just ignore // missing actors. Heretic needs this since the shareware includes // the retail weapons in Deathmatch. if (gameinfo.flags & GI_SHAREWARE) return NULL; Printf ("%s at (%i, %i) has no frames\n", i->TypeName.GetChars(), mthing->x>>FRACBITS, mthing->y>>FRACBITS); i = PClass::FindActor("Unknown"); assert(i->IsKindOf(RUNTIME_CLASS(PClassActor))); } const AActor *info = GetDefaultByType (i); // don't spawn keycards and players in deathmatch if (deathmatch && info->flags & MF_NOTDMATCH) return NULL; // [RH] don't spawn extra weapons in coop if so desired if (multiplayer && !deathmatch && (dmflags & DF_NO_COOP_WEAPON_SPAWN)) { if (GetDefaultByType(i)->flags7 & MF7_WEAPONSPAWN) { if ((mthing->flags & (MTF_DEATHMATCH|MTF_SINGLE)) == MTF_DEATHMATCH) return NULL; } } // don't spawn any monsters if -nomonsters if (((level.flags2 & LEVEL2_NOMONSTERS) || (dmflags & DF_NO_MONSTERS)) && info->flags3 & MF3_ISMONSTER ) { return NULL; } // [RH] Other things that shouldn't be spawned depending on dmflags if (deathmatch || alwaysapplydmflags) { if (dmflags & DF_NO_HEALTH) { if (i->IsDescendantOf (RUNTIME_CLASS(AHealth))) return NULL; if (i->TypeName == NAME_Berserk) return NULL; if (i->TypeName == NAME_Megasphere) return NULL; } if (dmflags & DF_NO_ITEMS) { // if (i->IsDescendantOf (RUNTIME_CLASS(AArtifact))) // return; } if (dmflags & DF_NO_ARMOR) { if (i->IsDescendantOf (RUNTIME_CLASS(AArmor))) return NULL; if (i->TypeName == NAME_Megasphere) return NULL; } } // spawn it x = mthing->x; y = mthing->y; if (info->flags & MF_SPAWNCEILING) z = ONCEILINGZ; else if (info->flags2 & MF2_SPAWNFLOAT) z = FLOATRANDZ; else z = ONFLOORZ; mobj = AActor::StaticSpawn (i, x, y, z, NO_REPLACE, true); if (z == ONFLOORZ) { mobj->_f_AddZ(mthing->z); if ((mobj->flags2 & MF2_FLOATBOB) && (ib_compatflags & BCOMPATF_FLOATBOB)) { mobj->specialf1 = FIXED2DBL(mthing->z); } } else if (z == ONCEILINGZ) mobj->_f_AddZ(-mthing->z); mobj->SpawnPoint[0] = mthing->x; mobj->SpawnPoint[1] = mthing->y; mobj->SpawnPoint[2] = mthing->z; mobj->SpawnAngle = mthing->angle; mobj->SpawnFlags = mthing->flags; if (mthing->FloatbobPhase >= 0 && mthing->FloatbobPhase < 64) mobj->FloatBobPhase = mthing->FloatbobPhase; if (mthing->gravity < 0) mobj->gravity = -mthing->gravity; else if (mthing->gravity > 0) mobj->gravity = FixedMul(mobj->gravity, mthing->gravity); else mobj->flags &= ~MF_NOGRAVITY; // For Hexen floatbob 'compatibility' we do not really want to alter the floorz. if (mobj->specialf1 == 0 || !(mobj->flags2 & MF2_FLOATBOB) || !(ib_compatflags & BCOMPATF_FLOATBOB)) { P_FindFloorCeiling(mobj, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT); } // if the actor got args defined either in DECORATE or MAPINFO we must ignore the map's properties. if (!(mobj->flags2 & MF2_ARGSDEFINED)) { // [RH] Set the thing's special mobj->special = mthing->special; for(int j=0;j<5;j++) mobj->args[j]=mthing->args[j]; } // [RH] Add ThingID to mobj and link it in with the others mobj->tid = mthing->thingid; mobj->AddToHash (); mobj->PrevAngles.Yaw = mobj->Angles.Yaw = (double)mthing->angle; // Check if this actor's mapthing has a conversation defined if (mthing->Conversation > 0) { // Make sure that this does not partially overwrite the default dialogue settings. int root = GetConversation(mthing->Conversation); if (root != -1) { mobj->ConversationRoot = root; mobj->Conversation = StrifeDialogues[mobj->ConversationRoot]; } } // Set various UDMF options if (mthing->alpha != -1) mobj->alpha = mthing->alpha; if (mthing->RenderStyle != STYLE_Count) mobj->RenderStyle = (ERenderStyle)mthing->RenderStyle; if (mthing->Scale.X != 0) mobj->Scale.X = mthing->Scale.X * mobj->Scale.X; if (mthing->Scale.Y != 0) mobj->Scale.X = mthing->Scale.Y * mobj->Scale.Y; if (mthing->pitch) mobj->Angles.Pitch = (double)mthing->pitch; if (mthing->roll) mobj->Angles.Roll = (double)mthing->roll; if (mthing->score) mobj->Score = mthing->score; if (mthing->fillcolor) mobj->fillcolor = mthing->fillcolor; mobj->BeginPlay (); if (!(mobj->ObjectFlags & OF_EuthanizeMe)) { mobj->LevelSpawned (); } if (mthing->health > 0) mobj->health *= mthing->health; else mobj->health = -mthing->health; if (mthing->health == 0) mobj->Die(NULL, NULL); else if (mthing->health != 1) mobj->StartHealth = mobj->health; return mobj; } // // GAME SPAWN FUNCTIONS // // // P_SpawnPuff // AActor *P_SpawnPuff (AActor *source, PClassActor *pufftype, fixed_t x, fixed_t y, fixed_t z, angle_t hitdir, angle_t particledir, int updown, int flags, AActor *vict) { AActor *puff; if (!(flags & PF_NORANDOMZ)) z += pr_spawnpuff.Random2 () << 10; puff = Spawn (pufftype, x, y, z, ALLOW_REPLACE); if (puff == NULL) return NULL; if ((puff->flags4 & MF4_RANDOMIZE) && puff->tics > 0) { puff->tics -= pr_spawnpuff() & 3; if (puff->tics < 1) puff->tics = 1; } //Moved puff creation and target/master/tracer setting to here. if (puff && vict) { if (puff->flags7 & MF7_HITTARGET) puff->target = vict; if (puff->flags7 & MF7_HITMASTER) puff->master = vict; if (puff->flags7 & MF7_HITTRACER) puff->tracer = vict; } // [BB] If the puff came from a player, set the target of the puff to this player. if ( puff && (puff->flags5 & MF5_PUFFGETSOWNER)) puff->target = source; // Angle is the opposite of the hit direction (i.e. the puff faces the source.) puff->Angles.Yaw = ANGLE2DBL(hitdir + ANGLE_180); // If a puff has a crash state and an actor was not hit, // it will enter the crash state. This is used by the StrifeSpark // and BlasterPuff. FState *crashstate; if (!(flags & PF_HITTHING) && (crashstate = puff->FindState(NAME_Crash)) != NULL) { puff->SetState (crashstate); } else if ((flags & PF_HITTHINGBLEED) && (crashstate = puff->FindState(NAME_Death, NAME_Extreme, true)) != NULL) { puff->SetState (crashstate); } else if ((flags & PF_MELEERANGE) && puff->MeleeState != NULL) { // handle the hard coded state jump of Doom's bullet puff // in a more flexible manner. puff->SetState (puff->MeleeState); } if (!(flags & PF_TEMPORARY)) { if (cl_pufftype && updown != 3 && (puff->flags4 & MF4_ALLOWPARTICLES)) { P_DrawSplash2 (32, x, y, z, particledir, updown, 1); puff->renderflags |= RF_INVISIBLE; } if ((flags & PF_HITTHING) && puff->SeeSound) { // Hit thing sound S_Sound (puff, CHAN_BODY, puff->SeeSound, 1, ATTN_NORM); } else if (puff->AttackSound) { S_Sound (puff, CHAN_BODY, puff->AttackSound, 1, ATTN_NORM); } } return puff; } //--------------------------------------------------------------------------- // // P_SpawnBlood // //--------------------------------------------------------------------------- void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, angle_t dir, int damage, AActor *originator) { AActor *th; PalEntry bloodcolor = originator->GetBloodColor(); PClassActor *bloodcls = originator->GetBloodType(); int bloodtype = cl_bloodtype; if (bloodcls != NULL && !(GetDefaultByType(bloodcls)->flags4 & MF4_ALLOWPARTICLES)) bloodtype = 0; if (bloodcls != NULL) { z += pr_spawnblood.Random2 () << 10; th = Spawn (bloodcls, x, y, z, NO_REPLACE); // GetBloodType already performed the replacement th->Vel.Z = 2; th->Angles.Yaw = ANGLE2DBL(dir); // [NG] Applying PUFFGETSOWNER to the blood will make it target the owner if (th->flags5 & MF5_PUFFGETSOWNER) th->target = originator; if (gameinfo.gametype & GAME_DoomChex) { th->tics -= pr_spawnblood() & 3; if (th->tics < 1) th->tics = 1; } // colorize the blood if (bloodcolor != 0 && !(th->flags2 & MF2_DONTTRANSLATE)) { th->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a); } // Moved out of the blood actor so that replacing blood is easier if (gameinfo.gametype & GAME_DoomStrifeChex) { if (gameinfo.gametype == GAME_Strife) { if (damage > 13) { FState *state = th->FindState(NAME_Spray); if (state != NULL) { th->SetState (state); goto statedone; } } else damage += 2; } int advance = 0; if (damage <= 12 && damage >= 9) { advance = 1; } else if (damage < 9) { advance = 2; } PClassActor *cls = th->GetClass(); while (cls != RUNTIME_CLASS(AActor)) { int checked_advance = advance; if (cls->OwnsState(th->SpawnState)) { for (; checked_advance > 0; --checked_advance) { // [RH] Do not set to a state we do not own. if (cls->OwnsState(th->SpawnState + checked_advance)) { th->SetState(th->SpawnState + checked_advance); goto statedone; } } } // We can safely assume the ParentClass is of type PClassActor // since we stop when we see the Actor base class. cls = static_cast(cls->ParentClass); } } statedone: if (!(bloodtype <= 1)) th->renderflags |= RF_INVISIBLE; } if (bloodtype >= 1) P_DrawSplash2 (40, x, y, z, dir, 2, bloodcolor); } //--------------------------------------------------------------------------- // // PROC P_BloodSplatter // //--------------------------------------------------------------------------- void P_BloodSplatter (fixedvec3 pos, AActor *originator) { PalEntry bloodcolor = originator->GetBloodColor(); PClassActor *bloodcls = originator->GetBloodType(1); int bloodtype = cl_bloodtype; if (bloodcls != NULL && !(GetDefaultByType(bloodcls)->flags4 & MF4_ALLOWPARTICLES)) bloodtype = 0; if (bloodcls != NULL) { AActor *mo; mo = Spawn(bloodcls, pos, NO_REPLACE); // GetBloodType already performed the replacement mo->target = originator; mo->Vel.X = pr_splatter.Random2 () / 64.; mo->Vel.Y = pr_splatter.Random2() / 64.; mo->Vel.Z = 3; // colorize the blood! if (bloodcolor!=0 && !(mo->flags2 & MF2_DONTTRANSLATE)) { mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a); } if (!(bloodtype <= 1)) mo->renderflags |= RF_INVISIBLE; } if (bloodtype >= 1) { P_DrawSplash2 (40, pos.x, pos.y, pos.z, 0u - originator->__f_AngleTo(pos), 2, bloodcolor); } } //=========================================================================== // // P_BloodSplatter2 // //=========================================================================== void P_BloodSplatter2 (fixedvec3 pos, AActor *originator) { PalEntry bloodcolor = originator->GetBloodColor(); PClassActor *bloodcls = originator->GetBloodType(2); int bloodtype = cl_bloodtype; if (bloodcls != NULL && !(GetDefaultByType(bloodcls)->flags4 & MF4_ALLOWPARTICLES)) bloodtype = 0; if (bloodcls != NULL) { AActor *mo; pos.x += ((pr_splat()-128)<<11); pos.y += ((pr_splat()-128)<<11); mo = Spawn (bloodcls, pos, NO_REPLACE); // GetBloodType already performed the replacement mo->target = originator; // colorize the blood! if (bloodcolor != 0 && !(mo->flags2 & MF2_DONTTRANSLATE)) { mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a); } if (!(bloodtype <= 1)) mo->renderflags |= RF_INVISIBLE; } if (bloodtype >= 1) { P_DrawSplash2 (100, pos.x, pos.y, pos.z, 0u - originator->__f_AngleTo(pos), 2, bloodcolor); } } //--------------------------------------------------------------------------- // // PROC P_RipperBlood // //--------------------------------------------------------------------------- void P_RipperBlood (AActor *mo, AActor *bleeder) { PalEntry bloodcolor = bleeder->GetBloodColor(); PClassActor *bloodcls = bleeder->GetBloodType(); fixed_t xo = (pr_ripperblood.Random2() << 12); fixed_t yo = (pr_ripperblood.Random2() << 12); fixed_t zo = (pr_ripperblood.Random2() << 12); fixedvec3 pos = mo->Vec3Offset(xo, yo, zo); int bloodtype = cl_bloodtype; if (bloodcls != NULL && !(GetDefaultByType(bloodcls)->flags4 & MF4_ALLOWPARTICLES)) bloodtype = 0; if (bloodcls != NULL) { AActor *th; th = Spawn (bloodcls, pos, NO_REPLACE); // GetBloodType already performed the replacement // [NG] Applying PUFFGETSOWNER to the blood will make it target the owner if (th->flags5 & MF5_PUFFGETSOWNER) th->target = bleeder; if (gameinfo.gametype == GAME_Heretic) th->flags |= MF_NOGRAVITY; th->Vel.X = mo->Vel.X / 2; th->Vel.Y = mo->Vel.Y / 2; th->tics += pr_ripperblood () & 3; // colorize the blood! if (bloodcolor!=0 && !(th->flags2 & MF2_DONTTRANSLATE)) { th->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a); } if (!(bloodtype <= 1)) th->renderflags |= RF_INVISIBLE; } if (bloodtype >= 1) { P_DrawSplash2 (28, pos.x, pos.y, pos.z, 0, 0, bloodcolor); } } //--------------------------------------------------------------------------- // // FUNC P_GetThingFloorType // //--------------------------------------------------------------------------- int P_GetThingFloorType (AActor *thing) { if (thing->floorterrain >= 0) { return thing->floorterrain; } else { return thing->Sector->GetTerrain(sector_t::floor); } } //--------------------------------------------------------------------------- // // FUNC P_HitWater // // Returns true if hit liquid and splashed, false if not. //--------------------------------------------------------------------------- bool P_HitWater (AActor * thing, sector_t * sec, fixed_t x, fixed_t y, fixed_t z, bool checkabove, bool alert, bool force) { if (thing->flags3 & MF3_DONTSPLASH) return false; if (thing->player && (thing->player->cheats & CF_PREDICTING)) return false; AActor *mo = NULL; FSplashDef *splash; int terrainnum; sector_t *hsec = NULL; if (x == FIXED_MIN) x = thing->_f_X(); if (y == FIXED_MIN) y = thing->_f_Y(); if (z == FIXED_MIN) z = thing->_f_Z(); // don't splash above the object if (checkabove) { fixed_t compare_z = thing->_f_Z() + (thing->_f_height() >> 1); // Missiles are typically small and fast, so they might // end up submerged by the move that calls P_HitWater. if (thing->flags & MF_MISSILE) compare_z -= thing->_f_velz(); if (z > compare_z) return false; } #if 0 // needs some rethinking before activation // This avoids spawning splashes on invisible self referencing sectors. // For network consistency do this only in single player though because // it is not guaranteed that all players have GL nodes loaded. if (!multiplayer && thing->subsector->sector != thing->subsector->render_sector) { fixed_t zs = thing->subsector->sector->floorplane.ZatPoint(x, y); fixed_t zr = thing->subsector->render_sector->floorplane.ZatPoint(x, y); if (zs > zr && thing->z >= zs) return false; } #endif // 'force' means, we want this sector's terrain, no matter what. if (!force) { for (unsigned int i = 0; ie->XFloor.ffloors.Size(); i++) { F3DFloor * rover = sec->e->XFloor.ffloors[i]; if (!(rover->flags & FF_EXISTS)) continue; fixed_t planez = rover->top.plane->ZatPoint(x, y); if (z > planez - FRACUNIT / 2 && z < planez + FRACUNIT / 2) // allow minor imprecisions { if (rover->flags & (FF_SOLID | FF_SWIMMABLE)) { terrainnum = rover->model->GetTerrain(rover->top.isceiling); goto foundone; } } planez = rover->bottom.plane->ZatPoint(x, y); if (planez < z && !(planez < thing->_f_floorz())) return false; } } hsec = sec->GetHeightSec(); if (force || hsec == NULL || !(hsec->MoreFlags & SECF_CLIPFAKEPLANES)) { terrainnum = sec->GetTerrain(sector_t::floor); } else { terrainnum = hsec->GetTerrain(sector_t::floor); } foundone: int splashnum = Terrains[terrainnum].Splash; bool smallsplash = false; const secplane_t *plane; if (splashnum == -1) return Terrains[terrainnum].IsLiquid; // don't splash when touching an underwater floor if (thing->waterlevel>=1 && z<=thing->_f_floorz()) return Terrains[terrainnum].IsLiquid; plane = hsec != NULL? &sec->heightsec->floorplane : &sec->floorplane; // Don't splash for living things with small vertical velocities. // There are levels where the constant splashing from the monsters gets extremely annoying if (((thing->flags3&MF3_ISMONSTER || thing->player) && thing->_f_velz() >= -6*FRACUNIT) && !force) return Terrains[terrainnum].IsLiquid; splash = &Splashes[splashnum]; // Small splash for small masses if (thing->Mass < 10) smallsplash = true; if (smallsplash && splash->SmallSplash) { mo = Spawn (splash->SmallSplash, x, y, z, ALLOW_REPLACE); if (mo) mo->Floorclip += FIXED2DBL(splash->SmallSplashClip); } else { if (splash->SplashChunk) { mo = Spawn (splash->SplashChunk, x, y, z, ALLOW_REPLACE); mo->target = thing; if (splash->ChunkXVelShift != 255) { mo->Vel.X = (pr_chunk.Random2() << splash->ChunkXVelShift) / 65536.; } if (splash->ChunkYVelShift != 255) { mo->Vel.Y = (pr_chunk.Random2() << splash->ChunkYVelShift) / 65536.; } mo->Vel.Z = splash->ChunkBaseZVel + (pr_chunk() << splash->ChunkZVelShift) / 65536.; } if (splash->SplashBase) { mo = Spawn (splash->SplashBase, x, y, z, ALLOW_REPLACE); } if (thing->player && !splash->NoAlert && alert) { P_NoiseAlert (thing, thing, true); } } if (mo) { S_Sound (mo, CHAN_ITEM, smallsplash ? splash->SmallSplashSound : splash->NormalSplashSound, 1, ATTN_IDLE); } else { S_Sound (x, y, z, CHAN_ITEM, smallsplash ? splash->SmallSplashSound : splash->NormalSplashSound, 1, ATTN_IDLE); } // Don't let deep water eat missiles return plane == &sec->floorplane ? Terrains[terrainnum].IsLiquid : false; } //--------------------------------------------------------------------------- // // FUNC P_HitFloor // // Returns true if hit liquid and splashed, false if not. //--------------------------------------------------------------------------- bool P_HitFloor (AActor *thing) { const msecnode_t *m; // killough 11/98: touchy objects explode on impact // Allow very short drops to be safe, so that a touchy can be summoned without exploding. if (thing->flags6 & MF6_TOUCHY && ((thing->flags6 & MF6_ARMED) || thing->IsSentient()) && ((thing->_f_velz()) < (-5 * FRACUNIT))) { thing->flags6 &= ~MF6_ARMED; // Disarm P_DamageMobj (thing, NULL, NULL, thing->health, NAME_Crush, DMG_FORCED); // kill object return false; } if (thing->flags3 & MF3_DONTSPLASH) return false; // don't splash if landing on the edge above water/lava/etc.... fixedvec3 pos; for (m = thing->touching_sectorlist; m; m = m->m_tnext) { pos = thing->PosRelative(m->m_sector); if (thing->_f_Z() == m->m_sector->floorplane.ZatPoint(pos.x, pos.y)) { break; } // Check 3D floors for(unsigned int i=0;im_sector->e->XFloor.ffloors.Size();i++) { F3DFloor * rover = m->m_sector->e->XFloor.ffloors[i]; if (!(rover->flags & FF_EXISTS)) continue; if (rover->flags & (FF_SOLID|FF_SWIMMABLE)) { if (rover->top.plane->ZatPoint(pos.x, pos.y) == thing->_f_Z()) { return P_HitWater (thing, m->m_sector, pos); } } } } if (m == NULL || m->m_sector->GetHeightSec() != NULL) { return false; } return P_HitWater (thing, m->m_sector, pos); } //--------------------------------------------------------------------------- // // P_CheckSplash // // Checks for splashes caused by explosions // //--------------------------------------------------------------------------- void P_CheckSplash(AActor *self, double distance) { sector_t *floorsec; self->Sector->_f_LowestFloorAt(self, &floorsec); if (self->Z() <= self->floorz + distance && self->floorsector == floorsec && self->Sector->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. fixedvec3 pos = self->PosRelative(floorsec); P_HitWater (self, floorsec, pos.x, pos.y, self->_f_floorz(), false, false); } } //--------------------------------------------------------------------------- // // FUNC P_CheckMissileSpawn // // Returns true if the missile is at a valid spawn point, otherwise // explodes it and returns false. // //--------------------------------------------------------------------------- bool P_CheckMissileSpawn (AActor* th, double maxdist) { // [RH] Don't decrement tics if they are already less than 1 if ((th->flags4 & MF4_RANDOMIZE) && th->tics > 0) { th->tics -= pr_checkmissilespawn() & 3; if (th->tics < 1) th->tics = 1; } if (maxdist > 0) { // move a little forward so an angle can be computed if it immediately explodes DVector3 advance = th->Vel; double maxsquared = maxdist*maxdist; // Keep halving the advance vector until we get something less than maxdist // units away, since we still want to spawn the missile inside the shooter. do { advance *= 0.5f; } while (advance.XY().LengthSquared() >= maxsquared); th->SetXYZ(th->Pos() + advance); } FCheckPosition tm(!!(th->flags2 & MF2_RIP)); // killough 8/12/98: for non-missile objects (e.g. grenades) // // [GZ] MBF excludes non-missile objects from the P_TryMove test // and subsequent potential P_ExplodeMissile call. That is because // in MBF, a projectile is not an actor with the MF_MISSILE flag // but an actor with either or both the MF_MISSILE and MF_BOUNCES // flags, and a grenade is identified by not having MF_MISSILE. // Killough wanted grenades not to explode directly when spawned, // therefore they can be fired safely even when humping a wall as // they will then just drop on the floor at their shooter's feet. // // However, ZDoom does allow non-missiles to be shot as well, so // Killough's check for non-missiles is inadequate here. So let's // replace it by a check for non-missile and MBF bounce type. // This should allow MBF behavior where relevant without altering // established ZDoom behavior for crazy stuff like a cacodemon cannon. bool MBFGrenade = (!(th->flags & MF_MISSILE) || (th->BounceFlags & BOUNCE_MBF)); // killough 3/15/98: no dropoff (really = don't care for missiles) if (!(P_TryMove (th, th->_f_X(), th->_f_Y(), false, NULL, tm, true))) { // [RH] Don't explode ripping missiles that spawn inside something if (th->BlockingMobj == NULL || !(th->flags2 & MF2_RIP) || (th->BlockingMobj->flags5 & MF5_DONTRIP)) { // If this is a monster spawned by A_CustomMissile subtract it from the counter. th->ClearCounters(); // [RH] Don't explode missiles that spawn on top of horizon lines if (th->BlockingLine != NULL && th->BlockingLine->special == Line_Horizon) { th->Destroy (); } else if (MBFGrenade && th->BlockingLine != NULL) { P_BounceWall(th); } else { P_ExplodeMissile (th, NULL, th->BlockingMobj); } return false; } } th->ClearInterpolation(); return true; } //--------------------------------------------------------------------------- // // FUNC P_PlaySpawnSound // // Plays a missiles spawn sound. Location depends on the // MF_SPAWNSOUNDSOURCE flag. // //--------------------------------------------------------------------------- void P_PlaySpawnSound(AActor *missile, AActor *spawner) { if (missile->SeeSound != 0) { if (!(missile->flags & MF_SPAWNSOUNDSOURCE)) { S_Sound (missile, CHAN_VOICE, missile->SeeSound, 1, ATTN_NORM); } else if (spawner != NULL) { S_Sound (spawner, CHAN_WEAPON, missile->SeeSound, 1, ATTN_NORM); } else { // If there is no spawner use the spawn position. // But not in a silenced sector. if (!(missile->Sector->Flags & SECF_SILENT)) S_Sound (missile->_f_X(), missile->_f_Y(), missile->_f_Z(), CHAN_WEAPON, missile->SeeSound, 1, ATTN_NORM); } } } static fixed_t GetDefaultSpeed(PClassActor *type) { if (type == NULL) return 0; else if (G_SkillProperty(SKILLP_FastMonsters) && type->FastSpeed >= 0) return FLOAT2FIXED(type->FastSpeed); else return GetDefaultByType(type)->_f_speed(); } //--------------------------------------------------------------------------- // // FUNC P_SpawnMissile // // Returns NULL if the missile exploded immediately, otherwise returns // a mobj_t pointer to the missile. // //--------------------------------------------------------------------------- AActor *P_SpawnMissile (AActor *source, AActor *dest, PClassActor *type, AActor *owner) { if (source == NULL) { return NULL; } return P_SpawnMissileXYZ (source->_f_X(), source->_f_Y(), source->_f_Z() + 32*FRACUNIT + source->GetBobOffset(), source, dest, type, true, owner); } AActor *P_SpawnMissileZ (AActor *source, fixed_t z, AActor *dest, PClassActor *type) { if (source == NULL) { return NULL; } return P_SpawnMissileXYZ (source->_f_X(), source->_f_Y(), z, source, dest, type); } AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z, AActor *source, AActor *dest, PClassActor *type, bool checkspawn, AActor *owner) { if (source == NULL) { return NULL; } if (dest == NULL) { Printf ("P_SpawnMissilyXYZ: Tried to shoot %s from %s with no dest\n", type->TypeName.GetChars(), source->GetClass()->TypeName.GetChars()); return NULL; } if (z != ONFLOORZ && z != ONCEILINGZ) { z -= source->_f_floorclip(); } AActor *th = Spawn (type, x, y, z, ALLOW_REPLACE); P_PlaySpawnSound(th, source); // record missile's originator if (owner == NULL) owner = source; th->target = owner; double speed = th->Speed; // [RH] // Hexen calculates the missile velocity based on the source's location. // Would it be more useful to base it on the actual position of the // missile? // Answer: No, because this way, you can set up sets of parallel missiles. DVector3 velocity = source->Vec3To(dest); // Floor and ceiling huggers should never have a vertical component to their velocity if (th->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)) { velocity.Z = 0; } // [RH] Adjust the trajectory if the missile will go over the target's head. else if (FIXED2FLOAT(z) - source->Z() >= dest->Height) { velocity.Z += (dest->Height - FIXED2FLOAT(z) + source->Z()); } th->Vel = velocity.Resized(speed); // invisible target: rotate velocity vector in 2D // [RC] Now monsters can aim at invisible player as if they were fully visible. if (dest->flags & MF_SHADOW && !(source->flags6 & MF6_SEEINVISIBLE)) { DAngle an = pr_spawnmissile.Random2() * (22.5 / 256); double c = an.Cos(); double s = an.Sin(); double newx = th->Vel.X * c - th->Vel.Y * s; double newy = th->Vel.X * s + th->Vel.Y * c; th->Vel.X = newx; th->Vel.Y = newy; } th->AngleFromVel(); if (th->flags4 & MF4_SPECTRAL) { th->SetFriendPlayer(owner->player); } return (!checkspawn || P_CheckMissileSpawn (th, source->radius)) ? th : NULL; } AActor *P_OldSpawnMissile(AActor *source, AActor *owner, AActor *dest, PClassActor *type) { if (source == NULL) { return NULL; } AActor *th = Spawn (type, source->PosPlusZ(4*8*FRACUNIT), ALLOW_REPLACE); P_PlaySpawnSound(th, source); th->target = owner; // record missile's originator th->Angles.Yaw = source->AngleTo(dest); th->VelFromAngle(); double dist = source->DistanceBySpeed(dest, MAX(1., th->Speed)); th->Vel.Z = (dest->Z() - source->Z()) / dist; if (th->flags4 & MF4_SPECTRAL) { th->SetFriendPlayer(owner->player); } P_CheckMissileSpawn(th, source->radius); return th; } //--------------------------------------------------------------------------- // // FUNC P_SpawnMissileAngle // // Returns NULL if the missile exploded immediately, otherwise returns // a mobj_t pointer to the missile. // //--------------------------------------------------------------------------- AActor *P_SpawnMissileAngle (AActor *source, PClassActor *type, angle_t angle, fixed_t vz) { if (source == NULL) { return NULL; } return P_SpawnMissileAngleZSpeed (source, source->_f_Z() + 32*FRACUNIT + source->GetBobOffset(), type, angle, vz, GetDefaultSpeed (type)); } AActor *P_SpawnMissileAngleZ (AActor *source, fixed_t z, PClassActor *type, angle_t angle, fixed_t vz) { return P_SpawnMissileAngleZSpeed (source, z, type, angle, vz, GetDefaultSpeed (type)); } AActor *P_SpawnMissileZAimed (AActor *source, fixed_t z, AActor *dest, PClassActor *type) { if (source == NULL) { return NULL; } angle_t an; fixed_t dist; fixed_t speed; fixed_t vz; an = source->_f_angle(); if (dest->flags & MF_SHADOW) { an += pr_spawnmissile.Random2() << 20; } dist = source->AproxDistance (dest); speed = GetDefaultSpeed (type); dist /= speed; vz = dist != 0 ? (dest->_f_Z() - source->_f_Z())/dist : speed; return P_SpawnMissileAngleZSpeed (source, z, type, an, vz, speed); } //--------------------------------------------------------------------------- // // FUNC P_SpawnMissileAngleSpeed // // Returns NULL if the missile exploded immediately, otherwise returns // a mobj_t pointer to the missile. // //--------------------------------------------------------------------------- AActor *P_SpawnMissileAngleSpeed (AActor *source, PClassActor *type, angle_t angle, fixed_t vz, fixed_t speed) { if (source == NULL) { return NULL; } return P_SpawnMissileAngleZSpeed (source, source->_f_Z() + 32*FRACUNIT + source->GetBobOffset(), type, angle, vz, speed); } AActor *P_SpawnMissileAngleZSpeed (AActor *source, fixed_t z, PClassActor *type, angle_t angle, fixed_t vz, fixed_t speed, AActor *owner, bool checkspawn) { if (source == NULL) { return NULL; } AActor *mo; if (z != ONFLOORZ && z != ONCEILINGZ) { z -= source->_f_floorclip(); } mo = Spawn (type, source->_f_X(), source->_f_Y(), z, ALLOW_REPLACE); P_PlaySpawnSound(mo, source); if (owner == NULL) owner = source; mo->target = owner; mo->Angles.Yaw = ANGLE2DBL(angle); mo->VelFromAngle(FIXED2DBL(speed)); mo->Vel.Z = FIXED2DBL(vz); if (mo->flags4 & MF4_SPECTRAL) { mo->SetFriendPlayer(owner->player); } return (!checkspawn || P_CheckMissileSpawn(mo, source->radius)) ? mo : NULL; } /* ================ = = P_SpawnPlayerMissile = = Tries to aim at a nearby monster ================ */ AActor *P_SpawnPlayerMissile (AActor *source, PClassActor *type) { if (source == NULL) { return NULL; } return P_SpawnPlayerMissile (source, 0, 0, 0, type, source->Angles.Yaw); } AActor *P_SpawnPlayerMissile (AActor *source, PClassActor *type, DAngle angle) { return P_SpawnPlayerMissile (source, 0, 0, 0, type, angle); } AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z, PClassActor *type, DAngle angle, FTranslatedLineTarget *pLineTarget, AActor **pMissileActor, bool nofreeaim, bool noautoaim, int aimflags) { //static const double angdiff[3] = { -5.625, 5.625, 0 }; static const int angdiff[3] = { -(1<<26), 1<<26, 0 }; DAngle an = angle; DAngle pitch; FTranslatedLineTarget scratch; AActor *defaultobject = GetDefaultByType(type); DAngle vrange = nofreeaim ? 35. : 0.; if (source == NULL) { return NULL; } if (!pLineTarget) pLineTarget = &scratch; if (source->player && source->player->ReadyWeapon && ((source->player->ReadyWeapon->WeaponFlags & WIF_NOAUTOAIM) || noautoaim)) { // Keep exactly the same angle and pitch as the player's own aim an = angle; pitch = source->Angles.Pitch; pLineTarget->linetarget = NULL; } else // see which target is to be aimed at { // [XA] If MaxTargetRange is defined in the spawned projectile, use this as the // maximum range for the P_AimLineAttack call later; this allows MaxTargetRange // to function as a "maximum tracer-acquisition range" for seeker missiles. double linetargetrange = defaultobject->maxtargetrange > 0 ? FIXED2DBL(defaultobject->maxtargetrange*64) : 16*64.; int i = 2; do { an = angle + angdiff[i]; pitch = P_AimLineAttack (source, an, linetargetrange, pLineTarget, vrange, aimflags); if (source->player != NULL && !nofreeaim && level.IsFreelookAllowed() && source->player->userinfo.GetAimDist() <= 0.5) { break; } } while (pLineTarget->linetarget == NULL && --i >= 0); if (pLineTarget->linetarget == NULL) { an = angle; if (nofreeaim || !level.IsFreelookAllowed()) { pitch = 0.; } } } if (z != ONFLOORZ && z != ONCEILINGZ) { // Doom spawns missiles 4 units lower than hitscan attacks for players. z += source->_f_Z() + (source->_f_height()>>1) - source->_f_floorclip(); if (source->player != NULL) // Considering this is for player missiles, it better not be NULL. { z += fixed_t ((source->player->mo->AttackZOffset - 4*FRACUNIT) * source->player->crouchfactor); } else { z += 4*FRACUNIT; } // Do not fire beneath the floor. if (z < source->_f_floorz()) { z = source->_f_floorz(); } } fixedvec2 pos = source->Vec2Offset(x, y); AActor *MissileActor = Spawn (type, pos.x, pos.y, z, ALLOW_REPLACE); if (pMissileActor) *pMissileActor = MissileActor; P_PlaySpawnSound(MissileActor, source); MissileActor->target = source; MissileActor->Angles.Yaw = an; if (MissileActor->flags3 & (MF3_FLOORHUGGER | MF3_CEILINGHUGGER)) { MissileActor->VelFromAngle(); } else { MissileActor->Vel3DFromAngle(pitch, MissileActor->Speed); } if (MissileActor->flags4 & MF4_SPECTRAL) { MissileActor->SetFriendPlayer(source->player); } if (P_CheckMissileSpawn (MissileActor, source->radius)) { return MissileActor; } return NULL; } int AActor::GetTeam() { if (player) { return player->userinfo.GetTeam(); } int myTeam = DesignatedTeam; // Check for monsters that belong to a player on the team but aren't part of the team themselves. if (myTeam == TEAM_NONE && FriendPlayer != 0) { myTeam = players[FriendPlayer - 1].userinfo.GetTeam(); } return myTeam; } bool AActor::IsTeammate (AActor *other) { if (!other) { return false; } else if (!deathmatch && player && other->player) { return true; } else if (teamplay) { int myTeam = GetTeam(); int otherTeam = other->GetTeam(); return (myTeam != TEAM_NONE && myTeam == otherTeam); } return false; } //========================================================================== // // AActor :: GetSpecies // // Species is defined as the lowest base class that is a monster // with no non-monster class in between. If the actor specifies an explicit // species (i.e. not 'None'), that is used. This is virtualized, so special // monsters can change this behavior if they like. // //========================================================================== FName AActor::GetSpecies() { if (Species != NAME_None) { return Species; } PClassActor *thistype = GetClass(); if (GetDefaultByType(thistype)->flags3 & MF3_ISMONSTER) { while (thistype->ParentClass) { if (GetDefaultByType(thistype->ParentClass)->flags3 & MF3_ISMONSTER) thistype = static_cast(thistype->ParentClass); else break; } } return Species = thistype->TypeName; // [GZ] Speeds up future calls. } //========================================================================== // // AActor :: IsFriend // // Checks if two monsters have to be considered friendly. // //========================================================================== bool AActor::IsFriend (AActor *other) { if (flags & other->flags & MF_FRIENDLY) { if (deathmatch && teamplay) return IsTeammate(other) || (FriendPlayer != 0 && other->FriendPlayer != 0 && players[FriendPlayer-1].mo->IsTeammate(players[other->FriendPlayer-1].mo)); return !deathmatch || FriendPlayer == other->FriendPlayer || FriendPlayer == 0 || other->FriendPlayer == 0 || players[FriendPlayer-1].mo->IsTeammate(players[other->FriendPlayer-1].mo); } return false; } //========================================================================== // // AActor :: IsHostile // // Checks if two monsters have to be considered hostile under any circumstances // //========================================================================== bool AActor::IsHostile (AActor *other) { // Both monsters are non-friendlies so hostilities depend on infighting settings if (!((flags | other->flags) & MF_FRIENDLY)) return false; // Both monsters are friendly and belong to the same player if applicable. if (flags & other->flags & MF_FRIENDLY) { if (deathmatch && teamplay) return !IsTeammate(other) && !(FriendPlayer != 0 && other->FriendPlayer != 0 && players[FriendPlayer-1].mo->IsTeammate(players[other->FriendPlayer-1].mo)); return deathmatch && FriendPlayer != other->FriendPlayer && FriendPlayer !=0 && other->FriendPlayer != 0 && !players[FriendPlayer-1].mo->IsTeammate(players[other->FriendPlayer-1].mo); } return true; } int AActor::DoSpecialDamage (AActor *target, int damage, FName damagetype) { if (target->player && target->player->mo == target && damage < 1000 && (target->player->cheats & CF_GODMODE || target->player->cheats & CF_GODMODE2)) { return -1; } else { if (target->player) { // Only do this for old style poison damage. if (PoisonDamage > 0 && PoisonDuration == INT_MIN) { P_PoisonPlayer (target->player, this, this->target, PoisonDamage); damage >>= 1; } } return damage; } } int AActor::TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, FName damagetype) { FState *death; // If the actor does not have a corresponding death state, then it does not take damage. // Note that DeathState matches every kind of damagetype, so an actor has that, it can // be hurt with any type of damage. Exception: Massacre damage always succeeds, because // it needs to work. // Always kill if there is a regular death state or no death states at all. if (FindState (NAME_Death) != NULL || !HasSpecialDeathStates() || damagetype == NAME_Massacre) { return damage; } if (inflictor && inflictor->DeathType != NAME_None) damagetype = inflictor->DeathType; if (damagetype == NAME_Ice) { death = FindState (NAME_Death, NAME_Ice, true); if (death == NULL && !deh.NoAutofreeze && !(flags4 & MF4_NOICEDEATH) && (player || (flags3 & MF3_ISMONSTER))) { death = FindState(NAME_GenericFreezeDeath); } } else { death = FindState (NAME_Death, damagetype); } return (death == NULL) ? -1 : damage; } void AActor::Crash() { // [RC] Weird that this forces the Crash state regardless of flag. if(!(flags6 & MF6_DONTCORPSE)) { if (((flags & MF_CORPSE) || (flags6 & MF6_KILLED)) && !(flags3 & MF3_CRASHED) && !(flags & MF_ICECORPSE)) { FState *crashstate = NULL; if (DamageType != NAME_None) { if (health < GetGibHealth()) { // Extreme death FName labels[] = { NAME_Crash, NAME_Extreme, DamageType }; crashstate = FindState (3, labels, true); } if (crashstate == NULL) { // Normal death crashstate = FindState(NAME_Crash, DamageType, true); } } if (crashstate == NULL) { if (health < GetGibHealth()) { // Extreme death crashstate = FindState(NAME_Crash, NAME_Extreme); } else { // Normal death crashstate = FindState(NAME_Crash); } } if (crashstate != NULL) SetState(crashstate); // Set MF3_CRASHED regardless of the presence of a crash state // so this code doesn't have to be executed repeatedly. flags3 |= MF3_CRASHED; } } } void AActor::SetIdle(bool nofunction) { FState *idle = FindState (NAME_Idle); if (idle == NULL) idle = SpawnState; SetState(idle, nofunction); } int AActor::SpawnHealth() const { int defhealth = StartHealth ? StartHealth : GetDefault()->health; if (!(flags3 & MF3_ISMONSTER) || defhealth == 0) { return defhealth; } else if (flags & MF_FRIENDLY) { int adj = FixedMul(defhealth, G_SkillProperty(SKILLP_FriendlyHealth)); return (adj <= 0) ? 1 : adj; } else { int adj = FixedMul(defhealth, G_SkillProperty(SKILLP_MonsterHealth)); return (adj <= 0) ? 1 : adj; } } FState *AActor::GetRaiseState() { if (!(flags & MF_CORPSE)) { return NULL; // not a monster } if (tics != -1 && // not lying still yet !state->GetCanRaise()) // or not ready to be raised yet { return NULL; } if (IsKindOf(RUNTIME_CLASS(APlayerPawn))) { return NULL; // do not resurrect players } return FindState(NAME_Raise); } void AActor::Revive() { AActor *info = GetDefault(); flags = info->flags; flags2 = info->flags2; flags3 = info->flags3; flags4 = info->flags4; flags5 = info->flags5; flags6 = info->flags6; flags7 = info->flags7; DamageType = info->DamageType; health = SpawnHealth(); target = NULL; lastenemy = NULL; // [RH] If it's a monster, it gets to count as another kill if (CountsAsKill()) { level.total_monsters++; } } int AActor::GetGibHealth() const { int gibhealth = GetClass()->GibHealth; if (gibhealth != INT_MIN) { return -abs(gibhealth); } else { return -FixedMul(SpawnHealth(), gameinfo.gibfactor); } } double AActor::GetCameraHeight() const { return GetClass()->CameraHeight == INT_MIN ? Height / 2 : GetClass()->CameraHeight; } DDropItem *AActor::GetDropItems() const { return GetClass()->DropItems; } double AActor::GetGravity() const { if (flags & MF_NOGRAVITY) return 0; return level.gravity * Sector->gravity * FIXED2DBL(gravity) * 0.00125; } // killough 11/98: // Whether an object is "sentient" or not. Used for environmental influences. // (left precisely the same as MBF even though it doesn't make much sense.) bool AActor::IsSentient() const { return health > 0 && SeeState != NULL; } FSharedStringArena AActor::mStringPropertyData; const char *AActor::GetTag(const char *def) const { if (Tag != NULL) { const char *tag = Tag->GetChars(); if (tag[0] == '$') { return GStrings(tag + 1); } else { return tag; } } else if (def) { return def; } else { return GetClass()->TypeName.GetChars(); } } void AActor::SetTag(const char *def) { if (def == NULL || *def == 0) { Tag = NULL; } else { Tag = mStringPropertyData.Alloc(def); } } void AActor::ClearCounters() { if (CountsAsKill() && health > 0) { level.total_monsters--; flags &= ~MF_COUNTKILL; } // Same, for items if (flags & MF_COUNTITEM) { level.total_items--; flags &= ~MF_COUNTITEM; } // And finally for secrets if (flags5 & MF5_COUNTSECRET) { level.total_secrets--; flags5 &= ~MF5_COUNTSECRET; } } //---------------------------------------------------------------------------- // // DropItem handling // //---------------------------------------------------------------------------- IMPLEMENT_POINTY_CLASS(DDropItem) DECLARE_POINTER(Next) END_POINTERS void PrintMiscActorInfo(AActor *query) { if (query) { int flagi; int querystyle = STYLE_Count; for (int style = STYLE_None; style < STYLE_Count; ++style) { // Check for a legacy render style that matches. if (LegacyRenderStyles[style] == query->RenderStyle) { querystyle = style; break; } } static const char * renderstyles[]= {"None", "Normal", "Fuzzy", "SoulTrans", "OptFuzzy", "Stencil", "Translucent", "Add", "Shaded", "TranslucentStencil", "Shadow", "Subtract", "AddStencil", "AddShaded"}; FLineSpecial *spec = P_GetLineSpecialInfo(query->special); Printf("%s @ %p has the following flags:\n flags: %x", query->GetTag(), query, query->flags.GetValue()); for (flagi = 0; flagi <= 31; flagi++) if (query->flags & ActorFlags::FromInt(1<flags2.GetValue()); for (flagi = 0; flagi <= 31; flagi++) if (query->flags2 & ActorFlags2::FromInt(1<flags3.GetValue()); for (flagi = 0; flagi <= 31; flagi++) if (query->flags3 & ActorFlags3::FromInt(1<flags4.GetValue()); for (flagi = 0; flagi <= 31; flagi++) if (query->flags4 & ActorFlags4::FromInt(1<flags5.GetValue()); for (flagi = 0; flagi <= 31; flagi++) if (query->flags5 & ActorFlags5::FromInt(1<flags6.GetValue()); for (flagi = 0; flagi <= 31; flagi++) if (query->flags6 & ActorFlags6::FromInt(1<flags7.GetValue()); for (flagi = 0; flagi <= 31; flagi++) if (query->flags7 & ActorFlags7::FromInt(1<BounceFlags.GetValue(), FIXED2DBL(query->bouncefactor), FIXED2DBL(query->wallbouncefactor)); /*for (flagi = 0; flagi < 31; flagi++) if (query->BounceFlags & 1<alpha), query->renderflags.GetValue()); /*for (flagi = 0; flagi < 31; flagi++) if (query->renderflags & 1<name : "None"), query->args[0], query->args[1], query->args[2], query->args[3], query->args[4], query->special1, query->special2); Printf("\nTID: %d", query->tid); Printf("\nCoord= x: %f, y: %f, z:%f, floor:%f, ceiling:%f.", query->X(), query->Y(), query->Z(), FIXED2DBL(query->_f_floorz()), query->ceilingz); Printf("\nSpeed= %f, velocity= x:%f, y:%f, z:%f, combined:%f.\n", query->Speed, query->Vel.X, query->Vel.Y, query->Vel.Z, query->Vel.Length()); } }