/* ** thingdef.cpp ** ** Code pointers for Actor definitions ** **--------------------------------------------------------------------------- ** Copyright 2002-2006 Christoph Oelckers ** Copyright 2004-2006 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be ** covered by the terms of the GNU General Public License as published by ** the Free Software Foundation; either version 2 of the License, or (at ** your option) any later version. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "gi.h" #include "g_level.h" #include "actor.h" #include "info.h" #include "sc_man.h" #include "tarray.h" #include "w_wad.h" #include "templates.h" #include "r_defs.h" #include "r_draw.h" #include "a_pickups.h" #include "s_sound.h" #include "cmdlib.h" #include "p_lnspec.h" #include "p_enemy.h" #include "a_action.h" #include "decallib.h" #include "m_random.h" #include "i_system.h" #include "p_local.h" #include "c_console.h" #include "doomerrors.h" #include "a_sharedglobal.h" #include "thingdef/thingdef.h" #include "v_video.h" #include "v_font.h" #include "doomstat.h" #include "v_palette.h" static FRandom pr_camissile ("CustomActorfire"); static FRandom pr_camelee ("CustomMelee"); static FRandom pr_cabullet ("CustomBullet"); static FRandom pr_cajump ("CustomJump"); static FRandom pr_cwbullet ("CustomWpBullet"); static FRandom pr_cwjump ("CustomWpJump"); static FRandom pr_cwpunch ("CustomWpPunch"); static FRandom pr_grenade ("ThrowGrenade"); static FRandom pr_crailgun ("CustomRailgun"); static FRandom pr_spawndebris ("SpawnDebris"); static FRandom pr_spawnitemex ("SpawnItemEx"); static FRandom pr_burst ("Burst"); static FRandom pr_monsterrefire ("MonsterRefire"); //========================================================================== // // ACustomInventory :: CallStateChain // // Executes the code pointers in a chain of states // until there is no next state // //========================================================================== bool ACustomInventory::CallStateChain (AActor *actor, FState * State) { StateCallData StateCall; bool result = false; int counter = 0; StateCall.Item = this; while (State != NULL) { // Assume success. The code pointer will set this to false if necessary StateCall.State = State; StateCall.Result = true; if (State->CallAction(actor, this, &StateCall)) { // collect all the results. Even one successful call signifies overall success. result |= StateCall.Result; } // Since there are no delays it is a good idea to check for infinite loops here! counter++; if (counter >= 10000) break; if (StateCall.State == State) { // Abort immediately if the state jumps to itself! if (State == State->GetNextState()) { return false; } // If both variables are still the same there was no jump // so we must advance to the next state. State = State->GetNextState(); } else { State = StateCall.State; } } return result; } //========================================================================== // // Simple flag changers // //========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_SetSolid) { PARAM_ACTION_PROLOGUE; self->flags |= MF_SOLID; return 0; } DEFINE_ACTION_FUNCTION(AActor, A_UnsetSolid) { PARAM_ACTION_PROLOGUE; self->flags &= ~MF_SOLID; return 0; } DEFINE_ACTION_FUNCTION(AActor, A_SetFloat) { PARAM_ACTION_PROLOGUE; self->flags |= MF_FLOAT; return 0; } DEFINE_ACTION_FUNCTION(AActor, A_UnsetFloat) { PARAM_ACTION_PROLOGUE; self->flags &= ~(MF_FLOAT|MF_INFLOAT); return 0; } //========================================================================== // // Customizable attack functions which use actor parameters. // //========================================================================== static void DoAttack (AActor *self, bool domelee, bool domissile, int MeleeDamage, FSoundID MeleeSound, const PClass *MissileType,fixed_t MissileHeight) { if (self->target == NULL) return; A_FaceTarget (self); if (domelee && MeleeDamage>0 && self->CheckMeleeRange ()) { int damage = pr_camelee.HitDice(MeleeDamage); if (MeleeSound) S_Sound (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM); P_DamageMobj (self->target, self, self, damage, NAME_Melee); P_TraceBleed (damage, self->target, self); } else if (domissile && MissileType != NULL) { // This seemingly senseless code is needed for proper aiming. self->z+=MissileHeight-32*FRACUNIT; AActor * missile = P_SpawnMissileXYZ (self->x, self->y, self->z + 32*FRACUNIT, self, self->target, MissileType, false); self->z-=MissileHeight-32*FRACUNIT; if (missile) { // automatic handling of seeker missiles if (missile->flags2&MF2_SEEKERMISSILE) { missile->tracer=self->target; } // set the health value so that the missile works properly if (missile->flags4&MF4_SPECTRAL) { missile->health=-2; } P_CheckMissileSpawn(missile); } } } DEFINE_ACTION_FUNCTION(AActor, A_MeleeAttack) { PARAM_ACTION_PROLOGUE; int MeleeDamage = self->GetClass()->Meta.GetMetaInt(ACMETA_MeleeDamage, 0); FSoundID MeleeSound = self->GetClass()->Meta.GetMetaInt(ACMETA_MeleeSound, 0); DoAttack(self, true, false, MeleeDamage, MeleeSound, NULL, 0); return 0; } DEFINE_ACTION_FUNCTION(AActor, A_MissileAttack) { PARAM_ACTION_PROLOGUE; const PClass *MissileType = PClass::FindClass(ENamedName(self->GetClass()->Meta.GetMetaInt(ACMETA_MissileName, NAME_None))); fixed_t MissileHeight = self->GetClass()->Meta.GetMetaFixed(ACMETA_MissileHeight, 32*FRACUNIT); DoAttack(self, false, true, 0, 0, MissileType, MissileHeight); return 0; } DEFINE_ACTION_FUNCTION(AActor, A_ComboAttack) { PARAM_ACTION_PROLOGUE; int MeleeDamage = self->GetClass()->Meta.GetMetaInt(ACMETA_MeleeDamage, 0); FSoundID MeleeSound = self->GetClass()->Meta.GetMetaInt(ACMETA_MeleeSound, 0); const PClass *MissileType = PClass::FindClass(ENamedName(self->GetClass()->Meta.GetMetaInt(ACMETA_MissileName, NAME_None))); fixed_t MissileHeight = self->GetClass()->Meta.GetMetaFixed(ACMETA_MissileHeight, 32*FRACUNIT); DoAttack(self, true, true, MeleeDamage, MeleeSound, MissileType, MissileHeight); return 0; } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BasicAttack) { PARAM_ACTION_PROLOGUE; PARAM_INT (melee_damage); PARAM_SOUND (melee_sound); PARAM_CLASS (missile_type, AActor); PARAM_FIXED (missile_height); if (missile_type != NULL) { DoAttack(self, true, true, melee_damage, melee_sound, missile_type, missile_height); } return 0; } //========================================================================== // // Custom sound functions. // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlaySound) { PARAM_ACTION_PROLOGUE; PARAM_SOUND_OPT (soundid) { soundid = "weapons/pistol"; } PARAM_INT_OPT (channel) { channel = CHAN_BODY; } PARAM_FLOAT_OPT (volume) { volume = 1; } PARAM_BOOL_OPT (looping) { looping = false; } PARAM_FLOAT_OPT (attenuation) { attenuation = ATTN_NORM; } if (!looping) { S_Sound (self, channel, soundid, volume, attenuation); } else { if (!S_IsActorPlayingSomething (self, channel&7, soundid)) { S_Sound (self, channel | CHAN_LOOP, soundid, volume, attenuation); } } return 0; } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_StopSound) { PARAM_ACTION_PROLOGUE; PARAM_INT_OPT(slot) { slot = CHAN_VOICE; } S_StopSound(self, slot); return 0; } //========================================================================== // // These come from a time when DECORATE constants did not exist yet and // the sound interface was less flexible. As a result the parameters are // not optimal and these functions have been deprecated in favor of extending // A_PlaySound and A_StopSound. // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlayWeaponSound) { PARAM_ACTION_PROLOGUE; PARAM_SOUND(soundid); S_Sound(self, CHAN_WEAPON, soundid, 1, ATTN_NORM); return 0; } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlaySoundEx) { PARAM_ACTION_PROLOGUE; PARAM_SOUND (soundid); PARAM_NAME (channel); PARAM_BOOL_OPT (looping) { looping = false; } PARAM_INT_OPT (attenuation_raw) { attenuation_raw = 0; } float attenuation; switch (attenuation_raw) { case -1: attenuation = ATTN_STATIC; break; // drop off rapidly default: case 0: attenuation = ATTN_NORM; break; // normal case 1: case 2: attenuation = ATTN_NONE; break; // full volume } if (channel < NAME_Auto || channel > NAME_SoundSlot7) { channel = NAME_Auto; } if (!looping) { S_Sound (self, int(channel) - NAME_Auto, soundid, 1, attenuation); } else { if (!S_IsActorPlayingSomething (self, int(channel) - NAME_Auto, soundid)) { S_Sound (self, (int(channel) - NAME_Auto) | CHAN_LOOP, soundid, 1, attenuation); } } return 0; } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_StopSoundEx) { PARAM_ACTION_PROLOGUE; PARAM_NAME(channel); if (channel > NAME_Auto && channel <= NAME_SoundSlot7) { S_StopSound (self, int(channel) - NAME_Auto); } return 0; } //========================================================================== // // Generic seeker missile function // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SeekerMissile) { PARAM_ACTION_PROLOGUE; PARAM_INT(ang1); PARAM_INT(ang2); P_SeekerMissile(self, clamp(ang1, 0, 90) * ANGLE_1, clamp(ang2, 0, 90) * ANGLE_1); return 0; } //========================================================================== // // Hitscan attack with a customizable amount of bullets (specified in damage) // //========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_BulletAttack) { PARAM_ACTION_PROLOGUE; int i; int bangle; int slope; if (!self->target) return 0; A_FaceTarget (self); bangle = self->angle; slope = P_AimLineAttack (self, bangle, MISSILERANGE); S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM); for (i = self->GetMissileDamage (0, 1); i > 0; --i) { int angle = bangle + (pr_cabullet.Random2() << 20); int damage = ((pr_cabullet()%5)+1)*3; P_LineAttack(self, angle, MISSILERANGE, slope, damage, NAME_None, NAME_BulletPuff); } return 0; } //========================================================================== // // Do the state jump // //========================================================================== static void DoJump(AActor *self, FState *callingstate, FState *jumpto, StateCallData *statecall) { if (jumpto == NULL) return; if (statecall != NULL) { statecall->State = jumpto; } else if (self->player != NULL && callingstate == self->player->psprites[ps_weapon].state) { P_SetPsprite(self->player, ps_weapon, jumpto); } else if (self->player != NULL && callingstate == self->player->psprites[ps_flash].state) { P_SetPsprite(self->player, ps_flash, jumpto); } else if (callingstate == self->state) { self->SetState(jumpto); } else { // something went very wrong. This should never happen. assert(false); } } // This is just to avoid having to directly reference the internally defined // CallingState and statecall parameters in the code below. #define ACTION_JUMP(offset) DoJump(self, callingstate, offset, statecall) //========================================================================== // // State jump function // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Jump) { PARAM_ACTION_PROLOGUE; PARAM_INT_OPT(maxchance) { maxchance = 256; } paramnum++; // Increment paramnum to point at the first jump target int count = numparam - paramnum; if (count > 0 && (maxchance >= 256 || pr_cajump() < maxchance)) { int jumpnum = (count == 1 ? 0 : (pr_cajump() % count)); PARAM_STATE_AT(paramnum + jumpnum, jumpto); ACTION_JUMP(jumpto); } ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! return 0; } //========================================================================== // // State jump function // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfHealthLower) { PARAM_ACTION_PROLOGUE; PARAM_INT (health); PARAM_STATE (jump); if (self->health < health) { ACTION_JUMP(jump); } ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! return 0; } //========================================================================== // // State jump function // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfCloser) { PARAM_ACTION_PROLOGUE; PARAM_FIXED (dist); PARAM_STATE (jump); AActor *target; if (self->player == NULL) { target = self->target; } else { // Does the player aim at something that can be shot? P_BulletSlope(self, &target); } ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! // No target - no jump if (target == NULL) return 0; if (P_AproxDistance(self->x-target->x, self->y-target->y) < dist && ( (self->z > target->z && self->z - (target->z + target->height) < dist) || (self->z <=target->z && target->z - (self->z + self->height) < dist) ) ) { ACTION_JUMP(jump); } return 0; } //========================================================================== // // State jump function // //========================================================================== void DoJumpIfInventory(AActor *owner, AActor *self, StateCallData *statecall, FState *callingstate, VMValue *param, int numparam) { int paramnum = NAP-1; PARAM_CLASS (itemtype, AInventory); PARAM_INT (itemamount); PARAM_STATE (label); ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! if (itemtype == NULL || owner == NULL) return; AInventory *item = owner->FindInventory(itemtype); if (item) { if (itemamount > 0) { if (item->Amount >= itemamount) ACTION_JUMP(label); } else if (item->Amount >= item->MaxAmount) { ACTION_JUMP(label); } } } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInventory) { PARAM_ACTION_PROLOGUE; DoJumpIfInventory(self, self, statecall, callingstate, param, numparam); return 0; } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetInventory) { PARAM_ACTION_PROLOGUE; DoJumpIfInventory(self->target, self, statecall, callingstate, param, numparam); return 0; } //========================================================================== // // State jump function // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfArmorType) { PARAM_ACTION_PROLOGUE; PARAM_NAME (type); PARAM_STATE (label); PARAM_INT_OPT(amount) { amount = 1; } ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! ABasicArmor *armor = (ABasicArmor *)self->FindInventory(NAME_BasicArmor); if (armor && armor->ArmorType == type && armor->Amount >= amount) ACTION_JUMP(label); return 0; } //========================================================================== // // Parameterized version of A_Explode // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode) { PARAM_ACTION_PROLOGUE; PARAM_INT_OPT (damage) { damage = -1; } PARAM_INT_OPT (distance) { distance = -1; } PARAM_BOOL_OPT (hurtSource) { hurtSource = true; } PARAM_BOOL_OPT (alert) { alert = false; } PARAM_INT_OPT (fulldmgdistance) { fulldmgdistance = 0; } PARAM_INT_OPT (nails) { nails = 0; } PARAM_INT_OPT (naildamage) { naildamage = 10; } if (damage < 0) // get parameters from metadata { damage = self->GetClass()->Meta.GetMetaInt (ACMETA_ExplosionDamage, 128); distance = self->GetClass()->Meta.GetMetaInt (ACMETA_ExplosionRadius, damage); hurtSource = !self->GetClass()->Meta.GetMetaInt (ACMETA_DontHurtShooter); alert = false; } else { if (distance <= 0) distance = damage; } // NailBomb effect, from SMMU but not from its source code: instead it was implemented and // generalized from the documentation at http://www.doomworld.com/eternity/engine/codeptrs.html if (nails) { angle_t ang; for (int i = 0; i < nails; i++) { ang = i*(ANGLE_MAX/nails); // Comparing the results of a test wad with Eternity, it seems A_NailBomb does not aim P_LineAttack (self, ang, MISSILERANGE, 0, //P_AimLineAttack (self, ang, MISSILERANGE), naildamage, NAME_None, NAME_BulletPuff); } } P_RadiusAttack (self, self->target, damage, distance, self->DamageType, hurtSource, true, fulldmgdistance); if (self->z <= self->floorz + (distance<target != NULL && self->target->player != NULL) { validcount++; P_RecursiveSound (self->Sector, self->target, false, 0); } return 0; } //========================================================================== // // A_RadiusThrust // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusThrust) { PARAM_ACTION_PROLOGUE; PARAM_INT_OPT (force) { force = 128; } PARAM_INT_OPT (distance) { distance = 1; } PARAM_BOOL_OPT (affectSource) { affectSource = true; } if (force <= 0) force = 128; if (distance <= 0) distance = force; P_RadiusAttack (self, self->target, force, distance, self->DamageType, affectSource, false); if (self->z <= self->floorz + (distance << FRACBITS)) { P_HitFloor (self); } return 0; } //========================================================================== // // Execute a line special / script // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CallSpecial) { PARAM_ACTION_PROLOGUE; PARAM_INT (special); PARAM_INT_OPT (arg1) { arg1 = 0; } PARAM_INT_OPT (arg2) { arg2 = 0; } PARAM_INT_OPT (arg3) { arg3 = 0; } PARAM_INT_OPT (arg4) { arg4 = 0; } PARAM_INT_OPT (arg5) { arg5 = 0; } bool res = !!LineSpecials[special](NULL, self, false, arg1, arg2, arg3, arg4, arg5); ACTION_SET_RESULT(res); return 0; } //========================================================================== // // Checks whether this actor is a missile // Unfortunately this was buggy in older versions of the code and many // released DECORATE monsters rely on this bug so it can only be fixed // with an optional flag // //========================================================================== inline static bool isMissile(AActor *self, bool precise=true) { return (self->flags & MF_MISSILE) || (precise && (self->GetDefault()->flags & MF_MISSILE)); } //========================================================================== // // The ultimate code pointer: Fully customizable missiles! // //========================================================================== enum CM_Flags { CMF_AIMMODE = 3, CMF_TRACKOWNER = 4, CMF_CHECKTARGETDEAD = 8, }; DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile) { PARAM_ACTION_PROLOGUE; PARAM_CLASS (ti, AActor); PARAM_FIXED_OPT (spawnheight) { spawnheight = 32*FRACUNIT; } PARAM_INT_OPT (spawnofs_xy) { spawnofs_xy = 0; } PARAM_ANGLE_OPT (angle) { angle = 0; } PARAM_INT_OPT (flags) { flags = 0; } PARAM_INT_OPT (pitch) { pitch = 0; } int aimmode = flags & CMF_AIMMODE; AActor * targ; AActor * missile; if (self->target != NULL || aimmode == 2) { if (ti) { angle_t ang = (self->angle - ANGLE_90) >> ANGLETOFINESHIFT; fixed_t x = spawnofs_xy * finecosine[ang]; fixed_t y = spawnofs_xy * finesine[ang]; fixed_t z = spawnheight - 32*FRACUNIT + (self->player? self->player->crouchoffset : 0); switch (aimmode) { case 0: default: // same adjustment as above (in all 3 directions this time) - for better aiming! self->x += x; self->y += y; self->z += z; missile = P_SpawnMissileXYZ(self->x, self->y, self->z + 32*FRACUNIT, self, self->target, ti, false); self->x -= x; self->y -= y; self->z -= z; break; case 1: missile = P_SpawnMissileXYZ(self->x+x, self->y+y, self->z+spawnheight, self, self->target, ti, false); break; case 2: self->x += x; self->y += y; missile = P_SpawnMissileAngleZSpeed(self, self->z+spawnheight, ti, self->angle, 0, GetDefaultByType(ti)->Speed, self, false); self->x -= x; self->y -= y; // It is not necessary to use the correct angle here. // The only important thing is that the horizontal velocity is correct. // Therefore use 0 as the missile's angle and simplify the calculations accordingly. // The actual velocity vector is set below. if (missile != NULL) { fixed_t vx = finecosine[pitch>>ANGLETOFINESHIFT]; fixed_t vz = finesine[pitch>>ANGLETOFINESHIFT]; missile->velx = FixedMul(vx, missile->Speed); missile->vely = 0; missile->velz = FixedMul(vz, missile->Speed); } break; } if (missile != NULL) { // Use the actual velocity instead of the missile's Speed property // so that this can handle missiles with a high vertical velocity // component properly. FVector2 velocity (missile->velx, missile->vely); fixed_t missilespeed = (fixed_t)velocity.Length(); missile->angle += angle; ang = missile->angle >> ANGLETOFINESHIFT; missile->velx = FixedMul(missilespeed, finecosine[ang]); missile->vely = FixedMul(missilespeed, finesine[ang]); // handle projectile shooting projectiles - track the // links back to a real owner if (isMissile(self, !!(flags & CMF_TRACKOWNER))) { AActor *owner = self;//->target; while (isMissile(owner, !!(flags & CMF_TRACKOWNER)) && owner->target) owner = owner->target; targ = owner; missile->target = owner; // automatic handling of seeker missiles if (self->flags & missile->flags2 & MF2_SEEKERMISSILE) { missile->tracer = self->tracer; } } else if (missile->flags2 & MF2_SEEKERMISSILE) { // automatic handling of seeker missiles missile->tracer = self->target; } // set the health value so that the missile works properly if (missile->flags4 & MF4_SPECTRAL) { missile->health = -2; } P_CheckMissileSpawn(missile); } } } else if (flags & CMF_CHECKTARGETDEAD) { // Target is dead and the attack shall be aborted. if (self->SeeState != NULL) self->SetState(self->SeeState); } return 0; } //========================================================================== // // An even more customizable hitscan attack // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomBulletAttack) { PARAM_ACTION_PROLOGUE; PARAM_ANGLE (spread_xy); PARAM_ANGLE (spread_z); PARAM_INT (numbullets); PARAM_INT (damageperbullet); PARAM_CLASS_OPT (pufftype, AActor) { pufftype = PClass::FindClass(NAME_BulletPuff); } PARAM_FIXED_OPT (range) { range = MISSILERANGE; } PARAM_BOOL_OPT (aimfacing) { aimfacing = false; } if (range == 0) range = MISSILERANGE; int i; int bangle; int bslope; if (self->target || aimfacing) { if (!aimfacing) A_FaceTarget (self); bangle = self->angle; bslope = P_AimLineAttack (self, bangle, MISSILERANGE); S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM); for (i = 0; i < numbullets; i++) { int angle = bangle + pr_cabullet.Random2() * (spread_xy / 255); int slope = bslope + pr_cabullet.Random2() * (spread_z / 255); int damage = ((pr_cabullet()%3)+1) * damageperbullet; P_LineAttack(self, angle, range, slope, damage, GetDefaultByType(pufftype)->DamageType, pufftype); } } return 0; } //========================================================================== // // A fully customizable melee attack // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMeleeAttack) { PARAM_ACTION_PROLOGUE; PARAM_INT_OPT (damage) { damage = 0; } PARAM_SOUND_OPT (meleesound) { meleesound = 0; } PARAM_SOUND_OPT (misssound) { misssound = 0; } PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; } PARAM_BOOL_OPT (bleed) { bleed = true; } if (damagetype == NAME_None) damagetype = NAME_Melee; // Melee is the default type if (!self->target) return 0; A_FaceTarget (self); if (self->CheckMeleeRange ()) { if (meleesound) S_Sound (self, CHAN_WEAPON, meleesound, 1, ATTN_NORM); P_DamageMobj (self->target, self, self, damage, damagetype); if (bleed) P_TraceBleed (damage, self->target, self); } else { if (misssound) S_Sound (self, CHAN_WEAPON, misssound, 1, ATTN_NORM); } return 0; } //========================================================================== // // A fully customizable combo attack // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomComboAttack) { PARAM_ACTION_PROLOGUE; PARAM_CLASS (ti, AActor); PARAM_FIXED (spawnheight); PARAM_INT (damage); PARAM_SOUND_OPT (meleesound) { meleesound = 0; } PARAM_NAME_OPT (damagetype) { damagetype = NAME_Melee; } PARAM_BOOL_OPT (bleed) { bleed = true; } if (!self->target) return 0; A_FaceTarget (self); if (self->CheckMeleeRange()) { if (damagetype == NAME_None) damagetype = NAME_Melee; // Melee is the default type if (meleesound) S_Sound (self, CHAN_WEAPON, meleesound, 1, ATTN_NORM); P_DamageMobj (self->target, self, self, damage, damagetype); if (bleed) P_TraceBleed (damage, self->target, self); } else if (ti) { // This seemingly senseless code is needed for proper aiming. self->z += spawnheight - 32*FRACUNIT; AActor *missile = P_SpawnMissileXYZ(self->x, self->y, self->z + 32*FRACUNIT, self, self->target, ti, false); self->z -= spawnheight - 32*FRACUNIT; if (missile) { // automatic handling of seeker missiles if (missile->flags2 & MF2_SEEKERMISSILE) { missile->tracer = self->target; } // set the health value so that the missile works properly if (missile->flags4 & MF4_SPECTRAL) { missile->health = -2; } P_CheckMissileSpawn(missile); } } return 0; } //========================================================================== // // State jump function // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfNoAmmo) { PARAM_ACTION_PROLOGUE; PARAM_STATE(jump); ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! if (!ACTION_CALL_FROM_WEAPON()) return 0; if (!self->player->ReadyWeapon->CheckAmmo(self->player->ReadyWeapon->bAltFire, false, true)) { ACTION_JUMP(jump); } return 0; } //========================================================================== // // An even more customizable hitscan attack // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireBullets) { PARAM_ACTION_PROLOGUE; PARAM_ANGLE (spread_xy); PARAM_ANGLE (spread_z); PARAM_INT (numbullets); PARAM_INT (damageperbullet); PARAM_CLASS_OPT (pufftype, AActor) { pufftype = NULL; } PARAM_BOOL_OPT (useammo) { useammo = true; } PARAM_FIXED_OPT (range) { range = 0; } if (!self->player) return 0; player_t *player = self->player; AWeapon *weapon = player->ReadyWeapon; int i; int bangle; int bslope; if (useammo && weapon) { if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return 0; // out of ammo } if (range == 0) range = PLAYERMISSILERANGE; static_cast(self)->PlayAttacking2(); bslope = P_BulletSlope(self); bangle = self->angle; if (pufftype == NULL) pufftype = PClass::FindClass(NAME_BulletPuff); S_Sound(self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM); if ((numbullets == 1 && !player->refire) || numbullets == 0) { int damage = ((pr_cwbullet()%3)+1) * damageperbullet; P_LineAttack(self, bangle, range, bslope, damage, GetDefaultByType(pufftype)->DamageType, pufftype); } else { if (numbullets < 0) numbullets = 1; for (i = 0; i < numbullets; i++) { int angle = bangle + pr_cwbullet.Random2() * (spread_xy / 255); int slope = bslope + pr_cwbullet.Random2() * (spread_z / 255); int damage = ((pr_cwbullet()%3)+1) * damageperbullet; P_LineAttack(self, angle, range, slope, damage, GetDefaultByType(pufftype)->DamageType, pufftype); } } return 0; } //========================================================================== // // A_FireProjectile // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireCustomMissile) { PARAM_ACTION_PROLOGUE; PARAM_CLASS (ti, AActor); PARAM_ANGLE_OPT (angle) { angle = 0; } PARAM_BOOL_OPT (useammo) { useammo = true; } PARAM_INT_OPT (spawnofs_xy) { spawnofs_xy = 0; } PARAM_FIXED_OPT (spawnheight) { spawnheight = 0; } PARAM_BOOL_OPT (aimatangle) { aimatangle = false; } PARAM_ANGLE_OPT (pitch) { pitch = 0; } if (!self->player) return 0; player_t *player = self->player; AWeapon *weapon = player->ReadyWeapon; AActor *linetarget; if (useammo && weapon) { if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return 0; // out of ammo } if (ti) { angle_t ang = (self->angle - ANGLE_90) >> ANGLETOFINESHIFT; fixed_t x = spawnofs_xy * finecosine[ang]; fixed_t y = spawnofs_xy * finesine[ang]; fixed_t z = spawnheight; fixed_t shootangle = self->angle; if (aimatangle) shootangle += angle; // Temporarily adjusts the pitch fixed_t saved_player_pitch = self->pitch; self->pitch -= pitch; AActor *misl = P_SpawnPlayerMissile (self, x, y, z, ti, shootangle, &linetarget); self->pitch = saved_player_pitch; // automatic handling of seeker missiles if (misl) { if (linetarget && (misl->flags2 & MF2_SEEKERMISSILE)) misl->tracer = linetarget; if (!aimatangle) { // This original implementation is to aim straight ahead and then offset // the angle from the resulting direction. FVector3 velocity(misl->velx, misl->vely, 0); fixed_t missilespeed = (fixed_t)velocity.Length(); misl->angle += angle; angle_t an = misl->angle >> ANGLETOFINESHIFT; misl->velx = FixedMul (missilespeed, finecosine[an]); misl->vely = FixedMul (missilespeed, finesine[an]); } } } return 0; } //========================================================================== // // A_CustomPunch // // Berserk is not handled here. That can be done with A_CheckIfInventory // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch) { PARAM_ACTION_PROLOGUE; PARAM_INT (damage); PARAM_BOOL_OPT (norandom) { norandom = false; } PARAM_BOOL_OPT (useammo) { useammo = true; } PARAM_CLASS_OPT (pufftype, AActor) { pufftype = NULL; } PARAM_FIXED_OPT (range) { range = 0; } if (!self->player) return 0; player_t *player = self->player; AWeapon *weapon = player->ReadyWeapon; angle_t angle; int pitch; AActor * linetarget; if (!norandom) damage *= pr_cwpunch() % 8 + 1; angle = self->angle + (pr_cwpunch.Random2() << 18); if (range == 0) range = MELEERANGE; pitch = P_AimLineAttack (self, angle, range, &linetarget); // only use ammo when actually hitting something! if (useammo && linetarget && weapon) { if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return 0; // out of ammo } if (pufftype == NULL) pufftype = PClass::FindClass(NAME_BulletPuff); P_LineAttack (self, angle, range, pitch, damage, GetDefaultByType(pufftype)->DamageType, pufftype, true); // turn to face target if (linetarget) { S_Sound (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM); self->angle = R_PointToAngle2 (self->x, self->y, linetarget->x, linetarget->y); } return 0; } enum { RAF_SILENT = 1, RAF_NOPIERCE = 2 }; //========================================================================== // // customizable railgun attack function // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RailAttack) { PARAM_ACTION_PROLOGUE; PARAM_INT (damage); PARAM_INT_OPT (spawnofs_xy) { spawnofs_xy = 0; } PARAM_BOOL_OPT (useammo) { useammo = true; } PARAM_COLOR_OPT (color1) { color1 = 0; } PARAM_COLOR_OPT (color2) { color2 = 0; } PARAM_INT_OPT (flags) { flags = 0; } PARAM_FLOAT_OPT (maxdiff) { maxdiff = 0; } PARAM_CLASS_OPT (pufftype, AActor) { pufftype = PClass::FindClass(NAME_BulletPuff); } if (!self->player) return 0; AWeapon *weapon = self->player->ReadyWeapon; // only use ammo when actually hitting something! if (useammo) { if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return 0; // out of ammo } P_RailAttack (self, damage, spawnofs_xy, color1, color2, float(maxdiff), (flags & RAF_SILENT), pufftype, (!(flags & RAF_NOPIERCE))); return 0; } //========================================================================== // // also for monsters // //========================================================================== enum { CRF_DONTAIM = 0, CRF_AIMPARALLEL = 1, CRF_AIMDIRECT = 2 }; DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun) { PARAM_ACTION_PROLOGUE; PARAM_INT (damage); PARAM_INT_OPT (spawnofs_xy) { spawnofs_xy = 0; } PARAM_COLOR_OPT (color1) { color1 = 0; } PARAM_COLOR_OPT (color2) { color2 = 0; } PARAM_INT_OPT (flags) { flags = 0; } PARAM_INT_OPT (aim) { aim = CRF_DONTAIM; } PARAM_FLOAT_OPT (maxdiff) { maxdiff = 0; } PARAM_CLASS_OPT (pufftype, AActor) { pufftype = PClass::FindClass(NAME_BulletPuff); } fixed_t saved_x = self->x; fixed_t saved_y = self->y; angle_t saved_angle = self->angle; if (aim && self->target == NULL) { return 0; } // [RH] Andy Baker's stealth monsters if (self->flags & MF_STEALTH) { self->visdir = 1; } self->flags &= ~MF_AMBUSH; if (aim) { self->angle = R_PointToAngle2 (self->x, self->y, self->target->x, self->target->y); } self->pitch = P_AimLineAttack (self, self->angle, MISSILERANGE); // Let the aim trail behind the player if (aim) { saved_angle = self->angle = R_PointToAngle2 (self->x, self->y, self->target->x - self->target->velx * 3, self->target->y - self->target->vely * 3); if (aim == CRF_AIMDIRECT) { // Tricky: We must offset to the angle of the current position // but then change the angle again to ensure proper aim. self->x += spawnofs_xy * finecosine[self->angle]; self->y += spawnofs_xy * finesine[self->angle]; spawnofs_xy = 0; self->angle = R_PointToAngle2 (self->x, self->y, self->target->x - self->target->velx * 3, self->target->y - self->target->vely * 3); } if (self->target->flags & MF_SHADOW) { angle_t rnd = pr_crailgun.Random2() << 21; self->angle += rnd; saved_angle = rnd; } } angle_t angle = (self->angle - ANG90) >> ANGLETOFINESHIFT; P_RailAttack (self, damage, spawnofs_xy, color1, color2, float(maxdiff), flags & RAF_SILENT, pufftype, !(flags & RAF_NOPIERCE)); self->x = saved_x; self->y = saved_y; self->angle = saved_angle; return 0; } //=========================================================================== // // DoGiveInventory // //=========================================================================== static void DoGiveInventory(AActor *receiver, StateCallData *statecall, VM_ARGS) { int paramnum = NAP-1; PARAM_CLASS (mi, AInventory); PARAM_INT_OPT (amount) { amount = 1; } bool res = true; if (receiver == NULL) return; if (amount <= 0) { amount = 1; } if (mi) { AInventory *item = static_cast(Spawn(mi, 0, 0, 0, NO_REPLACE)); if (item->IsKindOf(RUNTIME_CLASS(AHealth))) { item->Amount *= amount; } else { item->Amount = amount; } item->flags |= MF_DROPPED; if (item->flags & MF_COUNTITEM) { item->flags &= ~MF_COUNTITEM; level.total_items--; } if (!item->CallTryPickup(receiver)) { item->Destroy(); res = false; } else { res = true; } } else { res = false; } ACTION_SET_RESULT(res); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveInventory) { PARAM_ACTION_PROLOGUE; DoGiveInventory(self, statecall, VM_ARGS_NAMES); return 0; } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToTarget) { PARAM_ACTION_PROLOGUE; DoGiveInventory(self->target, statecall, VM_ARGS_NAMES); return 0; } //=========================================================================== // // A_TakeInventory // //=========================================================================== void DoTakeInventory(AActor *receiver, StateCallData *statecall, VM_ARGS) { int paramnum = NAP-1; PARAM_CLASS (itemtype, AInventory); PARAM_INT_OPT (amount) { amount = 0; } if (itemtype == NULL || receiver == NULL) return; bool res = false; AInventory *inv = receiver->FindInventory(itemtype); if (inv && !inv->IsKindOf(RUNTIME_CLASS(AHexenArmor))) { if (inv->Amount > 0) { res = true; } if (amount == 0 || amount >= inv->Amount) { if (inv->ItemFlags & IF_KEEPDEPLETED) inv->Amount = 0; else inv->Destroy(); } else { inv->Amount -= amount; } } ACTION_SET_RESULT(res); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeInventory) { PARAM_ACTION_PROLOGUE; DoTakeInventory(self, statecall, VM_ARGS_NAMES); return 0; } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeFromTarget) { PARAM_ACTION_PROLOGUE; DoTakeInventory(self->target, statecall, VM_ARGS_NAMES); return 0; } //=========================================================================== // // Common code for A_SpawnItem and A_SpawnItemEx // //=========================================================================== enum SIX_Flags { SIXF_TRANSFERTRANSLATION=1, SIXF_ABSOLUTEPOSITION=2, SIXF_ABSOLUTEANGLE=4, SIXF_ABSOLUTEVELOCITY=8, SIXF_SETMASTER=16, SIXF_NOCHECKPOSITION=32, SIXF_TELEFRAG=64, // 128 is used by Skulltag! SIXF_TRANSFERAMBUSHFLAG=256, SIXF_TRANSFERPITCH=512, SIXF_TRANSFERPOINTERS=1024, }; static bool InitSpawnedItem(AActor *self, AActor *mo, int flags) { if (mo) { AActor * originator = self; if ((flags & SIXF_TRANSFERTRANSLATION) && !(mo->flags2 & MF2_DONTTRANSLATE)) { mo->Translation = self->Translation; } if (flags & SIXF_TRANSFERPOINTERS) { mo->target = self->target; mo->master = self->master; // This will be overridden later if SIXF_SETMASTER is set mo->tracer = self->tracer; } mo->angle=self->angle; if (flags & SIXF_TRANSFERPITCH) mo->pitch = self->pitch; while (originator && isMissile(originator)) originator = originator->target; if (flags & SIXF_TELEFRAG) { P_TeleportMove(mo, mo->x, mo->y, mo->z, true); // This is needed to ensure consistent behavior. // Otherwise it will only spawn if nothing gets telefragged flags |= SIXF_NOCHECKPOSITION; } if (mo->flags3&MF3_ISMONSTER) { if (!(flags&SIXF_NOCHECKPOSITION) && !P_TestMobjLocation(mo)) { // The monster is blocked so don't spawn it at all! if (mo->CountsAsKill()) level.total_monsters--; mo->Destroy(); return false; } else if (originator) { if (originator->flags3&MF3_ISMONSTER) { // If this is a monster transfer all friendliness information mo->CopyFriendliness(originator, true); if (flags&SIXF_SETMASTER) mo->master = originator; // don't let it attack you (optional)! } else if (originator->player) { // A player always spawns a monster friendly to him mo->flags|=MF_FRIENDLY; mo->FriendPlayer = int(originator->player-players+1); AActor * attacker=originator->player->attacker; if (attacker) { if (!(attacker->flags&MF_FRIENDLY) || (deathmatch && attacker->FriendPlayer!=0 && attacker->FriendPlayer!=mo->FriendPlayer)) { // Target the monster which last attacked the player mo->LastHeard = mo->target = attacker; } } } } } else if (!(flags & SIXF_TRANSFERPOINTERS)) { // If this is a missile or something else set the target to the originator mo->target=originator? originator : self; } } return true; } //=========================================================================== // // A_SpawnItem // // Spawns an item in front of the caller like Heretic's time bomb // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItem) { PARAM_ACTION_PROLOGUE; PARAM_CLASS_OPT (missile, AActor) { missile = PClass::FindClass("Unknown"); } PARAM_FIXED_OPT (distance) { distance = 0; } PARAM_FIXED_OPT (zheight) { zheight = 0; } PARAM_BOOL_OPT (useammo) { useammo = true; } PARAM_BOOL_OPT (transfer_translation) { transfer_translation = false; } if (missile == NULL) { ACTION_SET_RESULT(false); return 0; } // Don't spawn monsters if this actor has been massacred if (self->DamageType == NAME_Massacre && (GetDefaultByType(missile)->flags3 & MF3_ISMONSTER)) return 0; if (distance == 0) { // use the minimum distance that does not result in an overlap distance = (self->radius + GetDefaultByType(missile)->radius) >> FRACBITS; } if (ACTION_CALL_FROM_WEAPON()) { // Used from a weapon, so use some ammo AWeapon *weapon = self->player->ReadyWeapon; if (weapon == NULL) return 0; if (useammo && !weapon->DepleteAmmo(weapon->bAltFire)) return 0; } AActor *mo = Spawn(missile, self->x + FixedMul(distance, finecosine[self->angle>>ANGLETOFINESHIFT]), self->y + FixedMul(distance, finesine[self->angle>>ANGLETOFINESHIFT]), self->z - self->floorclip + zheight, ALLOW_REPLACE); int flags = (transfer_translation ? SIXF_TRANSFERTRANSLATION : 0) + (useammo ? SIXF_SETMASTER : 0); bool res = InitSpawnedItem(self, mo, flags); ACTION_SET_RESULT(res); // for an inventory item's use state return 0; } //=========================================================================== // // A_SpawnItemEx // // Enhanced spawning function // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItemEx) { PARAM_ACTION_PROLOGUE; PARAM_CLASS (missile, AActor); PARAM_FIXED_OPT (xofs) { xofs = 0; } PARAM_FIXED_OPT (yofs) { yofs = 0; } PARAM_FIXED_OPT (zofs) { zofs = 0; } PARAM_FIXED_OPT (xvel) { xvel = 0; } PARAM_FIXED_OPT (yvel) { yvel = 0; } PARAM_FIXED_OPT (zvel) { zvel = 0; } PARAM_ANGLE_OPT (angle) { angle = 0; } PARAM_INT_OPT (flags) { flags = 0; } PARAM_INT_OPT (chance) { chance = 0; } if (missile == NULL) { ACTION_SET_RESULT(false); return 0; } if (chance > 0 && pr_spawnitemex() < chance) return 0; // Don't spawn monsters if this actor has been massacred if (self->DamageType == NAME_Massacre && (GetDefaultByType(missile)->flags3 & MF3_ISMONSTER)) return 0; fixed_t x, y; if (!(flags & SIXF_ABSOLUTEANGLE)) { angle += self->angle; } angle_t ang = angle >> ANGLETOFINESHIFT; if (flags & SIXF_ABSOLUTEPOSITION) { x = self->x + xofs; y = self->y + yofs; } else { // in relative mode negative y values mean 'left' and positive ones mean 'right' // This is the inverse orientation of the absolute mode! x = self->x + FixedMul(xofs, finecosine[ang]) + FixedMul(yofs, finesine[ang]); y = self->y + FixedMul(xofs, finesine[ang]) - FixedMul(yofs, finecosine[ang]); } if (!(flags & SIXF_ABSOLUTEVELOCITY)) { // Same orientation issue here! fixed_t newxvel = FixedMul(xvel, finecosine[ang]) + FixedMul(yvel, finesine[ang]); yvel = FixedMul(xvel, finesine[ang]) - FixedMul(yvel, finecosine[ang]); xvel = newxvel; } AActor *mo = Spawn(missile, x, y, self->z - self->floorclip + zofs, ALLOW_REPLACE); bool res = InitSpawnedItem(self, mo, flags); ACTION_SET_RESULT(res); // for an inventory item's use state if (mo) { mo->velx = xvel; mo->vely = yvel; mo->velz = zvel; mo->angle = angle; if (flags & SIXF_TRANSFERAMBUSHFLAG) mo->flags = (mo->flags & ~MF_AMBUSH) | (self->flags & MF_AMBUSH); } return 0; } //=========================================================================== // // A_ThrowGrenade // // Throws a grenade (like Hexen's fighter flechette) // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ThrowGrenade) { PARAM_ACTION_PROLOGUE; PARAM_CLASS (missile, AActor); PARAM_FIXED_OPT (zheight) { zheight = 0; } PARAM_FIXED_OPT (xyvel) { xyvel = 0; } PARAM_FIXED_OPT (zvel) { zvel = 0; } PARAM_BOOL_OPT (useammo) { useammo = true; } if (missile == NULL) return 0; if (ACTION_CALL_FROM_WEAPON()) { // Used from a weapon, so use some ammo AWeapon *weapon = self->player->ReadyWeapon; if (weapon == NULL) return 0; if (useammo && !weapon->DepleteAmmo(weapon->bAltFire)) return 0; } AActor *bo; bo = Spawn(missile, self->x, self->y, self->z - self->floorclip + zheight + 35*FRACUNIT + (self->player ? self->player->crouchoffset : 0), ALLOW_REPLACE); if (bo) { int pitch = self->pitch; P_PlaySpawnSound(bo, self); if (xyvel) bo->Speed = xyvel; bo->angle = self->angle + (((pr_grenade()&7) - 4) << 24); bo->velz = zvel + 2*finesine[pitch>>ANGLETOFINESHIFT]; bo->z += 2 * finesine[pitch>>ANGLETOFINESHIFT]; P_ThrustMobj(bo, bo->angle, bo->Speed); bo->velx += self->velx >> 1; bo->vely += self->vely >> 1; bo->target= self; P_CheckMissileSpawn (bo); } else { ACTION_SET_RESULT(false); } return 0; } //=========================================================================== // // A_Recoil // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Recoil) { PARAM_ACTION_PROLOGUE; PARAM_FIXED(xyvel); angle_t angle = self->angle + ANG180; angle >>= ANGLETOFINESHIFT; self->velx += FixedMul(xyvel, finecosine[angle]); self->vely += FixedMul(xyvel, finesine[angle]); return 0; } //=========================================================================== // // A_SelectWeapon // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SelectWeapon) { PARAM_ACTION_PROLOGUE; PARAM_CLASS(cls, AWeapon); if (cls == NULL || self->player == NULL) { ACTION_SET_RESULT(false); return 0; } AWeapon *weaponitem = static_cast(self->FindInventory(cls)); if (weaponitem != NULL && weaponitem->IsKindOf(RUNTIME_CLASS(AWeapon))) { if (self->player->ReadyWeapon != weaponitem) { self->player->PendingWeapon = weaponitem; } } else { ACTION_SET_RESULT(false); } return 0; } //=========================================================================== // // A_Print // //=========================================================================== EXTERN_CVAR(Float, con_midtime) DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Print) { PARAM_ACTION_PROLOGUE; PARAM_STRING (text); PARAM_FLOAT_OPT (time) { time = 0; } PARAM_NAME_OPT (fontname) { fontname = NAME_None; } if (self->CheckLocalView (consoleplayer) || (self->target != NULL && self->target->CheckLocalView (consoleplayer))) { float saved = con_midtime; FFont *font = NULL; if (fontname != NAME_None) { font = V_GetFont(fontname); } if (time > 0) { con_midtime = float(time); } C_MidPrint(font != NULL ? font : SmallFont, text); con_midtime = saved; } return 0; } //=========================================================================== // // A_PrintBold // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PrintBold) { PARAM_ACTION_PROLOGUE; PARAM_STRING (text); PARAM_FLOAT_OPT (time) { time = 0; } PARAM_NAME_OPT (fontname) { fontname = NAME_None; } float saved = con_midtime; FFont *font = NULL; if (fontname != NAME_None) { font = V_GetFont(fontname); } if (time > 0) { con_midtime = float(time); } C_MidPrintBold(font != NULL ? font : SmallFont, text); con_midtime = saved; return 0; } //=========================================================================== // // A_Log // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Log) { PARAM_ACTION_PROLOGUE; PARAM_STRING(text); Printf("%s\n", text); return 0; } //=========================================================================== // // A_SetTranslucent // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetTranslucent) { PARAM_ACTION_PROLOGUE; PARAM_FIXED (alpha); PARAM_INT_OPT (mode) { mode = 0; } mode = mode == 0 ? STYLE_Translucent : mode == 2 ? STYLE_Fuzzy : STYLE_Add; self->RenderStyle.Flags &= ~STYLEF_Alpha1; self->alpha = clamp(alpha, 0, FRACUNIT); self->RenderStyle = ERenderStyle(mode); return 0; } //=========================================================================== // // A_FadeIn // // Fades the actor in // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeIn) { PARAM_ACTION_PROLOGUE; PARAM_FIXED_OPT(reduce) { reduce = FRACUNIT/10; } if (reduce == 0) reduce = FRACUNIT/10; self->RenderStyle.Flags &= ~STYLEF_Alpha1; self->alpha += reduce; return 0; } //=========================================================================== // // A_FadeOut // // fades the actor out and destroys it when done // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeOut) { PARAM_ACTION_PROLOGUE; PARAM_FIXED_OPT(reduce) { reduce = FRACUNIT/10; } PARAM_BOOL_OPT(remove) { remove = true; } if (reduce == 0) reduce = FRACUNIT/10; self->RenderStyle.Flags &= ~STYLEF_Alpha1; self->alpha -= reduce; if (self->alpha<=0 && remove) self->Destroy(); return 0; } //=========================================================================== // // A_SpawnDebris // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnDebris) { PARAM_ACTION_PROLOGUE; PARAM_CLASS (debris, AActor); PARAM_BOOL_OPT (transfer_translation) { transfer_translation = false; } PARAM_FIXED_OPT (mult_h) { mult_h = FRACUNIT; } PARAM_FIXED_OPT (mult_v) { mult_v = FRACUNIT; } int i; AActor *mo; if (debris == NULL) return 0; // only positive values make sense here if (mult_v <= 0) mult_v = FRACUNIT; if (mult_h <= 0) mult_h = FRACUNIT; for (i = 0; i < GetDefaultByType(debris)->health; i++) { mo = Spawn(debris, self->x+((pr_spawndebris()-128)<<12), self->y+((pr_spawndebris()-128)<<12), self->z+(pr_spawndebris()*self->height/256), ALLOW_REPLACE); if (mo && transfer_translation) { mo->Translation = self->Translation; } if (mo && i < mo->GetClass()->ActorInfo->NumOwnedStates) { mo->SetState (mo->GetClass()->ActorInfo->OwnedStates + i); mo->velz = FixedMul(mult_v, ((pr_spawndebris()&7)+5)*FRACUNIT); mo->velx = FixedMul(mult_h, pr_spawndebris.Random2()<<(FRACBITS-6)); mo->vely = FixedMul(mult_h, pr_spawndebris.Random2()<<(FRACBITS-6)); } } return 0; } //=========================================================================== // // A_CheckSight // jumps if no player can see this actor // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSight) { PARAM_ACTION_PROLOGUE; PARAM_STATE(jump); ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! for (int i = 0; i < MAXPLAYERS; i++) { if (playeringame[i] && P_CheckSight(players[i].camera, self, true)) return 0; } ACTION_JUMP(jump); return 0; } //=========================================================================== // // Inventory drop // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropInventory) { PARAM_ACTION_PROLOGUE; PARAM_CLASS(drop, AInventory); if (drop) { AInventory *inv = self->FindInventory(drop); if (inv) { self->DropInventory(inv); } } return 0; } //=========================================================================== // // A_SetBlend // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetBlend) { PARAM_ACTION_PROLOGUE; PARAM_COLOR (color); PARAM_FLOAT (alpha); PARAM_INT (tics); PARAM_COLOR_OPT (color2) { color2 = 0; } if (color == MAKEARGB(255,255,255,255)) color = 0; if (color2 == MAKEARGB(255,255,255,255)) color2 = 0; if (color2.a == 0) color2 = color; new DFlashFader(color.r/255.f, color.g/255.f, color.b/255.f, float(alpha), color2.r/255.f, color2.g/255.f, color2.b/255.f, 0, float(tics)/TICRATE, self); return 0; } //=========================================================================== // // A_JumpIf // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIf) { PARAM_ACTION_PROLOGUE; PARAM_BOOL (condition); PARAM_STATE (jump); ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! if (condition) ACTION_JUMP(jump); return 0; } //=========================================================================== // // A_KillMaster // //=========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_KillMaster) { PARAM_ACTION_PROLOGUE; if (self->master != NULL) { P_DamageMobj(self->master, self, self, self->master->health, NAME_None, DMG_NO_ARMOR); } return 0; } //=========================================================================== // // A_KillChildren // //=========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_KillChildren) { PARAM_ACTION_PROLOGUE; TThinkerIterator it; AActor *mo; while ( (mo = it.Next()) ) { if (mo->master == self) { P_DamageMobj(mo, self, self, mo->health, NAME_None, DMG_NO_ARMOR); } } return 0; } //=========================================================================== // // A_KillSiblings // //=========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_KillSiblings) { PARAM_ACTION_PROLOGUE; TThinkerIterator it; AActor *mo; while ( (mo = it.Next()) ) { if (mo->master == self->master && mo != self) { P_DamageMobj(mo, self, self, mo->health, NAME_None, DMG_NO_ARMOR); } } return 0; } //=========================================================================== // // A_CountdownArg // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CountdownArg) { PARAM_ACTION_PROLOGUE; PARAM_INT(argnum); if (argnum > 0 && argnum < countof(self->args)) { if (!self->args[argnum]--) { if (self->flags & MF_MISSILE) { P_ExplodeMissile(self, NULL, NULL); } else if (self->flags & MF_SHOOTABLE) { P_DamageMobj(self, NULL, NULL, self->health, NAME_None, DMG_FORCED); } else { self->SetState(self->FindState(NAME_Death)); } } } return 0; } //============================================================================ // // A_Burst // //============================================================================ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Burst) { PARAM_ACTION_PROLOGUE; PARAM_CLASS(chunk, AActor); int i, numChunks; AActor *mo; if (chunk == NULL) return 0; self->velx = self->vely = self->velz = 0; self->height = self->GetDefault()->height; // [RH] In Hexen, this creates a random number of shards (range [24,56]) // with no relation to the size of the self shattering. I think it should // base the number of shards on the size of the dead thing, so bigger // things break up into more shards than smaller things. // An self with radius 20 and height 64 creates ~40 chunks. numChunks = MAX (4, (self->radius>>FRACBITS)*(self->height>>FRACBITS)/32); i = (pr_burst.Random2()) % (numChunks/4); for (i = MAX (24, numChunks + i); i >= 0; i--) { mo = Spawn(chunk, self->x + (((pr_burst()-128)*self->radius)>>7), self->y + (((pr_burst()-128)*self->radius)>>7), self->z + (pr_burst()*self->height/255), ALLOW_REPLACE); if (mo) { mo->velz = FixedDiv(mo->z - self->z, self->height)<<2; mo->velx = pr_burst.Random2 () << (FRACBITS-7); mo->vely = pr_burst.Random2 () << (FRACBITS-7); mo->RenderStyle = self->RenderStyle; mo->alpha = self->alpha; mo->CopyFriendliness(self, true); } } // [RH] Do some stuff to make this more useful outside Hexen if (self->flags4 & MF4_BOSSDEATH) { CALL_ACTION(A_BossDeath, self); } CALL_ACTION(A_NoBlocking, self); self->Destroy(); return 0; } //=========================================================================== // // A_CheckFloor // [GRB] Jumps if actor is standing on floor // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckFloor) { PARAM_ACTION_PROLOGUE; PARAM_STATE(jump); ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! if (self->z <= self->floorz) { ACTION_JUMP(jump); } return 0; } //=========================================================================== // // A_CheckCeiling // [GZ] Totally copied from A_CheckFloor, jumps if actor touches ceiling // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckCeiling) { PARAM_ACTION_PROLOGUE; PARAM_STATE(jump); ACTION_SET_RESULT(false); if (self->z + self->height >= self->ceilingz) // Height needs to be counted { ACTION_JUMP(jump); } return 0; } //=========================================================================== // // A_Stop // resets all velocity of the actor to 0 // //=========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_Stop) { PARAM_ACTION_PROLOGUE; self->velx = self->vely = self->velz = 0; if (self->player && self->player->mo == self && !(self->player->cheats & CF_PREDICTING)) { self->player->mo->PlayIdle(); self->player->velx = self->player->vely = 0; } return 0; } static void CheckStopped(AActor *self) { if (self->player != NULL && self->player->mo == self && !(self->player->cheats & CF_PREDICTING) && !(self->velx | self->vely | self->velz)) { self->player->mo->PlayIdle(); self->player->velx = self->player->vely = 0; } } //=========================================================================== // // A_Respawn // //=========================================================================== enum RS_Flags { RSF_FOG=1, RSF_KEEPTARGET=2, RSF_TELEFRAG=4, }; DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Respawn) { PARAM_ACTION_PROLOGUE; PARAM_INT_OPT(flags) { flags = RSF_FOG; } fixed_t x = self->SpawnPoint[0]; fixed_t y = self->SpawnPoint[1]; bool oktorespawn = false; sector_t *sec; self->flags |= MF_SOLID; sec = P_PointInSector (x, y); self->height = self->GetDefault()->height; if (flags & RSF_TELEFRAG) { // [KS] DIE DIE DIE DIE erm *ahem* =) if (P_TeleportMove(self, x, y, sec->floorplane.ZatPoint (x, y), true)) oktorespawn = true; } else { self->SetOrigin(x, y, sec->floorplane.ZatPoint (x, y)); if (P_TestMobjLocation(self)) oktorespawn = true; } if (oktorespawn) { AActor *defs = self->GetDefault(); self->health = defs->health; // [KS] Don't keep target, because it could be self if the monster committed suicide // ...Actually it's better off an option, so you have better control over monster behavior. if (!(flags & RSF_KEEPTARGET)) { self->target = NULL; self->LastHeard = NULL; self->lastenemy = NULL; } else { // Don't attack yourself (Re: "Marine targets itself after suicide") if (self->target == self) self->target = NULL; if (self->lastenemy == self) self->lastenemy = NULL; } self->flags = (defs->flags & ~MF_FRIENDLY) | (self->flags & MF_FRIENDLY); self->flags2 = defs->flags2; self->flags3 = (defs->flags3 & ~(MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS)) | (self->flags3 & (MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS)); self->flags4 = (defs->flags4 & ~MF4_NOHATEPLAYERS) | (self->flags4 & MF4_NOHATEPLAYERS); self->flags5 = defs->flags5; self->SetState (self->SpawnState); self->renderflags &= ~RF_INVISIBLE; if (flags & RSF_FOG) { Spawn(x, y, self->z + TELEFOGHEIGHT, ALLOW_REPLACE); } if (self->CountsAsKill()) level.total_monsters++; } else { self->flags &= ~MF_SOLID; } return 0; } //========================================================================== // // A_PlayerSkinCheck // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlayerSkinCheck) { PARAM_ACTION_PROLOGUE; PARAM_STATE(jump); ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! if (self->player != NULL && skins[self->player->userinfo.skin].othergame) { ACTION_JUMP(jump); } return 0; } //=========================================================================== // // A_SetGravity // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetGravity) { PARAM_ACTION_PROLOGUE; PARAM_FIXED(gravity); self->gravity = clamp(gravity, 0, FRACUNIT*10); return 0; } // [KS] *** Start of my modifications *** //=========================================================================== // // A_ClearTarget // //=========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_ClearTarget) { PARAM_ACTION_PROLOGUE; self->target = NULL; self->LastHeard = NULL; self->lastenemy = NULL; return 0; } //========================================================================== // // A_JumpIfTargetInLOS (state label, optional fixed fov, optional bool // projectiletarget) // // Jumps if the actor can see its target, or if the player has a linetarget. // ProjectileTarget affects how projectiles are treated. If set, it will use // the target of the projectile for seekers, and ignore the target for // normal projectiles. If not set, it will use the missile's owner instead // (the default). // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS) { PARAM_ACTION_PROLOGUE; PARAM_STATE (jump); PARAM_ANGLE_OPT (fov) { fov = 0; } PARAM_BOOL_OPT (projtarg) { projtarg = false; } angle_t an; AActor *target; ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! if (!self->player) { if (self->flags & MF_MISSILE && projtarg) { if (self->flags2 & MF2_SEEKERMISSILE) target = self->tracer; else target = NULL; } else { target = self->target; } if (target == NULL) return 0; // [KS] Let's not call P_CheckSight unnecessarily in this case. if (!P_CheckSight (self, target, 1)) return 0; if (fov && (fov < ANGLE_MAX)) { an = R_PointToAngle2(self->x, self->y, target->x, target->y) - self->angle; if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2))) { return 0; // [KS] Outside of FOV - return } } } else { // Does the player aim at something that can be shot? P_BulletSlope(self, &target); } if (target == NULL) return 0; ACTION_JUMP(jump); return 0; } //========================================================================== // // A_JumpIfInTargetLOS (state label, optional fixed fov, optional bool // projectiletarget) // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetLOS) { PARAM_ACTION_PROLOGUE; PARAM_STATE (jump); PARAM_ANGLE_OPT (fov) { fov = 0; } PARAM_BOOL_OPT (projtarg) { projtarg = false; } angle_t an; AActor *target; ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! if (self->flags & MF_MISSILE && projtarg) { if (self->flags2 & MF2_SEEKERMISSILE) target = self->tracer; else target = NULL; } else { target = self->target; } if (target == NULL) return 0; // [KS] Let's not call P_CheckSight unnecessarily in this case. if (!P_CheckSight (target, self, 1)) return 0; if (fov && (fov < ANGLE_MAX)) { an = R_PointToAngle2(self->x, self->y, target->x, target->y) - self->angle; if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2))) { return 0; // [KS] Outside of FOV - return } } ACTION_JUMP(jump); return 0; } //=========================================================================== // // A_DamageMaster (int amount) // Damages the master of this child by the specified amount. Negative values heal. // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageMaster) { PARAM_ACTION_PROLOGUE; PARAM_INT (amount); PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; } if (self->master != NULL) { if (amount > 0) { P_DamageMobj(self->master, self, self, amount, damagetype, DMG_NO_ARMOR); } else if (amount < 0) { amount = -amount; P_GiveBody(self->master, amount); } } return 0; } //=========================================================================== // // A_DamageChildren (amount) // Damages the children of this master by the specified amount. Negative values heal. // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageChildren) { PARAM_ACTION_PROLOGUE; PARAM_INT (amount); PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; } TThinkerIterator it; AActor *mo; while ( (mo = it.Next()) ) { if (mo->master == self) { if (amount > 0) { P_DamageMobj(mo, self, self, amount, damagetype, DMG_NO_ARMOR); } else if (amount < 0) { amount = -amount; P_GiveBody(mo, amount); } } } return 0; } // [KS] *** End of my modifications *** //=========================================================================== // // A_DamageSiblings (amount) // Damages the siblings of this master by the specified amount. Negative values heal. // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageSiblings) { PARAM_ACTION_PROLOGUE; PARAM_INT (amount); PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; } TThinkerIterator it; AActor *mo; while ( (mo = it.Next()) ) { if (mo->master == self->master && mo != self) { if (amount > 0) { P_DamageMobj(mo, self, self, amount, damagetype, DMG_NO_ARMOR); } else if (amount < 0) { amount = -amount; P_GiveBody(mo, amount); } } } return 0; } //=========================================================================== // // Modified code pointer from Skulltag // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckForReload) { PARAM_ACTION_PROLOGUE; if ( self->player == NULL || self->player->ReadyWeapon == NULL ) return 0; PARAM_INT (count); PARAM_STATE (jump); PARAM_BOOL_OPT (dontincrement) { dontincrement = false; } if (count <= 0) return 0; AWeapon *weapon = self->player->ReadyWeapon; int ReloadCounter = weapon->ReloadCounter; if (!dontincrement || ReloadCounter != 0) ReloadCounter = (weapon->ReloadCounter+1) % count; else // 0 % 1 = 1? So how do we check if the weapon was never fired? We should only do this when we're not incrementing the counter though. ReloadCounter = 1; // If we have not made our last shot... if (ReloadCounter != 0) { // Go back to the refire frames, instead of continuing on to the reload frames. ACTION_JUMP(jump); } else { // We need to reload. However, don't reload if we're out of ammo. weapon->CheckAmmo(false, false); } if (!dontincrement) weapon->ReloadCounter = ReloadCounter; return 0; } //=========================================================================== // // Resets the counter for the above function // //=========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_ResetReloadCounter) { PARAM_ACTION_PROLOGUE; if (self->player == NULL || self->player->ReadyWeapon == NULL) return 0; AWeapon *weapon = self->player->ReadyWeapon; weapon->ReloadCounter = 0; return 0; } //=========================================================================== // // A_ChangeFlag // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeFlag) { PARAM_ACTION_PROLOGUE; PARAM_STRING (flagname); PARAM_BOOL (value); const char *dot = strchr(flagname, '.'); FFlagDef *fd; const PClass *cls = self->GetClass(); if (dot != NULL) { FString part1(flagname.GetChars(), dot - flagname); fd = FindFlag(cls, part1, dot + 1); } else { fd = FindFlag(cls, flagname, NULL); } if (fd != NULL) { bool kill_before, kill_after; INTBOOL item_before, item_after; kill_before = self->CountsAsKill(); item_before = self->flags & MF_COUNTITEM; if (fd->structoffset == -1) { HandleDeprecatedFlags(self, cls->ActorInfo, value, fd->flagbit); } else { DWORD *flagp = (DWORD*) (((char*)self) + fd->structoffset); // If these 2 flags get changed we need to update the blockmap and sector links. bool linkchange = flagp == &self->flags && (fd->flagbit == MF_NOBLOCKMAP || fd->flagbit == MF_NOSECTOR); if (linkchange) self->UnlinkFromWorld(); if (value) { *flagp |= fd->flagbit; } else { *flagp &= ~fd->flagbit; } if (linkchange) self->LinkToWorld(); } kill_after = self->CountsAsKill(); item_after = self->flags & MF_COUNTITEM; // Was this monster previously worth a kill but no longer is? // Or vice versa? if (kill_before != kill_after) { if (kill_after) { // It counts as a kill now. level.total_monsters++; } else { // It no longer counts as a kill. level.total_monsters--; } } // same for items if (item_before != item_after) { if (item_after) { // It counts as an item now. level.total_items++; } else { // It no longer counts as an item level.total_items--; } } } else { Printf("Unknown flag '%s' in '%s'\n", flagname, cls->TypeName.GetChars()); } return 0; } //=========================================================================== // // A_RemoveMaster // //=========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_RemoveMaster) { PARAM_ACTION_PROLOGUE; if (self->master != NULL) { P_RemoveThing(self->master); } return 0; } //=========================================================================== // // A_RemoveChildren // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveChildren) { PARAM_ACTION_PROLOGUE; PARAM_BOOL_OPT(removeall) { removeall = false; } TThinkerIterator it; AActor *mo; while ( (mo = it.Next()) ) { if ( ( mo->master == self ) && ( ( mo->health <= 0 ) || removeall) ) { P_RemoveThing(mo); } } return 0; } //=========================================================================== // // A_RemoveSiblings // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveSiblings) { PARAM_ACTION_PROLOGUE; PARAM_BOOL_OPT(removeall) { removeall = false; } TThinkerIterator it; AActor *mo; while ( (mo = it.Next()) ) { if ( ( mo->master == self->master ) && ( mo != self ) && ( ( mo->health <= 0 ) || removeall) ) { P_RemoveThing(mo); } } return 0; } //=========================================================================== // // A_RaiseMaster // //=========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_RaiseMaster) { PARAM_ACTION_PROLOGUE; if (self->master != NULL) { P_Thing_Raise(self->master); } return 0; } //=========================================================================== // // A_RaiseChildren // //=========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_RaiseChildren) { PARAM_ACTION_PROLOGUE; TThinkerIterator it; AActor *mo; while ((mo = it.Next())) { if ( mo->master == self ) { P_Thing_Raise(mo); } } return 0; } //=========================================================================== // // A_RaiseSiblings // //=========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_RaiseSiblings) { PARAM_ACTION_PROLOGUE; TThinkerIterator it; AActor *mo; while ( (mo = it.Next()) ) { if ( ( mo->master == self->master ) && ( mo != self ) ) { P_Thing_Raise(mo); } } return 0; } //=========================================================================== // // A_MonsterRefire // // Keep firing unless target got out of sight // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_MonsterRefire) { PARAM_ACTION_PROLOGUE; PARAM_INT (prob); PARAM_STATE (jump); ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! A_FaceTarget(self); if (pr_monsterrefire() < prob) return 0; if (self->target == NULL || P_HitFriend (self) || self->target->health <= 0 || !P_CheckSight(self, self->target, 0) ) { ACTION_JUMP(jump); } return 0; } //=========================================================================== // // A_SetAngle // // Set actor's angle (in degrees). // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetAngle) { PARAM_ACTION_PROLOGUE; PARAM_ANGLE_OPT(angle) { angle = 0; } self->angle = angle; return 0; } //=========================================================================== // // A_SetPitch // // Set actor's pitch (in degrees). // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPitch) { PARAM_ACTION_PROLOGUE; PARAM_ANGLE(pitch); self->pitch = pitch; return 0; } //=========================================================================== // // A_ScaleVelocity // // Scale actor's velocity. // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ScaleVelocity) { PARAM_ACTION_PROLOGUE; PARAM_FIXED(scale); INTBOOL was_moving = self->velx | self->vely | self->velz; self->velx = FixedMul(self->velx, scale); self->vely = FixedMul(self->vely, scale); self->velz = FixedMul(self->velz, scale); // If the actor was previously moving but now is not, and is a player, // update its player variables. (See A_Stop.) if (was_moving) { CheckStopped(self); } return 0; } //=========================================================================== // // A_ChangeVelocity // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeVelocity) { PARAM_ACTION_PROLOGUE; PARAM_FIXED_OPT (x) { x = 0; } PARAM_FIXED_OPT (y) { y = 0; } PARAM_FIXED_OPT (z) { z = 0; } PARAM_INT_OPT (flags) { flags = 0; } INTBOOL was_moving = self->velx | self->vely | self->velz; fixed_t vx = x, vy = y, vz = z; fixed_t sina = finesine[self->angle >> ANGLETOFINESHIFT]; fixed_t cosa = finecosine[self->angle >> ANGLETOFINESHIFT]; if (flags & 1) // relative axes - make x, y relative to actor's current angle { vx = DMulScale16(x, cosa, -y, sina); vy = DMulScale16(x, sina, y, cosa); } if (flags & 2) // discard old velocity - replace old velocity with new velocity { self->velx = vx; self->vely = vy; self->velz = vz; } else // add new velocity to old velocity { self->velx += vx; self->vely += vy; self->velz += vz; } if (was_moving) { CheckStopped(self); } return 0; } //=========================================================================== // // A_SetArg // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetArg) { PARAM_ACTION_PROLOGUE; PARAM_INT(pos); PARAM_INT(value); // Set the value of the specified arg if ((size_t)pos < countof(self->args)) { self->args[pos] = value; } return 0; } //=========================================================================== // // A_SetSpecial // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpecial) { PARAM_ACTION_PROLOGUE; PARAM_INT (spec); PARAM_INT_OPT (arg0) { arg0 = 0; } PARAM_INT_OPT (arg1) { arg1 = 0; } PARAM_INT_OPT (arg2) { arg2 = 0; } PARAM_INT_OPT (arg3) { arg3 = 0; } PARAM_INT_OPT (arg4) { arg4 = 0; } self->special = spec; self->args[0] = arg0; self->args[1] = arg1; self->args[2] = arg2; self->args[3] = arg3; self->args[4] = arg4; return 0; } //=========================================================================== // // A_SetVar // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserVar) { PARAM_ACTION_PROLOGUE; PARAM_INT(pos); PARAM_INT(value); if (pos < 0 || pos >= countof(self->uservar)) return 0; // Set the value of the specified arg self->uservar[pos] = value; return 0; } //=========================================================================== // // A_Turn // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Turn) { PARAM_ACTION_PROLOGUE; PARAM_ANGLE_OPT(angle); self->angle += angle; return 0; } //=========================================================================== // // A_LineEffect // // This allows linedef effects to be activated inside deh frames. // //=========================================================================== void P_TranslateLineDef (line_t *ld, maplinedef_t *mld); DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LineEffect) { PARAM_ACTION_PROLOGUE; PARAM_INT_OPT(special) { special = 0; } PARAM_INT_OPT(tag) { tag = 0; } line_t junk; maplinedef_t oldjunk; bool res = false; if (!(self->flags6 & MF6_LINEDONE)) // Unless already used up { if ((oldjunk.special = special)) // Linedef type { oldjunk.tag = tag; // Sector tag for linedef P_TranslateLineDef(&junk, &oldjunk); // Turn into native type res = !!LineSpecials[junk.special](NULL, self, false, junk.args[0], junk.args[1], junk.args[2], junk.args[3], junk.args[4]); if (res && !(junk.flags & ML_REPEAT_SPECIAL)) // If only once, self->flags6 |= MF6_LINEDONE; // no more for this thing } } ACTION_SET_RESULT(res); return 0; }