mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-01 16:41:22 +00:00
6165 lines
162 KiB
C++
6165 lines
162 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// Moving object handling. Spawn functions.
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//
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//-----------------------------------------------------------------------------
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// HEADER FILES ------------------------------------------------------------
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#include "templates.h"
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#include "i_system.h"
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#include "m_random.h"
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#include "doomdef.h"
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#include "p_local.h"
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#include "p_lnspec.h"
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#include "p_effect.h"
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#include "p_terrain.h"
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#include "st_stuff.h"
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#include "hu_stuff.h"
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#include "s_sound.h"
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#include "doomstat.h"
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#include "v_video.h"
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#include "c_cvars.h"
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#include "c_dispatch.h"
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#include "b_bot.h" //Added by MC:
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#include "stats.h"
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#include "a_hexenglobal.h"
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#include "a_sharedglobal.h"
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#include "gi.h"
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#include "sbar.h"
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#include "p_acs.h"
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#include "cmdlib.h"
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#include "decallib.h"
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#include "ravenshared.h"
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#include "a_action.h"
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#include "a_keys.h"
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#include "p_conversation.h"
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#include "thingdef/thingdef.h"
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#include "g_game.h"
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#include "teaminfo.h"
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#include "r_data/r_translate.h"
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#include "r_sky.h"
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#include "g_level.h"
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#include "d_event.h"
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#include "colormatcher.h"
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#include "v_palette.h"
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#include "p_enemy.h"
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#include "gstrings.h"
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#include "farchive.h"
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#include "r_data/colormaps.h"
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#include "r_renderer.h"
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// MACROS ------------------------------------------------------------------
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#define WATER_SINK_FACTOR 3
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#define WATER_SINK_SMALL_FACTOR 4
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#define WATER_SINK_SPEED (FRACUNIT/2)
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#define WATER_JUMP_SPEED (FRACUNIT*7/2)
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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void G_PlayerReborn (int player);
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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static void PlayerLandedOnThing (AActor *mo, AActor *onmobj);
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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extern cycle_t BotSupportCycles;
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extern int BotWTG;
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EXTERN_CVAR (Int, cl_rockettrails)
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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static FRandom pr_explodemissile ("ExplodeMissile");
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FRandom pr_bounce ("Bounce");
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static FRandom pr_reflect ("Reflect");
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static FRandom pr_nightmarerespawn ("NightmareRespawn");
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static FRandom pr_botspawnmobj ("BotSpawnActor");
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static FRandom pr_spawnmapthing ("SpawnMapThing");
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static FRandom pr_spawnpuff ("SpawnPuff");
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static FRandom pr_spawnblood ("SpawnBlood");
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static FRandom pr_splatter ("BloodSplatter");
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static FRandom pr_takedamage ("TakeDamage");
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static FRandom pr_splat ("FAxeSplatter");
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static FRandom pr_ripperblood ("RipperBlood");
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static FRandom pr_chunk ("Chunk");
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static FRandom pr_checkmissilespawn ("CheckMissileSpawn");
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static FRandom pr_spawnmissile ("SpawnMissile");
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static FRandom pr_missiledamage ("MissileDamage");
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static FRandom pr_multiclasschoice ("MultiClassChoice");
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static FRandom pr_rockettrail("RocketTrail");
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static FRandom pr_uniquetid("UniqueTID");
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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FRandom pr_spawnmobj ("SpawnActor");
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CUSTOM_CVAR (Float, sv_gravity, 800.f, CVAR_SERVERINFO|CVAR_NOSAVE)
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{
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level.gravity = self;
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}
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CVAR (Bool, cl_missiledecals, true, CVAR_ARCHIVE)
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CVAR (Bool, addrocketexplosion, false, CVAR_ARCHIVE)
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CVAR (Int, cl_pufftype, 0, CVAR_ARCHIVE);
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CVAR (Int, cl_bloodtype, 0, CVAR_ARCHIVE);
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// CODE --------------------------------------------------------------------
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IMPLEMENT_POINTY_CLASS (AActor)
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DECLARE_POINTER (target)
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DECLARE_POINTER (lastenemy)
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DECLARE_POINTER (tracer)
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DECLARE_POINTER (goal)
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DECLARE_POINTER (LastLookActor)
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DECLARE_POINTER (Inventory)
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DECLARE_POINTER (LastHeard)
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DECLARE_POINTER (master)
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DECLARE_POINTER (Poisoner)
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END_POINTERS
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AActor::~AActor ()
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{
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// Please avoid calling the destructor directly (or through delete)!
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// Use Destroy() instead.
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}
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void AActor::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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if (arc.IsStoring ())
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{
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arc.WriteSprite (sprite);
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}
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else
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{
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sprite = arc.ReadSprite ();
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}
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arc << x
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<< y
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<< z
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<< angle
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<< frame
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<< scaleX
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<< scaleY
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<< RenderStyle
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<< renderflags
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<< picnum
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<< floorpic
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<< ceilingpic
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<< TIDtoHate
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<< LastLookPlayerNumber
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<< LastLookActor
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<< effects
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<< alpha
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<< fillcolor
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<< pitch
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<< roll
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<< Sector
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<< floorz
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<< ceilingz
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<< dropoffz
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<< floorsector
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<< ceilingsector
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<< radius
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<< height
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<< projectilepassheight
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<< velx
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<< vely
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<< velz
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<< tics
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<< state
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<< Damage;
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if (SaveVersion >= 3227)
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{
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arc << projectileKickback;
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}
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arc << flags
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<< flags2
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<< flags3
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<< flags4
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<< flags5
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<< flags6;
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if (SaveVersion >= 4504)
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{
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arc << flags7;
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}
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arc << special1
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<< special2
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<< health
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<< movedir
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<< visdir
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<< movecount
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<< strafecount
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<< target
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<< lastenemy
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<< LastHeard
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<< reactiontime
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<< threshold
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<< player
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<< SpawnPoint[0] << SpawnPoint[1] << SpawnPoint[2]
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<< SpawnAngle
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<< skillrespawncount
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<< tracer
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<< floorclip
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<< tid
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<< special;
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if (P_IsACSSpecial(special))
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{
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P_SerializeACSScriptNumber(arc, args[0], false);
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}
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else
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{
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arc << args[0];
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}
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arc << args[1] << args[2] << args[3] << args[4];
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if (SaveVersion >= 3427)
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{
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arc << accuracy << stamina;
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}
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arc << goal
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<< waterlevel
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<< MinMissileChance
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<< SpawnFlags
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<< Inventory
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<< InventoryID
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<< id
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<< FloatBobPhase
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<< Translation
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<< SeeSound
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<< AttackSound
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<< PainSound
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<< DeathSound
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<< ActiveSound
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<< UseSound
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<< BounceSound
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<< WallBounceSound
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<< CrushPainSound
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<< Speed
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<< FloatSpeed
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<< Mass
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<< PainChance
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<< SpawnState
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<< SeeState
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<< MeleeState
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<< MissileState
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<< MaxDropOffHeight
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<< MaxStepHeight
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<< BounceFlags
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<< bouncefactor
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<< wallbouncefactor
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<< bouncecount
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<< maxtargetrange
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<< meleethreshold
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<< meleerange
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<< DamageType;
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if (SaveVersion >= 4501)
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{
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arc << DamageTypeReceived;
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}
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if (SaveVersion >= 3237)
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{
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arc
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<< PainType
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<< DeathType;
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}
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arc << gravity
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<< FastChaseStrafeCount
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<< master
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<< smokecounter
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<< BlockingMobj
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<< BlockingLine
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<< VisibleToTeam // [BB]
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<< pushfactor
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<< Species
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<< Score;
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if (SaveVersion >= 3113)
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{
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arc << DesignatedTeam;
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}
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arc << lastpush << lastbump
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<< PainThreshold
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<< DamageFactor
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<< WeaveIndexXY << WeaveIndexZ
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<< PoisonDamageReceived << PoisonDurationReceived << PoisonPeriodReceived << Poisoner
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<< PoisonDamage << PoisonDuration << PoisonPeriod;
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if (SaveVersion >= 3235)
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{
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arc << PoisonDamageType << PoisonDamageTypeReceived;
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}
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arc << ConversationRoot << Conversation;
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{
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FString tagstr;
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if (arc.IsStoring() && Tag != NULL && Tag->Len() > 0) tagstr = *Tag;
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arc << tagstr;
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if (arc.IsLoading())
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{
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if (tagstr.Len() == 0) Tag = NULL;
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else Tag = mStringPropertyData.Alloc(tagstr);
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}
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}
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if (arc.IsLoading ())
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{
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touching_sectorlist = NULL;
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LinkToWorld (Sector);
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AddToHash ();
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SetShade (fillcolor);
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if (player)
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{
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if (playeringame[player - players] &&
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player->cls != NULL &&
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!(flags4 & MF4_NOSKIN) &&
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state->sprite == GetDefaultByType (player->cls)->SpawnState->sprite)
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{ // Give player back the skin
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sprite = skins[player->userinfo.GetSkin()].sprite;
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}
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if (Speed == 0)
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{
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Speed = GetDefault()->Speed;
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}
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}
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PrevX = x;
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PrevY = y;
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PrevZ = z;
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PrevAngle = angle;
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UpdateWaterLevel(z, false);
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}
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}
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void FMapThing::Serialize (FArchive &arc)
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{
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arc << thingid << x << y << z << angle << type << flags << special
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<< args[0] << args[1] << args[2] << args[3] << args[4];
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}
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AActor::AActor () throw()
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{
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}
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AActor::AActor (const AActor &other) throw()
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: DThinker()
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{
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memcpy (&x, &other.x, (BYTE *)&this[1] - (BYTE *)&x);
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}
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AActor &AActor::operator= (const AActor &other)
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{
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memcpy (&x, &other.x, (BYTE *)&this[1] - (BYTE *)&x);
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return *this;
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}
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//==========================================================================
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//
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// AActor::InStateSequence
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//
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// Checks whether the current state is in a contiguous sequence that
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// starts with basestate
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//
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//==========================================================================
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bool AActor::InStateSequence(FState * newstate, FState * basestate)
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{
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if (basestate == NULL) return false;
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FState * thisstate = basestate;
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do
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{
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if (newstate == thisstate) return true;
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basestate = thisstate;
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thisstate = thisstate->GetNextState();
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}
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while (thisstate == basestate+1);
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return false;
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}
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//==========================================================================
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//
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// AActor::GetTics
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//
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// Get the actual duration of the next state
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// We are using a state flag now to indicate a state that should be
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// accelerated in Fast mode.
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//
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//==========================================================================
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int AActor::GetTics(FState * newstate)
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{
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int tics = newstate->GetTics();
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if (isFast() && newstate->Fast)
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{
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return tics - (tics>>1);
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}
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return tics;
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}
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//==========================================================================
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//
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||
// AActor::SetState
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||
//
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||
// Returns true if the mobj is still present.
|
||
//
|
||
//==========================================================================
|
||
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bool AActor::SetState (FState *newstate, bool nofunction)
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{
|
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if (debugfile && player && (player->cheats & CF_PREDICTING))
|
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fprintf (debugfile, "for pl %td: SetState while predicting!\n", player-players);
|
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do
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{
|
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if (newstate == NULL)
|
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{
|
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state = NULL;
|
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Destroy ();
|
||
return false;
|
||
}
|
||
int prevsprite, newsprite;
|
||
|
||
if (state != NULL)
|
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{
|
||
prevsprite = state->sprite;
|
||
}
|
||
else
|
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{
|
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prevsprite = -1;
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||
}
|
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state = newstate;
|
||
tics = GetTics(newstate);
|
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renderflags = (renderflags & ~RF_FULLBRIGHT) | newstate->GetFullbright();
|
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newsprite = newstate->sprite;
|
||
if (newsprite != SPR_FIXED)
|
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{ // okay to change sprite and/or frame
|
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if (!newstate->GetSameFrame())
|
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{ // 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 && newstate->CallAction(this, this))
|
||
{
|
||
// Check whether the called action function resulted in destroying the actor
|
||
if (ObjectFlags & OF_EuthanizeMe)
|
||
return false;
|
||
}
|
||
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;
|
||
|
||
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;
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
//============================================================================
|
||
//
|
||
// 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->ItemFlags & IF_KEEPDEPLETED))
|
||
{
|
||
item->Destroy ();
|
||
}
|
||
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)
|
||
{
|
||
angle_t an;
|
||
AInventory *drop = item->CreateTossable ();
|
||
|
||
if (drop == NULL)
|
||
{
|
||
return NULL;
|
||
}
|
||
an = angle >> ANGLETOFINESHIFT;
|
||
drop->SetOrigin(x, y, z + 10*FRACUNIT);
|
||
drop->angle = angle;
|
||
drop->velx = velx + 5 * finecosine[an];
|
||
drop->vely = vely + 5 * finesine[an];
|
||
drop->velz = velz + FRACUNIT;
|
||
drop->flags &= ~MF_NOGRAVITY; // Don't float
|
||
drop->ClearCounters(); // do not count for statistics again
|
||
return drop;
|
||
}
|
||
|
||
//============================================================================
|
||
//
|
||
// AActor :: FindInventory
|
||
//
|
||
//============================================================================
|
||
|
||
AInventory *AActor::FindInventory (const PClass *type, bool subclass)
|
||
{
|
||
AInventory *item;
|
||
|
||
if (type == NULL) return NULL;
|
||
|
||
assert (type->ActorInfo != 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::FindClass(type));
|
||
}
|
||
|
||
//============================================================================
|
||
//
|
||
// AActor :: GiveInventoryType
|
||
//
|
||
//============================================================================
|
||
|
||
AInventory *AActor::GiveInventoryType (const PClass *type)
|
||
{
|
||
AInventory *item = NULL;
|
||
|
||
if (type != NULL)
|
||
{
|
||
item = static_cast<AInventory *>(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 (const PClass *type, int amount)
|
||
{
|
||
if (type != NULL)
|
||
{
|
||
AInventory *item = static_cast<AInventory *>(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<AAmmo*>(inv);
|
||
ammo->Amount = 0;
|
||
invp = &inv->Inventory;
|
||
}
|
||
else
|
||
{
|
||
inv->Destroy ();
|
||
}
|
||
}
|
||
else if (inv->GetClass() == RUNTIME_CLASS(AHexenArmor))
|
||
{
|
||
AHexenArmor *harmor = static_cast<AHexenArmor *> (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<APlayerPawn *>(other);
|
||
APlayerPawn *me = static_cast<APlayerPawn *>(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()->ActorInfo->VisibleToPlayerClass.Size() > 0)
|
||
{
|
||
bool visible = false;
|
||
for(unsigned int i = 0;i < GetClass()->ActorInfo->VisibleToPlayerClass.Size();++i)
|
||
{
|
||
const PClass *cls = GetClass()->ActorInfo->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);
|
||
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)
|
||
{
|
||
CALL_ACTION(A_BossDeath, this);
|
||
}
|
||
flags &= ~MF_SOLID;
|
||
flags3 |= MF3_DONTGIB;
|
||
height = 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)
|
||
{
|
||
CALL_ACTION(A_BossDeath, this);
|
||
}
|
||
|
||
const PClass *i = PClass::FindClass("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 = radius = 0;
|
||
return false;
|
||
}
|
||
|
||
AActor *gib = Spawn (i, x, y, z, 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;
|
||
velx = vely = velz = 0;
|
||
}
|
||
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 true;
|
||
}
|
||
return false;
|
||
}
|
||
|
||
//----------------------------------------------------------------------------
|
||
//
|
||
// PROC P_ExplodeMissile
|
||
//
|
||
//----------------------------------------------------------------------------
|
||
|
||
void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target)
|
||
{
|
||
if (mo->flags3 & MF3_EXPLOCOUNT)
|
||
{
|
||
if (++mo->special2 < mo->special1)
|
||
{
|
||
return;
|
||
}
|
||
}
|
||
mo->velx = mo->vely = mo->velz = 0;
|
||
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 (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);
|
||
mo->SetState (nextstate);
|
||
|
||
if (mo->ObjectFlags & OF_EuthanizeMe)
|
||
{
|
||
return;
|
||
}
|
||
|
||
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)
|
||
{
|
||
int side = P_PointOnLineSide (mo->x, mo->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)(mo->x-line->v1->x)*line->dx+(SQWORD)(mo->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 = mo->z;
|
||
|
||
F3DFloor * ffloor=NULL;
|
||
#ifdef _3DFLOORS
|
||
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;i<xf.ffloors.Size();i++)
|
||
{
|
||
F3DFloor * rover=xf.ffloors[i];
|
||
|
||
if ((rover->flags&(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;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
#endif
|
||
|
||
DImpactDecal::StaticCreate (base->GetDecal (),
|
||
x, y, z, line->sidedef[side], ffloor);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
if (nextstate != NULL)
|
||
{
|
||
// [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;
|
||
|
||
if (mo->DeathSound)
|
||
{
|
||
S_Sound (mo, CHAN_VOICE, mo->DeathSound, 1,
|
||
(mo->flags3 & MF3_FULLVOLDEATH) ? ATTN_NONE : ATTN_NORM);
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
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 (z <= 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;
|
||
}
|
||
|
||
fixed_t dot = TMulScale16 (velx, plane.a, vely, plane.b, velz, plane.c);
|
||
|
||
if (BounceFlags & (BOUNCE_HereticType | BOUNCE_MBF))
|
||
{
|
||
velx -= MulScale15 (plane.a, dot);
|
||
vely -= MulScale15 (plane.b, dot);
|
||
velz -= MulScale15 (plane.c, dot);
|
||
angle = R_PointToAngle2 (0, 0, velx, vely);
|
||
if (!(BounceFlags & BOUNCE_MBF)) // Heretic projectiles die, MBF projectiles don't.
|
||
{
|
||
flags |= MF_INBOUNCE;
|
||
SetState (FindState(NAME_Death));
|
||
flags &= ~MF_INBOUNCE;
|
||
return false;
|
||
}
|
||
else velz = FixedMul(velz, bouncefactor);
|
||
}
|
||
else // Don't run through this for MBF-style bounces
|
||
{
|
||
// The reflected velocity keeps only about 70% of its original speed
|
||
velx = FixedMul (velx - MulScale15 (plane.a, dot), bouncefactor);
|
||
vely = FixedMul (vely - MulScale15 (plane.b, dot), bouncefactor);
|
||
velz = FixedMul (velz - MulScale15 (plane.c, dot), bouncefactor);
|
||
angle = R_PointToAngle2 (0, 0, velx, vely);
|
||
}
|
||
|
||
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 (abs(velz) < (fixed_t)(Mass * GetGravity() / 64))
|
||
velz = 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) && (velz < 3*FRACUNIT))
|
||
BounceFlags &= ~BOUNCE_TypeMask;
|
||
}
|
||
}
|
||
return false;
|
||
}
|
||
|
||
//----------------------------------------------------------------------------
|
||
//
|
||
// PROC P_ThrustMobj
|
||
//
|
||
//----------------------------------------------------------------------------
|
||
|
||
void P_ThrustMobj (AActor *mo, angle_t angle, fixed_t move)
|
||
{
|
||
angle >>= ANGLETOFINESHIFT;
|
||
mo->velx += FixedMul (move, finecosine[angle]);
|
||
mo->vely += FixedMul (move, finesine[angle]);
|
||
}
|
||
|
||
//----------------------------------------------------------------------------
|
||
//
|
||
// 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, angle_t *delta)
|
||
{
|
||
angle_t diff;
|
||
angle_t angle1;
|
||
angle_t angle2;
|
||
|
||
angle1 = source->angle;
|
||
angle2 = R_PointToAngle2 (source->x, source->y, target->x, target->y);
|
||
if (angle2 > angle1)
|
||
{
|
||
diff = angle2 - angle1;
|
||
if (diff > ANGLE_180)
|
||
{
|
||
*delta = ANGLE_MAX - diff;
|
||
return 0;
|
||
}
|
||
else
|
||
{
|
||
*delta = diff;
|
||
return 1;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
diff = angle1 - angle2;
|
||
if (diff > ANGLE_180)
|
||
{
|
||
*delta = ANGLE_MAX - 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)
|
||
{
|
||
int dir;
|
||
int dist;
|
||
angle_t delta;
|
||
angle_t angle;
|
||
AActor *target;
|
||
fixed_t speed;
|
||
|
||
speed = !usecurspeed ? actor->Speed : xs_CRoundToInt(TVector3<double>(actor->velx, actor->vely, actor->velz).Length());
|
||
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 >>= 1;
|
||
if (delta > turnMax)
|
||
{
|
||
delta = turnMax;
|
||
}
|
||
}
|
||
if (dir)
|
||
{ // Turn clockwise
|
||
actor->angle += delta;
|
||
}
|
||
else
|
||
{ // Turn counter clockwise
|
||
actor->angle -= delta;
|
||
}
|
||
angle = actor->angle>>ANGLETOFINESHIFT;
|
||
|
||
if (!precise)
|
||
{
|
||
actor->velx = FixedMul (speed, finecosine[angle]);
|
||
actor->vely = FixedMul (speed, finesine[angle]);
|
||
|
||
if (!(actor->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
|
||
{
|
||
if (actor->z + actor->height < target->z ||
|
||
target->z + target->height < actor->z)
|
||
{ // Need to seek vertically
|
||
dist = P_AproxDistance (target->x - actor->x, target->y - actor->y);
|
||
dist = dist / speed;
|
||
if (dist < 1)
|
||
{
|
||
dist = 1;
|
||
}
|
||
actor->velz = ((target->z+target->height/2) - (actor->z+actor->height/2)) / dist;
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
angle_t pitch = 0;
|
||
if (!(actor->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
|
||
{ // Need to seek vertically
|
||
double dist = MAX(1.0, FVector2(target->x - actor->x, target->y - actor->y).Length());
|
||
// Aim at a player's eyes and at the middle of the actor for everything else.
|
||
fixed_t aimheight = target->height/2;
|
||
if (target->IsKindOf(RUNTIME_CLASS(APlayerPawn)))
|
||
{
|
||
aimheight = static_cast<APlayerPawn *>(target)->ViewHeight;
|
||
}
|
||
pitch = R_PointToAngle2(0, actor->z + actor->height/2, xs_CRoundToInt(dist), target->z + aimheight);
|
||
pitch >>= ANGLETOFINESHIFT;
|
||
}
|
||
|
||
fixed_t xyscale = FixedMul(speed, finecosine[pitch]);
|
||
actor->velz = FixedMul(speed, finesine[pitch]);
|
||
actor->velx = FixedMul(xyscale, finecosine[angle]);
|
||
actor->vely = FixedMul(xyscale, finesine[angle]);
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
|
||
//
|
||
// P_XYMovement
|
||
//
|
||
// Returns the actor's old floorz.
|
||
//
|
||
#define STOPSPEED 0x1000
|
||
#define CARRYSTOPSPEED (STOPSPEED*32/3)
|
||
|
||
fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
|
||
{
|
||
static int pushtime = 0;
|
||
bool bForceSlide = scrollx || scrolly;
|
||
angle_t angle;
|
||
fixed_t ptryx, ptryy;
|
||
player_t *player;
|
||
fixed_t xmove, ymove;
|
||
const secplane_t * walkplane;
|
||
static const int windTab[3] = {2048*5, 2048*10, 2048*25};
|
||
int steps, step, totalsteps;
|
||
fixed_t startx, starty;
|
||
fixed_t oldfloorz = mo->floorz;
|
||
|
||
fixed_t 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
|
||
P_ThrustMobj (mo, 0, windTab[special-40]);
|
||
break;
|
||
case 43: case 44: case 45: // Wind_North
|
||
P_ThrustMobj (mo, ANG90, windTab[special-43]);
|
||
break;
|
||
case 46: case 47: case 48: // Wind_South
|
||
P_ThrustMobj (mo, ANG270, windTab[special-46]);
|
||
break;
|
||
case 49: case 50: case 51: // Wind_West
|
||
P_ThrustMobj (mo, ANG180, 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 < FRACUNIT*3/4))
|
||
{
|
||
// preserve the direction instead of clamping x and y independently.
|
||
xmove = clamp (mo->velx, -maxmove, maxmove);
|
||
ymove = clamp (mo->vely, -maxmove, maxmove);
|
||
|
||
fixed_t xfac = FixedDiv(xmove, mo->velx);
|
||
fixed_t yfac = FixedDiv(ymove, mo->vely);
|
||
fixed_t fac = MIN(xfac, yfac);
|
||
|
||
xmove = mo->velx = FixedMul(mo->velx, fac);
|
||
ymove = mo->vely = FixedMul(mo->vely, fac);
|
||
}
|
||
else
|
||
{
|
||
xmove = mo->velx;
|
||
ymove = mo->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, CARRYFACTOR);
|
||
mo->velx += scrollx;
|
||
mo->flags4 |= MF4_SCROLLMOVE;
|
||
}
|
||
if (abs(scrolly) > CARRYSTOPSPEED)
|
||
{
|
||
scrolly = FixedMul (scrolly, CARRYFACTOR);
|
||
mo->vely += 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->velx = mo->vely = mo->velz = 0;
|
||
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.
|
||
|
||
{
|
||
maxmove = mo->radius - FRACUNIT;
|
||
|
||
if (maxmove <= 0)
|
||
{ // gibs can have radius 0, so don't divide by zero below!
|
||
maxmove = 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->x;
|
||
starty = mo->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));
|
||
|
||
|
||
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->velx, startvely = mo->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->velz = WATER_JUMP_SPEED;
|
||
}
|
||
// If the blocked move executed any push specials that changed the
|
||
// actor's velocity, do not attempt to slide.
|
||
if (mo->velx == startvelx && mo->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->velx, mo->vely, 1);
|
||
}
|
||
else
|
||
{
|
||
P_SlideMove (mo, onestepx, onestepy, totalsteps);
|
||
}
|
||
if ((mo->velx | mo->vely) == 0)
|
||
{
|
||
steps = 0;
|
||
}
|
||
else
|
||
{
|
||
if (!player || !(i_compatflags & COMPATF_WALLRUN))
|
||
{
|
||
xmove = mo->velx;
|
||
ymove = mo->vely;
|
||
onestepx = xmove / steps;
|
||
onestepy = ymove / steps;
|
||
P_CheckSlopeWalk (mo, xmove, ymove);
|
||
}
|
||
startx = mo->x - Scale (xmove, step, steps);
|
||
starty = mo->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->x + tx, mo->y + ty, true, walkplane, tm))
|
||
{
|
||
mo->velx = 0;
|
||
}
|
||
else
|
||
{
|
||
tx = onestepx, ty = 0;
|
||
walkplane = P_CheckSlopeWalk (mo, tx, ty);
|
||
if (P_TryMove (mo, mo->x + tx, mo->y + ty, true, walkplane, tm))
|
||
{
|
||
mo->vely = 0;
|
||
}
|
||
else
|
||
{
|
||
mo->velx = mo->vely = 0;
|
||
}
|
||
}
|
||
if (player && player->mo == mo)
|
||
{
|
||
if (mo->velx == 0)
|
||
player->velx = 0;
|
||
if (mo->vely == 0)
|
||
player->vely = 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))
|
||
{
|
||
angle = R_PointToAngle2(BlockingMobj->x, BlockingMobj->y, mo->x, mo->y);
|
||
|
||
// Change angle for deflection/reflection
|
||
if (mo->AdjustReflectionAngle (BlockingMobj, angle))
|
||
{
|
||
goto explode;
|
||
}
|
||
|
||
// Reflect the missile along angle
|
||
mo->angle = angle;
|
||
angle >>= ANGLETOFINESHIFT;
|
||
mo->velx = FixedMul (mo->Speed>>1, finecosine[angle]);
|
||
mo->vely = FixedMul (mo->Speed>>1, finesine[angle]);
|
||
mo->velz = -mo->velz/2;
|
||
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->z >= tm.ceilingline->backsector->ceilingplane.ZatPoint (mo->x, mo->y))
|
||
{
|
||
// 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->velx = mo->vely = 0;
|
||
steps = 0;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
if (mo->x != ptryx || mo->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 and starty need to change.
|
||
if (mo->velx == 0 && mo->vely == 0)
|
||
{
|
||
step = steps;
|
||
}
|
||
else
|
||
{
|
||
startx = mo->x - Scale (xmove, step, steps);
|
||
starty = mo->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->velx = mo->vely = 0;
|
||
player->velx = player->vely = 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 != FRACUNIT)
|
||
{
|
||
mo->velx = FixedMul (mo->velx, level.airfriction);
|
||
mo->vely = FixedMul (mo->vely, level.airfriction);
|
||
|
||
if (player->mo == mo) // Not voodoo dolls
|
||
{
|
||
player->velx = FixedMul (player->velx, level.airfriction);
|
||
player->vely = FixedMul (player->vely, 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->z > mo->dropoffz) || (mo->flags6 & MF6_FALLING))
|
||
{ // Don't stop sliding if halfway off a step with some velocity
|
||
if (mo->velx > FRACUNIT/4 || mo->velx < -FRACUNIT/4 || mo->vely > FRACUNIT/4 || mo->vely < -FRACUNIT/4)
|
||
{
|
||
if (mo->floorz > mo->Sector->floorplane.ZatPoint (mo->x, mo->y))
|
||
{
|
||
if (mo->dropoffz != mo->floorz) // 3DMidtex or other special cases that must be excluded
|
||
{
|
||
#ifdef _3DFLOORS
|
||
unsigned i;
|
||
for(i=0;i<mo->Sector->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->x,mo->y)==mo->floorz) break;
|
||
}
|
||
if (i==mo->Sector->e->XFloor.ffloors.Size())
|
||
#endif
|
||
return oldfloorz;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// killough 11/98:
|
||
// Stop voodoo dolls that have come to rest, despite any
|
||
// moving corresponding player:
|
||
if (mo->velx > -STOPSPEED && mo->velx < STOPSPEED
|
||
&& mo->vely > -STOPSPEED && mo->vely < 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->velx = mo->vely = 0;
|
||
mo->flags4 &= ~MF4_SCROLLMOVE;
|
||
|
||
// killough 10/98: kill any bobbing velocity too (except in voodoo dolls)
|
||
if (player && player->mo == mo)
|
||
player->velx = player->vely = 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.
|
||
|
||
fixed_t friction = P_GetFriction (mo, NULL);
|
||
|
||
mo->velx = FixedMul (mo->velx, friction);
|
||
mo->vely = FixedMul (mo->vely, 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->velx = FixedMul (player->velx, ORIG_FRICTION);
|
||
player->vely = FixedMul (player->vely, ORIG_FRICTION);
|
||
}
|
||
}
|
||
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->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->z;
|
||
fixed_t grav = mo->GetGravity();
|
||
|
||
//
|
||
// check for smooth step up
|
||
//
|
||
if (mo->player && mo->player->mo == mo && mo->z < mo->floorz)
|
||
{
|
||
mo->player->viewheight -= mo->floorz - mo->z;
|
||
mo->player->deltaviewheight = mo->player->GetDeltaViewHeight();
|
||
}
|
||
|
||
mo->z += mo->velz;
|
||
|
||
//
|
||
// apply gravity
|
||
//
|
||
if (mo->z > mo->floorz && !(mo->flags & MF_NOGRAVITY))
|
||
{
|
||
fixed_t startvelz = mo->velz;
|
||
|
||
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->velz == 0 && oldfloorz > mo->floorz && mo->z == oldfloorz)
|
||
{
|
||
mo->velz -= grav + grav;
|
||
}
|
||
else
|
||
{
|
||
mo->velz -= grav;
|
||
}
|
||
}
|
||
if (mo->player == NULL)
|
||
{
|
||
if (mo->waterlevel >= 1)
|
||
{
|
||
fixed_t 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 = Scale(sinkspeed, clamp(mo->Mass, 1, 4000), 100);
|
||
}
|
||
}
|
||
if (mo->velz < sinkspeed)
|
||
{ // Dropping too fast, so slow down toward sinkspeed.
|
||
mo->velz -= MAX(sinkspeed*2, -FRACUNIT*8);
|
||
if (mo->velz > sinkspeed)
|
||
{
|
||
mo->velz = sinkspeed;
|
||
}
|
||
}
|
||
else if (mo->velz > sinkspeed)
|
||
{ // Dropping too slow/going up, so trend toward sinkspeed.
|
||
mo->velz = startvelz + MAX(sinkspeed/3, -FRACUNIT*8);
|
||
if (mo->velz < sinkspeed)
|
||
{
|
||
mo->velz = sinkspeed;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
if (mo->waterlevel > 1)
|
||
{
|
||
fixed_t sinkspeed = -WATER_SINK_SPEED;
|
||
|
||
if (mo->velz < sinkspeed)
|
||
{
|
||
mo->velz = (startvelz < sinkspeed) ? startvelz : sinkspeed;
|
||
}
|
||
else
|
||
{
|
||
mo->velz = startvelz + ((mo->velz - startvelz) >>
|
||
(mo->waterlevel == 1 ? WATER_SINK_SMALL_FACTOR : WATER_SINK_FACTOR));
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
//
|
||
// 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 = P_AproxDistance (mo->x - mo->target->x, mo->y - mo->target->y);
|
||
delta = (mo->target->z + (mo->height>>1)) - mo->z;
|
||
if (delta < 0 && dist < -(delta*3))
|
||
mo->z -= mo->FloatSpeed;
|
||
else if (delta > 0 && dist < (delta*3))
|
||
mo->z += mo->FloatSpeed;
|
||
}
|
||
}
|
||
if (mo->player && (mo->flags & MF_NOGRAVITY) && (mo->z > mo->floorz))
|
||
{
|
||
if (!mo->IsNoClip2())
|
||
{
|
||
mo->z += finesine[(FINEANGLES/80*level.maptime)&FINEMASK]/8;
|
||
}
|
||
mo->velz = FixedMul (mo->velz, FRICTION_FLY);
|
||
}
|
||
if (mo->waterlevel && !(mo->flags & MF_NOGRAVITY))
|
||
{
|
||
mo->velz = FixedMul (mo->velz, mo->Sector->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->x, mo->y) == mo->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->z = 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->velz = 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->velz) // check for MBF-like bounce on non-missiles
|
||
{
|
||
mo->FloorBounceMissile(mo->floorsector->floorplane);
|
||
}
|
||
if (mo->flags3 & MF3_ISMONSTER) // Blasted mobj falling
|
||
{
|
||
if (mo->velz < -(23*FRACUNIT))
|
||
{
|
||
P_MonsterFallingDamage (mo);
|
||
}
|
||
}
|
||
mo->z = mo->floorz;
|
||
if (mo->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->velz < minvel)
|
||
{
|
||
mo->tics = 1;
|
||
mo->velx = 0;
|
||
mo->vely = 0;
|
||
mo->velz = 0;
|
||
return;
|
||
}
|
||
// Let the actor do something special for hitting the floor
|
||
mo->HitFloor ();
|
||
if (mo->player)
|
||
{
|
||
if (mo->player->jumpTics < 0 || mo->velz < minvel)
|
||
{ // delay any jumping for a short while
|
||
mo->player->jumpTics = 7;
|
||
}
|
||
if (mo->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->velz = 0;
|
||
}
|
||
if (mo->flags & MF_SKULLFLY)
|
||
{ // The skull slammed into something
|
||
mo->velz = -mo->velz;
|
||
}
|
||
mo->Crash();
|
||
}
|
||
}
|
||
|
||
if (mo->flags2 & MF2_FLOORCLIP)
|
||
{
|
||
mo->AdjustFloorClip ();
|
||
}
|
||
|
||
if (mo->z + mo->height > mo->ceilingz)
|
||
{ // hit the ceiling
|
||
if ((!mo->player || !(mo->player->cheats & CF_PREDICTING)) &&
|
||
mo->Sector->SecActTarget != NULL &&
|
||
mo->Sector->ceilingplane.ZatPoint (mo->x, mo->y) == mo->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->z + mo->height > mo->ceilingz)
|
||
{
|
||
mo->z = 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->velz = -mo->velz;
|
||
}
|
||
if (mo->velz > 0)
|
||
mo->velz = 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->x, mo->y);
|
||
fixed_t newz;
|
||
fixed_t viewheight;
|
||
|
||
if (mo->player != NULL)
|
||
{
|
||
viewheight = mo->player->viewheight;
|
||
}
|
||
else
|
||
{
|
||
viewheight = mo->height / 2;
|
||
}
|
||
|
||
if (oldz > waterz && mo->z <= waterz)
|
||
{ // Feet hit fake floor
|
||
sec->SecActTarget->TriggerAction (mo, SECSPAC_HitFakeFloor);
|
||
}
|
||
|
||
newz = mo->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->x, mo->y);
|
||
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->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->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 if (info->flags2 & MF2_FLOATBOB)
|
||
z = mobj->SpawnPoint[2];
|
||
else
|
||
z = ONFLOORZ;
|
||
|
||
// spawn it
|
||
x = mobj->SpawnPoint[0];
|
||
y = mobj->SpawnPoint[1];
|
||
mo = AActor::StaticSpawn(RUNTIME_TYPE(mobj), x, y, z, NO_REPLACE, true);
|
||
|
||
if (z == ONFLOORZ)
|
||
{
|
||
mo->z += 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->z = mo->floorz;
|
||
}
|
||
if (mo->z + mo->height > mo->ceilingz)
|
||
{
|
||
mo->z = mo->ceilingz - mo->height;
|
||
}
|
||
}
|
||
else if (z == ONCEILINGZ)
|
||
{
|
||
mo->z -= 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->z = mo->floorz;
|
||
}
|
||
if (mo->z + mo->height > mo->ceilingz)
|
||
{ // Do the same for the ceiling.
|
||
mo->z = mo->ceilingz - mo->height;
|
||
}
|
||
}
|
||
|
||
// something is occupying its position?
|
||
if (!P_CheckPosition(mo, mo->x, mo->y, true))
|
||
{
|
||
//[GrafZahl] MF_COUNTKILL still needs to be checked here.
|
||
mo->ClearCounters();
|
||
mo->Destroy ();
|
||
return; // no respawn
|
||
}
|
||
|
||
z = mo->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->angle = ANG45 * (mobj->SpawnAngle/45);
|
||
|
||
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?
|
||
mo = Spawn ("TeleportFog", mobj->x, mobj->y, mobj->z, ALLOW_REPLACE);
|
||
if (mo != NULL)
|
||
{
|
||
mo->z += TELEFOGHEIGHT;
|
||
}
|
||
|
||
// spawn a teleport fog at the new spot
|
||
mo = Spawn ("TeleportFog", x, y, z, ALLOW_REPLACE);
|
||
if (mo != NULL)
|
||
{
|
||
mo->z += TELEFOGHEIGHT;
|
||
}
|
||
|
||
// 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 <limit>
|
||
// 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.
|
||
limit = start_tid + limit - 1;
|
||
if (limit < start_tid)
|
||
{ // If it overflowed, clamp to INT_MAX
|
||
limit = INT_MAX;
|
||
}
|
||
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));
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// 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 & 0xC0000000) == 0x40000000)
|
||
{
|
||
return EvalExpressionI (Damage & 0x3FFFFFFF, this);
|
||
}
|
||
if (Damage == 0)
|
||
{
|
||
return 0;
|
||
}
|
||
else if (mask == 0)
|
||
{
|
||
return add * Damage;
|
||
}
|
||
else
|
||
{
|
||
return ((pr_missiledamage() & mask) + add) * Damage;
|
||
}
|
||
}
|
||
|
||
void AActor::Howl ()
|
||
{
|
||
int howl = GetClass()->Meta.GetMetaInt(AMETA_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;
|
||
velx = vely = velz = 0;
|
||
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, angle_t &angle)
|
||
{
|
||
if (flags2 & MF2_DONTREFLECT) return true;
|
||
|
||
// Change angle for reflection
|
||
if (thing->flags4&MF4_SHIELDREFLECT)
|
||
{
|
||
// Shield reflection (from the Centaur
|
||
if (abs (angle - thing->angle)>>24 > 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 += ANGLE_45;
|
||
else
|
||
angle -= ANGLE_45;
|
||
|
||
}
|
||
else if (thing->flags4&MF4_DEFLECT)
|
||
{
|
||
// deflect (like the Heresiarch)
|
||
if(pr_reflect() < 128)
|
||
angle += ANG45;
|
||
else
|
||
angle -= ANG45;
|
||
}
|
||
else
|
||
angle += ANGLE_1 * ((pr_reflect()%16)-8);
|
||
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<38> FOV of the player
|
||
if (flags3 & MF3_SCREENSEEKER)
|
||
{
|
||
angle_t angle = R_PointToAngle2(Friend->x,
|
||
Friend->y, link->x, link->y) - Friend->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);
|
||
}
|
||
|
||
//
|
||
// 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/65536., y/65536.);
|
||
Destroy();
|
||
return;
|
||
}
|
||
|
||
// This is necessary to properly interpolate movement outside this function
|
||
// like from an ActorMover
|
||
PrevX = x;
|
||
PrevY = y;
|
||
PrevZ = z;
|
||
PrevAngle = angle;
|
||
|
||
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;
|
||
x += velx;
|
||
y += vely;
|
||
z += velz;
|
||
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->isbot))
|
||
{
|
||
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", x-velx, y-vely, z-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;
|
||
angle_t moveangle = R_PointToAngle2(0,0,velx,vely);
|
||
AActor * th = Spawn("GrenadeSmokeTrail",
|
||
x - FixedMul (finecosine[(moveangle)>>ANGLETOFINESHIFT], radius*2) + (pr_rockettrail()<<10),
|
||
y - FixedMul (finesine[(moveangle)>>ANGLETOFINESHIFT], radius*2) + (pr_rockettrail()<<10),
|
||
z - (height>>3) * (velz>>16) + (2*height)/3, 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 = 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 (velz) < FRACUNIT/4)
|
||
{
|
||
velz = 0;
|
||
flags4 &= ~MF4_VFRICTION;
|
||
}
|
||
else
|
||
{
|
||
velz = FixedMul (velz, 0xe800);
|
||
}
|
||
}
|
||
}
|
||
|
||
// [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 && consoleplayer == Net_Arbitrator && !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].isbot)
|
||
continue;
|
||
|
||
if (flags3 & MF3_ISMONSTER)
|
||
{
|
||
if (health > 0
|
||
&& !players[i].enemy
|
||
&& player ? !IsTeammate (players[i].mo) : true
|
||
&& P_AproxDistance (players[i].mo->x-x, players[i].mo->y-y) < MAX_MONSTER_TARGET_DIST
|
||
&& P_CheckSight (players[i].mo, this, SF_SEEPASTBLOCKEVERYTHING))
|
||
{ //Probably a monster, so go kill it.
|
||
players[i].enemy = this;
|
||
}
|
||
}
|
||
else if (flags & MF_SPECIAL)
|
||
{ //Item pickup time
|
||
//clock (BotWTG);
|
||
bglobal.WhatToGet (players[i].mo, this);
|
||
//unclock (BotWTG);
|
||
BotWTG++;
|
||
}
|
||
else if (flags & MF_MISSILE)
|
||
{
|
||
if (!players[i].missile && (flags3 & MF3_WARNBOT))
|
||
{ //warn for incoming missiles.
|
||
if (target != players[i].mo && bglobal.Check_LOS (players[i].mo, this, ANGLE_90))
|
||
players[i].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)
|
||
{
|
||
const 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 & 0xff;
|
||
|
||
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*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*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*CARRYFACTOR);
|
||
}
|
||
else
|
||
{
|
||
// Use a speed that actually matches the scrolling texture!
|
||
scrollx += DivScale32 (12, 32*CARRYFACTOR);
|
||
}
|
||
}
|
||
else if (scrolltype == Scroll_StrifeCurrent)
|
||
{ // Strife scroll special
|
||
int anglespeed = sec->tag - 100;
|
||
fixed_t carryspeed = DivScale32 (anglespeed % 10, 16*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;
|
||
}
|
||
height = sec->floorplane.ZatPoint (x, y);
|
||
if (z > height)
|
||
{
|
||
if (heightsec == NULL)
|
||
{
|
||
continue;
|
||
}
|
||
|
||
waterheight = heightsec->floorplane.ZatPoint (x, y);
|
||
if (waterheight > height && 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) &&
|
||
velz <= 0 &&
|
||
floorz == z)
|
||
{
|
||
secplane_t floorplane = floorsector->floorplane;
|
||
|
||
#ifdef _3DFLOORS
|
||
// Check 3D floors as well
|
||
floorplane = P_FindFloorPlane(floorsector, x, y, floorz);
|
||
#endif
|
||
|
||
if (floorplane.c < STEEPSLOPE &&
|
||
floorplane.ZatPoint (x, y) <= 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 (x, y) >= z - MaxStepHeight)
|
||
{
|
||
dopush = false;
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
if (dopush)
|
||
{
|
||
velx += floorplane.a;
|
||
vely += floorplane.b;
|
||
}
|
||
}
|
||
}
|
||
|
||
// [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.
|
||
if ((flags & MF_MISSILE) && (velx|vely) == 0 && Damage != 0)
|
||
{
|
||
velx = 1;
|
||
}
|
||
|
||
// Handle X and Y velocities
|
||
BlockingMobj = NULL;
|
||
fixed_t oldfloorz = P_XYMovement (this, cummx, cummy);
|
||
if (ObjectFlags & OF_EuthanizeMe)
|
||
{ // actor was destroyed
|
||
return;
|
||
}
|
||
if ((velx | vely) == 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 (velz || 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 (velz < (fixed_t)(level.gravity * Sector->gravity * -655.36f)
|
||
&& !(flags&MF_NOGRAVITY))
|
||
{
|
||
PlayerLandedOnThing (this, onmo);
|
||
}
|
||
}
|
||
if (onmo->z + onmo->height - z <= MaxStepHeight)
|
||
{
|
||
if (player && player->mo == this)
|
||
{
|
||
player->viewheight -= onmo->z + onmo->height - z;
|
||
fixed_t deltaview = player->GetDeltaViewHeight();
|
||
if (deltaview > player->deltaviewheight)
|
||
{
|
||
player->deltaviewheight = deltaview;
|
||
}
|
||
}
|
||
z = onmo->z + onmo->height;
|
||
}
|
||
// 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 (velz != 0 && (BounceFlags & BOUNCE_Actors))
|
||
{
|
||
P_BounceActor(this, onmo, true);
|
||
}
|
||
else
|
||
{
|
||
flags2 |= MF2_ONMOBJ;
|
||
velz = 0;
|
||
Crash();
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
P_ZMovement (this, oldfloorz);
|
||
}
|
||
|
||
if (ObjectFlags & OF_EuthanizeMe)
|
||
return; // actor was destroyed
|
||
}
|
||
else if (z <= floorz)
|
||
{
|
||
Crash();
|
||
}
|
||
|
||
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 (ObjectFlags & OF_JustSpawned && state->GetNoDelay())
|
||
{
|
||
// For immediately spawned objects with the NoDelay flag set for their
|
||
// Spawn state, explicitly set the current state so that it calls its
|
||
// action and chains 0-tic states.
|
||
int starttics = tics;
|
||
if (!SetState(state))
|
||
return; // freed itself
|
||
// If the initial state had a duration of 0 tics, let the next state run
|
||
// normally. Otherwise, increment tics by 1 so that we don't double up ticks.
|
||
if (starttics > 0 && tics >= 0)
|
||
{
|
||
tics++;
|
||
}
|
||
}
|
||
// 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 :: 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 (z <= Sector->floorplane.ZatPoint(x, y))
|
||
{
|
||
act |= SECSPAC_HitFloor;
|
||
}
|
||
if (z + height >= Sector->ceilingplane.ZatPoint(x, y))
|
||
{
|
||
act |= SECSPAC_HitCeiling;
|
||
}
|
||
if (Sector->heightsec != NULL && z == Sector->heightsec->floorplane.ZatPoint(x, y))
|
||
{
|
||
act |= SECSPAC_HitFakeFloor;
|
||
}
|
||
Sector->SecActTarget->TriggerAction(this, act);
|
||
}
|
||
if (z == floorz)
|
||
{
|
||
P_CheckFor3DFloorHit(this);
|
||
}
|
||
if (z + height == 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 (x, y);
|
||
//if (hsec->MoreFlags & SECF_UNDERWATERMASK) // also check Boom-style non-swimmable sectors
|
||
{
|
||
if (z < fh)
|
||
{
|
||
waterlevel = 1;
|
||
if (z + height/2 < fh)
|
||
{
|
||
waterlevel = 2;
|
||
if ((player && z + player->viewheight <= fh) ||
|
||
(z + height <= fh))
|
||
{
|
||
waterlevel = 3;
|
||
}
|
||
}
|
||
}
|
||
else if (!(hsec->MoreFlags & SECF_FAKEFLOORONLY) && (z + height > hsec->ceilingplane.ZatPoint (x, y)))
|
||
{
|
||
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;
|
||
}
|
||
}
|
||
#ifdef _3DFLOORS
|
||
else
|
||
{
|
||
// Check 3D floors as well!
|
||
for(unsigned int i=0;i<Sector->e->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(x, y);
|
||
fixed_t ff_top=rover->top.plane->ZatPoint(x, y);
|
||
|
||
if(ff_top <= z || ff_bottom > (z + (height >> 1))) continue;
|
||
|
||
fh=ff_top;
|
||
if (z < fh)
|
||
{
|
||
waterlevel = 1;
|
||
if (z + height/2 < fh)
|
||
{
|
||
waterlevel = 2;
|
||
if ((player && z + player->viewheight <= fh) ||
|
||
(z + height <= fh))
|
||
{
|
||
waterlevel = 3;
|
||
}
|
||
}
|
||
}
|
||
|
||
break;
|
||
}
|
||
}
|
||
#endif
|
||
}
|
||
|
||
// 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 (const PClass *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 (type->ActorInfo == NULL)
|
||
{
|
||
I_Error ("%s is not an actor\n", type->TypeName.GetChars());
|
||
}
|
||
|
||
if (allowreplacement)
|
||
type = type->GetReplacement();
|
||
|
||
|
||
AActor *actor;
|
||
|
||
actor = static_cast<AActor *>(const_cast<PClass *>(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->x = actor->PrevX = ix;
|
||
actor->y = actor->PrevY = iy;
|
||
actor->z = actor->PrevZ = 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) | st->GetFullbright();
|
||
actor->touching_sectorlist = NULL; // NULL head of sector list // phares 3/13/98
|
||
if (G_SkillProperty(SKILLP_FastMonsters))
|
||
actor->Speed = actor->GetClass()->Meta.GetMetaFixed(AMETA_FastSpeed, actor->Speed);
|
||
|
||
|
||
// set subsector and/or block links
|
||
actor->LinkToWorld (SpawningMapThing);
|
||
|
||
actor->dropoffz = // killough 11/98: for tracking dropoffs
|
||
actor->floorz = actor->Sector->floorplane.ZatPoint (ix, iy);
|
||
actor->ceilingz = 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->z = actor->floorz;
|
||
}
|
||
else if (iz == ONCEILINGZ)
|
||
{
|
||
actor->z = 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->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->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->z = actor->floorz;
|
||
}
|
||
else if (iz == ONCEILINGZ)
|
||
{
|
||
actor->z = actor->ceilingz - actor->height;
|
||
}
|
||
else if (iz == FLOATRANDZ)
|
||
{
|
||
fixed_t space = actor->ceilingz - actor->height - actor->floorz;
|
||
if (space > 48*FRACUNIT)
|
||
{
|
||
space -= 40*FRACUNIT;
|
||
actor->z = MulScale8 (space, rng()) + actor->floorz + 40*FRACUNIT;
|
||
}
|
||
else
|
||
{
|
||
actor->z = actor->floorz;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
actor->SpawnPoint[2] = (actor->z - actor->floorz);
|
||
}
|
||
|
||
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->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());
|
||
}
|
||
return AActor::StaticSpawn (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)
|
||
{
|
||
//Printf("Secret %s in sector %i!\n", GetTag(), Sector->sectornum);
|
||
flags5 |= MF5_COUNTSECRET;
|
||
}
|
||
}
|
||
|
||
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);
|
||
}
|
||
PrevAngle = angle;
|
||
}
|
||
|
||
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);
|
||
}
|
||
|
||
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;
|
||
}
|
||
|
||
fixed_t oldclip = floorclip;
|
||
fixed_t shallowestclip = FIXED_MAX;
|
||
const msecnode_t *m;
|
||
|
||
// possibly standing on a 3D-floor!
|
||
if (Sector->e->XFloor.ffloors.Size() && z>Sector->floorplane.ZatPoint(x,y)) 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)
|
||
{
|
||
sector_t *hsec = m->m_sector->GetHeightSec();
|
||
if (hsec == NULL && m->m_sector->floorplane.ZatPoint (x, y) == z)
|
||
{
|
||
fixed_t clip = Terrains[TerrainTypes[m->m_sector->GetTexture(sector_t::floor)]].FootClip;
|
||
if (clip < shallowestclip)
|
||
{
|
||
shallowestclip = clip;
|
||
}
|
||
}
|
||
}
|
||
if (shallowestclip == FIXED_MAX)
|
||
{
|
||
floorclip = 0;
|
||
}
|
||
else
|
||
{
|
||
floorclip = shallowestclip;
|
||
}
|
||
if (player && player->mo == this && oldclip != floorclip)
|
||
{
|
||
player->viewheight -= 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;
|
||
angle_t spawn_angle;
|
||
|
||
// not playing?
|
||
if ((unsigned)playernum >= (unsigned)MAXPLAYERS || !playeringame[playernum])
|
||
return NULL;
|
||
|
||
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) ) &&
|
||
( (p->mo->Sector->special & 255) != Damage_InstantDeath ))
|
||
{
|
||
spawn_x = p->mo->x;
|
||
spawn_y = p->mo->y;
|
||
spawn_angle = p->mo->angle;
|
||
}
|
||
else
|
||
{
|
||
spawn_x = mthing->x;
|
||
spawn_y = mthing->y;
|
||
// Allow full angular precision but avoid roundoff errors for multiples of 45 degrees.
|
||
if (mthing->angle % 45 != 0)
|
||
{
|
||
spawn_angle = mthing->angle * (ANG45 / 45);
|
||
}
|
||
else
|
||
{
|
||
spawn_angle = ANG45 * (mthing->angle / 45);
|
||
}
|
||
if (i_compatflags2 & COMPATF2_BADANGLES)
|
||
{
|
||
spawn_angle += 1 << ANGLETOFINESHIFT;
|
||
}
|
||
}
|
||
|
||
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<APlayerPawn *>
|
||
(Spawn (p->cls, spawn_x, spawn_y, spawn_z, NO_REPLACE));
|
||
|
||
if (level.flags & LEVEL_USEPLAYERSTARTZ)
|
||
{
|
||
if (spawn_z == ONFLOORZ)
|
||
mobj->z += mthing->z;
|
||
else if (spawn_z == ONCEILINGZ)
|
||
mobj->z -= 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->angle = spawn_angle;
|
||
mobj->pitch = mobj->roll = 0;
|
||
mobj->health = p->health;
|
||
|
||
//Added by MC: Identification (number in the players[MAXPLAYERS] array)
|
||
mobj->id = playernum;
|
||
|
||
// [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->cheats &= ~CF_FLY;
|
||
|
||
p->velx = p->vely = 0; // 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<APowerup*>(p->mo->GiveInventoryType (RUNTIME_CLASS(APowerInvulnerable)));
|
||
invul->EffectTics = 3*TICRATE;
|
||
invul->BlendColor = 0; // don't mess with the view
|
||
p->mo->effects |= FX_RESPAWNINVUL; // [RH] special effect
|
||
}
|
||
|
||
if (StatusBar != NULL && (playernum == consoleplayer || StatusBar->GetPlayer() == playernum))
|
||
{
|
||
StatusBar->AttachToPlayer (p);
|
||
}
|
||
|
||
if (multiplayer)
|
||
{
|
||
unsigned an = mobj->angle >> ANGLETOFINESHIFT;
|
||
Spawn ("TeleportFog", mobj->x+20*finecosine[an], mobj->y+20*finesine[an], mobj->z + 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->z + mobj->height > mobj->ceilingz)
|
||
{
|
||
mobj->z = mobj->ceilingz - mobj->height;
|
||
}
|
||
|
||
// [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<AActor> 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)
|
||
{
|
||
const PClass *i;
|
||
int mask;
|
||
AActor *mobj;
|
||
fixed_t x, y, z;
|
||
|
||
if (mthing->type == 0 || mthing->type == -1)
|
||
return NULL;
|
||
|
||
// count deathmatch start positions
|
||
if (mthing->type == 11)
|
||
{
|
||
FPlayerStart start(mthing);
|
||
deathmatchstarts.Push(start);
|
||
return NULL;
|
||
}
|
||
|
||
// Convert Strife starts to Hexen-style starts
|
||
if (gameinfo.gametype == GAME_Strife && mthing->type >= 118 && mthing->type <= 127)
|
||
{
|
||
mthing->args[0] = mthing->type - 117;
|
||
mthing->type = 1;
|
||
}
|
||
|
||
// [RH] Record polyobject-related things
|
||
if (gameinfo.gametype == GAME_Hexen)
|
||
{
|
||
switch (mthing->type)
|
||
{
|
||
case PO_HEX_ANCHOR_TYPE:
|
||
mthing->type = PO_ANCHOR_TYPE;
|
||
break;
|
||
case PO_HEX_SPAWN_TYPE:
|
||
mthing->type = PO_SPAWN_TYPE;
|
||
break;
|
||
case PO_HEX_SPAWNCRUSH_TYPE:
|
||
mthing->type = PO_SPAWNCRUSH_TYPE;
|
||
break;
|
||
}
|
||
}
|
||
|
||
if (mthing->type == PO_ANCHOR_TYPE ||
|
||
mthing->type == PO_SPAWN_TYPE ||
|
||
mthing->type == PO_SPAWNCRUSH_TYPE ||
|
||
mthing->type == PO_SPAWNHURT_TYPE)
|
||
{
|
||
polyspawns_t *polyspawn = new polyspawns_t;
|
||
polyspawn->next = polyspawns;
|
||
polyspawn->x = mthing->x;
|
||
polyspawn->y = mthing->y;
|
||
polyspawn->angle = mthing->angle;
|
||
polyspawn->type = mthing->type;
|
||
polyspawns = polyspawn;
|
||
if (mthing->type != PO_ANCHOR_TYPE)
|
||
po_NumPolyobjs++;
|
||
return NULL;
|
||
}
|
||
|
||
// check for players specially
|
||
int pnum = -1;
|
||
|
||
if (mthing->type <= 4 && mthing->type > 0)
|
||
{
|
||
pnum = mthing->type - 1;
|
||
}
|
||
else
|
||
{
|
||
if (mthing->type >= gameinfo.player5start && mthing->type < gameinfo.player5start + MAXPLAYERS - 4)
|
||
{
|
||
pnum = mthing->type - gameinfo.player5start + 4;
|
||
}
|
||
}
|
||
|
||
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);
|
||
playerstarts[pnum] = start;
|
||
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 (mthing->type >= 1400 && mthing->type < 1410)
|
||
{
|
||
P_PointInSector (mthing->x, mthing->y)->seqType = mthing->type - 1400;
|
||
return NULL;
|
||
}
|
||
else if (mthing->type == 1411)
|
||
{
|
||
int type;
|
||
|
||
if (mthing->args[0] == 255)
|
||
type = -1;
|
||
else
|
||
type = mthing->args[0];
|
||
|
||
if (type > 63)
|
||
{
|
||
Printf ("Sound sequence %d out of range\n", type);
|
||
}
|
||
else
|
||
{
|
||
P_PointInSector (mthing->x, mthing->y)->seqType = type;
|
||
}
|
||
return NULL;
|
||
}
|
||
|
||
// [RH] Determine if it is an old ambient thing, and if so,
|
||
// map it to MT_AMBIENT with the proper parameter.
|
||
if (mthing->type >= 14001 && mthing->type <= 14064)
|
||
{
|
||
mthing->args[0] = mthing->type - 14000;
|
||
mthing->type = 14065;
|
||
}
|
||
else if (mthing->type >= 14101 && mthing->type <= 14164)
|
||
{
|
||
mthing->args[0] = mthing->type - 14100;
|
||
mthing->type = 14165;
|
||
}
|
||
// find which type to spawn
|
||
i = DoomEdMap.FindType (mthing->type);
|
||
|
||
if (i == NULL)
|
||
{
|
||
// [RH] Don't die if the map tries to spawn an unknown thing
|
||
Printf ("Unknown type %i at (%i, %i)\n",
|
||
mthing->type,
|
||
mthing->x>>FRACBITS, mthing->y>>FRACBITS);
|
||
i = PClass::FindClass("Unknown");
|
||
}
|
||
// [RH] If the thing's corresponding sprite has no frames, also map
|
||
// it to the unknown thing.
|
||
else
|
||
{
|
||
// Handle decorate replacements explicitly here
|
||
// to check for missing frames in the replacement object.
|
||
i = i->GetReplacement();
|
||
|
||
const AActor *defaults = GetDefaultByType (i);
|
||
if (defaults->SpawnState == NULL ||
|
||
sprites[defaults->SpawnState->sprite].numframes == 0)
|
||
{
|
||
Printf ("%s at (%i, %i) has no frames\n",
|
||
i->TypeName.GetChars(), mthing->x>>FRACBITS, mthing->y>>FRACBITS);
|
||
i = PClass::FindClass("Unknown");
|
||
}
|
||
}
|
||
|
||
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 (i->IsDescendantOf (RUNTIME_CLASS(AWeapon)))
|
||
{
|
||
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->z += mthing->z;
|
||
else if (z == ONCEILINGZ)
|
||
mobj->z -= 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->gravity < 0) mobj->gravity = -mthing->gravity;
|
||
else if (mthing->gravity > 0) mobj->gravity = FixedMul(mobj->gravity, mthing->gravity);
|
||
else mobj->flags &= ~MF_NOGRAVITY;
|
||
|
||
P_FindFloorCeiling(mobj, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT);
|
||
|
||
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->PrevAngle = mobj->angle = (DWORD)((mthing->angle * CONST64(0x100000000)) / 360);
|
||
|
||
// 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];
|
||
}
|
||
}
|
||
|
||
mobj->BeginPlay ();
|
||
if (!(mobj->ObjectFlags & OF_EuthanizeMe))
|
||
{
|
||
mobj->LevelSpawned ();
|
||
}
|
||
return mobj;
|
||
}
|
||
|
||
|
||
|
||
//
|
||
// GAME SPAWN FUNCTIONS
|
||
//
|
||
|
||
|
||
//
|
||
// P_SpawnPuff
|
||
//
|
||
|
||
AActor *P_SpawnPuff (AActor *source, const PClass *pufftype, fixed_t x, fixed_t y, fixed_t z, angle_t dir, int updown, int flags)
|
||
{
|
||
AActor *puff;
|
||
|
||
if (!(flags & PF_NORANDOMZ))
|
||
z += pr_spawnpuff.Random2 () << 10;
|
||
|
||
puff = Spawn (pufftype, x, y, z, ALLOW_REPLACE);
|
||
if (puff == NULL) return NULL;
|
||
|
||
// [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;
|
||
|
||
if (source != NULL) puff->angle = R_PointToAngle2(x, y, source->x, source->y);
|
||
|
||
// 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, dir, 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();
|
||
const PClass *bloodcls = originator->GetBloodType();
|
||
|
||
int bloodtype = cl_bloodtype;
|
||
|
||
if (bloodcls != NULL && !(GetDefaultByType(bloodcls)->flags4 & MF4_ALLOWPARTICLES))
|
||
bloodtype = 0;
|
||
|
||
if (bloodcls!=NULL && bloodtype <= 1)
|
||
{
|
||
z += pr_spawnblood.Random2 () << 10;
|
||
th = Spawn (bloodcls, x, y, z, NO_REPLACE); // GetBloodType already performed the replacement
|
||
th->velz = FRACUNIT*2;
|
||
th->angle = 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;
|
||
}
|
||
|
||
PClass *cls = th->GetClass();
|
||
|
||
while (cls != RUNTIME_CLASS(AActor))
|
||
{
|
||
FActorInfo *ai = cls->ActorInfo;
|
||
int checked_advance = advance;
|
||
if (ai->OwnsState(th->SpawnState))
|
||
{
|
||
for (; checked_advance > 0; --checked_advance)
|
||
{
|
||
// [RH] Do not set to a state we do not own.
|
||
if (ai->OwnsState(th->SpawnState + checked_advance))
|
||
{
|
||
th->SetState(th->SpawnState + checked_advance);
|
||
goto statedone;
|
||
}
|
||
}
|
||
}
|
||
cls = cls->ParentClass;
|
||
}
|
||
}
|
||
}
|
||
|
||
statedone:
|
||
|
||
if (bloodtype >= 1)
|
||
P_DrawSplash2 (40, x, y, z, dir, 2, bloodcolor);
|
||
}
|
||
|
||
//---------------------------------------------------------------------------
|
||
//
|
||
// PROC P_BloodSplatter
|
||
//
|
||
//---------------------------------------------------------------------------
|
||
|
||
void P_BloodSplatter (fixed_t x, fixed_t y, fixed_t z, AActor *originator)
|
||
{
|
||
PalEntry bloodcolor = originator->GetBloodColor();
|
||
const PClass *bloodcls = originator->GetBloodType(1);
|
||
|
||
int bloodtype = cl_bloodtype;
|
||
|
||
if (bloodcls != NULL && !(GetDefaultByType(bloodcls)->flags4 & MF4_ALLOWPARTICLES))
|
||
bloodtype = 0;
|
||
|
||
if (bloodcls!=NULL && bloodtype <= 1)
|
||
{
|
||
AActor *mo;
|
||
|
||
mo = Spawn(bloodcls, x, y, z, NO_REPLACE); // GetBloodType already performed the replacement
|
||
mo->target = originator;
|
||
mo->velx = pr_splatter.Random2 () << 10;
|
||
mo->vely = pr_splatter.Random2 () << 10;
|
||
mo->velz = 3*FRACUNIT;
|
||
|
||
// colorize the blood!
|
||
if (bloodcolor!=0 && !(mo->flags2 & MF2_DONTTRANSLATE))
|
||
{
|
||
mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
|
||
}
|
||
}
|
||
if (bloodtype >= 1)
|
||
{
|
||
P_DrawSplash2 (40, x, y, z, R_PointToAngle2 (x, y, originator->x, originator->y), 2, bloodcolor);
|
||
}
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// P_BloodSplatter2
|
||
//
|
||
//===========================================================================
|
||
|
||
void P_BloodSplatter2 (fixed_t x, fixed_t y, fixed_t z, AActor *originator)
|
||
{
|
||
PalEntry bloodcolor = originator->GetBloodColor();
|
||
const PClass *bloodcls = originator->GetBloodType(2);
|
||
|
||
int bloodtype = cl_bloodtype;
|
||
|
||
if (bloodcls != NULL && !(GetDefaultByType(bloodcls)->flags4 & MF4_ALLOWPARTICLES))
|
||
bloodtype = 0;
|
||
|
||
if (bloodcls!=NULL && bloodtype <= 1)
|
||
{
|
||
AActor *mo;
|
||
|
||
x += ((pr_splat()-128)<<11);
|
||
y += ((pr_splat()-128)<<11);
|
||
|
||
mo = Spawn (bloodcls, x, y, z, 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)
|
||
{
|
||
P_DrawSplash2 (100, x, y, z, R_PointToAngle2 (0, 0, originator->x - x, originator->y - y), 2, bloodcolor);
|
||
}
|
||
}
|
||
|
||
//---------------------------------------------------------------------------
|
||
//
|
||
// PROC P_RipperBlood
|
||
//
|
||
//---------------------------------------------------------------------------
|
||
|
||
void P_RipperBlood (AActor *mo, AActor *bleeder)
|
||
{
|
||
fixed_t x, y, z;
|
||
PalEntry bloodcolor = bleeder->GetBloodColor();
|
||
const PClass *bloodcls = bleeder->GetBloodType();
|
||
|
||
x = mo->x + (pr_ripperblood.Random2 () << 12);
|
||
y = mo->y + (pr_ripperblood.Random2 () << 12);
|
||
z = mo->z + (pr_ripperblood.Random2 () << 12);
|
||
|
||
int bloodtype = cl_bloodtype;
|
||
|
||
if (bloodcls != NULL && !(GetDefaultByType(bloodcls)->flags4 & MF4_ALLOWPARTICLES))
|
||
bloodtype = 0;
|
||
|
||
if (bloodcls!=NULL && bloodtype <= 1)
|
||
{
|
||
AActor *th;
|
||
th = Spawn (bloodcls, x, y, z, 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->velx = mo->velx >> 1;
|
||
th->vely = mo->vely >> 1;
|
||
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)
|
||
{
|
||
P_DrawSplash2 (28, x, y, z, 0, 0, bloodcolor);
|
||
}
|
||
}
|
||
|
||
//---------------------------------------------------------------------------
|
||
//
|
||
// FUNC P_GetThingFloorType
|
||
//
|
||
//---------------------------------------------------------------------------
|
||
|
||
int P_GetThingFloorType (AActor *thing)
|
||
{
|
||
if (thing->floorpic.isValid())
|
||
{
|
||
return TerrainTypes[thing->floorpic];
|
||
}
|
||
else
|
||
{
|
||
return TerrainTypes[thing->Sector->GetTexture(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)
|
||
{
|
||
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->x;
|
||
if (y == FIXED_MIN) y = thing->y;
|
||
if (z == FIXED_MIN) z = thing->z;
|
||
// don't splash above the object
|
||
if (checkabove)
|
||
{
|
||
fixed_t compare_z = thing->z + (thing->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->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
|
||
|
||
#ifdef _3DFLOORS
|
||
for(unsigned int i=0;i<sec->e->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 = TerrainTypes[*rover->top.texture];
|
||
goto foundone;
|
||
}
|
||
}
|
||
planez = rover->bottom.plane->ZatPoint(x, y);
|
||
if (planez < z) return false;
|
||
}
|
||
#endif
|
||
hsec = sec->GetHeightSec();
|
||
if (hsec == NULL || !(hsec->MoreFlags & SECF_CLIPFAKEPLANES))
|
||
{
|
||
terrainnum = TerrainTypes[sec->GetTexture(sector_t::floor)];
|
||
}
|
||
else
|
||
{
|
||
terrainnum = TerrainTypes[hsec->GetTexture(sector_t::floor)];
|
||
}
|
||
#ifdef _3DFLOORS
|
||
foundone:
|
||
#endif
|
||
|
||
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->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->velz >= -6*FRACUNIT)
|
||
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 += splash->SmallSplashClip;
|
||
}
|
||
else
|
||
{
|
||
if (splash->SplashChunk)
|
||
{
|
||
mo = Spawn (splash->SplashChunk, x, y, z, ALLOW_REPLACE);
|
||
mo->target = thing;
|
||
if (splash->ChunkXVelShift != 255)
|
||
{
|
||
mo->velx = pr_chunk.Random2() << splash->ChunkXVelShift;
|
||
}
|
||
if (splash->ChunkYVelShift != 255)
|
||
{
|
||
mo->vely = pr_chunk.Random2() << splash->ChunkYVelShift;
|
||
}
|
||
mo->velz = splash->ChunkBaseZVel + (pr_chunk() << splash->ChunkZVelShift);
|
||
}
|
||
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->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....
|
||
for (m = thing->touching_sectorlist; m; m = m->m_tnext)
|
||
{
|
||
if (thing->z == m->m_sector->floorplane.ZatPoint (thing->x, thing->y))
|
||
{
|
||
break;
|
||
}
|
||
|
||
#ifdef _3DFLOORS
|
||
// Check 3D floors
|
||
for(unsigned int i=0;i<m->m_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(thing->x, thing->y) == thing->z)
|
||
{
|
||
return P_HitWater (thing, m->m_sector);
|
||
}
|
||
}
|
||
}
|
||
#endif
|
||
}
|
||
if (m == NULL || m->m_sector->GetHeightSec() != NULL)
|
||
{
|
||
return false;
|
||
}
|
||
|
||
return P_HitWater (thing, m->m_sector);
|
||
}
|
||
|
||
//---------------------------------------------------------------------------
|
||
//
|
||
// P_CheckSplash
|
||
//
|
||
// Checks for splashes caused by explosions
|
||
//
|
||
//---------------------------------------------------------------------------
|
||
|
||
void P_CheckSplash(AActor *self, fixed_t distance)
|
||
{
|
||
if (self->z <= self->floorz + (distance<<FRACBITS) && self->floorsector == self->Sector && self->Sector->GetHeightSec() == 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.
|
||
P_HitWater (self, self->Sector, self->x, self->y, self->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, fixed_t 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
|
||
TVector3<double> advance(FIXED2DBL(th->velx), FIXED2DBL(th->vely), FIXED2DBL(th->velz));
|
||
double maxsquared = FIXED2DBL(maxdist);
|
||
maxsquared *= maxsquared;
|
||
|
||
// 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 (TVector2<double>(advance).LengthSquared() >= maxsquared);
|
||
th->x += FLOAT2FIXED(advance.X);
|
||
th->y += FLOAT2FIXED(advance.Y);
|
||
th->z += FLOAT2FIXED(advance.Z);
|
||
}
|
||
|
||
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->x, th->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;
|
||
}
|
||
}
|
||
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->x, missile->y, missile->z, CHAN_WEAPON, missile->SeeSound, 1, ATTN_NORM);
|
||
}
|
||
}
|
||
}
|
||
|
||
static fixed_t GetDefaultSpeed(const PClass *type)
|
||
{
|
||
if (type == NULL) return 0;
|
||
else if (G_SkillProperty(SKILLP_FastMonsters))
|
||
return type->Meta.GetMetaFixed(AMETA_FastSpeed, GetDefaultByType(type)->Speed);
|
||
else
|
||
return GetDefaultByType(type)->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, const PClass *type, AActor *owner)
|
||
{
|
||
return P_SpawnMissileXYZ (source->x, source->y, source->z + 32*FRACUNIT + source->GetBobOffset(),
|
||
source, dest, type, true, owner);
|
||
}
|
||
|
||
AActor *P_SpawnMissileZ (AActor *source, fixed_t z, AActor *dest, const PClass *type)
|
||
{
|
||
return P_SpawnMissileXYZ (source->x, source->y, z, source, dest, type);
|
||
}
|
||
|
||
AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z,
|
||
AActor *source, AActor *dest, const PClass *type, bool checkspawn, AActor *owner)
|
||
{
|
||
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->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;
|
||
|
||
float speed = (float)(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.
|
||
|
||
FVector3 velocity(dest->x - source->x, dest->y - source->y, dest->z - source->z);
|
||
// 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 (z - source->z >= dest->height)
|
||
{
|
||
velocity.Z += dest->height - z + source->z;
|
||
}
|
||
velocity.Resize (speed);
|
||
th->velx = (fixed_t)(velocity.X);
|
||
th->vely = (fixed_t)(velocity.Y);
|
||
th->velz = (fixed_t)(velocity.Z);
|
||
|
||
// 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))
|
||
{
|
||
angle_t an = pr_spawnmissile.Random2 () << 20;
|
||
an >>= ANGLETOFINESHIFT;
|
||
|
||
fixed_t newx = DMulScale16 (th->velx, finecosine[an], -th->vely, finesine[an]);
|
||
fixed_t newy = DMulScale16 (th->velx, finesine[an], th->vely, finecosine[an]);
|
||
th->velx = newx;
|
||
th->vely = newy;
|
||
}
|
||
|
||
th->angle = R_PointToAngle2 (0, 0, th->velx, th->vely);
|
||
|
||
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, const PClass *type)
|
||
{
|
||
angle_t an;
|
||
fixed_t dist;
|
||
AActor *th = Spawn (type, source->x, source->y, source->z + 4*8*FRACUNIT, ALLOW_REPLACE);
|
||
|
||
P_PlaySpawnSound(th, source);
|
||
th->target = owner; // record missile's originator
|
||
|
||
th->angle = an = R_PointToAngle2 (source->x, source->y, dest->x, dest->y);
|
||
an >>= ANGLETOFINESHIFT;
|
||
th->velx = FixedMul (th->Speed, finecosine[an]);
|
||
th->vely = FixedMul (th->Speed, finesine[an]);
|
||
|
||
dist = P_AproxDistance (dest->x - source->x, dest->y - source->y);
|
||
if (th->Speed) dist = dist / th->Speed;
|
||
|
||
if (dist < 1)
|
||
dist = 1;
|
||
|
||
th->velz = (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, const PClass *type,
|
||
angle_t angle, fixed_t velz)
|
||
{
|
||
return P_SpawnMissileAngleZSpeed (source, source->z + 32*FRACUNIT + source->GetBobOffset(),
|
||
type, angle, velz, GetDefaultSpeed (type));
|
||
}
|
||
|
||
AActor *P_SpawnMissileAngleZ (AActor *source, fixed_t z,
|
||
const PClass *type, angle_t angle, fixed_t velz)
|
||
{
|
||
return P_SpawnMissileAngleZSpeed (source, z, type, angle, velz,
|
||
GetDefaultSpeed (type));
|
||
}
|
||
|
||
AActor *P_SpawnMissileZAimed (AActor *source, fixed_t z, AActor *dest, const PClass *type)
|
||
{
|
||
angle_t an;
|
||
fixed_t dist;
|
||
fixed_t speed;
|
||
fixed_t velz;
|
||
|
||
an = source->angle;
|
||
|
||
if (dest->flags & MF_SHADOW)
|
||
{
|
||
an += pr_spawnmissile.Random2() << 20;
|
||
}
|
||
dist = P_AproxDistance (dest->x - source->x, dest->y - source->y);
|
||
speed = GetDefaultSpeed (type);
|
||
dist /= speed;
|
||
velz = dist != 0 ? (dest->z - source->z)/dist : speed;
|
||
return P_SpawnMissileAngleZSpeed (source, z, type, an, velz, 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, const PClass *type,
|
||
angle_t angle, fixed_t velz, fixed_t speed)
|
||
{
|
||
return P_SpawnMissileAngleZSpeed (source, source->z + 32*FRACUNIT + source->GetBobOffset(),
|
||
type, angle, velz, speed);
|
||
}
|
||
|
||
AActor *P_SpawnMissileAngleZSpeed (AActor *source, fixed_t z,
|
||
const PClass *type, angle_t angle, fixed_t velz, fixed_t speed, AActor *owner, bool checkspawn)
|
||
{
|
||
AActor *mo;
|
||
|
||
if (z != ONFLOORZ && z != ONCEILINGZ && source != NULL)
|
||
{
|
||
z -= source->floorclip;
|
||
}
|
||
|
||
mo = Spawn (type, source->x, source->y, z, ALLOW_REPLACE);
|
||
|
||
P_PlaySpawnSound(mo, source);
|
||
if (owner == NULL) owner = source;
|
||
mo->target = owner;
|
||
mo->angle = angle;
|
||
angle >>= ANGLETOFINESHIFT;
|
||
mo->velx = FixedMul (speed, finecosine[angle]);
|
||
mo->vely = FixedMul (speed, finesine[angle]);
|
||
mo->velz = velz;
|
||
|
||
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, const PClass *type)
|
||
{
|
||
return P_SpawnPlayerMissile (source, 0, 0, 0, type, source->angle);
|
||
}
|
||
|
||
AActor *P_SpawnPlayerMissile (AActor *source, const PClass *type, angle_t angle)
|
||
{
|
||
return P_SpawnPlayerMissile (source, 0, 0, 0, type, angle);
|
||
}
|
||
|
||
AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z,
|
||
const PClass *type, angle_t angle, AActor **pLineTarget, AActor **pMissileActor,
|
||
bool nofreeaim)
|
||
{
|
||
static const int angdiff[3] = { -1<<26, 1<<26, 0 };
|
||
angle_t an = angle;
|
||
angle_t pitch;
|
||
AActor *linetarget;
|
||
AActor *defaultobject = GetDefaultByType(type);
|
||
int vrange = nofreeaim ? ANGLE_1*35 : 0;
|
||
|
||
if (source == NULL)
|
||
{
|
||
return NULL;
|
||
}
|
||
if (source->player && source->player->ReadyWeapon && (source->player->ReadyWeapon->WeaponFlags & WIF_NOAUTOAIM))
|
||
{
|
||
// Keep exactly the same angle and pitch as the player's own aim
|
||
an = angle;
|
||
pitch = source->pitch;
|
||
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.
|
||
fixed_t linetargetrange = defaultobject->maxtargetrange > 0 ? defaultobject->maxtargetrange*64 : 16*64*FRACUNIT;
|
||
|
||
int i = 2;
|
||
do
|
||
{
|
||
an = angle + angdiff[i];
|
||
pitch = P_AimLineAttack (source, an, linetargetrange, &linetarget, vrange);
|
||
|
||
if (source->player != NULL &&
|
||
!nofreeaim &&
|
||
level.IsFreelookAllowed() &&
|
||
source->player->userinfo.GetAimDist() <= ANGLE_1/2)
|
||
{
|
||
break;
|
||
}
|
||
} while (linetarget == NULL && --i >= 0);
|
||
|
||
if (linetarget == NULL)
|
||
{
|
||
an = angle;
|
||
if (nofreeaim || !level.IsFreelookAllowed())
|
||
{
|
||
pitch = 0;
|
||
}
|
||
}
|
||
}
|
||
if (pLineTarget) *pLineTarget = linetarget;
|
||
|
||
if (z != ONFLOORZ && z != ONCEILINGZ)
|
||
{
|
||
// Doom spawns missiles 4 units lower than hitscan attacks for players.
|
||
z += source->z + (source->height>>1) - source->floorclip;
|
||
if (source->player != NULL) // Considering this is for player missiles, it better not be NULL.
|
||
{
|
||
z += FixedMul (source->player->mo->AttackZOffset - 4*FRACUNIT, source->player->crouchfactor);
|
||
}
|
||
else
|
||
{
|
||
z += 4*FRACUNIT;
|
||
}
|
||
// Do not fire beneath the floor.
|
||
if (z < source->floorz)
|
||
{
|
||
z = source->floorz;
|
||
}
|
||
}
|
||
AActor *MissileActor = Spawn (type, source->x + x, source->y + y, z, ALLOW_REPLACE);
|
||
if (pMissileActor) *pMissileActor = MissileActor;
|
||
P_PlaySpawnSound(MissileActor, source);
|
||
MissileActor->target = source;
|
||
MissileActor->angle = an;
|
||
|
||
fixed_t vx, vy, vz, speed;
|
||
|
||
vx = FixedMul (finecosine[pitch>>ANGLETOFINESHIFT], finecosine[an>>ANGLETOFINESHIFT]);
|
||
vy = FixedMul (finecosine[pitch>>ANGLETOFINESHIFT], finesine[an>>ANGLETOFINESHIFT]);
|
||
vz = -finesine[pitch>>ANGLETOFINESHIFT];
|
||
speed = MissileActor->Speed;
|
||
|
||
FVector3 vec(vx, vy, vz);
|
||
|
||
if (MissileActor->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER))
|
||
{
|
||
vec.Z = 0;
|
||
}
|
||
vec.Resize(speed);
|
||
MissileActor->velx = (fixed_t)vec.X;
|
||
MissileActor->vely = (fixed_t)vec.Y;
|
||
MissileActor->velz = (fixed_t)vec.Z;
|
||
|
||
if (MissileActor->flags4 & MF4_SPECTRAL)
|
||
{
|
||
MissileActor->SetFriendPlayer(source->player);
|
||
}
|
||
if (P_CheckMissileSpawn (MissileActor, source->radius))
|
||
{
|
||
return MissileActor;
|
||
}
|
||
return NULL;
|
||
}
|
||
|
||
bool AActor::IsTeammate (AActor *other)
|
||
{
|
||
if (!other)
|
||
return false;
|
||
else if (!deathmatch && player && other->player)
|
||
return true;
|
||
int myTeam = DesignatedTeam;
|
||
int otherTeam = other->DesignatedTeam;
|
||
if (player)
|
||
myTeam = player->userinfo.GetTeam();
|
||
if (other->player)
|
||
otherTeam = other->player->userinfo.GetTeam();
|
||
if (teamplay && myTeam != TEAM_NONE && myTeam == otherTeam)
|
||
{
|
||
return true;
|
||
}
|
||
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;
|
||
}
|
||
|
||
const PClass *thistype = GetClass();
|
||
|
||
if (GetDefaultByType(thistype)->flags3 & MF3_ISMONSTER)
|
||
{
|
||
while (thistype->ParentClass)
|
||
{
|
||
if (GetDefaultByType(thistype->ParentClass)->flags3 & MF3_ISMONSTER)
|
||
thistype = 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))
|
||
{
|
||
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 (flags5 & MF5_NODAMAGE)
|
||
{
|
||
return 0;
|
||
}
|
||
|
||
// 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;
|
||
}
|
||
|
||
int AActor::GibHealth()
|
||
{
|
||
return -abs(GetClass()->Meta.GetMetaInt (AMETA_GibHealth, FixedMul(SpawnHealth(), gameinfo.gibfactor)));
|
||
}
|
||
|
||
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 < GibHealth())
|
||
{ // 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 < GibHealth())
|
||
{ // 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()
|
||
{
|
||
FState *idle = FindState (NAME_Idle);
|
||
if (idle == NULL) idle = SpawnState;
|
||
SetState(idle);
|
||
}
|
||
|
||
int AActor::SpawnHealth()
|
||
{
|
||
if (!(flags3 & MF3_ISMONSTER) || GetDefault()->health == 0)
|
||
{
|
||
return GetDefault()->health;
|
||
}
|
||
else if (flags & MF_FRIENDLY)
|
||
{
|
||
int adj = FixedMul(GetDefault()->health, G_SkillProperty(SKILLP_FriendlyHealth));
|
||
return (adj <= 0) ? 1 : adj;
|
||
}
|
||
else
|
||
{
|
||
int adj = FixedMul(GetDefault()->health, G_SkillProperty(SKILLP_MonsterHealth));
|
||
return (adj <= 0) ? 1 : adj;
|
||
}
|
||
}
|
||
|
||
FDropItem *AActor::GetDropItems()
|
||
{
|
||
unsigned int index = GetClass()->Meta.GetMetaInt (ACMETA_DropItems) - 1;
|
||
|
||
if (index < DropItemList.Size())
|
||
{
|
||
return DropItemList[index];
|
||
}
|
||
return NULL;
|
||
}
|
||
|
||
fixed_t AActor::GetGravity() const
|
||
{
|
||
if (flags & MF_NOGRAVITY) return 0;
|
||
return fixed_t(level.gravity * Sector->gravity * FIXED2FLOAT(gravity) * 81.92);
|
||
}
|
||
|
||
// 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
|
||
//
|
||
//----------------------------------------------------------------------------
|
||
FDropItemPtrArray DropItemList;
|
||
|
||
void FreeDropItemChain(FDropItem *chain)
|
||
{
|
||
while (chain != NULL)
|
||
{
|
||
FDropItem *next = chain->Next;
|
||
delete chain;
|
||
chain = next;
|
||
}
|
||
}
|
||
|
||
void FDropItemPtrArray::Clear()
|
||
{
|
||
for (unsigned int i = 0; i < Size(); ++i)
|
||
{
|
||
FreeDropItemChain ((*this)[i]);
|
||
}
|
||
TArray<FDropItem *>::Clear();
|
||
}
|
||
|
||
int StoreDropItemChain(FDropItem *chain)
|
||
{
|
||
return DropItemList.Push (chain) + 1;
|
||
}
|
||
|
||
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"};
|
||
|
||
Printf("%s @ %p has the following flags:\n\tflags: %x", query->GetTag(), query, query->flags);
|
||
for (flagi = 0; flagi <= 31; flagi++)
|
||
if (query->flags & 1<<flagi) Printf(" %s", FLAG_NAME(1<<flagi, flags));
|
||
Printf("\n\tflags2: %x", query->flags2);
|
||
for (flagi = 0; flagi <= 31; flagi++)
|
||
if (query->flags2 & 1<<flagi) Printf(" %s", FLAG_NAME(1<<flagi, flags2));
|
||
Printf("\n\tflags3: %x", query->flags3);
|
||
for (flagi = 0; flagi <= 31; flagi++)
|
||
if (query->flags3 & 1<<flagi) Printf(" %s", FLAG_NAME(1<<flagi, flags3));
|
||
Printf("\n\tflags4: %x", query->flags4);
|
||
for (flagi = 0; flagi <= 31; flagi++)
|
||
if (query->flags4 & 1<<flagi) Printf(" %s", FLAG_NAME(1<<flagi, flags4));
|
||
Printf("\n\tflags5: %x", query->flags5);
|
||
for (flagi = 0; flagi <= 31; flagi++)
|
||
if (query->flags5 & 1<<flagi) Printf(" %s", FLAG_NAME(1<<flagi, flags5));
|
||
Printf("\n\tflags6: %x", query->flags6);
|
||
for (flagi = 0; flagi <= 31; flagi++)
|
||
if (query->flags6 & 1<<flagi) Printf(" %s", FLAG_NAME(1<<flagi, flags6));
|
||
Printf("\n\tflags7: %x", query->flags7);
|
||
for (flagi = 0; flagi <= 31; flagi++)
|
||
if (query->flags7 & 1<<flagi) Printf(" %s", FLAG_NAME(1<<flagi, flags7));
|
||
Printf("\nBounce flags: %x\nBounce factors: f:%f, w:%f",
|
||
query->BounceFlags, FIXED2FLOAT(query->bouncefactor),
|
||
FIXED2FLOAT(query->wallbouncefactor));
|
||
/*for (flagi = 0; flagi < 31; flagi++)
|
||
if (query->BounceFlags & 1<<flagi) Printf(" %s", flagnamesb[flagi]);*/
|
||
Printf("\nRender style = %i:%s, alpha %f\nRender flags: %x",
|
||
querystyle, (querystyle < STYLE_Count ? renderstyles[querystyle] : "Unknown"),
|
||
FIXED2FLOAT(query->alpha), query->renderflags);
|
||
/*for (flagi = 0; flagi < 31; flagi++)
|
||
if (query->renderflags & 1<<flagi) Printf(" %s", flagnamesr[flagi]);*/
|
||
Printf("\nSpecial+args: %s(%i, %i, %i, %i, %i)\nspecial1: %i, special2: %i.",
|
||
(query->special ? LineSpecialsInfo[query->special]->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.",
|
||
FIXED2FLOAT(query->x), FIXED2FLOAT(query->y), FIXED2FLOAT(query->z),
|
||
FIXED2FLOAT(query->floorz), FIXED2FLOAT(query->ceilingz));
|
||
Printf("\nSpeed= %f, velocity= x:%f, y:%f, z:%f, combined:%f.\n",
|
||
FIXED2FLOAT(query->Speed), FIXED2FLOAT(query->velx), FIXED2FLOAT(query->vely), FIXED2FLOAT(query->velz),
|
||
sqrt(pow(FIXED2FLOAT(query->velx), 2) + pow(FIXED2FLOAT(query->vely), 2) + pow(FIXED2FLOAT(query->velz), 2)));
|
||
}
|
||
}
|