gzdoom-gles/src/thingdef/thingdef_codeptr.cpp
Randy Heit 7561beb212 - Added action functions that work with script names instead of script numbers. They are
named the same as their ACS function equivalents. e.g. From DECORATE, you can now use
  ACS_NamedExecuteAlways to run a script with a name.

SVN r3364 (trunk)
2012-02-16 21:49:09 +00:00

4210 lines
112 KiB
C++

/*
** thingdef.cpp
**
** Code pointers for Actor definitions
**
**---------------------------------------------------------------------------
** Copyright 2002-2006 Christoph Oelckers
** Copyright 2004-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be
** covered by the terms of the GNU General Public License as published by
** the Free Software Foundation; either version 2 of the License, or (at
** your option) any later version.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "gi.h"
#include "g_level.h"
#include "actor.h"
#include "info.h"
#include "sc_man.h"
#include "tarray.h"
#include "w_wad.h"
#include "templates.h"
#include "r_defs.h"
#include "a_pickups.h"
#include "s_sound.h"
#include "cmdlib.h"
#include "p_lnspec.h"
#include "p_enemy.h"
#include "a_action.h"
#include "decallib.h"
#include "m_random.h"
#include "i_system.h"
#include "p_local.h"
#include "c_console.h"
#include "doomerrors.h"
#include "a_sharedglobal.h"
#include "thingdef/thingdef.h"
#include "v_video.h"
#include "v_font.h"
#include "doomstat.h"
#include "v_palette.h"
#include "g_shared/a_specialspot.h"
#include "actorptrselect.h"
static FRandom pr_camissile ("CustomActorfire");
static FRandom pr_camelee ("CustomMelee");
static FRandom pr_cabullet ("CustomBullet");
static FRandom pr_cajump ("CustomJump");
static FRandom pr_cwbullet ("CustomWpBullet");
static FRandom pr_cwjump ("CustomWpJump");
static FRandom pr_cwpunch ("CustomWpPunch");
static FRandom pr_grenade ("ThrowGrenade");
static FRandom pr_crailgun ("CustomRailgun");
static FRandom pr_spawndebris ("SpawnDebris");
static FRandom pr_spawnitemex ("SpawnItemEx");
static FRandom pr_burst ("Burst");
static FRandom pr_monsterrefire ("MonsterRefire");
static FRandom pr_teleport("A_Teleport");
//==========================================================================
//
// ACustomInventory :: CallStateChain
//
// Executes the code pointers in a chain of states
// until there is no next state
//
//==========================================================================
bool ACustomInventory::CallStateChain (AActor *actor, FState * State)
{
StateCallData StateCall;
bool result = false;
int counter = 0;
StateCall.Item = this;
while (State != NULL)
{
// Assume success. The code pointer will set this to false if necessary
StateCall.State = State;
StateCall.Result = true;
if (State->CallAction(actor, this, &StateCall))
{
// collect all the results. Even one successful call signifies overall success.
result |= StateCall.Result;
}
// Since there are no delays it is a good idea to check for infinite loops here!
counter++;
if (counter >= 10000) break;
if (StateCall.State == State)
{
// Abort immediately if the state jumps to itself!
if (State == State->GetNextState())
{
return false;
}
// If both variables are still the same there was no jump
// so we must advance to the next state.
State = State->GetNextState();
}
else
{
State = StateCall.State;
}
}
return result;
}
//==========================================================================
//
// A_RearrangePointers
//
// Allow an actor to change its relationship to other actors by
// copying pointers freely between TARGET MASTER and TRACER.
// Can also assign null value, but does not duplicate A_ClearTarget.
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RearrangePointers)
{
ACTION_PARAM_START(4);
ACTION_PARAM_INT(ptr_target, 0);
ACTION_PARAM_INT(ptr_master, 1);
ACTION_PARAM_INT(ptr_tracer, 2);
ACTION_PARAM_INT(flags, 3);
// Rearrange pointers internally
// Fetch all values before modification, so that all fields can get original values
AActor
*gettarget = self->target,
*getmaster = self->master,
*gettracer = self->tracer;
switch (ptr_target) // pick the new target
{
case AAPTR_MASTER:
self->target = getmaster;
if (!(PTROP_UNSAFETARGET & flags)) VerifyTargetChain(self);
break;
case AAPTR_TRACER:
self->target = gettracer;
if (!(PTROP_UNSAFETARGET & flags)) VerifyTargetChain(self);
break;
case AAPTR_NULL:
self->target = NULL;
// THIS IS NOT "A_ClearTarget", so no other targeting info is removed
break;
}
// presently permitting non-monsters to set master
switch (ptr_master) // pick the new master
{
case AAPTR_TARGET:
self->master = gettarget;
if (!(PTROP_UNSAFEMASTER & flags)) VerifyMasterChain(self);
break;
case AAPTR_TRACER:
self->master = gettracer;
if (!(PTROP_UNSAFEMASTER & flags)) VerifyMasterChain(self);
break;
case AAPTR_NULL:
self->master = NULL;
break;
}
switch (ptr_tracer) // pick the new tracer
{
case AAPTR_TARGET:
self->tracer = gettarget;
break; // no verification deemed necessary; the engine never follows a tracer chain(?)
case AAPTR_MASTER:
self->tracer = getmaster;
break; // no verification deemed necessary; the engine never follows a tracer chain(?)
case AAPTR_NULL:
self->tracer = NULL;
break;
}
}
//==========================================================================
//
// A_TransferPointer
//
// Copy one pointer (MASTER, TARGET or TRACER) from this actor (SELF),
// or from this actor's MASTER, TARGET or TRACER.
//
// You can copy any one of that actor's pointers
//
// Assign the copied pointer to any one pointer in SELF,
// MASTER, TARGET or TRACER.
//
// Any attempt to make an actor point to itself will replace the pointer
// with a null value.
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TransferPointer)
{
ACTION_PARAM_START(5);
ACTION_PARAM_INT(ptr_source, 0);
ACTION_PARAM_INT(ptr_recepient, 1);
ACTION_PARAM_INT(ptr_sourcefield, 2);
ACTION_PARAM_INT(ptr_recepientfield, 3);
ACTION_PARAM_INT(flags, 4);
AActor *source, *recepient;
// Exchange pointers with actors to whom you have pointers (or with yourself, if you must)
source = COPY_AAPTR(self, ptr_source);
COPY_AAPTR_NOT_NULL(self, recepient, ptr_recepient); // pick an actor to store the provided pointer value
// convert source from dataprovider to data
source = COPY_AAPTR(source, ptr_sourcefield);
if (source == recepient) source = NULL; // The recepient should not acquire a pointer to itself; will write NULL
if (ptr_recepientfield == AAPTR_DEFAULT) ptr_recepientfield = ptr_sourcefield; // If default: Write to same field as data was read from
ASSIGN_AAPTR(recepient, ptr_recepientfield, source, flags);
}
//==========================================================================
//
// A_CopyFriendliness
//
// Join forces with one of the actors you are pointing to (MASTER by default)
//
// Normal CopyFriendliness reassigns health. This function will not.
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CopyFriendliness)
{
ACTION_PARAM_START(1);
ACTION_PARAM_INT(ptr_source, 0);
if (self->player) return;
AActor *source;
COPY_AAPTR_NOT_NULL(self, source, ptr_source);
self->CopyFriendliness(source, false, false); // No change in current target or health
}
//==========================================================================
//
// Simple flag changers
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SetSolid)
{
self->flags |= MF_SOLID;
}
DEFINE_ACTION_FUNCTION(AActor, A_UnsetSolid)
{
self->flags &= ~MF_SOLID;
}
DEFINE_ACTION_FUNCTION(AActor, A_SetFloat)
{
self->flags |= MF_FLOAT;
}
DEFINE_ACTION_FUNCTION(AActor, A_UnsetFloat)
{
self->flags &= ~(MF_FLOAT|MF_INFLOAT);
}
//==========================================================================
//
// Customizable attack functions which use actor parameters.
//
//==========================================================================
static void DoAttack (AActor *self, bool domelee, bool domissile,
int MeleeDamage, FSoundID MeleeSound, const PClass *MissileType,fixed_t MissileHeight)
{
if (self->target == NULL) return;
A_FaceTarget (self);
if (domelee && MeleeDamage>0 && self->CheckMeleeRange ())
{
int damage = pr_camelee.HitDice(MeleeDamage);
if (MeleeSound) S_Sound (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
P_DamageMobj (self->target, self, self, damage, NAME_Melee);
P_TraceBleed (damage, self->target, self);
}
else if (domissile && MissileType != NULL)
{
// This seemingly senseless code is needed for proper aiming.
self->z+=MissileHeight-32*FRACUNIT;
AActor * missile = P_SpawnMissileXYZ (self->x, self->y, self->z + 32*FRACUNIT, self, self->target, MissileType, false);
self->z-=MissileHeight-32*FRACUNIT;
if (missile)
{
// automatic handling of seeker missiles
if (missile->flags2&MF2_SEEKERMISSILE)
{
missile->tracer=self->target;
}
// set the health value so that the missile works properly
if (missile->flags4&MF4_SPECTRAL)
{
missile->health=-2;
}
P_CheckMissileSpawn(missile);
}
}
}
DEFINE_ACTION_FUNCTION(AActor, A_MeleeAttack)
{
int MeleeDamage = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeDamage, 0);
FSoundID MeleeSound = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeSound, 0);
DoAttack(self, true, false, MeleeDamage, MeleeSound, NULL, 0);
}
DEFINE_ACTION_FUNCTION(AActor, A_MissileAttack)
{
const PClass *MissileType=PClass::FindClass((ENamedName) self->GetClass()->Meta.GetMetaInt (ACMETA_MissileName, NAME_None));
fixed_t MissileHeight= self->GetClass()->Meta.GetMetaFixed (ACMETA_MissileHeight, 32*FRACUNIT);
DoAttack(self, false, true, 0, 0, MissileType, MissileHeight);
}
DEFINE_ACTION_FUNCTION(AActor, A_ComboAttack)
{
int MeleeDamage = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeDamage, 0);
FSoundID MeleeSound = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeSound, 0);
const PClass *MissileType=PClass::FindClass((ENamedName) self->GetClass()->Meta.GetMetaInt (ACMETA_MissileName, NAME_None));
fixed_t MissileHeight= self->GetClass()->Meta.GetMetaFixed (ACMETA_MissileHeight, 32*FRACUNIT);
DoAttack(self, true, true, MeleeDamage, MeleeSound, MissileType, MissileHeight);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BasicAttack)
{
ACTION_PARAM_START(4);
ACTION_PARAM_INT(MeleeDamage, 0);
ACTION_PARAM_SOUND(MeleeSound, 1);
ACTION_PARAM_CLASS(MissileType, 2);
ACTION_PARAM_FIXED(MissileHeight, 3);
if (MissileType == NULL) return;
DoAttack(self, true, true, MeleeDamage, MeleeSound, MissileType, MissileHeight);
}
//==========================================================================
//
// Custom sound functions.
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlaySound)
{
ACTION_PARAM_START(5);
ACTION_PARAM_SOUND(soundid, 0);
ACTION_PARAM_INT(channel, 1);
ACTION_PARAM_FLOAT(volume, 2);
ACTION_PARAM_BOOL(looping, 3);
ACTION_PARAM_FLOAT(attenuation, 4);
if (!looping)
{
S_Sound (self, channel, soundid, volume, attenuation);
}
else
{
if (!S_IsActorPlayingSomething (self, channel&7, soundid))
{
S_Sound (self, channel | CHAN_LOOP, soundid, volume, attenuation);
}
}
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_StopSound)
{
ACTION_PARAM_START(1);
ACTION_PARAM_INT(slot, 0);
S_StopSound(self, slot);
}
//==========================================================================
//
// These come from a time when DECORATE constants did not exist yet and
// the sound interface was less flexible. As a result the parameters are
// not optimal and these functions have been deprecated in favor of extending
// A_PlaySound and A_StopSound.
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlayWeaponSound)
{
ACTION_PARAM_START(1);
ACTION_PARAM_SOUND(soundid, 0);
S_Sound (self, CHAN_WEAPON, soundid, 1, ATTN_NORM);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlaySoundEx)
{
ACTION_PARAM_START(4);
ACTION_PARAM_SOUND(soundid, 0);
ACTION_PARAM_NAME(channel, 1);
ACTION_PARAM_BOOL(looping, 2);
ACTION_PARAM_INT(attenuation_raw, 3);
float attenuation;
switch (attenuation_raw)
{
case -1: attenuation = ATTN_STATIC; break; // drop off rapidly
default:
case 0: attenuation = ATTN_NORM; break; // normal
case 1:
case 2: attenuation = ATTN_NONE; break; // full volume
}
if (channel < NAME_Auto || channel > NAME_SoundSlot7)
{
channel = NAME_Auto;
}
if (!looping)
{
S_Sound (self, int(channel) - NAME_Auto, soundid, 1, attenuation);
}
else
{
if (!S_IsActorPlayingSomething (self, int(channel) - NAME_Auto, soundid))
{
S_Sound (self, (int(channel) - NAME_Auto) | CHAN_LOOP, soundid, 1, attenuation);
}
}
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_StopSoundEx)
{
ACTION_PARAM_START(1);
ACTION_PARAM_NAME(channel, 0);
if (channel > NAME_Auto && channel <= NAME_SoundSlot7)
{
S_StopSound (self, int(channel) - NAME_Auto);
}
}
//==========================================================================
//
// Generic seeker missile function
//
//==========================================================================
static FRandom pr_seekermissile ("SeekerMissile");
enum
{
SMF_LOOK = 1,
SMF_PRECISE = 2,
SMF_CURSPEED = 4,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SeekerMissile)
{
ACTION_PARAM_START(5);
ACTION_PARAM_INT(ang1, 0);
ACTION_PARAM_INT(ang2, 1);
ACTION_PARAM_INT(flags, 2);
ACTION_PARAM_INT(chance, 3);
ACTION_PARAM_INT(distance, 4);
if ((flags & SMF_LOOK) && (self->tracer == 0) && (pr_seekermissile()<chance))
{
self->tracer = P_RoughMonsterSearch (self, distance);
}
P_SeekerMissile(self, clamp<int>(ang1, 0, 90) * ANGLE_1, clamp<int>(ang2, 0, 90) * ANGLE_1, !!(flags & SMF_PRECISE), !!(flags & SMF_CURSPEED));
}
//==========================================================================
//
// Hitscan attack with a customizable amount of bullets (specified in damage)
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_BulletAttack)
{
int i;
int bangle;
int slope;
if (!self->target) return;
A_FaceTarget (self);
bangle = self->angle;
slope = P_AimLineAttack (self, bangle, MISSILERANGE);
S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
for (i = self->GetMissileDamage (0, 1); i > 0; --i)
{
int angle = bangle + (pr_cabullet.Random2() << 20);
int damage = ((pr_cabullet()%5)+1)*3;
P_LineAttack(self, angle, MISSILERANGE, slope, damage,
NAME_None, NAME_BulletPuff);
}
}
//==========================================================================
//
// Do the state jump
//
//==========================================================================
static void DoJump(AActor * self, FState * CallingState, FState *jumpto, StateCallData *statecall)
{
if (jumpto == NULL) return;
if (statecall != NULL)
{
statecall->State = jumpto;
}
else if (self->player != NULL && CallingState == self->player->psprites[ps_weapon].state)
{
P_SetPsprite(self->player, ps_weapon, jumpto);
}
else if (self->player != NULL && CallingState == self->player->psprites[ps_flash].state)
{
P_SetPsprite(self->player, ps_flash, jumpto);
}
else if (CallingState == self->state)
{
self->SetState (jumpto);
}
else
{
// something went very wrong. This should never happen.
assert(false);
}
}
// This is just to avoid having to directly reference the internally defined
// CallingState and statecall parameters in the code below.
#define ACTION_JUMP(offset) DoJump(self, CallingState, offset, statecall)
//==========================================================================
//
// State jump function
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Jump)
{
ACTION_PARAM_START(3);
ACTION_PARAM_INT(count, 0);
ACTION_PARAM_INT(maxchance, 1);
if (count >= 2 && (maxchance >= 256 || pr_cajump() < maxchance))
{
int jumps = 2 + (count == 2? 0 : (pr_cajump() % (count - 1)));
ACTION_PARAM_STATE(jumpto, jumps);
ACTION_JUMP(jumpto);
}
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
}
//==========================================================================
//
// State jump function
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfHealthLower)
{
ACTION_PARAM_START(2);
ACTION_PARAM_INT(health, 0);
ACTION_PARAM_STATE(jump, 1);
if (self->health < health) ACTION_JUMP(jump);
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
}
//==========================================================================
//
// State jump function
//
//==========================================================================
void DoJumpIfCloser(AActor *target, DECLARE_PARAMINFO)
{
ACTION_PARAM_START(2);
ACTION_PARAM_FIXED(dist, 0);
ACTION_PARAM_STATE(jump, 1);
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
// No target - no jump
if (target != NULL && P_AproxDistance(self->x-target->x, self->y-target->y) < dist &&
( (self->z > target->z && self->z - (target->z + target->height) < dist) ||
(self->z <=target->z && target->z - (self->z + self->height) < dist)
)
)
{
ACTION_JUMP(jump);
}
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfCloser)
{
AActor *target;
if (!self->player)
{
target = self->target;
}
else
{
// Does the player aim at something that can be shot?
P_BulletSlope(self, &target);
}
DoJumpIfCloser(target, PUSH_PARAMINFO);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTracerCloser)
{
// Is there really any reason to limit this to seeker missiles?
if (self->flags2 & MF2_SEEKERMISSILE)
{
DoJumpIfCloser(self->tracer, PUSH_PARAMINFO);
}
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfMasterCloser)
{
DoJumpIfCloser(self->master, PUSH_PARAMINFO);
}
//==========================================================================
//
// State jump function
//
//==========================================================================
void DoJumpIfInventory(AActor * owner, DECLARE_PARAMINFO)
{
ACTION_PARAM_START(4);
ACTION_PARAM_CLASS(Type, 0);
ACTION_PARAM_INT(ItemAmount, 1);
ACTION_PARAM_STATE(JumpOffset, 2);
ACTION_PARAM_INT(setowner, 3);
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
if (!Type) return;
COPY_AAPTR_NOT_NULL(owner, owner, setowner); // returns if owner ends up being NULL
AInventory *Item = owner->FindInventory(Type);
if (Item)
{
if (ItemAmount > 0)
{
if (Item->Amount >= ItemAmount)
ACTION_JUMP(JumpOffset);
}
else if (Item->Amount >= Item->MaxAmount)
{
ACTION_JUMP(JumpOffset);
}
}
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInventory)
{
DoJumpIfInventory(self, PUSH_PARAMINFO);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetInventory)
{
DoJumpIfInventory(self->target, PUSH_PARAMINFO);
}
//==========================================================================
//
// State jump function
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfArmorType)
{
ACTION_PARAM_START(3);
ACTION_PARAM_NAME(Type, 0);
ACTION_PARAM_STATE(JumpOffset, 1);
ACTION_PARAM_INT(amount, 2);
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
ABasicArmor * armor = (ABasicArmor *) self->FindInventory(NAME_BasicArmor);
if (armor && armor->ArmorType == Type && armor->Amount >= amount)
ACTION_JUMP(JumpOffset);
}
//==========================================================================
//
// Parameterized version of A_Explode
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
{
ACTION_PARAM_START(7);
ACTION_PARAM_INT(damage, 0);
ACTION_PARAM_INT(distance, 1);
ACTION_PARAM_BOOL(hurtSource, 2);
ACTION_PARAM_BOOL(alert, 3);
ACTION_PARAM_INT(fulldmgdistance, 4);
ACTION_PARAM_INT(nails, 5);
ACTION_PARAM_INT(naildamage, 6);
if (damage < 0) // get parameters from metadata
{
damage = self->GetClass()->Meta.GetMetaInt (ACMETA_ExplosionDamage, 128);
distance = self->GetClass()->Meta.GetMetaInt (ACMETA_ExplosionRadius, damage);
hurtSource = !self->GetClass()->Meta.GetMetaInt (ACMETA_DontHurtShooter);
alert = false;
}
else
{
if (distance <= 0) distance = damage;
}
// NailBomb effect, from SMMU but not from its source code: instead it was implemented and
// generalized from the documentation at http://www.doomworld.com/eternity/engine/codeptrs.html
if (nails)
{
angle_t ang;
for (int i = 0; i < nails; i++)
{
ang = i*(ANGLE_MAX/nails);
// Comparing the results of a test wad with Eternity, it seems A_NailBomb does not aim
P_LineAttack (self, ang, MISSILERANGE, 0,
//P_AimLineAttack (self, ang, MISSILERANGE),
naildamage, NAME_None, NAME_BulletPuff);
}
}
P_RadiusAttack (self, self->target, damage, distance, self->DamageType, hurtSource, true, fulldmgdistance);
P_CheckSplash(self, distance<<FRACBITS);
if (alert && self->target != NULL && self->target->player != NULL)
{
validcount++;
P_RecursiveSound (self->Sector, self->target, false, 0);
}
}
//==========================================================================
//
// A_RadiusThrust
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusThrust)
{
ACTION_PARAM_START(3);
ACTION_PARAM_INT(force, 0);
ACTION_PARAM_FIXED(distance, 1);
ACTION_PARAM_BOOL(affectSource, 2);
ACTION_PARAM_INT(fullthrustdistance, 3);
bool sourcenothrust = false;
if (force <= 0) force = 128;
if (distance <= 0) distance = force;
// Temporarily negate MF2_NODMGTHRUST on the shooter, since it renders this function useless.
if (self->target != NULL && self->target->flags2 & MF2_NODMGTHRUST)
{
sourcenothrust = true;
self->target->flags2 &= ~MF2_NODMGTHRUST;
}
int sourceflags2 = self->target != NULL ? self->target->flags2 : 0;
P_RadiusAttack (self, self->target, force, distance, self->DamageType, affectSource, false, fullthrustdistance);
P_CheckSplash(self, distance << FRACBITS);
if (sourcenothrust)
{
self->target->flags2 |= MF2_NODMGTHRUST;
}
}
//==========================================================================
//
// Execute a line special / script
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CallSpecial)
{
ACTION_PARAM_START(6);
ACTION_PARAM_INT(special, 0);
ACTION_PARAM_INT(arg1, 1);
ACTION_PARAM_INT(arg2, 2);
ACTION_PARAM_INT(arg3, 3);
ACTION_PARAM_INT(arg4, 4);
ACTION_PARAM_INT(arg5, 5);
bool res = !!P_ExecuteSpecial(special, NULL, self, false, arg1, arg2, arg3, arg4, arg5);
ACTION_SET_RESULT(res);
}
//==========================================================================
//
// The ultimate code pointer: Fully customizable missiles!
//
//==========================================================================
enum CM_Flags
{
CMF_AIMMODE = 3,
CMF_TRACKOWNER = 4,
CMF_CHECKTARGETDEAD = 8,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile)
{
ACTION_PARAM_START(6);
ACTION_PARAM_CLASS(ti, 0);
ACTION_PARAM_FIXED(SpawnHeight, 1);
ACTION_PARAM_INT(Spawnofs_XY, 2);
ACTION_PARAM_ANGLE(Angle, 3);
ACTION_PARAM_INT(flags, 4);
ACTION_PARAM_ANGLE(pitch, 5);
int aimmode = flags & CMF_AIMMODE;
AActor * targ;
AActor * missile;
if (self->target != NULL || aimmode==2)
{
if (ti)
{
angle_t ang = (self->angle - ANGLE_90) >> ANGLETOFINESHIFT;
fixed_t x = Spawnofs_XY * finecosine[ang];
fixed_t y = Spawnofs_XY * finesine[ang];
fixed_t z = SpawnHeight - 32*FRACUNIT + (self->player? self->player->crouchoffset : 0);
switch (aimmode)
{
case 0:
default:
// same adjustment as above (in all 3 directions this time) - for better aiming!
self->x+=x;
self->y+=y;
self->z+=z;
missile = P_SpawnMissileXYZ(self->x, self->y, self->z + 32*FRACUNIT, self, self->target, ti, false);
self->x-=x;
self->y-=y;
self->z-=z;
break;
case 1:
missile = P_SpawnMissileXYZ(self->x+x, self->y+y, self->z+SpawnHeight, self, self->target, ti, false);
break;
case 2:
self->x+=x;
self->y+=y;
missile = P_SpawnMissileAngleZSpeed(self, self->z+SpawnHeight, ti, self->angle, 0, GetDefaultByType(ti)->Speed, self, false);
self->x-=x;
self->y-=y;
// It is not necessary to use the correct angle here.
// The only important thing is that the horizontal velocity is correct.
// Therefore use 0 as the missile's angle and simplify the calculations accordingly.
// The actual velocity vector is set below.
if (missile)
{
fixed_t vx = finecosine[pitch>>ANGLETOFINESHIFT];
fixed_t vz = finesine[pitch>>ANGLETOFINESHIFT];
missile->velx = FixedMul (vx, missile->Speed);
missile->vely = 0;
missile->velz = FixedMul (vz, missile->Speed);
}
break;
}
if (missile)
{
// Use the actual velocity instead of the missile's Speed property
// so that this can handle missiles with a high vertical velocity
// component properly.
FVector3 velocity (missile->velx, missile->vely, 0);
fixed_t missilespeed = (fixed_t)velocity.Length();
missile->angle += Angle;
ang = missile->angle >> ANGLETOFINESHIFT;
missile->velx = FixedMul (missilespeed, finecosine[ang]);
missile->vely = FixedMul (missilespeed, finesine[ang]);
// handle projectile shooting projectiles - track the
// links back to a real owner
if (self->isMissile(!!(flags & CMF_TRACKOWNER)))
{
AActor * owner=self ;//->target;
while (owner->isMissile(!!(flags & CMF_TRACKOWNER)) && owner->target) owner=owner->target;
targ=owner;
missile->target=owner;
// automatic handling of seeker missiles
if (self->flags & missile->flags2 & MF2_SEEKERMISSILE)
{
missile->tracer=self->tracer;
}
}
else if (missile->flags2&MF2_SEEKERMISSILE)
{
// automatic handling of seeker missiles
missile->tracer=self->target;
}
// set the health value so that the missile works properly
if (missile->flags4&MF4_SPECTRAL)
{
missile->health=-2;
}
P_CheckMissileSpawn(missile);
}
}
}
else if (flags & CMF_CHECKTARGETDEAD)
{
// Target is dead and the attack shall be aborted.
if (self->SeeState != NULL) self->SetState(self->SeeState);
}
}
//==========================================================================
//
// An even more customizable hitscan attack
//
//==========================================================================
enum CBA_Flags
{
CBAF_AIMFACING = 1,
CBAF_NORANDOM = 2,
CBAF_EXPLICITANGLE = 4,
CBAF_NOPITCH = 8,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomBulletAttack)
{
ACTION_PARAM_START(7);
ACTION_PARAM_ANGLE(Spread_XY, 0);
ACTION_PARAM_ANGLE(Spread_Z, 1);
ACTION_PARAM_INT(NumBullets, 2);
ACTION_PARAM_INT(DamagePerBullet, 3);
ACTION_PARAM_CLASS(pufftype, 4);
ACTION_PARAM_FIXED(Range, 5);
ACTION_PARAM_INT(Flags, 6);
if(Range==0) Range=MISSILERANGE;
int i;
int bangle;
int bslope = 0;
if (self->target || (Flags & CBAF_AIMFACING))
{
if (!(Flags & CBAF_AIMFACING)) A_FaceTarget (self);
bangle = self->angle;
if (!pufftype) pufftype = PClass::FindClass(NAME_BulletPuff);
if (!(Flags & CBAF_NOPITCH)) bslope = P_AimLineAttack (self, bangle, MISSILERANGE);
S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
for (i=0 ; i<NumBullets ; i++)
{
int angle = bangle;
int slope = bslope;
if (Flags & CBAF_EXPLICITANGLE)
{
angle += Spread_XY;
slope += Spread_Z;
}
else
{
angle += pr_cwbullet.Random2() * (Spread_XY / 255);
slope += pr_cwbullet.Random2() * (Spread_Z / 255);
}
int damage = DamagePerBullet;
if (!(Flags & CBAF_NORANDOM))
damage *= ((pr_cabullet()%3)+1);
P_LineAttack(self, angle, Range, slope, damage, NAME_None, pufftype);
}
}
}
//==========================================================================
//
// A fully customizable melee attack
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMeleeAttack)
{
ACTION_PARAM_START(5);
ACTION_PARAM_INT(damage, 0);
ACTION_PARAM_SOUND(MeleeSound, 1);
ACTION_PARAM_SOUND(MissSound, 2);
ACTION_PARAM_NAME(DamageType, 3);
ACTION_PARAM_BOOL(bleed, 4);
if (DamageType==NAME_None) DamageType = NAME_Melee; // Melee is the default type
if (!self->target)
return;
A_FaceTarget (self);
if (self->CheckMeleeRange ())
{
if (MeleeSound) S_Sound (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
P_DamageMobj (self->target, self, self, damage, DamageType);
if (bleed) P_TraceBleed (damage, self->target, self);
}
else
{
if (MissSound) S_Sound (self, CHAN_WEAPON, MissSound, 1, ATTN_NORM);
}
}
//==========================================================================
//
// A fully customizable combo attack
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomComboAttack)
{
ACTION_PARAM_START(6);
ACTION_PARAM_CLASS(ti, 0);
ACTION_PARAM_FIXED(SpawnHeight, 1);
ACTION_PARAM_INT(damage, 2);
ACTION_PARAM_SOUND(MeleeSound, 3);
ACTION_PARAM_NAME(DamageType, 4);
ACTION_PARAM_BOOL(bleed, 5);
if (!self->target)
return;
A_FaceTarget (self);
if (self->CheckMeleeRange ())
{
if (DamageType==NAME_None) DamageType = NAME_Melee; // Melee is the default type
if (MeleeSound) S_Sound (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
P_DamageMobj (self->target, self, self, damage, DamageType);
if (bleed) P_TraceBleed (damage, self->target, self);
}
else if (ti)
{
// This seemingly senseless code is needed for proper aiming.
self->z+=SpawnHeight-32*FRACUNIT;
AActor * missile = P_SpawnMissileXYZ (self->x, self->y, self->z + 32*FRACUNIT, self, self->target, ti, false);
self->z-=SpawnHeight-32*FRACUNIT;
if (missile)
{
// automatic handling of seeker missiles
if (missile->flags2&MF2_SEEKERMISSILE)
{
missile->tracer=self->target;
}
// set the health value so that the missile works properly
if (missile->flags4&MF4_SPECTRAL)
{
missile->health=-2;
}
P_CheckMissileSpawn(missile);
}
}
}
//==========================================================================
//
// State jump function
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfNoAmmo)
{
ACTION_PARAM_START(1);
ACTION_PARAM_STATE(jump, 0);
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
if (!ACTION_CALL_FROM_WEAPON()) return;
if (!self->player->ReadyWeapon->CheckAmmo(self->player->ReadyWeapon->bAltFire, false, true))
{
ACTION_JUMP(jump);
}
}
//==========================================================================
//
// An even more customizable hitscan attack
//
//==========================================================================
enum FB_Flags
{
FBF_USEAMMO = 1,
FBF_NORANDOM = 2,
FBF_EXPLICITANGLE = 4,
FBF_NOPITCH = 8,
FBF_NOFLASH = 16,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireBullets)
{
ACTION_PARAM_START(7);
ACTION_PARAM_ANGLE(Spread_XY, 0);
ACTION_PARAM_ANGLE(Spread_Z, 1);
ACTION_PARAM_INT(NumberOfBullets, 2);
ACTION_PARAM_INT(DamagePerBullet, 3);
ACTION_PARAM_CLASS(PuffType, 4);
ACTION_PARAM_INT(Flags, 5);
ACTION_PARAM_FIXED(Range, 6);
if (!self->player) return;
player_t * player=self->player;
AWeapon * weapon=player->ReadyWeapon;
int i;
int bangle;
int bslope = 0;
if ((Flags & FBF_USEAMMO) && weapon)
{
if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo
}
if (Range == 0) Range = PLAYERMISSILERANGE;
if (!(Flags & FBF_NOFLASH)) static_cast<APlayerPawn *>(self)->PlayAttacking2 ();
if (!(Flags & FBF_NOPITCH)) bslope = P_BulletSlope(self);
bangle = self->angle;
if (!PuffType) PuffType = PClass::FindClass(NAME_BulletPuff);
S_Sound (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM);
if ((NumberOfBullets==1 && !player->refire) || NumberOfBullets==0)
{
int damage = DamagePerBullet;
if (!(Flags & FBF_NORANDOM))
damage *= ((pr_cwbullet()%3)+1);
P_LineAttack(self, bangle, Range, bslope, damage, NAME_None, PuffType);
}
else
{
if (NumberOfBullets == -1) NumberOfBullets = 1;
for (i=0 ; i<NumberOfBullets ; i++)
{
int angle = bangle;
int slope = bslope;
if (Flags & FBF_EXPLICITANGLE)
{
angle += Spread_XY;
slope += Spread_Z;
}
else
{
angle += pr_cwbullet.Random2() * (Spread_XY / 255);
slope += pr_cwbullet.Random2() * (Spread_Z / 255);
}
int damage = DamagePerBullet;
if (!(Flags & FBF_NORANDOM))
damage *= ((pr_cwbullet()%3)+1);
P_LineAttack(self, angle, Range, slope, damage, NAME_None, PuffType);
}
}
}
//==========================================================================
//
// A_FireProjectile
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireCustomMissile)
{
ACTION_PARAM_START(7);
ACTION_PARAM_CLASS(ti, 0);
ACTION_PARAM_ANGLE(Angle, 1);
ACTION_PARAM_BOOL(UseAmmo, 2);
ACTION_PARAM_INT(SpawnOfs_XY, 3);
ACTION_PARAM_FIXED(SpawnHeight, 4);
ACTION_PARAM_BOOL(AimAtAngle, 5);
ACTION_PARAM_ANGLE(pitch, 6);
if (!self->player) return;
player_t *player=self->player;
AWeapon * weapon=player->ReadyWeapon;
AActor *linetarget;
if (UseAmmo && weapon)
{
if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo
}
if (ti)
{
angle_t ang = (self->angle - ANGLE_90) >> ANGLETOFINESHIFT;
fixed_t x = SpawnOfs_XY * finecosine[ang];
fixed_t y = SpawnOfs_XY * finesine[ang];
fixed_t z = SpawnHeight;
fixed_t shootangle = self->angle;
if (AimAtAngle) shootangle+=Angle;
// Temporarily adjusts the pitch
fixed_t SavedPlayerPitch = self->pitch;
self->pitch -= pitch;
AActor * misl=P_SpawnPlayerMissile (self, x, y, z, ti, shootangle, &linetarget);
self->pitch = SavedPlayerPitch;
// automatic handling of seeker missiles
if (misl)
{
if (linetarget && misl->flags2&MF2_SEEKERMISSILE) misl->tracer=linetarget;
if (!AimAtAngle)
{
// This original implementation is to aim straight ahead and then offset
// the angle from the resulting direction.
FVector3 velocity(misl->velx, misl->vely, 0);
fixed_t missilespeed = (fixed_t)velocity.Length();
misl->angle += Angle;
angle_t an = misl->angle >> ANGLETOFINESHIFT;
misl->velx = FixedMul (missilespeed, finecosine[an]);
misl->vely = FixedMul (missilespeed, finesine[an]);
}
}
}
}
//==========================================================================
//
// A_CustomPunch
//
// Berserk is not handled here. That can be done with A_CheckIfInventory
//
//==========================================================================
enum
{
CPF_USEAMMO = 1,
CPF_DAGGER = 2,
CPF_PULLIN = 4,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch)
{
ACTION_PARAM_START(5);
ACTION_PARAM_INT(Damage, 0);
ACTION_PARAM_BOOL(norandom, 1);
ACTION_PARAM_INT(flags, 2);
ACTION_PARAM_CLASS(PuffType, 3);
ACTION_PARAM_FIXED(Range, 4);
ACTION_PARAM_FIXED(LifeSteal, 5);
if (!self->player) return;
player_t *player=self->player;
AWeapon * weapon=player->ReadyWeapon;
angle_t angle;
int pitch;
AActor * linetarget;
if (!norandom) Damage *= (pr_cwpunch()%8+1);
angle = self->angle + (pr_cwpunch.Random2() << 18);
if (Range == 0) Range = MELEERANGE;
pitch = P_AimLineAttack (self, angle, Range, &linetarget);
// only use ammo when actually hitting something!
if ((flags & CPF_USEAMMO) && linetarget && weapon)
{
if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo
}
if (!PuffType) PuffType = PClass::FindClass(NAME_BulletPuff);
P_LineAttack (self, angle, Range, pitch, Damage, NAME_None, PuffType, true, &linetarget);
// turn to face target
if (linetarget)
{
if (LifeSteal)
P_GiveBody (self, (Damage * LifeSteal) >> FRACBITS);
S_Sound (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM);
self->angle = R_PointToAngle2 (self->x,
self->y,
linetarget->x,
linetarget->y);
if (flags & CPF_PULLIN) self->flags |= MF_JUSTATTACKED;
if (flags & CPF_DAGGER) P_DaggerAlert (self, linetarget);
}
}
enum
{
RAF_SILENT = 1,
RAF_NOPIERCE = 2,
RAF_EXPLICITANGLE = 4,
};
//==========================================================================
//
// customizable railgun attack function
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RailAttack)
{
ACTION_PARAM_START(10);
ACTION_PARAM_INT(Damage, 0);
ACTION_PARAM_INT(Spawnofs_XY, 1);
ACTION_PARAM_BOOL(UseAmmo, 2);
ACTION_PARAM_COLOR(Color1, 3);
ACTION_PARAM_COLOR(Color2, 4);
ACTION_PARAM_INT(Flags, 5);
ACTION_PARAM_FLOAT(MaxDiff, 6);
ACTION_PARAM_CLASS(PuffType, 7);
ACTION_PARAM_ANGLE(Spread_XY, 8);
ACTION_PARAM_ANGLE(Spread_Z, 9);
if (!self->player) return;
AWeapon * weapon=self->player->ReadyWeapon;
// only use ammo when actually hitting something!
if (UseAmmo)
{
if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo
}
angle_t angle;
angle_t slope;
if (Flags & RAF_EXPLICITANGLE)
{
angle = Spread_XY;
slope = Spread_Z;
}
else
{
angle = pr_crailgun.Random2() * (Spread_XY / 255);
slope = pr_crailgun.Random2() * (Spread_Z / 255);
}
P_RailAttack (self, Damage, Spawnofs_XY, Color1, Color2, MaxDiff, (Flags & RAF_SILENT), PuffType, (!(Flags & RAF_NOPIERCE)), angle, slope);
}
//==========================================================================
//
// also for monsters
//
//==========================================================================
enum
{
CRF_DONTAIM = 0,
CRF_AIMPARALLEL = 1,
CRF_AIMDIRECT = 2,
CRF_EXPLICITANGLE = 4,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
{
ACTION_PARAM_START(10);
ACTION_PARAM_INT(Damage, 0);
ACTION_PARAM_INT(Spawnofs_XY, 1);
ACTION_PARAM_COLOR(Color1, 2);
ACTION_PARAM_COLOR(Color2, 3);
ACTION_PARAM_INT(Flags, 4);
ACTION_PARAM_INT(aim, 5);
ACTION_PARAM_FLOAT(MaxDiff, 6);
ACTION_PARAM_CLASS(PuffType, 7);
ACTION_PARAM_ANGLE(Spread_XY, 8);
ACTION_PARAM_ANGLE(Spread_Z, 9);
AActor *linetarget;
fixed_t saved_x = self->x;
fixed_t saved_y = self->y;
angle_t saved_angle = self->angle;
fixed_t saved_pitch = self->pitch;
if (aim && self->target == NULL)
{
return;
}
// [RH] Andy Baker's stealth monsters
if (self->flags & MF_STEALTH)
{
self->visdir = 1;
}
self->flags &= ~MF_AMBUSH;
if (aim)
{
self->angle = R_PointToAngle2 (self->x,
self->y,
self->target->x,
self->target->y);
}
self->pitch = P_AimLineAttack (self, self->angle, MISSILERANGE, &linetarget, ANGLE_1*60, 0, aim ? self->target : NULL);
if (linetarget == NULL && aim)
{
// We probably won't hit the target, but aim at it anyway so we don't look stupid.
FVector2 xydiff(self->target->x - self->x, self->target->y - self->y);
double zdiff = (self->target->z + (self->target->height>>1)) -
(self->z + (self->height>>1) - self->floorclip);
self->pitch = int(atan2(zdiff, xydiff.Length()) * ANGLE_180 / -M_PI);
}
// Let the aim trail behind the player
if (aim)
{
saved_angle = self->angle = R_PointToAngle2 (self->x, self->y,
self->target->x - self->target->velx * 3,
self->target->y - self->target->vely * 3);
if (aim == CRF_AIMDIRECT)
{
// Tricky: We must offset to the angle of the current position
// but then change the angle again to ensure proper aim.
self->x += Spawnofs_XY * finecosine[self->angle];
self->y += Spawnofs_XY * finesine[self->angle];
Spawnofs_XY = 0;
self->angle = R_PointToAngle2 (self->x, self->y,
self->target->x - self->target->velx * 3,
self->target->y - self->target->vely * 3);
}
if (self->target->flags & MF_SHADOW)
{
angle_t rnd = pr_crailgun.Random2() << 21;
self->angle += rnd;
saved_angle = rnd;
}
}
angle_t angle = (self->angle - ANG90) >> ANGLETOFINESHIFT;
angle_t angleoffset;
angle_t slopeoffset;
if (Flags & CRF_EXPLICITANGLE)
{
angleoffset = Spread_XY;
slopeoffset = Spread_Z;
}
else
{
angleoffset = pr_crailgun.Random2() * (Spread_XY / 255);
slopeoffset = pr_crailgun.Random2() * (Spread_Z / 255);
}
P_RailAttack (self, Damage, Spawnofs_XY, Color1, Color2, MaxDiff, (Flags & RAF_SILENT), PuffType, (!(Flags & RAF_NOPIERCE)), angleoffset, slopeoffset);
self->x = saved_x;
self->y = saved_y;
self->angle = saved_angle;
self->pitch = saved_pitch;
}
//===========================================================================
//
// DoGiveInventory
//
//===========================================================================
static void DoGiveInventory(AActor * receiver, DECLARE_PARAMINFO)
{
ACTION_PARAM_START(3);
ACTION_PARAM_CLASS(mi, 0);
ACTION_PARAM_INT(amount, 1);
ACTION_PARAM_INT(setreceiver, 2);
COPY_AAPTR_NOT_NULL(receiver, receiver, setreceiver);
bool res=true;
if (amount==0) amount=1;
if (mi)
{
AInventory *item = static_cast<AInventory *>(Spawn (mi, 0, 0, 0, NO_REPLACE));
if (item->IsKindOf(RUNTIME_CLASS(AHealth)))
{
item->Amount *= amount;
}
else
{
item->Amount = amount;
}
item->flags |= MF_DROPPED;
item->ClearCounters();
if (!item->CallTryPickup (receiver))
{
item->Destroy ();
res = false;
}
else res = true;
}
else res = false;
ACTION_SET_RESULT(res);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveInventory)
{
DoGiveInventory(self, PUSH_PARAMINFO);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToTarget)
{
DoGiveInventory(self->target, PUSH_PARAMINFO);
}
//===========================================================================
//
// A_TakeInventory
//
//===========================================================================
enum
{
TIF_NOTAKEINFINITE = 1,
};
void DoTakeInventory(AActor * receiver, DECLARE_PARAMINFO)
{
ACTION_PARAM_START(4);
ACTION_PARAM_CLASS(item, 0);
ACTION_PARAM_INT(amount, 1);
ACTION_PARAM_INT(flags, 2);
ACTION_PARAM_INT(setreceiver, 3);
if (!item) return;
COPY_AAPTR_NOT_NULL(receiver, receiver, setreceiver);
bool res = false;
AInventory * inv = receiver->FindInventory(item);
if (inv && !inv->IsKindOf(RUNTIME_CLASS(AHexenArmor)))
{
if (inv->Amount > 0)
{
res = true;
}
// Do not take ammo if the "no take infinite/take as ammo depletion" flag is set
// and infinite ammo is on
if (flags & TIF_NOTAKEINFINITE &&
((dmflags & DF_INFINITE_AMMO) || (receiver->player->cheats & CF_INFINITEAMMO)) &&
inv->IsKindOf(RUNTIME_CLASS(AAmmo)))
{
// Nothing to do here, except maybe res = false;? Would it make sense?
}
else if (!amount || amount>=inv->Amount)
{
if (inv->ItemFlags&IF_KEEPDEPLETED) inv->Amount=0;
else inv->Destroy();
}
else inv->Amount-=amount;
}
ACTION_SET_RESULT(res);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeInventory)
{
DoTakeInventory(self, PUSH_PARAMINFO);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeFromTarget)
{
DoTakeInventory(self->target, PUSH_PARAMINFO);
}
//===========================================================================
//
// Common code for A_SpawnItem and A_SpawnItemEx
//
//===========================================================================
enum SIX_Flags
{
SIXF_TRANSFERTRANSLATION=1,
SIXF_ABSOLUTEPOSITION=2,
SIXF_ABSOLUTEANGLE=4,
SIXF_ABSOLUTEVELOCITY=8,
SIXF_SETMASTER=16,
SIXF_NOCHECKPOSITION=32,
SIXF_TELEFRAG=64,
// 128 is used by Skulltag!
SIXF_TRANSFERAMBUSHFLAG=256,
SIXF_TRANSFERPITCH=512,
SIXF_TRANSFERPOINTERS=1024,
};
static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
{
if (mo)
{
AActor * originator = self;
if ((flags & SIXF_TRANSFERTRANSLATION) && !(mo->flags2 & MF2_DONTTRANSLATE))
{
mo->Translation = self->Translation;
}
if (flags & SIXF_TRANSFERPOINTERS)
{
mo->target = self->target;
mo->master = self->master; // This will be overridden later if SIXF_SETMASTER is set
mo->tracer = self->tracer;
}
mo->angle=self->angle;
if (flags & SIXF_TRANSFERPITCH) mo->pitch = self->pitch;
while (originator && originator->isMissile()) originator = originator->target;
if (flags & SIXF_TELEFRAG)
{
P_TeleportMove(mo, mo->x, mo->y, mo->z, true);
// This is needed to ensure consistent behavior.
// Otherwise it will only spawn if nothing gets telefragged
flags |= SIXF_NOCHECKPOSITION;
}
if (mo->flags3&MF3_ISMONSTER)
{
if (!(flags&SIXF_NOCHECKPOSITION) && !P_TestMobjLocation(mo))
{
// The monster is blocked so don't spawn it at all!
mo->ClearCounters();
mo->Destroy();
return false;
}
else if (originator)
{
if (originator->flags3&MF3_ISMONSTER)
{
// If this is a monster transfer all friendliness information
mo->CopyFriendliness(originator, true);
if (flags&SIXF_SETMASTER) mo->master = originator; // don't let it attack you (optional)!
}
else if (originator->player)
{
// A player always spawns a monster friendly to him
mo->flags|=MF_FRIENDLY;
mo->FriendPlayer = int(originator->player-players+1);
AActor * attacker=originator->player->attacker;
if (attacker)
{
if (!(attacker->flags&MF_FRIENDLY) ||
(deathmatch && attacker->FriendPlayer!=0 && attacker->FriendPlayer!=mo->FriendPlayer))
{
// Target the monster which last attacked the player
mo->LastHeard = mo->target = attacker;
}
}
}
}
}
else if (!(flags & SIXF_TRANSFERPOINTERS))
{
// If this is a missile or something else set the target to the originator
mo->target=originator? originator : self;
}
}
return true;
}
//===========================================================================
//
// A_SpawnItem
//
// Spawns an item in front of the caller like Heretic's time bomb
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItem)
{
ACTION_PARAM_START(5);
ACTION_PARAM_CLASS(missile, 0);
ACTION_PARAM_FIXED(distance, 1);
ACTION_PARAM_FIXED(zheight, 2);
ACTION_PARAM_BOOL(useammo, 3);
ACTION_PARAM_BOOL(transfer_translation, 4);
if (!missile)
{
ACTION_SET_RESULT(false);
return;
}
// Don't spawn monsters if this actor has been massacred
if (self->DamageType == NAME_Massacre && GetDefaultByType(missile)->flags3&MF3_ISMONSTER) return;
if (distance==0)
{
// use the minimum distance that does not result in an overlap
distance=(self->radius+GetDefaultByType(missile)->radius)>>FRACBITS;
}
if (ACTION_CALL_FROM_WEAPON())
{
// Used from a weapon so use some ammo
AWeapon * weapon=self->player->ReadyWeapon;
if (!weapon) return;
if (useammo && !weapon->DepleteAmmo(weapon->bAltFire)) return;
}
AActor * mo = Spawn( missile,
self->x + FixedMul(distance, finecosine[self->angle>>ANGLETOFINESHIFT]),
self->y + FixedMul(distance, finesine[self->angle>>ANGLETOFINESHIFT]),
self->z - self->floorclip + zheight, ALLOW_REPLACE);
int flags = (transfer_translation? SIXF_TRANSFERTRANSLATION:0) + (useammo? SIXF_SETMASTER:0);
bool res = InitSpawnedItem(self, mo, flags);
ACTION_SET_RESULT(res); // for an inventory item's use state
}
//===========================================================================
//
// A_SpawnItemEx
//
// Enhanced spawning function
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItemEx)
{
ACTION_PARAM_START(10);
ACTION_PARAM_CLASS(missile, 0);
ACTION_PARAM_FIXED(xofs, 1);
ACTION_PARAM_FIXED(yofs, 2);
ACTION_PARAM_FIXED(zofs, 3);
ACTION_PARAM_FIXED(xvel, 4);
ACTION_PARAM_FIXED(yvel, 5);
ACTION_PARAM_FIXED(zvel, 6);
ACTION_PARAM_ANGLE(Angle, 7);
ACTION_PARAM_INT(flags, 8);
ACTION_PARAM_INT(chance, 9);
if (!missile)
{
ACTION_SET_RESULT(false);
return;
}
if (chance > 0 && pr_spawnitemex()<chance) return;
// Don't spawn monsters if this actor has been massacred
if (self->DamageType == NAME_Massacre && GetDefaultByType(missile)->flags3&MF3_ISMONSTER) return;
fixed_t x,y;
if (!(flags & SIXF_ABSOLUTEANGLE))
{
Angle += self->angle;
}
angle_t ang = Angle >> ANGLETOFINESHIFT;
if (flags & SIXF_ABSOLUTEPOSITION)
{
x = self->x + xofs;
y = self->y + yofs;
}
else
{
// in relative mode negative y values mean 'left' and positive ones mean 'right'
// This is the inverse orientation of the absolute mode!
x = self->x + FixedMul(xofs, finecosine[ang]) + FixedMul(yofs, finesine[ang]);
y = self->y + FixedMul(xofs, finesine[ang]) - FixedMul(yofs, finecosine[ang]);
}
if (!(flags & SIXF_ABSOLUTEVELOCITY))
{
// Same orientation issue here!
fixed_t newxvel = FixedMul(xvel, finecosine[ang]) + FixedMul(yvel, finesine[ang]);
yvel = FixedMul(xvel, finesine[ang]) - FixedMul(yvel, finecosine[ang]);
xvel = newxvel;
}
AActor * mo = Spawn(missile, x, y, self->z - self->floorclip + zofs, ALLOW_REPLACE);
bool res = InitSpawnedItem(self, mo, flags);
ACTION_SET_RESULT(res); // for an inventory item's use state
if (mo)
{
mo->velx = xvel;
mo->vely = yvel;
mo->velz = zvel;
mo->angle = Angle;
if (flags & SIXF_TRANSFERAMBUSHFLAG)
mo->flags = (mo->flags&~MF_AMBUSH) | (self->flags & MF_AMBUSH);
}
}
//===========================================================================
//
// A_ThrowGrenade
//
// Throws a grenade (like Hexen's fighter flechette)
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ThrowGrenade)
{
ACTION_PARAM_START(5);
ACTION_PARAM_CLASS(missile, 0);
ACTION_PARAM_FIXED(zheight, 1);
ACTION_PARAM_FIXED(xyvel, 2);
ACTION_PARAM_FIXED(zvel, 3);
ACTION_PARAM_BOOL(useammo, 4);
if (missile == NULL) return;
if (ACTION_CALL_FROM_WEAPON())
{
// Used from a weapon, so use some ammo
AWeapon *weapon = self->player->ReadyWeapon;
if (!weapon) return;
if (useammo && !weapon->DepleteAmmo(weapon->bAltFire)) return;
}
AActor * bo;
bo = Spawn(missile, self->x, self->y,
self->z - self->floorclip + zheight + 35*FRACUNIT + (self->player? self->player->crouchoffset : 0),
ALLOW_REPLACE);
if (bo)
{
P_PlaySpawnSound(bo, self);
if (xyvel != 0)
bo->Speed = xyvel;
bo->angle = self->angle + (((pr_grenade()&7) - 4) << 24);
angle_t pitch = angle_t(-self->pitch) >> ANGLETOFINESHIFT;
angle_t angle = bo->angle >> ANGLETOFINESHIFT;
// There are two vectors we are concerned about here: xy and z. We rotate
// them separately according to the shooter's pitch and then sum them to
// get the final velocity vector to shoot with.
fixed_t xy_xyscale = FixedMul(bo->Speed, finecosine[pitch]);
fixed_t xy_velz = FixedMul(bo->Speed, finesine[pitch]);
fixed_t xy_velx = FixedMul(xy_xyscale, finecosine[angle]);
fixed_t xy_vely = FixedMul(xy_xyscale, finesine[angle]);
pitch = angle_t(self->pitch) >> ANGLETOFINESHIFT;
fixed_t z_xyscale = FixedMul(zvel, finesine[pitch]);
fixed_t z_velz = FixedMul(zvel, finecosine[pitch]);
fixed_t z_velx = FixedMul(z_xyscale, finecosine[angle]);
fixed_t z_vely = FixedMul(z_xyscale, finesine[angle]);
bo->velx = xy_velx + z_velx + (self->velx >> 1);
bo->vely = xy_vely + z_vely + (self->vely >> 1);
bo->velz = xy_velz + z_velz;
bo->target= self;
P_CheckMissileSpawn (bo);
}
else ACTION_SET_RESULT(false);
}
//===========================================================================
//
// A_Recoil
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Recoil)
{
ACTION_PARAM_START(1);
ACTION_PARAM_FIXED(xyvel, 0);
angle_t angle = self->angle + ANG180;
angle >>= ANGLETOFINESHIFT;
self->velx += FixedMul (xyvel, finecosine[angle]);
self->vely += FixedMul (xyvel, finesine[angle]);
}
//===========================================================================
//
// A_SelectWeapon
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SelectWeapon)
{
ACTION_PARAM_START(1);
ACTION_PARAM_CLASS(cls, 0);
if (cls == NULL || self->player == NULL)
{
ACTION_SET_RESULT(false);
return;
}
AWeapon * weaponitem = static_cast<AWeapon*>(self->FindInventory(cls));
if (weaponitem != NULL && weaponitem->IsKindOf(RUNTIME_CLASS(AWeapon)))
{
if (self->player->ReadyWeapon != weaponitem)
{
self->player->PendingWeapon = weaponitem;
}
}
else ACTION_SET_RESULT(false);
}
//===========================================================================
//
// A_Print
//
//===========================================================================
EXTERN_CVAR(Float, con_midtime)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Print)
{
ACTION_PARAM_START(3);
ACTION_PARAM_STRING(text, 0);
ACTION_PARAM_FLOAT(time, 1);
ACTION_PARAM_NAME(fontname, 2);
if (self->CheckLocalView (consoleplayer) ||
(self->target!=NULL && self->target->CheckLocalView (consoleplayer)))
{
float saved = con_midtime;
FFont *font = NULL;
if (fontname != NAME_None)
{
font = V_GetFont(fontname);
}
if (time > 0)
{
con_midtime = time;
}
FString formatted = strbin1(text);
C_MidPrint(font != NULL ? font : SmallFont, formatted.GetChars());
con_midtime = saved;
}
ACTION_SET_RESULT(false); // Prints should never set the result for inventory state chains!
}
//===========================================================================
//
// A_PrintBold
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PrintBold)
{
ACTION_PARAM_START(3);
ACTION_PARAM_STRING(text, 0);
ACTION_PARAM_FLOAT(time, 1);
ACTION_PARAM_NAME(fontname, 2);
float saved = con_midtime;
FFont *font = NULL;
if (fontname != NAME_None)
{
font = V_GetFont(fontname);
}
if (time > 0)
{
con_midtime = time;
}
FString formatted = strbin1(text);
C_MidPrintBold(font != NULL ? font : SmallFont, formatted.GetChars());
con_midtime = saved;
ACTION_SET_RESULT(false); // Prints should never set the result for inventory state chains!
}
//===========================================================================
//
// A_Log
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Log)
{
ACTION_PARAM_START(1);
ACTION_PARAM_STRING(text, 0);
Printf("%s\n", text);
ACTION_SET_RESULT(false); // Prints should never set the result for inventory state chains!
}
//===========================================================================
//
// A_LogInt
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LogInt)
{
ACTION_PARAM_START(1);
ACTION_PARAM_INT(num, 0);
Printf("%d\n", num);
ACTION_SET_RESULT(false); // Prints should never set the result for inventory state chains!
}
//===========================================================================
//
// A_SetTranslucent
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetTranslucent)
{
ACTION_PARAM_START(2);
ACTION_PARAM_FIXED(alpha, 0);
ACTION_PARAM_INT(mode, 1);
mode = mode == 0 ? STYLE_Translucent : mode == 2 ? STYLE_Fuzzy : STYLE_Add;
self->RenderStyle.Flags &= ~STYLEF_Alpha1;
self->alpha = clamp<fixed_t>(alpha, 0, FRACUNIT);
self->RenderStyle = ERenderStyle(mode);
}
//===========================================================================
//
// A_FadeIn
//
// Fades the actor in
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeIn)
{
ACTION_PARAM_START(1);
ACTION_PARAM_FIXED(reduce, 0);
if (reduce == 0)
{
reduce = FRACUNIT/10;
}
self->RenderStyle.Flags &= ~STYLEF_Alpha1;
self->alpha += reduce;
// Should this clamp alpha to 1.0?
}
//===========================================================================
//
// A_FadeOut
//
// fades the actor out and destroys it when done
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeOut)
{
ACTION_PARAM_START(2);
ACTION_PARAM_FIXED(reduce, 0);
ACTION_PARAM_BOOL(remove, 1);
if (reduce == 0)
{
reduce = FRACUNIT/10;
}
self->RenderStyle.Flags &= ~STYLEF_Alpha1;
self->alpha -= reduce;
if (self->alpha <= 0 && remove)
{
self->Destroy();
}
}
//===========================================================================
//
// A_FadeTo
//
// fades the actor to a specified transparency by a specified amount and
// destroys it if so desired
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeTo)
{
ACTION_PARAM_START(3);
ACTION_PARAM_FIXED(target, 0);
ACTION_PARAM_FIXED(amount, 1);
ACTION_PARAM_BOOL(remove, 2);
self->RenderStyle.Flags &= ~STYLEF_Alpha1;
if (self->alpha > target)
{
self->alpha -= amount;
if (self->alpha < target)
{
self->alpha = target;
}
}
else if (self->alpha < target)
{
self->alpha += amount;
if (self->alpha > target)
{
self->alpha = target;
}
}
if (self->alpha == target && remove)
{
self->Destroy();
}
}
//===========================================================================
//
// A_Scale(float scalex, optional float scaley)
//
// Scales the actor's graphics. If scaley is 0, use scalex.
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetScale)
{
ACTION_PARAM_START(2);
ACTION_PARAM_FIXED(scalex, 0);
ACTION_PARAM_FIXED(scaley, 1);
self->scaleX = scalex;
self->scaleY = scaley ? scaley : scalex;
}
//===========================================================================
//
// A_SetMass(int mass)
//
// Sets the actor's mass.
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetMass)
{
ACTION_PARAM_START(2);
ACTION_PARAM_INT(mass, 0);
self->Mass = mass;
}
//===========================================================================
//
// A_SpawnDebris
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnDebris)
{
int i;
AActor * mo;
ACTION_PARAM_START(4);
ACTION_PARAM_CLASS(debris, 0);
ACTION_PARAM_BOOL(transfer_translation, 1);
ACTION_PARAM_FIXED(mult_h, 2);
ACTION_PARAM_FIXED(mult_v, 3);
if (debris == NULL) return;
// only positive values make sense here
if (mult_v<=0) mult_v=FRACUNIT;
if (mult_h<=0) mult_h=FRACUNIT;
for (i = 0; i < GetDefaultByType(debris)->health; i++)
{
mo = Spawn(debris, self->x+((pr_spawndebris()-128)<<12),
self->y+((pr_spawndebris()-128)<<12),
self->z+(pr_spawndebris()*self->height/256), ALLOW_REPLACE);
if (mo && transfer_translation)
{
mo->Translation = self->Translation;
}
if (mo && i < mo->GetClass()->ActorInfo->NumOwnedStates)
{
mo->SetState (mo->GetClass()->ActorInfo->OwnedStates + i);
mo->velz = FixedMul(mult_v, ((pr_spawndebris()&7)+5)*FRACUNIT);
mo->velx = FixedMul(mult_h, pr_spawndebris.Random2()<<(FRACBITS-6));
mo->vely = FixedMul(mult_h, pr_spawndebris.Random2()<<(FRACBITS-6));
}
}
}
//===========================================================================
//
// A_CheckSight
// jumps if no player can see this actor
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSight)
{
ACTION_PARAM_START(1);
ACTION_PARAM_STATE(jump, 0);
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
for (int i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && P_CheckSight(players[i].camera, self, SF_IGNOREVISIBILITY)) return;
}
ACTION_JUMP(jump);
}
//===========================================================================
//
// A_CheckSightOrRange
// Jumps if this actor is out of range of all players *and* out of sight.
// Useful for maps with many multi-actor special effects.
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSightOrRange)
{
ACTION_PARAM_START(2);
double range = EvalExpressionF(ParameterIndex+0, self);
ACTION_PARAM_STATE(jump, 1);
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
range = range * range * (double(FRACUNIT) * FRACUNIT); // no need for square roots
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
{
AActor *camera = players[i].camera;
// Check distance first, since it's cheaper than checking sight.
double dx = self->x - camera->x;
double dy = self->y - camera->y;
double dz;
fixed_t eyez = (camera->z + camera->height - (camera->height>>2)); // same eye height as P_CheckSight
if (eyez > self->z + self->height)
{
dz = self->z + self->height - eyez;
}
else if (eyez < self->z)
{
dz = self->z - eyez;
}
else
{
dz = 0;
}
if ((dx*dx) + (dy*dy) + (dz*dz) <= range)
{ // Within range
return;
}
// Now check LOS.
if (P_CheckSight(camera, self, SF_IGNOREVISIBILITY))
{ // Visible
return;
}
}
}
ACTION_JUMP(jump);
}
//===========================================================================
//
// Inventory drop
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropInventory)
{
ACTION_PARAM_START(1);
ACTION_PARAM_CLASS(drop, 0);
if (drop)
{
AInventory * inv = self->FindInventory(drop);
if (inv)
{
self->DropInventory(inv);
}
}
}
//===========================================================================
//
// A_SetBlend
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetBlend)
{
ACTION_PARAM_START(4);
ACTION_PARAM_COLOR(color, 0);
ACTION_PARAM_FLOAT(alpha, 1);
ACTION_PARAM_INT(tics, 2);
ACTION_PARAM_COLOR(color2, 3);
if (color == MAKEARGB(255,255,255,255)) color=0;
if (color2 == MAKEARGB(255,255,255,255)) color2=0;
if (!color2.a)
color2 = color;
new DFlashFader(color.r/255.0f, color.g/255.0f, color.b/255.0f, alpha,
color2.r/255.0f, color2.g/255.0f, color2.b/255.0f, 0,
(float)tics/TICRATE, self);
}
//===========================================================================
//
// A_JumpIf
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIf)
{
ACTION_PARAM_START(2);
ACTION_PARAM_BOOL(expression, 0);
ACTION_PARAM_STATE(jump, 1);
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
if (expression) ACTION_JUMP(jump);
}
//===========================================================================
//
// A_KillMaster
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillMaster)
{
ACTION_PARAM_START(1);
ACTION_PARAM_NAME(damagetype, 0);
if (self->master != NULL)
{
P_DamageMobj(self->master, self, self, self->master->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR);
}
}
//===========================================================================
//
// A_KillChildren
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillChildren)
{
ACTION_PARAM_START(1);
ACTION_PARAM_NAME(damagetype, 0);
TThinkerIterator<AActor> it;
AActor *mo;
while ( (mo = it.Next()) )
{
if (mo->master == self)
{
P_DamageMobj(mo, self, self, mo->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR);
}
}
}
//===========================================================================
//
// A_KillSiblings
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillSiblings)
{
ACTION_PARAM_START(1);
ACTION_PARAM_NAME(damagetype, 0);
TThinkerIterator<AActor> it;
AActor *mo;
while ( (mo = it.Next()) )
{
if (mo->master == self->master && mo != self)
{
P_DamageMobj(mo, self, self, mo->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR);
}
}
}
//===========================================================================
//
// A_CountdownArg
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CountdownArg)
{
ACTION_PARAM_START(2);
ACTION_PARAM_INT(cnt, 0);
ACTION_PARAM_STATE(state, 1);
if (cnt<0 || cnt>=5) return;
if (!self->args[cnt]--)
{
if (self->flags&MF_MISSILE)
{
P_ExplodeMissile(self, NULL, NULL);
}
else if (self->flags&MF_SHOOTABLE)
{
P_DamageMobj (self, NULL, NULL, self->health, NAME_None, DMG_FORCED);
}
else
{
// can't use "Death" as default parameter with current DECORATE parser.
if (state == NULL) state = self->FindState(NAME_Death);
self->SetState(state);
}
}
}
//============================================================================
//
// A_Burst
//
//============================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Burst)
{
ACTION_PARAM_START(1);
ACTION_PARAM_CLASS(chunk, 0);
int i, numChunks;
AActor * mo;
if (chunk == NULL) return;
self->velx = self->vely = self->velz = 0;
self->height = self->GetDefault()->height;
// [RH] In Hexen, this creates a random number of shards (range [24,56])
// with no relation to the size of the self shattering. I think it should
// base the number of shards on the size of the dead thing, so bigger
// things break up into more shards than smaller things.
// An self with radius 20 and height 64 creates ~40 chunks.
numChunks = MAX<int> (4, (self->radius>>FRACBITS)*(self->height>>FRACBITS)/32);
i = (pr_burst.Random2()) % (numChunks/4);
for (i = MAX (24, numChunks + i); i >= 0; i--)
{
mo = Spawn(chunk,
self->x + (((pr_burst()-128)*self->radius)>>7),
self->y + (((pr_burst()-128)*self->radius)>>7),
self->z + (pr_burst()*self->height/255), ALLOW_REPLACE);
if (mo)
{
mo->velz = FixedDiv(mo->z - self->z, self->height)<<2;
mo->velx = pr_burst.Random2 () << (FRACBITS-7);
mo->vely = pr_burst.Random2 () << (FRACBITS-7);
mo->RenderStyle = self->RenderStyle;
mo->alpha = self->alpha;
mo->CopyFriendliness(self, true);
}
}
// [RH] Do some stuff to make this more useful outside Hexen
if (self->flags4 & MF4_BOSSDEATH)
{
CALL_ACTION(A_BossDeath, self);
}
A_Unblock(self, true);
self->Destroy ();
}
//===========================================================================
//
// A_CheckFloor
// [GRB] Jumps if actor is standing on floor
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckFloor)
{
ACTION_PARAM_START(1);
ACTION_PARAM_STATE(jump, 0);
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
if (self->z <= self->floorz)
{
ACTION_JUMP(jump);
}
}
//===========================================================================
//
// A_CheckCeiling
// [GZ] Totally copied on A_CheckFloor, jumps if actor touches ceiling
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckCeiling)
{
ACTION_PARAM_START(1);
ACTION_PARAM_STATE(jump, 0);
ACTION_SET_RESULT(false);
if (self->z+self->height >= self->ceilingz) // Height needs to be counted
{
ACTION_JUMP(jump);
}
}
//===========================================================================
//
// A_Stop
// resets all velocity of the actor to 0
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_Stop)
{
self->velx = self->vely = self->velz = 0;
if (self->player && self->player->mo == self && !(self->player->cheats & CF_PREDICTING))
{
self->player->mo->PlayIdle();
self->player->velx = self->player->vely = 0;
}
}
static void CheckStopped(AActor *self)
{
if (self->player != NULL &&
self->player->mo == self &&
!(self->player->cheats & CF_PREDICTING) &&
!(self->velx | self->vely | self->velz))
{
self->player->mo->PlayIdle();
self->player->velx = self->player->vely = 0;
}
}
//===========================================================================
//
// A_Respawn
//
//===========================================================================
enum RS_Flags
{
RSF_FOG=1,
RSF_KEEPTARGET=2,
RSF_TELEFRAG=4,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Respawn)
{
ACTION_PARAM_START(1);
ACTION_PARAM_INT(flags, 0);
fixed_t x = self->SpawnPoint[0];
fixed_t y = self->SpawnPoint[1];
bool oktorespawn = false;
sector_t *sec;
self->flags |= MF_SOLID;
sec = P_PointInSector (x, y);
self->height = self->GetDefault()->height;
if (flags & RSF_TELEFRAG)
{
// [KS] DIE DIE DIE DIE erm *ahem* =)
if (P_TeleportMove (self, x, y, sec->floorplane.ZatPoint (x, y), true)) oktorespawn = true;
}
else
{
self->SetOrigin (x, y, sec->floorplane.ZatPoint (x, y));
if (P_TestMobjLocation (self)) oktorespawn = true;
}
if (oktorespawn)
{
AActor *defs = self->GetDefault();
self->health = defs->health;
// [KS] Don't keep target, because it could be self if the monster committed suicide
// ...Actually it's better off an option, so you have better control over monster behavior.
if (!(flags & RSF_KEEPTARGET))
{
self->target = NULL;
self->LastHeard = NULL;
self->lastenemy = NULL;
}
else
{
// Don't attack yourself (Re: "Marine targets itself after suicide")
if (self->target == self) self->target = NULL;
if (self->lastenemy == self) self->lastenemy = NULL;
}
self->flags = (defs->flags & ~MF_FRIENDLY) | (self->flags & MF_FRIENDLY);
self->flags2 = defs->flags2;
self->flags3 = (defs->flags3 & ~(MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS)) | (self->flags3 & (MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS));
self->flags4 = (defs->flags4 & ~MF4_NOHATEPLAYERS) | (self->flags4 & MF4_NOHATEPLAYERS);
self->flags5 = defs->flags5;
self->SetState (self->SpawnState);
self->renderflags &= ~RF_INVISIBLE;
if (flags & RSF_FOG)
{
Spawn<ATeleportFog> (x, y, self->z + TELEFOGHEIGHT, ALLOW_REPLACE);
}
if (self->CountsAsKill()) level.total_monsters++;
}
else
{
self->flags &= ~MF_SOLID;
}
}
//==========================================================================
//
// A_PlayerSkinCheck
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlayerSkinCheck)
{
ACTION_PARAM_START(1);
ACTION_PARAM_STATE(jump, 0);
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
if (self->player != NULL &&
skins[self->player->userinfo.skin].othergame)
{
ACTION_JUMP(jump);
}
}
//===========================================================================
//
// A_SetGravity
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetGravity)
{
ACTION_PARAM_START(1);
ACTION_PARAM_FIXED(val, 0);
self->gravity = clamp<fixed_t> (val, 0, FRACUNIT*10);
}
// [KS] *** Start of my modifications ***
//===========================================================================
//
// A_ClearTarget
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_ClearTarget)
{
self->target = NULL;
self->LastHeard = NULL;
self->lastenemy = NULL;
}
//==========================================================================
//
// A_JumpIfTargetInLOS (state label, optional fixed fov, optional int flags,
// optional fixed dist_max, optional fixed dist_close)
//
// Jumps if the actor can see its target, or if the player has a linetarget.
// ProjectileTarget affects how projectiles are treated. If set, it will use
// the target of the projectile for seekers, and ignore the target for
// normal projectiles. If not set, it will use the missile's owner instead
// (the default). ProjectileTarget is now flag JLOSF_PROJECTILE. dist_max
// sets the maximum distance that actor can see, 0 means forever. dist_close
// uses special behavior if certain flags are set, 0 means no checks.
//
//==========================================================================
enum JLOS_flags
{
JLOSF_PROJECTILE=1,
JLOSF_NOSIGHT=2,
JLOSF_CLOSENOFOV=4,
JLOSF_CLOSENOSIGHT=8,
JLOSF_CLOSENOJUMP=16,
JLOSF_DEADNOJUMP=32,
JLOSF_CHECKMASTER=64,
JLOSF_TARGETLOS=128,
JLOSF_FLIPFOV=256,
JLOSF_ALLYNOJUMP=512,
JLOSF_COMBATANTONLY=1024
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS)
{
ACTION_PARAM_START(5);
ACTION_PARAM_STATE(jump, 0);
ACTION_PARAM_ANGLE(fov, 1);
ACTION_PARAM_INT(flags, 2);
ACTION_PARAM_FIXED(dist_max, 3);
ACTION_PARAM_FIXED(dist_close, 4);
angle_t an;
AActor *target, *viewport;
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
bool doCheckSight;
if (!self->player)
{
if (flags & JLOSF_CHECKMASTER)
{
target = self->master;
}
else if (self->flags & MF_MISSILE && (flags & JLOSF_PROJECTILE))
{
if (self->flags2 & MF2_SEEKERMISSILE)
target = self->tracer;
else
target = NULL;
}
else
{
target = self->target;
}
if (!target) return; // [KS] Let's not call P_CheckSight unnecessarily in this case.
if ((flags & JLOSF_DEADNOJUMP) && (target->health <= 0)) return;
doCheckSight = !(flags & JLOSF_NOSIGHT);
}
else
{
// Does the player aim at something that can be shot?
P_BulletSlope(self, &target);
if (!target) return;
switch (flags & (JLOSF_TARGETLOS|JLOSF_FLIPFOV))
{
case JLOSF_TARGETLOS|JLOSF_FLIPFOV:
// target makes sight check, player makes fov check; player has verified fov
fov = 0;
// fall-through
case JLOSF_TARGETLOS:
doCheckSight = !(flags & JLOSF_NOSIGHT); // The target is responsible for sight check and fov
break;
default:
// player has verified sight and fov
fov = 0;
// fall-through
case JLOSF_FLIPFOV: // Player has verified sight, but target must verify fov
doCheckSight = false;
break;
}
}
// [FDARI] If target is not a combatant, don't jump
if ( (flags & JLOSF_COMBATANTONLY) && (!target->player) && !(target->flags3 & MF3_ISMONSTER)) return;
// [FDARI] If actors share team, don't jump
if ((flags & JLOSF_ALLYNOJUMP) && self->IsFriend(target)) return;
fixed_t distance = P_AproxDistance(target->x - self->x, target->y - self->y);
distance = P_AproxDistance(distance, target->z - self->z);
if (dist_max && (distance > dist_max)) return;
if (dist_close && (distance < dist_close))
{
if (flags & JLOSF_CLOSENOJUMP)
return;
if (flags & JLOSF_CLOSENOFOV)
fov = 0;
if (flags & JLOSF_CLOSENOSIGHT)
doCheckSight = false;
}
if (flags & JLOSF_TARGETLOS) { viewport = target; target = self; }
else { viewport = self; }
if (doCheckSight && !P_CheckSight (viewport, target, SF_IGNOREVISIBILITY))
return;
if (flags & JLOSF_FLIPFOV)
{
if (viewport == self) { viewport = target; target = self; }
else { target = viewport; viewport = self; }
}
if (fov && (fov < ANGLE_MAX))
{
an = R_PointToAngle2 (viewport->x,
viewport->y,
target->x,
target->y)
- viewport->angle;
if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2)))
{
return; // [KS] Outside of FOV - return
}
}
ACTION_JUMP(jump);
}
//==========================================================================
//
// A_JumpIfInTargetLOS (state label, optional fixed fov, optional int flags
// optional fixed dist_max, optional fixed dist_close)
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetLOS)
{
ACTION_PARAM_START(5);
ACTION_PARAM_STATE(jump, 0);
ACTION_PARAM_ANGLE(fov, 1);
ACTION_PARAM_INT(flags, 2);
ACTION_PARAM_FIXED(dist_max, 3);
ACTION_PARAM_FIXED(dist_close, 4);
angle_t an;
AActor *target;
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
if (flags & JLOSF_CHECKMASTER)
{
target = self->master;
}
else if (self->flags & MF_MISSILE && (flags & JLOSF_PROJECTILE))
{
if (self->flags2 & MF2_SEEKERMISSILE)
target = self->tracer;
else
target = NULL;
}
else
{
target = self->target;
}
if (!target) return; // [KS] Let's not call P_CheckSight unnecessarily in this case.
if ((flags & JLOSF_DEADNOJUMP) && (target->health <= 0)) return;
fixed_t distance = P_AproxDistance(target->x - self->x, target->y - self->y);
distance = P_AproxDistance(distance, target->z - self->z);
if (dist_max && (distance > dist_max)) return;
bool doCheckSight = !(flags & JLOSF_NOSIGHT);
if (dist_close && (distance < dist_close))
{
if (flags & JLOSF_CLOSENOJUMP)
return;
if (flags & JLOSF_CLOSENOFOV)
fov = 0;
if (flags & JLOSF_CLOSENOSIGHT)
doCheckSight = false;
}
if (doCheckSight && !P_CheckSight (target, self, SF_IGNOREVISIBILITY))
return;
if (fov && (fov < ANGLE_MAX))
{
an = R_PointToAngle2 (self->x,
self->y,
target->x,
target->y)
- self->angle;
if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2)))
{
return; // [KS] Outside of FOV - return
}
}
ACTION_JUMP(jump);
}
//===========================================================================
//
// A_DamageMaster (int amount)
// Damages the master of this child by the specified amount. Negative values heal.
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageMaster)
{
ACTION_PARAM_START(2);
ACTION_PARAM_INT(amount, 0);
ACTION_PARAM_NAME(DamageType, 1);
if (self->master != NULL)
{
if (amount > 0)
{
P_DamageMobj(self->master, self, self, amount, DamageType, DMG_NO_ARMOR);
}
else if (amount < 0)
{
amount = -amount;
P_GiveBody(self->master, amount);
}
}
}
//===========================================================================
//
// A_DamageChildren (amount)
// Damages the children of this master by the specified amount. Negative values heal.
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageChildren)
{
TThinkerIterator<AActor> it;
AActor * mo;
ACTION_PARAM_START(2);
ACTION_PARAM_INT(amount, 0);
ACTION_PARAM_NAME(DamageType, 1);
while ( (mo = it.Next()) )
{
if (mo->master == self)
{
if (amount > 0)
{
P_DamageMobj(mo, self, self, amount, DamageType, DMG_NO_ARMOR);
}
else if (amount < 0)
{
amount = -amount;
P_GiveBody(mo, amount);
}
}
}
}
// [KS] *** End of my modifications ***
//===========================================================================
//
// A_DamageSiblings (amount)
// Damages the siblings of this master by the specified amount. Negative values heal.
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageSiblings)
{
TThinkerIterator<AActor> it;
AActor * mo;
ACTION_PARAM_START(2);
ACTION_PARAM_INT(amount, 0);
ACTION_PARAM_NAME(DamageType, 1);
while ( (mo = it.Next()) )
{
if (mo->master == self->master && mo != self)
{
if (amount > 0)
{
P_DamageMobj(mo, self, self, amount, DamageType, DMG_NO_ARMOR);
}
else if (amount < 0)
{
amount = -amount;
P_GiveBody(mo, amount);
}
}
}
}
//===========================================================================
//
// Modified code pointer from Skulltag
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckForReload)
{
if ( self->player == NULL || self->player->ReadyWeapon == NULL )
return;
ACTION_PARAM_START(2);
ACTION_PARAM_INT(count, 0);
ACTION_PARAM_STATE(jump, 1);
ACTION_PARAM_BOOL(dontincrement, 2)
if (count <= 0) return;
AWeapon *weapon = self->player->ReadyWeapon;
int ReloadCounter = weapon->ReloadCounter;
if(!dontincrement || ReloadCounter != 0)
ReloadCounter = (weapon->ReloadCounter+1) % count;
else // 0 % 1 = 1? So how do we check if the weapon was never fired? We should only do this when we're not incrementing the counter though.
ReloadCounter = 1;
// If we have not made our last shot...
if (ReloadCounter != 0)
{
// Go back to the refire frames, instead of continuing on to the reload frames.
ACTION_JUMP(jump);
}
else
{
// We need to reload. However, don't reload if we're out of ammo.
weapon->CheckAmmo( false, false );
}
if(!dontincrement)
weapon->ReloadCounter = ReloadCounter;
}
//===========================================================================
//
// Resets the counter for the above function
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_ResetReloadCounter)
{
if ( self->player == NULL || self->player->ReadyWeapon == NULL )
return;
AWeapon *weapon = self->player->ReadyWeapon;
weapon->ReloadCounter = 0;
}
//===========================================================================
//
// A_ChangeFlag
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeFlag)
{
ACTION_PARAM_START(2);
ACTION_PARAM_STRING(flagname, 0);
ACTION_PARAM_BOOL(expression, 1);
const char *dot = strchr (flagname, '.');
FFlagDef *fd;
const PClass *cls = self->GetClass();
if (dot != NULL)
{
FString part1(flagname, dot-flagname);
fd = FindFlag (cls, part1, dot+1);
}
else
{
fd = FindFlag (cls, flagname, NULL);
}
if (fd != NULL)
{
bool kill_before, kill_after;
INTBOOL item_before, item_after;
INTBOOL secret_before, secret_after;
kill_before = self->CountsAsKill();
item_before = self->flags & MF_COUNTITEM;
secret_before = self->flags5 & MF5_COUNTSECRET;
if (fd->structoffset == -1)
{
HandleDeprecatedFlags(self, cls->ActorInfo, expression, fd->flagbit);
}
else
{
DWORD *flagp = (DWORD*) (((char*)self) + fd->structoffset);
// If these 2 flags get changed we need to update the blockmap and sector links.
bool linkchange = flagp == &self->flags && (fd->flagbit == MF_NOBLOCKMAP || fd->flagbit == MF_NOSECTOR);
if (linkchange) self->UnlinkFromWorld();
if (expression)
{
*flagp |= fd->flagbit;
}
else
{
*flagp &= ~fd->flagbit;
}
if (linkchange) self->LinkToWorld();
}
kill_after = self->CountsAsKill();
item_after = self->flags & MF_COUNTITEM;
secret_after = self->flags5 & MF5_COUNTSECRET;
// Was this monster previously worth a kill but no longer is?
// Or vice versa?
if (kill_before != kill_after)
{
if (kill_after)
{ // It counts as a kill now.
level.total_monsters++;
}
else
{ // It no longer counts as a kill.
level.total_monsters--;
}
}
// same for items
if (item_before != item_after)
{
if (item_after)
{ // It counts as an item now.
level.total_items++;
}
else
{ // It no longer counts as an item
level.total_items--;
}
}
// and secretd
if (secret_before != secret_after)
{
if (secret_after)
{ // It counts as an secret now.
level.total_secrets++;
}
else
{ // It no longer counts as an secret
level.total_secrets--;
}
}
}
else
{
Printf("Unknown flag '%s' in '%s'\n", flagname, cls->TypeName.GetChars());
}
}
//===========================================================================
//
// A_CheckFlag
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckFlag)
{
ACTION_PARAM_START(3);
ACTION_PARAM_STRING(flagname, 0);
ACTION_PARAM_STATE(jumpto, 1);
ACTION_PARAM_INT(checkpointer, 2);
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
AActor *owner;
COPY_AAPTR_NOT_NULL(self, owner, checkpointer);
const char *dot = strchr (flagname, '.');
FFlagDef *fd;
const PClass *cls = owner->GetClass();
if (dot != NULL)
{
FString part1(flagname, dot-flagname);
fd = FindFlag (cls, part1, dot+1);
}
else
{
fd = FindFlag (cls, flagname, NULL);
}
if (fd != NULL)
{
if (fd->structoffset == -1)
{
if (CheckDeprecatedFlags(owner, cls->ActorInfo, fd->flagbit)) {
ACTION_JUMP(jumpto);
}
}
else if ( fd->flagbit & *(DWORD*)(((char*)owner) + fd->structoffset))
{
ACTION_JUMP(jumpto);
}
}
else
{
Printf("Unknown flag '%s' in '%s'\n", flagname, cls->TypeName.GetChars());
}
}
//===========================================================================
//
// A_RemoveMaster
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_RemoveMaster)
{
if (self->master != NULL)
{
P_RemoveThing(self->master);
}
}
//===========================================================================
//
// A_RemoveChildren
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveChildren)
{
TThinkerIterator<AActor> it;
AActor * mo;
ACTION_PARAM_START(1);
ACTION_PARAM_BOOL(removeall,0);
while ( (mo = it.Next()) )
{
if ( ( mo->master == self ) && ( ( mo->health <= 0 ) || removeall) )
{
P_RemoveThing(mo);
}
}
}
//===========================================================================
//
// A_RemoveSiblings
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveSiblings)
{
TThinkerIterator<AActor> it;
AActor * mo;
ACTION_PARAM_START(1);
ACTION_PARAM_BOOL(removeall,0);
while ( (mo = it.Next()) )
{
if ( ( mo->master == self->master ) && ( mo != self ) && ( ( mo->health <= 0 ) || removeall) )
{
P_RemoveThing(mo);
}
}
}
//===========================================================================
//
// A_RaiseMaster
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_RaiseMaster)
{
if (self->master != NULL)
{
P_Thing_Raise(self->master);
}
}
//===========================================================================
//
// A_RaiseChildren
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_RaiseChildren)
{
TThinkerIterator<AActor> it;
AActor * mo;
while ((mo = it.Next()))
{
if ( mo->master == self )
{
P_Thing_Raise(mo);
}
}
}
//===========================================================================
//
// A_RaiseSiblings
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_RaiseSiblings)
{
TThinkerIterator<AActor> it;
AActor * mo;
while ( (mo = it.Next()) )
{
if ( ( mo->master == self->master ) && ( mo != self ) )
{
P_Thing_Raise(mo);
}
}
}
//===========================================================================
//
// A_MonsterRefire
//
// Keep firing unless target got out of sight
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_MonsterRefire)
{
ACTION_PARAM_START(2);
ACTION_PARAM_INT(prob, 0);
ACTION_PARAM_STATE(jump, 1);
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
A_FaceTarget (self);
if (pr_monsterrefire() < prob)
return;
if (!self->target
|| P_HitFriend (self)
|| self->target->health <= 0
|| !P_CheckSight (self, self->target, SF_SEEPASTBLOCKEVERYTHING|SF_SEEPASTSHOOTABLELINES) )
{
ACTION_JUMP(jump);
}
}
//===========================================================================
//
// A_SetAngle
//
// Set actor's angle (in degrees).
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetAngle)
{
ACTION_PARAM_START(1);
ACTION_PARAM_ANGLE(angle, 0);
self->angle = angle;
}
//===========================================================================
//
// A_SetPitch
//
// Set actor's pitch (in degrees).
//
//===========================================================================
enum
{
SPF_FORCECLAMP = 1, // players always clamp
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPitch)
{
ACTION_PARAM_START(2);
ACTION_PARAM_ANGLE(pitch, 0);
ACTION_PARAM_INT(flags, 1);
if (self->player != NULL || (flags & SPF_FORCECLAMP))
{ // clamp the pitch we set
int min, max;
if (self->player != NULL)
{
min = self->player->MinPitch;
max = self->player->MaxPitch;
}
else
{
min = -ANGLE_90 + (1 << ANGLETOFINESHIFT);
max = ANGLE_90 - (1 << ANGLETOFINESHIFT);
}
pitch = clamp<int>(pitch, min, max);
}
self->pitch = pitch;
}
//===========================================================================
//
// A_ScaleVelocity
//
// Scale actor's velocity.
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ScaleVelocity)
{
ACTION_PARAM_START(1);
ACTION_PARAM_FIXED(scale, 0);
INTBOOL was_moving = self->velx | self->vely | self->velz;
self->velx = FixedMul(self->velx, scale);
self->vely = FixedMul(self->vely, scale);
self->velz = FixedMul(self->velz, scale);
// If the actor was previously moving but now is not, and is a player,
// update its player variables. (See A_Stop.)
if (was_moving)
{
CheckStopped(self);
}
}
//===========================================================================
//
// A_ChangeVelocity
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeVelocity)
{
ACTION_PARAM_START(4);
ACTION_PARAM_FIXED(x, 0);
ACTION_PARAM_FIXED(y, 1);
ACTION_PARAM_FIXED(z, 2);
ACTION_PARAM_INT(flags, 3);
INTBOOL was_moving = self->velx | self->vely | self->velz;
fixed_t vx = x, vy = y, vz = z;
fixed_t sina = finesine[self->angle >> ANGLETOFINESHIFT];
fixed_t cosa = finecosine[self->angle >> ANGLETOFINESHIFT];
if (flags & 1) // relative axes - make x, y relative to actor's current angle
{
vx = DMulScale16(x, cosa, -y, sina);
vy = DMulScale16(x, sina, y, cosa);
}
if (flags & 2) // discard old velocity - replace old velocity with new velocity
{
self->velx = vx;
self->vely = vy;
self->velz = vz;
}
else // add new velocity to old velocity
{
self->velx += vx;
self->vely += vy;
self->velz += vz;
}
if (was_moving)
{
CheckStopped(self);
}
}
//===========================================================================
//
// A_SetArg
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetArg)
{
ACTION_PARAM_START(2);
ACTION_PARAM_INT(pos, 0);
ACTION_PARAM_INT(value, 1);
// Set the value of the specified arg
if ((size_t)pos < countof(self->args))
{
self->args[pos] = value;
}
}
//===========================================================================
//
// A_SetSpecial
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpecial)
{
ACTION_PARAM_START(6);
ACTION_PARAM_INT(spec, 0);
ACTION_PARAM_INT(arg0, 1);
ACTION_PARAM_INT(arg1, 2);
ACTION_PARAM_INT(arg2, 3);
ACTION_PARAM_INT(arg3, 4);
ACTION_PARAM_INT(arg4, 5);
self->special = spec;
self->args[0] = arg0;
self->args[1] = arg1;
self->args[2] = arg2;
self->args[3] = arg3;
self->args[4] = arg4;
}
//===========================================================================
//
// A_SetUserVar
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserVar)
{
ACTION_PARAM_START(2);
ACTION_PARAM_NAME(varname, 0);
ACTION_PARAM_INT(value, 1);
PSymbol *sym = self->GetClass()->Symbols.FindSymbol(varname, true);
PSymbolVariable *var;
if (sym == NULL || sym->SymbolType != SYM_Variable ||
!(var = static_cast<PSymbolVariable *>(sym))->bUserVar ||
var->ValueType.Type != VAL_Int)
{
Printf("%s is not a user variable in class %s\n", varname.GetChars(),
self->GetClass()->TypeName.GetChars());
return;
}
// Set the value of the specified user variable.
*(int *)(reinterpret_cast<BYTE *>(self) + var->offset) = value;
}
//===========================================================================
//
// A_SetUserArray
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserArray)
{
ACTION_PARAM_START(3);
ACTION_PARAM_NAME(varname, 0);
ACTION_PARAM_INT(pos, 1);
ACTION_PARAM_INT(value, 2);
PSymbol *sym = self->GetClass()->Symbols.FindSymbol(varname, true);
PSymbolVariable *var;
if (sym == NULL || sym->SymbolType != SYM_Variable ||
!(var = static_cast<PSymbolVariable *>(sym))->bUserVar ||
var->ValueType.Type != VAL_Array || var->ValueType.BaseType != VAL_Int)
{
Printf("%s is not a user array in class %s\n", varname.GetChars(),
self->GetClass()->TypeName.GetChars());
return;
}
if (pos < 0 || pos >= var->ValueType.size)
{
Printf("%d is out of bounds in array %s in class %s\n", pos, varname.GetChars(),
self->GetClass()->TypeName.GetChars());
return;
}
// Set the value of the specified user array at index pos.
((int *)(reinterpret_cast<BYTE *>(self) + var->offset))[pos] = value;
}
//===========================================================================
//
// A_Teleport(optional state teleportstate, optional class targettype,
// optional class fogtype, optional int flags, optional fixed mindist,
// optional fixed maxdist)
//
// Attempts to teleport to a targettype at least mindist away and at most
// maxdist away (0 means unlimited). If successful, spawn a fogtype at old
// location and place calling actor in teleportstate.
//
//===========================================================================
enum T_Flags
{
TF_TELEFRAG = 1, // Allow telefrag in order to teleport.
TF_RANDOMDECIDE = 2, // Randomly fail based on health. (A_Srcr2Decide)
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Teleport)
{
ACTION_PARAM_START(6);
ACTION_PARAM_STATE(TeleportState, 0);
ACTION_PARAM_CLASS(TargetType, 1);
ACTION_PARAM_CLASS(FogType, 2);
ACTION_PARAM_INT(Flags, 3);
ACTION_PARAM_FIXED(MinDist, 4);
ACTION_PARAM_FIXED(MaxDist, 5);
// Randomly choose not to teleport like A_Srcr2Decide.
if (Flags & TF_RANDOMDECIDE)
{
static const int chance[] =
{
192, 120, 120, 120, 64, 64, 32, 16, 0
};
unsigned int chanceindex = self->health / ((self->SpawnHealth()/8 == 0) ? 1 : self->SpawnHealth()/8);
if (chanceindex >= countof(chance))
{
chanceindex = countof(chance) - 1;
}
if (pr_teleport() >= chance[chanceindex]) return;
}
if (TeleportState == NULL)
{
// Default to Teleport.
TeleportState = self->FindState("Teleport");
// If still nothing, then return.
if (!TeleportState) return;
}
DSpotState *state = DSpotState::GetSpotState();
if (state == NULL) return;
if (!TargetType) TargetType = PClass::FindClass("BossSpot");
AActor * spot = state->GetSpotWithMinMaxDistance(TargetType, self->x, self->y, MinDist, MaxDist);
if (spot == NULL) return;
fixed_t prevX = self->x;
fixed_t prevY = self->y;
fixed_t prevZ = self->z;
if (P_TeleportMove (self, spot->x, spot->y, spot->z, Flags & TF_TELEFRAG))
{
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
if (FogType)
{
Spawn(FogType, prevX, prevY, prevZ, ALLOW_REPLACE);
}
ACTION_JUMP(TeleportState);
self->z = self->floorz;
self->angle = spot->angle;
self->velx = self->vely = self->velz = 0;
}
}
//===========================================================================
//
// A_Turn
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Turn)
{
ACTION_PARAM_START(1);
ACTION_PARAM_ANGLE(angle, 0);
self->angle += angle;
}
//===========================================================================
//
// A_Quake
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Quake)
{
ACTION_PARAM_START(5);
ACTION_PARAM_INT(intensity, 0);
ACTION_PARAM_INT(duration, 1);
ACTION_PARAM_INT(damrad, 2);
ACTION_PARAM_INT(tremrad, 3);
ACTION_PARAM_SOUND(sound, 4);
P_StartQuake(self, 0, intensity, duration, damrad, tremrad, sound);
}
//===========================================================================
//
// A_Weave
//
//===========================================================================
void A_Weave(AActor *self, int xyspeed, int zspeed, fixed_t xydist, fixed_t zdist)
{
fixed_t newX, newY;
int weaveXY, weaveZ;
int angle;
fixed_t dist;
weaveXY = self->WeaveIndexXY & 63;
weaveZ = self->WeaveIndexZ & 63;
angle = (self->angle + ANG90) >> ANGLETOFINESHIFT;
if (xydist != 0 && xyspeed != 0)
{
dist = FixedMul(FloatBobOffsets[weaveXY], xydist);
newX = self->x - FixedMul (finecosine[angle], dist);
newY = self->y - FixedMul (finesine[angle], dist);
weaveXY = (weaveXY + xyspeed) & 63;
dist = FixedMul(FloatBobOffsets[weaveXY], xydist);
newX += FixedMul (finecosine[angle], dist);
newY += FixedMul (finesine[angle], dist);
P_TryMove (self, newX, newY, true);
self->WeaveIndexXY = weaveXY;
}
if (zdist != 0 && zspeed != 0)
{
self->z -= FixedMul(FloatBobOffsets[weaveZ], zdist);
weaveZ = (weaveZ + zspeed) & 63;
self->z += FixedMul(FloatBobOffsets[weaveZ], zdist);
self->WeaveIndexZ = weaveZ;
}
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Weave)
{
ACTION_PARAM_START(4);
ACTION_PARAM_INT(xspeed, 0);
ACTION_PARAM_INT(yspeed, 1);
ACTION_PARAM_FIXED(xdist, 2);
ACTION_PARAM_FIXED(ydist, 3);
A_Weave(self, xspeed, yspeed, xdist, ydist);
}
//===========================================================================
//
// A_LineEffect
//
// This allows linedef effects to be activated inside deh frames.
//
//===========================================================================
void P_TranslateLineDef (line_t *ld, maplinedef_t *mld);
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LineEffect)
{
ACTION_PARAM_START(2);
ACTION_PARAM_INT(special, 0);
ACTION_PARAM_INT(tag, 1);
line_t junk; maplinedef_t oldjunk;
bool res = false;
if (!(self->flags6 & MF6_LINEDONE)) // Unless already used up
{
if ((oldjunk.special = special)) // Linedef type
{
oldjunk.tag = tag; // Sector tag for linedef
P_TranslateLineDef(&junk, &oldjunk); // Turn into native type
res = !!P_ExecuteSpecial(junk.special, NULL, self, false, junk.args[0],
junk.args[1], junk.args[2], junk.args[3], junk.args[4]);
if (res && !(junk.flags & ML_REPEAT_SPECIAL)) // If only once,
self->flags6 |= MF6_LINEDONE; // no more for this thing
}
}
ACTION_SET_RESULT(res);
}
//==========================================================================
//
// A Wolf3D-style attack codepointer
//
//==========================================================================
enum WolfAttackFlags
{
WAF_NORANDOM = 1,
WAF_USEPUFF = 2,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_WolfAttack)
{
ACTION_PARAM_START(9);
ACTION_PARAM_INT(flags, 0);
ACTION_PARAM_SOUND(sound, 1);
ACTION_PARAM_FIXED(snipe, 2);
ACTION_PARAM_INT(maxdamage, 3);
ACTION_PARAM_INT(blocksize, 4);
ACTION_PARAM_INT(pointblank, 5);
ACTION_PARAM_INT(longrange, 6);
ACTION_PARAM_FIXED(runspeed, 7);
ACTION_PARAM_CLASS(pufftype, 8);
if (!self->target)
return;
// Enemy can't see target
if (!P_CheckSight(self, self->target))
return;
A_FaceTarget (self);
// Target can dodge if it can see enemy
angle_t angle = R_PointToAngle2(self->target->x, self->target->y, self->x, self->y) - self->target->angle;
angle >>= 24;
bool dodge = (P_CheckSight(self->target, self) && (angle>226 || angle<30));
// Distance check is simplistic
fixed_t dx = abs (self->x - self->target->x);
fixed_t dy = abs (self->y - self->target->y);
fixed_t dz;
fixed_t dist = dx > dy ? dx : dy;
// Some enemies are more precise
dist = FixedMul(dist, snipe);
// Convert distance into integer number of blocks
dist >>= FRACBITS;
dist /= blocksize;
// Now for the speed accuracy thingie
fixed_t speed = FixedMul(self->target->velx, self->target->velx)
+ FixedMul(self->target->vely, self->target->vely)
+ FixedMul(self->target->velz, self->target->velz);
int hitchance = speed < runspeed ? 256 : 160;
// Distance accuracy (factoring dodge)
hitchance -= dist * (dodge ? 16 : 8);
// While we're here, we may as well do something for this:
if (self->target->flags & MF_SHADOW)
{
hitchance >>= 2;
}
// The attack itself
if (pr_cabullet() < hitchance)
{
// Compute position for spawning blood/puff
dx = self->target->x;
dy = self->target->y;
dz = self->target->z + (self->target->height>>1);
angle = R_PointToAngle2(dx, dy, self->x, self->y);
dx += FixedMul(self->target->radius, finecosine[angle>>ANGLETOFINESHIFT]);
dy += FixedMul(self->target->radius, finesine[angle>>ANGLETOFINESHIFT]);
int damage = flags & WAF_NORANDOM ? maxdamage : (1 + (pr_cabullet() % maxdamage));
if (dist >= pointblank)
damage >>= 1;
if (dist >= longrange)
damage >>= 1;
FName mod = NAME_None;
bool spawnblood = !((self->target->flags & MF_NOBLOOD)
|| (self->target->flags2 & (MF2_INVULNERABLE|MF2_DORMANT)));
if (flags & WAF_USEPUFF && pufftype)
{
AActor * dpuff = GetDefaultByType(pufftype->GetReplacement());
mod = dpuff->DamageType;
if (dpuff->flags2 & MF2_THRUGHOST && self->target->flags3 & MF3_GHOST)
damage = 0;
if ((0 && dpuff->flags3 & MF3_PUFFONACTORS) || !spawnblood)
{
spawnblood = false;
P_SpawnPuff(self, pufftype, dx, dy, dz, angle, 0);
}
}
else if (self->target->flags3 & MF3_GHOST)
damage >>= 2;
if (damage)
{
P_DamageMobj(self->target, self, self, damage, mod, DMG_THRUSTLESS);
if (spawnblood)
{
P_SpawnBlood(dx, dy, dz, angle, damage, self);
P_TraceBleed(damage, self->target, R_PointToAngle2(self->x, self->y, dx, dy), 0);
}
}
}
// And finally, let's play the sound
S_Sound (self, CHAN_WEAPON, sound, 1, ATTN_NORM);
}
//==========================================================================
//
// A_Warp
//
//==========================================================================
enum WARPF
{
WARPF_ABSOLUTEOFFSET = 0x1,
WARPF_ABSOLUTEANGLE = 0x2,
WARPF_USECALLERANGLE = 0x4,
WARPF_NOCHECKPOSITION = 0x8,
WARPF_INTERPOLATE = 0x10,
WARPF_WARPINTERPOLATION = 0x20,
WARPF_COPYINTERPOLATION = 0x40,
WARPF_STOP = 0x80,
WARPF_TOFLOOR = 0x100,
WARPF_TESTONLY = 0x200
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp)
{
ACTION_PARAM_START(7);
ACTION_PARAM_INT(destination_selector, 0);
ACTION_PARAM_FIXED(xofs, 1);
ACTION_PARAM_FIXED(yofs, 2);
ACTION_PARAM_FIXED(zofs, 3);
ACTION_PARAM_ANGLE(angle, 4);
ACTION_PARAM_INT(flags, 5);
ACTION_PARAM_STATE(success_state, 6);
fixed_t
oldx,
oldy,
oldz;
AActor *reference = COPY_AAPTR(self, destination_selector);
if (!reference)
{
ACTION_SET_RESULT(false);
return;
}
if (!(flags & WARPF_ABSOLUTEANGLE))
{
angle += (flags & WARPF_USECALLERANGLE) ? self->angle : reference->angle;
}
if (!(flags & WARPF_ABSOLUTEOFFSET))
{
angle_t fineangle = angle>>ANGLETOFINESHIFT;
oldx = xofs;
// (borrowed from A_SpawnItemEx, assumed workable)
// in relative mode negative y values mean 'left' and positive ones mean 'right'
// This is the inverse orientation of the absolute mode!
xofs = FixedMul(oldx, finecosine[fineangle]) + FixedMul(yofs, finesine[fineangle]);
yofs = FixedMul(oldx, finesine[fineangle]) - FixedMul(yofs, finecosine[fineangle]);
}
oldx = self->x;
oldy = self->y;
oldz = self->z;
if (flags & WARPF_TOFLOOR)
{
// set correct xy
self->SetOrigin(
reference->x + xofs,
reference->y + yofs,
reference->z);
// now the caller's floorz should be appropriate for the assigned xy-position
// assigning position again with
if (zofs)
{
// extra unlink, link and environment calculation
self->SetOrigin(
self->x,
self->y,
self->floorz + zofs);
}
else
{
// if there is no offset, there should be no ill effect from moving down to the
// already identified floor
// A_Teleport does the same thing anyway
self->z = self->floorz;
}
}
else
{
self->SetOrigin(
reference->x + xofs,
reference->y + yofs,
reference->z + zofs);
}
if ((flags & WARPF_NOCHECKPOSITION) || P_TestMobjLocation(self))
{
if (flags & WARPF_TESTONLY)
{
self->SetOrigin(oldx, oldy, oldz);
}
else
{
self->angle = angle;
if (flags & WARPF_STOP)
{
self->velx = 0;
self->vely = 0;
self->velz = 0;
}
if (flags & WARPF_WARPINTERPOLATION)
{
self->PrevX += self->x - oldx;
self->PrevY += self->y - oldy;
self->PrevZ += self->z - oldz;
}
else if (flags & WARPF_COPYINTERPOLATION)
{
self->PrevX = self->x + reference->PrevX - reference->x;
self->PrevY = self->y + reference->PrevY - reference->y;
self->PrevZ = self->z + reference->PrevZ - reference->z;
}
else if (! (flags & WARPF_INTERPOLATE))
{
self->PrevX = self->x;
self->PrevY = self->y;
self->PrevZ = self->z;
}
}
if (success_state)
{
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
// in this case, you have the statejump to help you handle all the success anyway.
ACTION_JUMP(success_state);
return;
}
ACTION_SET_RESULT(true);
}
else
{
self->SetOrigin(oldx, oldy, oldz);
ACTION_SET_RESULT(false);
}
}
//==========================================================================
//
// ACS_Named* stuff
//
// These are exactly like their un-named line special equivalents, except
// they take strings instead of integers to indicate which script to run.
// Some of these probably aren't very useful, but they are included for
// the sake of completeness.
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedExecuteWithResult)
{
ACTION_PARAM_START(4);
ACTION_PARAM_NAME(scriptname, 0);
ACTION_PARAM_INT(arg1, 2);
ACTION_PARAM_INT(arg2, 3);
ACTION_PARAM_INT(arg3, 4);
bool res = !!P_ExecuteSpecial(ACS_ExecuteWithResult, NULL, self, false, -scriptname, arg1, arg2, arg3, 0);
ACTION_SET_RESULT(res);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedExecute)
{
ACTION_PARAM_START(5);
ACTION_PARAM_NAME(scriptname, 0);
ACTION_PARAM_INT(mapnum, 1);
ACTION_PARAM_INT(arg1, 2);
ACTION_PARAM_INT(arg2, 3);
ACTION_PARAM_INT(arg3, 4);
bool res = !!P_ExecuteSpecial(ACS_Execute, NULL, self, false, -scriptname, mapnum, arg1, arg2, arg3);
ACTION_SET_RESULT(res);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedExecuteAlways)
{
ACTION_PARAM_START(5);
ACTION_PARAM_NAME(scriptname, 0);
ACTION_PARAM_INT(mapnum, 1);
ACTION_PARAM_INT(arg1, 2);
ACTION_PARAM_INT(arg2, 3);
ACTION_PARAM_INT(arg3, 4);
bool res = !!P_ExecuteSpecial(ACS_ExecuteAlways, NULL, self, false, -scriptname, mapnum, arg1, arg2, arg3);
ACTION_SET_RESULT(res);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedLockedExecute)
{
ACTION_PARAM_START(5);
ACTION_PARAM_NAME(scriptname, 0);
ACTION_PARAM_INT(mapnum, 1);
ACTION_PARAM_INT(arg1, 2);
ACTION_PARAM_INT(arg2, 3);
ACTION_PARAM_INT(lock, 4);
bool res = !!P_ExecuteSpecial(ACS_LockedExecute, NULL, self, false, -scriptname, mapnum, arg1, arg2, lock);
ACTION_SET_RESULT(res);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedLockedExecuteDoor)
{
ACTION_PARAM_START(5);
ACTION_PARAM_NAME(scriptname, 0);
ACTION_PARAM_INT(mapnum, 1);
ACTION_PARAM_INT(arg1, 2);
ACTION_PARAM_INT(arg2, 3);
ACTION_PARAM_INT(lock, 4);
bool res = !!P_ExecuteSpecial(ACS_LockedExecuteDoor, NULL, self, false, -scriptname, mapnum, arg1, arg2, lock);
ACTION_SET_RESULT(res);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedSuspend)
{
ACTION_PARAM_START(2);
ACTION_PARAM_NAME(scriptname, 0);
ACTION_PARAM_INT(mapnum, 1);
bool res = !!P_ExecuteSpecial(ACS_Suspend, NULL, self, false, -scriptname, mapnum, 0, 0, 0);
ACTION_SET_RESULT(res);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedTerminate)
{
ACTION_PARAM_START(2);
ACTION_PARAM_NAME(scriptname, 0);
ACTION_PARAM_INT(mapnum, 1);
bool res = !!P_ExecuteSpecial(ACS_Terminate, NULL, self, false, -scriptname, mapnum, 0, 0, 0);
ACTION_SET_RESULT(res);
}