mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-04 01:41:56 +00:00
6359 lines
166 KiB
C++
6359 lines
166 KiB
C++
/*
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** thingdef.cpp
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**
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** Code pointers for Actor definitions
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**
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**---------------------------------------------------------------------------
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** Copyright 2002-2006 Christoph Oelckers
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** Copyright 2004-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be
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** covered by the terms of the GNU General Public License as published by
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** the Free Software Foundation; either version 2 of the License, or (at
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** your option) any later version.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "gi.h"
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#include "g_level.h"
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#include "actor.h"
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#include "info.h"
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#include "sc_man.h"
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#include "tarray.h"
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#include "w_wad.h"
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#include "templates.h"
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#include "r_defs.h"
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#include "a_pickups.h"
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#include "s_sound.h"
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#include "cmdlib.h"
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#include "p_lnspec.h"
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#include "p_effect.h"
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#include "p_enemy.h"
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#include "a_action.h"
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#include "decallib.h"
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#include "m_random.h"
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#include "i_system.h"
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#include "p_local.h"
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#include "c_console.h"
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#include "doomerrors.h"
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#include "a_sharedglobal.h"
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#include "thingdef/thingdef.h"
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#include "v_video.h"
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#include "v_font.h"
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#include "doomstat.h"
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#include "v_palette.h"
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#include "g_shared/a_specialspot.h"
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#include "actorptrselect.h"
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#include "m_bbox.h"
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#include "r_data/r_translate.h"
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#include "p_trace.h"
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#include "p_setup.h"
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#include "gstrings.h"
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AActor *SingleActorFromTID (int tid, AActor *defactor);
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static FRandom pr_camissile ("CustomActorfire");
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static FRandom pr_camelee ("CustomMelee");
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static FRandom pr_cabullet ("CustomBullet");
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static FRandom pr_cajump ("CustomJump");
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static FRandom pr_cwbullet ("CustomWpBullet");
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static FRandom pr_cwjump ("CustomWpJump");
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static FRandom pr_cwpunch ("CustomWpPunch");
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static FRandom pr_grenade ("ThrowGrenade");
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static FRandom pr_crailgun ("CustomRailgun");
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static FRandom pr_spawndebris ("SpawnDebris");
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static FRandom pr_spawnitemex ("SpawnItemEx");
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static FRandom pr_burst ("Burst");
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static FRandom pr_monsterrefire ("MonsterRefire");
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static FRandom pr_teleport("A_Teleport");
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//==========================================================================
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//
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// ACustomInventory :: CallStateChain
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//
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// Executes the code pointers in a chain of states
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// until there is no next state
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//
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//==========================================================================
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bool ACustomInventory::CallStateChain (AActor *actor, FState * State)
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{
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StateCallData StateCall;
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bool result = false;
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int counter = 0;
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while (State != NULL)
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{
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// Assume success. The code pointer will set this to false if necessary
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StateCall.State = State;
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StateCall.Result = true;
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if (State->CallAction(actor, this, &StateCall))
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{
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// collect all the results. Even one successful call signifies overall success.
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result |= StateCall.Result;
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}
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// Since there are no delays it is a good idea to check for infinite loops here!
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counter++;
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if (counter >= 10000) break;
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if (StateCall.State == State)
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{
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// Abort immediately if the state jumps to itself!
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if (State == State->GetNextState())
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{
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return false;
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}
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// If both variables are still the same there was no jump
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// so we must advance to the next state.
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State = State->GetNextState();
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}
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else
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{
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State = StateCall.State;
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}
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}
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return result;
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}
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//==========================================================================
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//
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// A_RearrangePointers
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//
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// Allow an actor to change its relationship to other actors by
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// copying pointers freely between TARGET MASTER and TRACER.
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// Can also assign null value, but does not duplicate A_ClearTarget.
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RearrangePointers)
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{
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ACTION_PARAM_START(4);
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ACTION_PARAM_INT(ptr_target, 0);
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ACTION_PARAM_INT(ptr_master, 1);
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ACTION_PARAM_INT(ptr_tracer, 2);
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ACTION_PARAM_INT(flags, 3);
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// Rearrange pointers internally
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// Fetch all values before modification, so that all fields can get original values
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AActor
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*gettarget = self->target,
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*getmaster = self->master,
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*gettracer = self->tracer;
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switch (ptr_target) // pick the new target
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{
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case AAPTR_MASTER:
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self->target = getmaster;
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if (!(PTROP_UNSAFETARGET & flags)) VerifyTargetChain(self);
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break;
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case AAPTR_TRACER:
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self->target = gettracer;
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if (!(PTROP_UNSAFETARGET & flags)) VerifyTargetChain(self);
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break;
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case AAPTR_NULL:
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self->target = NULL;
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// THIS IS NOT "A_ClearTarget", so no other targeting info is removed
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break;
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}
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// presently permitting non-monsters to set master
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switch (ptr_master) // pick the new master
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{
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case AAPTR_TARGET:
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self->master = gettarget;
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if (!(PTROP_UNSAFEMASTER & flags)) VerifyMasterChain(self);
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break;
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case AAPTR_TRACER:
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self->master = gettracer;
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if (!(PTROP_UNSAFEMASTER & flags)) VerifyMasterChain(self);
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break;
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case AAPTR_NULL:
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self->master = NULL;
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break;
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}
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switch (ptr_tracer) // pick the new tracer
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{
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case AAPTR_TARGET:
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self->tracer = gettarget;
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break; // no verification deemed necessary; the engine never follows a tracer chain(?)
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case AAPTR_MASTER:
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self->tracer = getmaster;
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break; // no verification deemed necessary; the engine never follows a tracer chain(?)
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case AAPTR_NULL:
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self->tracer = NULL;
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break;
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}
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}
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//==========================================================================
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//
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// A_TransferPointer
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//
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// Copy one pointer (MASTER, TARGET or TRACER) from this actor (SELF),
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// or from this actor's MASTER, TARGET or TRACER.
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//
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// You can copy any one of that actor's pointers
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//
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// Assign the copied pointer to any one pointer in SELF,
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// MASTER, TARGET or TRACER.
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//
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// Any attempt to make an actor point to itself will replace the pointer
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// with a null value.
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TransferPointer)
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{
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ACTION_PARAM_START(5);
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ACTION_PARAM_INT(ptr_source, 0);
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ACTION_PARAM_INT(ptr_recipient, 1);
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ACTION_PARAM_INT(ptr_sourcefield, 2);
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ACTION_PARAM_INT(ptr_recipientfield, 3);
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ACTION_PARAM_INT(flags, 4);
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AActor *source, *recipient;
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// Exchange pointers with actors to whom you have pointers (or with yourself, if you must)
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source = COPY_AAPTR(self, ptr_source);
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COPY_AAPTR_NOT_NULL(self, recipient, ptr_recipient); // pick an actor to store the provided pointer value
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// convert source from dataprovider to data
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source = COPY_AAPTR(source, ptr_sourcefield);
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if (source == recipient) source = NULL; // The recipient should not acquire a pointer to itself; will write NULL
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if (ptr_recipientfield == AAPTR_DEFAULT) ptr_recipientfield = ptr_sourcefield; // If default: Write to same field as data was read from
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ASSIGN_AAPTR(recipient, ptr_recipientfield, source, flags);
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}
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//==========================================================================
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//
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// A_CopyFriendliness
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//
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// Join forces with one of the actors you are pointing to (MASTER by default)
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//
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// Normal CopyFriendliness reassigns health. This function will not.
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CopyFriendliness)
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_INT(ptr_source, 0);
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if (self->player) return;
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AActor *source;
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COPY_AAPTR_NOT_NULL(self, source, ptr_source);
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self->CopyFriendliness(source, false, false); // No change in current target or health
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}
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//==========================================================================
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//
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// Simple flag changers
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_SetSolid)
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{
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self->flags |= MF_SOLID;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_UnsetSolid)
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{
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self->flags &= ~MF_SOLID;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_SetFloat)
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{
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self->flags |= MF_FLOAT;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_UnsetFloat)
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{
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self->flags &= ~(MF_FLOAT|MF_INFLOAT);
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}
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//==========================================================================
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//
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// Customizable attack functions which use actor parameters.
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//
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//==========================================================================
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static void DoAttack (AActor *self, bool domelee, bool domissile,
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int MeleeDamage, FSoundID MeleeSound, const PClass *MissileType,fixed_t MissileHeight)
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{
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if (self->target == NULL) return;
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A_FaceTarget (self);
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if (domelee && MeleeDamage>0 && self->CheckMeleeRange ())
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{
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int damage = pr_camelee.HitDice(MeleeDamage);
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if (MeleeSound) S_Sound (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
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int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
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}
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else if (domissile && MissileType != NULL)
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{
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// This seemingly senseless code is needed for proper aiming.
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self->AddZ(MissileHeight + self->GetBobOffset() - 32*FRACUNIT);
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AActor *missile = P_SpawnMissileXYZ (self->PosPlusZ(32*FRACUNIT), self, self->target, MissileType, false);
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self->AddZ(-(MissileHeight + self->GetBobOffset() - 32*FRACUNIT));
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if (missile)
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{
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// automatic handling of seeker missiles
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if (missile->flags2&MF2_SEEKERMISSILE)
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{
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missile->tracer=self->target;
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}
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P_CheckMissileSpawn(missile, self->radius);
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}
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, A_MeleeAttack)
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{
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int MeleeDamage = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeDamage, 0);
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FSoundID MeleeSound = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeSound, 0);
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DoAttack(self, true, false, MeleeDamage, MeleeSound, NULL, 0);
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}
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DEFINE_ACTION_FUNCTION(AActor, A_MissileAttack)
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{
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const PClass *MissileType=PClass::FindClass((ENamedName) self->GetClass()->Meta.GetMetaInt (ACMETA_MissileName, NAME_None));
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fixed_t MissileHeight= self->GetClass()->Meta.GetMetaFixed (ACMETA_MissileHeight, 32*FRACUNIT);
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DoAttack(self, false, true, 0, 0, MissileType, MissileHeight);
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}
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DEFINE_ACTION_FUNCTION(AActor, A_ComboAttack)
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{
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int MeleeDamage = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeDamage, 0);
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FSoundID MeleeSound = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeSound, 0);
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const PClass *MissileType=PClass::FindClass((ENamedName) self->GetClass()->Meta.GetMetaInt (ACMETA_MissileName, NAME_None));
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fixed_t MissileHeight= self->GetClass()->Meta.GetMetaFixed (ACMETA_MissileHeight, 32*FRACUNIT);
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DoAttack(self, true, true, MeleeDamage, MeleeSound, MissileType, MissileHeight);
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BasicAttack)
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{
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ACTION_PARAM_START(4);
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ACTION_PARAM_INT(MeleeDamage, 0);
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ACTION_PARAM_SOUND(MeleeSound, 1);
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ACTION_PARAM_CLASS(MissileType, 2);
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ACTION_PARAM_FIXED(MissileHeight, 3);
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if (MissileType == NULL) return;
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DoAttack(self, true, true, MeleeDamage, MeleeSound, MissileType, MissileHeight);
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}
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//==========================================================================
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//
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// Custom sound functions.
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlaySound)
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{
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ACTION_PARAM_START(5);
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ACTION_PARAM_SOUND(soundid, 0);
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ACTION_PARAM_INT(channel, 1);
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ACTION_PARAM_FLOAT(volume, 2);
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ACTION_PARAM_BOOL(looping, 3);
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ACTION_PARAM_FLOAT(attenuation, 4);
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if (!looping)
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{
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S_Sound (self, channel, soundid, volume, attenuation);
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}
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else
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{
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if (!S_IsActorPlayingSomething (self, channel&7, soundid))
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{
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S_Sound (self, channel | CHAN_LOOP, soundid, volume, attenuation);
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}
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}
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_StopSound)
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_INT(slot, 0);
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S_StopSound(self, slot);
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}
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//==========================================================================
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//
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// These come from a time when DECORATE constants did not exist yet and
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// the sound interface was less flexible. As a result the parameters are
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// not optimal and these functions have been deprecated in favor of extending
|
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// A_PlaySound and A_StopSound.
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlayWeaponSound)
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_SOUND(soundid, 0);
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S_Sound (self, CHAN_WEAPON, soundid, 1, ATTN_NORM);
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlaySoundEx)
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{
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ACTION_PARAM_START(4);
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ACTION_PARAM_SOUND(soundid, 0);
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ACTION_PARAM_NAME(channel, 1);
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ACTION_PARAM_BOOL(looping, 2);
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ACTION_PARAM_INT(attenuation_raw, 3);
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float attenuation;
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switch (attenuation_raw)
|
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{
|
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case -1: attenuation = ATTN_STATIC; break; // drop off rapidly
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default:
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case 0: attenuation = ATTN_NORM; break; // normal
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case 1:
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case 2: attenuation = ATTN_NONE; break; // full volume
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}
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if (channel < NAME_Auto || channel > NAME_SoundSlot7)
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{
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channel = NAME_Auto;
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}
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if (!looping)
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{
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S_Sound (self, int(channel) - NAME_Auto, soundid, 1, attenuation);
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}
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else
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{
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if (!S_IsActorPlayingSomething (self, int(channel) - NAME_Auto, soundid))
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{
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S_Sound (self, (int(channel) - NAME_Auto) | CHAN_LOOP, soundid, 1, attenuation);
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}
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}
|
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_StopSoundEx)
|
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{
|
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ACTION_PARAM_START(1);
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ACTION_PARAM_NAME(channel, 0);
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if (channel > NAME_Auto && channel <= NAME_SoundSlot7)
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{
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S_StopSound (self, int(channel) - NAME_Auto);
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}
|
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}
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|
|
//==========================================================================
|
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//
|
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// Generic seeker missile function
|
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//
|
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//==========================================================================
|
|
static FRandom pr_seekermissile ("SeekerMissile");
|
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enum
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{
|
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SMF_LOOK = 1,
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SMF_PRECISE = 2,
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SMF_CURSPEED = 4,
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};
|
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SeekerMissile)
|
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{
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ACTION_PARAM_START(5);
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ACTION_PARAM_INT(ang1, 0);
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ACTION_PARAM_INT(ang2, 1);
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ACTION_PARAM_INT(flags, 2);
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ACTION_PARAM_INT(chance, 3);
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ACTION_PARAM_INT(distance, 4);
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if ((flags & SMF_LOOK) && (self->tracer == 0) && (pr_seekermissile()<chance))
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{
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self->tracer = P_RoughMonsterSearch (self, distance, true);
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}
|
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if (!P_SeekerMissile(self, clamp<int>(ang1, 0, 90) * ANGLE_1, clamp<int>(ang2, 0, 90) * ANGLE_1, !!(flags & SMF_PRECISE), !!(flags & SMF_CURSPEED)))
|
|
{
|
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if (flags & SMF_LOOK)
|
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{ // This monster is no longer seekable, so let us look for another one next time.
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|
self->tracer = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// 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_Hitscan, 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(3);
|
|
ACTION_PARAM_INT(health, 0);
|
|
ACTION_PARAM_STATE(jump, 1);
|
|
ACTION_PARAM_INT(ptr_selector, 2);
|
|
|
|
AActor *measured;
|
|
|
|
measured = COPY_AAPTR(self, ptr_selector);
|
|
|
|
if (measured && measured->health < health)
|
|
{
|
|
ACTION_JUMP(jump);
|
|
}
|
|
|
|
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// State jump function
|
|
//
|
|
//==========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetOutsideMeleeRange)
|
|
{
|
|
ACTION_PARAM_START(1);
|
|
ACTION_PARAM_STATE(jump, 0);
|
|
|
|
if (!self->CheckMeleeRange())
|
|
{
|
|
ACTION_JUMP(jump);
|
|
}
|
|
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// State jump function
|
|
//
|
|
//==========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInsideMeleeRange)
|
|
{
|
|
ACTION_PARAM_START(1);
|
|
ACTION_PARAM_STATE(jump, 0);
|
|
|
|
if (self->CheckMeleeRange())
|
|
{
|
|
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(3);
|
|
ACTION_PARAM_FIXED(dist, 0);
|
|
ACTION_PARAM_STATE(jump, 1);
|
|
ACTION_PARAM_BOOL(noz, 2);
|
|
|
|
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
|
|
|
|
// No target - no jump
|
|
if (!target)
|
|
return;
|
|
if (self->AproxDistance(target) < dist &&
|
|
(noz ||
|
|
((self->Z() > target->Z() && self->Z() - target->Top() < dist) ||
|
|
(self->Z() <= target->Z() && target->Z() - self->Top() < 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)
|
|
{
|
|
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
|
|
//
|
|
//==========================================================================
|
|
|
|
enum
|
|
{
|
|
XF_HURTSOURCE = 1,
|
|
XF_NOTMISSILE = 4,
|
|
};
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
|
|
{
|
|
ACTION_PARAM_START(8);
|
|
ACTION_PARAM_INT(damage, 0);
|
|
ACTION_PARAM_INT(distance, 1);
|
|
ACTION_PARAM_INT(flags, 2);
|
|
ACTION_PARAM_BOOL(alert, 3);
|
|
ACTION_PARAM_INT(fulldmgdistance, 4);
|
|
ACTION_PARAM_INT(nails, 5);
|
|
ACTION_PARAM_INT(naildamage, 6);
|
|
ACTION_PARAM_CLASS(pufftype, 7);
|
|
|
|
if (damage < 0) // get parameters from metadata
|
|
{
|
|
damage = self->GetClass()->Meta.GetMetaInt (ACMETA_ExplosionDamage, 128);
|
|
distance = self->GetClass()->Meta.GetMetaInt (ACMETA_ExplosionRadius, damage);
|
|
flags = !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_Hitscan, pufftype);
|
|
}
|
|
}
|
|
|
|
P_RadiusAttack (self, self->target, damage, distance, self->DamageType, flags, 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
|
|
//
|
|
//==========================================================================
|
|
|
|
enum
|
|
{
|
|
RTF_AFFECTSOURCE = 1,
|
|
RTF_NOIMPACTDAMAGE = 2,
|
|
RTF_NOTMISSILE = 4,
|
|
};
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusThrust)
|
|
{
|
|
ACTION_PARAM_START(3);
|
|
ACTION_PARAM_INT(force, 0);
|
|
ACTION_PARAM_INT(distance, 1);
|
|
ACTION_PARAM_INT(flags, 2);
|
|
ACTION_PARAM_INT(fullthrustdistance, 3);
|
|
|
|
bool sourcenothrust = false;
|
|
|
|
if (force == 0) force = 128;
|
|
if (distance <= 0) distance = abs(force);
|
|
|
|
// Temporarily negate MF2_NODMGTHRUST on the shooter, since it renders this function useless.
|
|
if (!(flags & RTF_NOTMISSILE) && self->target != NULL && self->target->flags2 & MF2_NODMGTHRUST)
|
|
{
|
|
sourcenothrust = true;
|
|
self->target->flags2 &= ~MF2_NODMGTHRUST;
|
|
}
|
|
|
|
P_RadiusAttack (self, self->target, force, distance, self->DamageType, flags | RADF_NODAMAGE, 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,
|
|
|
|
CMF_ABSOLUTEPITCH = 16,
|
|
CMF_OFFSETPITCH = 32,
|
|
CMF_SAVEPITCH = 64,
|
|
|
|
CMF_ABSOLUTEANGLE = 128
|
|
};
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile)
|
|
{
|
|
ACTION_PARAM_START(7);
|
|
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);
|
|
ACTION_PARAM_INT(ptr, 6);
|
|
|
|
AActor *ref = COPY_AAPTR(self, ptr);
|
|
|
|
int aimmode = flags & CMF_AIMMODE;
|
|
|
|
AActor * targ;
|
|
AActor * missile;
|
|
|
|
if (ref != 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 + self->GetBobOffset() - 32*FRACUNIT + (self->player? self->player->crouchoffset : 0);
|
|
|
|
fixedvec3 pos = self->Pos();
|
|
switch (aimmode)
|
|
{
|
|
case 0:
|
|
default:
|
|
// same adjustment as above (in all 3 directions this time) - for better aiming!
|
|
self->SetXYZ(self->Vec3Offset(x, y, z));
|
|
missile = P_SpawnMissileXYZ(self->PosPlusZ(32*FRACUNIT), self, ref, ti, false);
|
|
self->SetXYZ(pos);
|
|
break;
|
|
|
|
case 1:
|
|
missile = P_SpawnMissileXYZ(self->Vec3Offset(x, y, self->GetBobOffset() + spawnheight), self, ref, ti, false);
|
|
break;
|
|
|
|
case 2:
|
|
self->SetXYZ(self->Vec3Offset(x, y, 0));
|
|
missile = P_SpawnMissileAngleZSpeed(self, self->Z() + self->GetBobOffset() + spawnheight, ti, self->angle, 0, GetDefaultByType(ti)->Speed, self, false);
|
|
self->SetXYZ(pos);
|
|
|
|
flags |= CMF_ABSOLUTEPITCH;
|
|
|
|
break;
|
|
}
|
|
|
|
if (missile != NULL)
|
|
{
|
|
// Use the actual velocity instead of the missile's Speed property
|
|
// so that this can handle missiles with a high vertical velocity
|
|
// component properly.
|
|
|
|
fixed_t missilespeed;
|
|
|
|
if ( (CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH) & flags)
|
|
{
|
|
if (CMF_OFFSETPITCH & flags)
|
|
{
|
|
FVector2 velocity (missile->velx, missile->vely);
|
|
pitch += R_PointToAngle2(0,0, (fixed_t)velocity.Length(), missile->velz);
|
|
}
|
|
ang = pitch >> ANGLETOFINESHIFT;
|
|
missilespeed = abs(FixedMul(finecosine[ang], missile->Speed));
|
|
missile->velz = FixedMul(finesine[ang], missile->Speed);
|
|
}
|
|
else
|
|
{
|
|
FVector2 velocity (missile->velx, missile->vely);
|
|
missilespeed = (fixed_t)velocity.Length();
|
|
}
|
|
|
|
if (CMF_SAVEPITCH & flags)
|
|
{
|
|
missile->pitch = pitch;
|
|
// In aimmode 0 and 1 without absolutepitch or offsetpitch, the pitch parameter
|
|
// contains the unapplied parameter. In that case, it is set as pitch without
|
|
// otherwise affecting the spawned actor.
|
|
}
|
|
|
|
missile->angle = (CMF_ABSOLUTEANGLE & flags) ? angle : 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->flags2 & missile->flags2 & MF2_SEEKERMISSILE)
|
|
{
|
|
missile->tracer = self->tracer;
|
|
}
|
|
}
|
|
else if (missile->flags2 & MF2_SEEKERMISSILE)
|
|
{
|
|
// automatic handling of seeker missiles
|
|
missile->tracer = self->target;
|
|
}
|
|
// we must redo the spectral check here because the owner is set after spawning so the FriendPlayer value may be wrong
|
|
if (missile->flags4 & MF4_SPECTRAL)
|
|
{
|
|
if (missile->target != NULL)
|
|
{
|
|
missile->SetFriendPlayer(missile->target->player);
|
|
}
|
|
else
|
|
{
|
|
missile->FriendPlayer = 0;
|
|
}
|
|
}
|
|
P_CheckMissileSpawn(missile, self->radius);
|
|
}
|
|
}
|
|
}
|
|
else if (flags & CMF_CHECKTARGETDEAD)
|
|
{
|
|
// Target is dead and the attack shall be aborted.
|
|
if (self->SeeState != NULL && (self->health > 0 || !(self->flags3 & MF3_ISMONSTER)))
|
|
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,
|
|
CBAF_NORANDOMPUFFZ = 16,
|
|
};
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomBulletAttack)
|
|
{
|
|
ACTION_PARAM_START(8);
|
|
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);
|
|
ACTION_PARAM_INT(ptr, 7);
|
|
|
|
AActor *ref = COPY_AAPTR(self, ptr);
|
|
|
|
if (range == 0)
|
|
range = MISSILERANGE;
|
|
|
|
int i;
|
|
int bangle;
|
|
int bslope = 0;
|
|
int laflags = (flags & CBAF_NORANDOMPUFFZ)? LAF_NORANDOMPUFFZ : 0;
|
|
|
|
if (ref != NULL || (flags & CBAF_AIMFACING))
|
|
{
|
|
if (!(flags & CBAF_AIMFACING))
|
|
{
|
|
A_Face(self, ref);
|
|
}
|
|
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_Hitscan, pufftype, laflags);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// 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);
|
|
int newdam = P_DamageMobj (self->target, self, self, damage, damagetype);
|
|
if (bleed)
|
|
P_TraceBleed (newdam > 0 ? newdam : 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);
|
|
int newdam = P_DamageMobj (self->target, self, self, damage, damagetype);
|
|
if (bleed)
|
|
P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
|
|
}
|
|
else if (ti)
|
|
{
|
|
// This seemingly senseless code is needed for proper aiming.
|
|
self->AddZ(spawnheight + self->GetBobOffset() - 32*FRACUNIT);
|
|
AActor *missile = P_SpawnMissileXYZ (self->PosPlusZ(32*FRACUNIT), self, self->target, ti, false);
|
|
self->AddZ(-(spawnheight + self->GetBobOffset() - 32*FRACUNIT));
|
|
|
|
if (missile)
|
|
{
|
|
// automatic handling of seeker missiles
|
|
if (missile->flags2 & MF2_SEEKERMISSILE)
|
|
{
|
|
missile->tracer = self->target;
|
|
}
|
|
P_CheckMissileSpawn(missile, self->radius);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// 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,
|
|
FBF_NORANDOMPUFFZ = 32,
|
|
};
|
|
|
|
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(numbullets, 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;
|
|
int laflags = (flags & FBF_NORANDOMPUFFZ)? LAF_NORANDOMPUFFZ : 0;
|
|
|
|
if ((flags & FBF_USEAMMO) && weapon && ACTION_CALL_FROM_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 == NULL)
|
|
pufftype = PClass::FindClass(NAME_BulletPuff);
|
|
|
|
if (weapon != NULL)
|
|
{
|
|
S_Sound(self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM);
|
|
}
|
|
|
|
if ((numbullets == 1 && !player->refire) || numbullets == 0)
|
|
{
|
|
int damage = damageperbullet;
|
|
|
|
if (!(flags & FBF_NORANDOM))
|
|
damage *= ((pr_cwbullet()%3)+1);
|
|
|
|
P_LineAttack(self, bangle, range, bslope, damage, NAME_Hitscan, pufftype, laflags);
|
|
}
|
|
else
|
|
{
|
|
if (numbullets < 0)
|
|
numbullets = 1;
|
|
for (i = 0; i < numbullets; 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_Hitscan, pufftype, laflags);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// A_FireProjectile
|
|
//
|
|
//==========================================================================
|
|
enum FP_Flags
|
|
{
|
|
FPF_AIMATANGLE = 1,
|
|
FPF_TRANSFERTRANSLATION = 2,
|
|
FPF_NOAUTOAIM = 4,
|
|
};
|
|
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_INT(flags, 5);
|
|
ACTION_PARAM_ANGLE(pitch, 6);
|
|
|
|
if (!self->player) return;
|
|
|
|
|
|
player_t *player = self->player;
|
|
AWeapon *weapon = player->ReadyWeapon;
|
|
AActor *linetarget;
|
|
|
|
// Only use ammo if called from a weapon
|
|
if (useammo && ACTION_CALL_FROM_WEAPON() && 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 (flags & FPF_AIMATANGLE) shootangle += angle;
|
|
|
|
// Temporarily adjusts the pitch
|
|
fixed_t saved_player_pitch = self->pitch;
|
|
self->pitch -= pitch;
|
|
AActor * misl=P_SpawnPlayerMissile (self, x, y, z, ti, shootangle, &linetarget, NULL, false, (flags & FPF_NOAUTOAIM) != 0);
|
|
self->pitch = saved_player_pitch;
|
|
|
|
// automatic handling of seeker missiles
|
|
if (misl)
|
|
{
|
|
if (flags & FPF_TRANSFERTRANSLATION)
|
|
misl->Translation = self->Translation;
|
|
if (linetarget && (misl->flags2 & MF2_SEEKERMISSILE))
|
|
misl->tracer = linetarget;
|
|
if (!(flags & FPF_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,
|
|
CPF_NORANDOMPUFFZ = 8,
|
|
CPF_NOTURN = 16,
|
|
CPF_STEALARMOR = 32,
|
|
};
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch)
|
|
{
|
|
ACTION_PARAM_START(8);
|
|
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);
|
|
ACTION_PARAM_INT(lifestealmax, 6);
|
|
ACTION_PARAM_CLASS(armorbonustype, 7);
|
|
ACTION_PARAM_SOUND(MeleeSound, 8);
|
|
ACTION_PARAM_SOUND(MissSound, 9);
|
|
|
|
if (!self->player) return;
|
|
|
|
player_t *player=self->player;
|
|
AWeapon * weapon=player->ReadyWeapon;
|
|
|
|
|
|
angle_t angle;
|
|
int pitch;
|
|
AActor * linetarget;
|
|
int actualdamage;
|
|
|
|
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 && ACTION_CALL_FROM_WEAPON())
|
|
{
|
|
if (!weapon->DepleteAmmo(weapon->bAltFire, true))
|
|
return; // out of ammo
|
|
}
|
|
|
|
if (pufftype == NULL)
|
|
pufftype = PClass::FindClass(NAME_BulletPuff);
|
|
int puffFlags = LAF_ISMELEEATTACK | ((flags & CPF_NORANDOMPUFFZ) ? LAF_NORANDOMPUFFZ : 0);
|
|
|
|
P_LineAttack (self, angle, range, pitch, damage, NAME_Melee, pufftype, puffFlags, &linetarget, &actualdamage);
|
|
|
|
if (!linetarget)
|
|
{
|
|
if (MissSound) S_Sound(self, CHAN_WEAPON, MissSound, 1, ATTN_NORM);
|
|
}
|
|
else
|
|
{
|
|
if (lifesteal && !(linetarget->flags5 & MF5_DONTDRAIN))
|
|
{
|
|
if (flags & CPF_STEALARMOR)
|
|
{
|
|
if (armorbonustype == NULL)
|
|
{
|
|
armorbonustype = PClass::FindClass("ArmorBonus");
|
|
}
|
|
if (armorbonustype != NULL)
|
|
{
|
|
assert(armorbonustype->IsDescendantOf(RUNTIME_CLASS(ABasicArmorBonus)));
|
|
ABasicArmorBonus *armorbonus = static_cast<ABasicArmorBonus *>(Spawn(armorbonustype, 0,0,0, NO_REPLACE));
|
|
armorbonus->SaveAmount *= (actualdamage * lifesteal) >> FRACBITS;
|
|
armorbonus->MaxSaveAmount = lifestealmax <= 0 ? armorbonus->MaxSaveAmount : lifestealmax;
|
|
armorbonus->flags |= MF_DROPPED;
|
|
armorbonus->ClearCounters();
|
|
|
|
if (!armorbonus->CallTryPickup(self))
|
|
{
|
|
armorbonus->Destroy ();
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
P_GiveBody (self, (actualdamage * lifesteal) >> FRACBITS, lifestealmax);
|
|
}
|
|
}
|
|
if (weapon != NULL)
|
|
{
|
|
if (MeleeSound) S_Sound(self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
|
|
else S_Sound (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM);
|
|
}
|
|
|
|
if (!(flags & CPF_NOTURN))
|
|
{
|
|
// turn to face target
|
|
self->angle = self->AngleTo(linetarget);
|
|
}
|
|
|
|
if (flags & CPF_PULLIN) self->flags |= MF_JUSTATTACKED;
|
|
if (flags & CPF_DAGGER) P_DaggerAlert (self, linetarget);
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// customizable railgun attack function
|
|
//
|
|
//==========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RailAttack)
|
|
{
|
|
ACTION_PARAM_START(17);
|
|
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_DOUBLE(maxdiff, 6);
|
|
ACTION_PARAM_CLASS(pufftype, 7);
|
|
ACTION_PARAM_ANGLE(spread_xy, 8);
|
|
ACTION_PARAM_ANGLE(spread_z, 9);
|
|
ACTION_PARAM_FIXED(range, 10);
|
|
ACTION_PARAM_INT(duration, 11);
|
|
ACTION_PARAM_DOUBLE(sparsity, 12);
|
|
ACTION_PARAM_DOUBLE(driftspeed, 13);
|
|
ACTION_PARAM_CLASS(spawnclass, 14);
|
|
ACTION_PARAM_FIXED(spawnofs_z, 15);
|
|
ACTION_PARAM_INT(SpiralOffset, 16);
|
|
|
|
if (range == 0) range = 8192*FRACUNIT;
|
|
if (sparsity == 0) sparsity=1.0;
|
|
|
|
if (!self->player) return;
|
|
|
|
AWeapon *weapon = self->player->ReadyWeapon;
|
|
|
|
// only use ammo when actually hitting something!
|
|
if (useammo && weapon != NULL && ACTION_CALL_FROM_WEAPON())
|
|
{
|
|
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, spawnofs_z, color1, color2, maxdiff, flags, pufftype, angle, slope, range, duration, sparsity, driftspeed, spawnclass, SpiralOffset);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// 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(17);
|
|
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_DOUBLE(maxdiff, 6);
|
|
ACTION_PARAM_CLASS(pufftype, 7);
|
|
ACTION_PARAM_ANGLE(spread_xy, 8);
|
|
ACTION_PARAM_ANGLE(spread_z, 9);
|
|
ACTION_PARAM_FIXED(range, 10);
|
|
ACTION_PARAM_INT(duration, 11);
|
|
ACTION_PARAM_DOUBLE(sparsity, 12);
|
|
ACTION_PARAM_DOUBLE(driftspeed, 13);
|
|
ACTION_PARAM_CLASS(spawnclass, 14);
|
|
ACTION_PARAM_FIXED(spawnofs_z, 15);
|
|
ACTION_PARAM_INT(SpiralOffset, 16);
|
|
|
|
if (range == 0) range = 8192*FRACUNIT;
|
|
if (sparsity == 0) sparsity = 1;
|
|
|
|
AActor *linetarget;
|
|
|
|
fixedvec3 savedpos = self->Pos();
|
|
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 = self->AngleTo(self->target);
|
|
}
|
|
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.
|
|
fixedvec2 pos = self->Vec2To(self->target);
|
|
TVector2<double> xydiff(pos.x, pos.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 = self->AngleTo(self->target, -self->target->velx * 3, -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->SetXY(self->Vec2Offset(
|
|
spawnofs_xy * finecosine[self->angle],
|
|
spawnofs_xy * finesine[self->angle]));
|
|
spawnofs_xy = 0;
|
|
self->angle = self->AngleTo(self->target,- self->target->velx * 3, -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, spawnofs_z, color1, color2, maxdiff, flags, pufftype, angleoffset, slopeoffset, range, duration, sparsity, driftspeed, spawnclass,SpiralOffset);
|
|
|
|
self->SetXYZ(savedpos);
|
|
self->angle = saved_angle;
|
|
self->pitch = saved_pitch;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// DoGiveInventory
|
|
//
|
|
//===========================================================================
|
|
|
|
static void DoGiveInventory(AActor * receiver, bool use_aaptr, DECLARE_PARAMINFO)
|
|
{
|
|
ACTION_PARAM_START(2+use_aaptr);
|
|
ACTION_PARAM_CLASS(mi, 0);
|
|
ACTION_PARAM_INT(amount, 1);
|
|
|
|
if (use_aaptr)
|
|
{
|
|
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)
|
|
{
|
|
ACTION_SET_RESULT(false);
|
|
return;
|
|
}
|
|
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, true, PUSH_PARAMINFO);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToTarget)
|
|
{
|
|
DoGiveInventory(self->target, true, PUSH_PARAMINFO);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToChildren)
|
|
{
|
|
TThinkerIterator<AActor> it;
|
|
AActor * mo;
|
|
|
|
while ((mo = it.Next()))
|
|
{
|
|
if (mo->master == self) DoGiveInventory(mo, false, PUSH_PARAMINFO);
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToSiblings)
|
|
{
|
|
TThinkerIterator<AActor> it;
|
|
AActor * mo;
|
|
|
|
if (self->master != NULL)
|
|
{
|
|
while ((mo = it.Next()))
|
|
{
|
|
if (mo->master == self->master && mo != self) DoGiveInventory(mo, false, PUSH_PARAMINFO);
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_TakeInventory
|
|
//
|
|
//===========================================================================
|
|
|
|
enum
|
|
{
|
|
TIF_NOTAKEINFINITE = 1,
|
|
};
|
|
|
|
void DoTakeInventory(AActor * receiver, bool use_aaptr, DECLARE_PARAMINFO)
|
|
{
|
|
ACTION_PARAM_START(3+use_aaptr);
|
|
ACTION_PARAM_CLASS(item, 0);
|
|
ACTION_PARAM_INT(amount, 1);
|
|
ACTION_PARAM_INT(flags, 2);
|
|
|
|
if (!item)
|
|
{
|
|
ACTION_SET_RESULT(false);
|
|
return;
|
|
}
|
|
if (use_aaptr)
|
|
{
|
|
ACTION_PARAM_INT(setreceiver, 3);
|
|
COPY_AAPTR_NOT_NULL(receiver, receiver, setreceiver);
|
|
}
|
|
|
|
bool res = receiver->TakeInventory(item, amount, true, (flags & TIF_NOTAKEINFINITE) != 0);
|
|
ACTION_SET_RESULT(res);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeInventory)
|
|
{
|
|
DoTakeInventory(self, true, PUSH_PARAMINFO);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeFromTarget)
|
|
{
|
|
DoTakeInventory(self->target, true, PUSH_PARAMINFO);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeFromChildren)
|
|
{
|
|
TThinkerIterator<AActor> it;
|
|
AActor * mo;
|
|
|
|
while ((mo = it.Next()))
|
|
{
|
|
if (mo->master == self) DoTakeInventory(mo, false, PUSH_PARAMINFO);
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeFromSiblings)
|
|
{
|
|
TThinkerIterator<AActor> it;
|
|
AActor * mo;
|
|
|
|
if (self->master != NULL)
|
|
{
|
|
while ((mo = it.Next()))
|
|
{
|
|
if (mo->master == self->master && mo != self) DoTakeInventory(mo, false, PUSH_PARAMINFO);
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Common code for A_SpawnItem and A_SpawnItemEx
|
|
//
|
|
//===========================================================================
|
|
|
|
enum SIX_Flags
|
|
{
|
|
SIXF_TRANSFERTRANSLATION = 0x00000001,
|
|
SIXF_ABSOLUTEPOSITION = 0x00000002,
|
|
SIXF_ABSOLUTEANGLE = 0x00000004,
|
|
SIXF_ABSOLUTEVELOCITY = 0x00000008,
|
|
SIXF_SETMASTER = 0x00000010,
|
|
SIXF_NOCHECKPOSITION = 0x00000020,
|
|
SIXF_TELEFRAG = 0x00000040,
|
|
SIXF_CLIENTSIDE = 0x00000080, // only used by Skulldronum
|
|
SIXF_TRANSFERAMBUSHFLAG = 0x00000100,
|
|
SIXF_TRANSFERPITCH = 0x00000200,
|
|
SIXF_TRANSFERPOINTERS = 0x00000400,
|
|
SIXF_USEBLOODCOLOR = 0x00000800,
|
|
SIXF_CLEARCALLERTID = 0x00001000,
|
|
SIXF_MULTIPLYSPEED = 0x00002000,
|
|
SIXF_TRANSFERSCALE = 0x00004000,
|
|
SIXF_TRANSFERSPECIAL = 0x00008000,
|
|
SIXF_CLEARCALLERSPECIAL = 0x00010000,
|
|
SIXF_TRANSFERSTENCILCOL = 0x00020000,
|
|
SIXF_TRANSFERALPHA = 0x00040000,
|
|
SIXF_TRANSFERRENDERSTYLE = 0x00080000,
|
|
SIXF_SETTARGET = 0x00100000,
|
|
SIXF_SETTRACER = 0x00200000,
|
|
SIXF_NOPOINTERS = 0x00400000,
|
|
SIXF_ORIGINATOR = 0x00800000,
|
|
SIXF_TRANSFERSPRITEFRAME = 0x01000000,
|
|
SIXF_TRANSFERROLL = 0x02000000,
|
|
SIXF_ISTARGET = 0x04000000,
|
|
SIXF_ISMASTER = 0x08000000,
|
|
SIXF_ISTRACER = 0x10000000,
|
|
};
|
|
|
|
static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
|
|
{
|
|
if (mo == NULL)
|
|
{
|
|
return false;
|
|
}
|
|
AActor *originator = self;
|
|
|
|
if (!(mo->flags2 & MF2_DONTTRANSLATE))
|
|
{
|
|
if (flags & SIXF_TRANSFERTRANSLATION)
|
|
{
|
|
mo->Translation = self->Translation;
|
|
}
|
|
else if (flags & SIXF_USEBLOODCOLOR)
|
|
{
|
|
// [XA] Use the spawning actor's BloodColor to translate the newly-spawned object.
|
|
PalEntry bloodcolor = self->GetBloodColor();
|
|
mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
|
|
}
|
|
}
|
|
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;
|
|
}
|
|
if (!(flags & SIXF_ORIGINATOR))
|
|
{
|
|
while (originator && originator->isMissile())
|
|
{
|
|
originator = originator->target;
|
|
}
|
|
}
|
|
if (flags & SIXF_TELEFRAG)
|
|
{
|
|
P_TeleportMove(mo, mo->Pos(), 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 && !(flags & SIXF_NOPOINTERS))
|
|
{
|
|
if (originator->flags3 & MF3_ISMONSTER)
|
|
{
|
|
// If this is a monster transfer all friendliness information
|
|
mo->CopyFriendliness(originator, true);
|
|
}
|
|
else if (originator->player)
|
|
{
|
|
// A player always spawns a monster friendly to him
|
|
mo->flags |= MF_FRIENDLY;
|
|
mo->SetFriendPlayer(originator->player);
|
|
|
|
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;
|
|
}
|
|
if (flags & SIXF_NOPOINTERS)
|
|
{
|
|
//[MC]Intentionally eliminate pointers. Overrides TRANSFERPOINTERS, but is overridden by SETMASTER/TARGET/TRACER.
|
|
mo->LastHeard = NULL; //Sanity check.
|
|
mo->target = NULL;
|
|
mo->master = NULL;
|
|
mo->tracer = NULL;
|
|
}
|
|
if (flags & SIXF_SETMASTER)
|
|
{ // don't let it attack you (optional)!
|
|
mo->master = originator;
|
|
}
|
|
if (flags & SIXF_SETTARGET)
|
|
{
|
|
mo->target = originator;
|
|
}
|
|
if (flags & SIXF_SETTRACER)
|
|
{
|
|
mo->tracer = originator;
|
|
}
|
|
if (flags & SIXF_TRANSFERSCALE)
|
|
{
|
|
mo->scaleX = self->scaleX;
|
|
mo->scaleY = self->scaleY;
|
|
}
|
|
if (flags & SIXF_TRANSFERAMBUSHFLAG)
|
|
{
|
|
mo->flags = (mo->flags & ~MF_AMBUSH) | (self->flags & MF_AMBUSH);
|
|
}
|
|
if (flags & SIXF_CLEARCALLERTID)
|
|
{
|
|
self->RemoveFromHash();
|
|
self->tid = 0;
|
|
}
|
|
if (flags & SIXF_TRANSFERSPECIAL)
|
|
{
|
|
mo->special = self->special;
|
|
memcpy(mo->args, self->args, sizeof(self->args));
|
|
}
|
|
if (flags & SIXF_CLEARCALLERSPECIAL)
|
|
{
|
|
self->special = 0;
|
|
memset(self->args, 0, sizeof(self->args));
|
|
}
|
|
if (flags & SIXF_TRANSFERSTENCILCOL)
|
|
{
|
|
mo->fillcolor = self->fillcolor;
|
|
}
|
|
if (flags & SIXF_TRANSFERALPHA)
|
|
{
|
|
mo->alpha = self->alpha;
|
|
}
|
|
if (flags & SIXF_TRANSFERRENDERSTYLE)
|
|
{
|
|
mo->RenderStyle = self->RenderStyle;
|
|
}
|
|
|
|
if (flags & SIXF_TRANSFERSPRITEFRAME)
|
|
{
|
|
mo->sprite = self->sprite;
|
|
mo->frame = self->frame;
|
|
}
|
|
|
|
if (flags & SIXF_TRANSFERROLL)
|
|
{
|
|
mo->roll = self->roll;
|
|
}
|
|
|
|
if (flags & SIXF_ISTARGET)
|
|
{
|
|
self->target = mo;
|
|
}
|
|
if (flags & SIXF_ISMASTER)
|
|
{
|
|
self->master = mo;
|
|
}
|
|
if (flags & SIXF_ISTRACER)
|
|
{
|
|
self->tracer = mo;
|
|
}
|
|
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->Vec3Angle(distance, self->angle, -self->floorclip + self->GetBobOffset() + 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(11);
|
|
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);
|
|
ACTION_PARAM_INT(tid, 10);
|
|
|
|
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;
|
|
|
|
fixedvec2 pos;
|
|
|
|
if (!(flags & SIXF_ABSOLUTEANGLE))
|
|
{
|
|
angle += self->angle;
|
|
}
|
|
|
|
angle_t ang = angle >> ANGLETOFINESHIFT;
|
|
|
|
if (flags & SIXF_ABSOLUTEPOSITION)
|
|
{
|
|
pos = self->Vec2Offset(xofs, yofs);
|
|
}
|
|
else
|
|
{
|
|
// in relative mode negative y values mean 'left' and positive ones mean 'right'
|
|
// This is the inverse orientation of the absolute mode!
|
|
pos = self->Vec2Offset(
|
|
FixedMul(xofs, finecosine[ang]) + FixedMul(yofs, finesine[ang]),
|
|
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, pos.x, pos.y, self->Z() - self->floorclip + self->GetBobOffset() + zofs, ALLOW_REPLACE);
|
|
bool res = InitSpawnedItem(self, mo, flags);
|
|
ACTION_SET_RESULT(res); // for an inventory item's use state
|
|
if (res)
|
|
{
|
|
if (tid != 0)
|
|
{
|
|
assert(mo->tid == 0);
|
|
mo->tid = tid;
|
|
mo->AddToHash();
|
|
}
|
|
if (flags & SIXF_MULTIPLYSPEED)
|
|
{
|
|
mo->velx = FixedMul(xvel, mo->Speed);
|
|
mo->vely = FixedMul(yvel, mo->Speed);
|
|
mo->velz = FixedMul(zvel, mo->Speed);
|
|
}
|
|
else
|
|
{
|
|
mo->velx = xvel;
|
|
mo->vely = yvel;
|
|
mo->velz = zvel;
|
|
}
|
|
mo->angle = angle;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// 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->PosPlusZ(-self->floorclip + self->GetBobOffset() + 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, self->radius);
|
|
}
|
|
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 (text[0] == '$') text = GStrings(text+1);
|
|
if (self->CheckLocalView (consoleplayer) ||
|
|
(self->target!=NULL && self->target->CheckLocalView (consoleplayer)))
|
|
{
|
|
float saved = con_midtime;
|
|
FFont *font = NULL;
|
|
|
|
if (fontname != NAME_None)
|
|
{
|
|
font = V_GetFont(fontname);
|
|
}
|
|
if (time > 0)
|
|
{
|
|
con_midtime = time;
|
|
}
|
|
|
|
FString formatted = strbin1(text);
|
|
C_MidPrint(font != NULL ? font : SmallFont, formatted.GetChars());
|
|
con_midtime = saved;
|
|
}
|
|
ACTION_SET_RESULT(false); // Prints should never set the result for inventory state chains!
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_PrintBold
|
|
//
|
|
//===========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PrintBold)
|
|
{
|
|
ACTION_PARAM_START(3);
|
|
ACTION_PARAM_STRING(text, 0);
|
|
ACTION_PARAM_FLOAT(time, 1);
|
|
ACTION_PARAM_NAME(fontname, 2);
|
|
|
|
float saved = con_midtime;
|
|
FFont *font = NULL;
|
|
|
|
if (text[0] == '$') text = GStrings(text+1);
|
|
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);
|
|
|
|
if (text[0] == '$') text = GStrings(text+1);
|
|
FString formatted = strbin1(text);
|
|
Printf("%s\n", formatted.GetChars());
|
|
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
|
|
//
|
|
//===========================================================================
|
|
|
|
enum FadeFlags
|
|
{
|
|
FTF_REMOVE = 1 << 0,
|
|
FTF_CLAMP = 1 << 1,
|
|
};
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeIn)
|
|
{
|
|
ACTION_PARAM_START(1);
|
|
ACTION_PARAM_FIXED(reduce, 0);
|
|
ACTION_PARAM_INT(flags, 1);
|
|
|
|
if (reduce == 0)
|
|
{
|
|
reduce = FRACUNIT / 10;
|
|
}
|
|
self->RenderStyle.Flags &= ~STYLEF_Alpha1;
|
|
self->alpha += reduce;
|
|
|
|
if (self->alpha >= FRACUNIT)
|
|
{
|
|
if (flags & FTF_CLAMP)
|
|
{
|
|
self->alpha = FRACUNIT;
|
|
}
|
|
if (flags & FTF_REMOVE)
|
|
{
|
|
P_RemoveThing(self);
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// 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_INT(flags, 1);
|
|
|
|
if (reduce == 0)
|
|
{
|
|
reduce = FRACUNIT/10;
|
|
}
|
|
self->RenderStyle.Flags &= ~STYLEF_Alpha1;
|
|
self->alpha -= reduce;
|
|
if (self->alpha <= 0)
|
|
{
|
|
if (flags & FTF_CLAMP)
|
|
{
|
|
self->alpha = 0;
|
|
}
|
|
if (flags & FTF_REMOVE)
|
|
{
|
|
P_RemoveThing(self);
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// 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_INT(flags, 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 (flags & FTF_CLAMP)
|
|
{
|
|
self->alpha = clamp(self->alpha, 0, FRACUNIT);
|
|
}
|
|
if (self->alpha == target && (flags & FTF_REMOVE))
|
|
{
|
|
P_RemoveThing(self);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// 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(3);
|
|
ACTION_PARAM_FIXED(scalex, 0);
|
|
ACTION_PARAM_FIXED(scaley, 1);
|
|
ACTION_PARAM_INT(ptr, 2);
|
|
|
|
AActor *ref = COPY_AAPTR(self, ptr);
|
|
|
|
if (!ref)
|
|
{
|
|
ACTION_SET_RESULT(false);
|
|
return;
|
|
}
|
|
|
|
ref->scaleX = scalex;
|
|
ref->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++)
|
|
{
|
|
fixed_t xo = ((pr_spawndebris() - 128) << 12);
|
|
fixed_t yo = ((pr_spawndebris() - 128) << 12);
|
|
fixed_t zo = (pr_spawndebris()*self->height / 256 + self->GetBobOffset());
|
|
mo = Spawn(debris, self->Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
|
|
if (mo)
|
|
{
|
|
if (transfer_translation)
|
|
{
|
|
mo->Translation = self->Translation;
|
|
}
|
|
if (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_SpawnParticle
|
|
//
|
|
//===========================================================================
|
|
enum SPFflag
|
|
{
|
|
SPF_FULLBRIGHT = 1,
|
|
SPF_RELPOS = 1 << 1,
|
|
SPF_RELVEL = 1 << 2,
|
|
SPF_RELACCEL = 1 << 3,
|
|
SPF_RELANG = 1 << 4,
|
|
};
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnParticle)
|
|
{
|
|
ACTION_PARAM_START(15);
|
|
ACTION_PARAM_COLOR(color, 0);
|
|
ACTION_PARAM_INT(flags, 1);
|
|
ACTION_PARAM_INT(lifetime, 2);
|
|
ACTION_PARAM_INT(size, 3);
|
|
ACTION_PARAM_ANGLE(angle, 4);
|
|
ACTION_PARAM_FIXED(xoff, 5);
|
|
ACTION_PARAM_FIXED(yoff, 6);
|
|
ACTION_PARAM_FIXED(zoff, 7);
|
|
ACTION_PARAM_FIXED(xvel, 8);
|
|
ACTION_PARAM_FIXED(yvel, 9);
|
|
ACTION_PARAM_FIXED(zvel, 10);
|
|
ACTION_PARAM_FIXED(accelx, 11);
|
|
ACTION_PARAM_FIXED(accely, 12);
|
|
ACTION_PARAM_FIXED(accelz, 13);
|
|
ACTION_PARAM_FIXED(startalphaf, 14);
|
|
ACTION_PARAM_FIXED(fadestepf, 15);
|
|
|
|
BYTE startalpha = (BYTE)Scale(clamp(startalphaf, 0, FRACUNIT), 255, FRACUNIT);
|
|
int fadestep = fadestepf < 0? -1 : Scale(clamp(fadestepf, 0, FRACUNIT), 255, FRACUNIT);
|
|
lifetime = clamp<int>(lifetime, 0, 255); // Clamp to byte
|
|
size = clamp<int>(size, 0, 65535); // Clamp to word
|
|
|
|
if (lifetime != 0)
|
|
{
|
|
const angle_t ang = (angle + ((flags & SPF_RELANG) ? self->angle : 0)) >> ANGLETOFINESHIFT;
|
|
fixedvec3 pos;
|
|
//[MC] Code ripped right out of A_SpawnItemEx.
|
|
if (flags & SPF_RELPOS)
|
|
{
|
|
// in relative mode negative y values mean 'left' and positive ones mean 'right'
|
|
// This is the inverse orientation of the absolute mode!
|
|
const fixed_t xof1 = xoff;
|
|
xoff = FixedMul(xof1, finecosine[ang]) + FixedMul(yoff, finesine[ang]);
|
|
yoff = FixedMul(xof1, finesine[ang]) - FixedMul(yoff, finecosine[ang]);
|
|
}
|
|
if (flags & SPF_RELVEL)
|
|
{
|
|
const fixed_t newxvel = FixedMul(xvel, finecosine[ang]) + FixedMul(yvel, finesine[ang]);
|
|
yvel = FixedMul(xvel, finesine[ang]) - FixedMul(yvel, finecosine[ang]);
|
|
xvel = newxvel;
|
|
}
|
|
if (flags & SPF_RELACCEL)
|
|
{
|
|
fixed_t newaccelx = FixedMul(accelx, finecosine[ang]) + FixedMul(accely, finesine[ang]);
|
|
accely = FixedMul(accelx, finesine[ang]) - FixedMul(accely, finecosine[ang]);
|
|
accelx = newaccelx;
|
|
}
|
|
pos = self->Vec3Offset(xoff, yoff, zoff);
|
|
P_SpawnParticle(pos.x, pos.y, pos.z, xvel, yvel, zvel, color, !!(flags & SPF_FULLBRIGHT), startalpha, lifetime, size, fadestep, accelx, accely, accelz);
|
|
}
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// 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])
|
|
{
|
|
// Always check sight from each player.
|
|
if (P_CheckSight(players[i].mo, self, SF_IGNOREVISIBILITY))
|
|
{
|
|
return;
|
|
}
|
|
// If a player is viewing from a non-player, then check that too.
|
|
if (players[i].camera != NULL && players[i].camera->player == NULL &&
|
|
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.
|
|
//
|
|
//===========================================================================
|
|
static bool DoCheckSightOrRange(AActor *self, AActor *camera, double range, bool twodi)
|
|
{
|
|
if (camera == NULL)
|
|
{
|
|
return false;
|
|
}
|
|
// Check distance first, since it's cheaper than checking sight.
|
|
fixedvec2 pos = camera->Vec2To(self);
|
|
fixed_t dz;
|
|
fixed_t eyez = (camera->Top() - (camera->height>>2)); // same eye height as P_CheckSight
|
|
if (eyez > self->Top())
|
|
{
|
|
dz = self->Top() - eyez;
|
|
}
|
|
else if (eyez < self->Z())
|
|
{
|
|
dz = self->Z() - eyez;
|
|
}
|
|
else
|
|
{
|
|
dz = 0;
|
|
}
|
|
double distance = ((double)pos.x * pos.x) + ((double)pos.y * pos.y) + (twodi == 0? ((double)dz * dz) : 0);
|
|
if (distance <= range){
|
|
// Within range
|
|
return true;
|
|
}
|
|
|
|
// Now check LOS.
|
|
if (P_CheckSight(camera, self, SF_IGNOREVISIBILITY))
|
|
{ // Visible
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSightOrRange)
|
|
{
|
|
ACTION_PARAM_START(3);
|
|
double range = EvalExpressionF(ParameterIndex+0, self);
|
|
ACTION_PARAM_STATE(jump, 1);
|
|
ACTION_PARAM_BOOL(twodi, 2);
|
|
|
|
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])
|
|
{
|
|
// Always check from each player.
|
|
if (DoCheckSightOrRange(self, players[i].mo, range, twodi))
|
|
{
|
|
return;
|
|
}
|
|
// If a player is viewing from a non-player, check that too.
|
|
if (players[i].camera != NULL && players[i].camera->player == NULL &&
|
|
DoCheckSightOrRange(self, players[i].camera, range, twodi))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
ACTION_JUMP(jump);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_CheckRange
|
|
// Jumps if this actor is out of range of all players.
|
|
//
|
|
//===========================================================================
|
|
static bool DoCheckRange(AActor *self, AActor *camera, double range, bool twodi)
|
|
{
|
|
if (camera == NULL)
|
|
{
|
|
return false;
|
|
}
|
|
// Check distance first, since it's cheaper than checking sight.
|
|
fixedvec2 pos = camera->Vec2To(self);
|
|
fixed_t dz;
|
|
fixed_t eyez = (camera->Top() - (camera->height>>2)); // same eye height as P_CheckSight
|
|
if (eyez > self->Top())
|
|
{
|
|
dz = self->Top() - eyez;
|
|
}
|
|
else if (eyez < self->Z())
|
|
{
|
|
dz = self->Z() - eyez;
|
|
}
|
|
else
|
|
{
|
|
dz = 0;
|
|
}
|
|
double distance = ((double)pos.x * pos.x) + ((double)pos.y * pos.y) + (twodi == 0? ((double)dz * dz) : 0);
|
|
|
|
if (distance <= range){
|
|
// Within range
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckRange)
|
|
{
|
|
ACTION_PARAM_START(3);
|
|
double range = EvalExpressionF(ParameterIndex+0, self);
|
|
ACTION_PARAM_STATE(jump, 1);
|
|
ACTION_PARAM_BOOL(twodi, 2);
|
|
|
|
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])
|
|
{
|
|
// Always check from each player.
|
|
if (DoCheckRange(self, players[i].mo, range, twodi))
|
|
{
|
|
return;
|
|
}
|
|
// If a player is viewing from a non-player, check that too.
|
|
if (players[i].camera != NULL && players[i].camera->player == NULL &&
|
|
DoCheckRange(self, players[i].camera, range, twodi))
|
|
{
|
|
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_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--)
|
|
{
|
|
fixed_t xo = (((pr_burst() - 128)*self->radius) >> 7);
|
|
fixed_t yo = (((pr_burst() - 128)*self->radius) >> 7);
|
|
fixed_t zo = (pr_burst()*self->height / 255 + self->GetBobOffset());
|
|
mo = Spawn(chunk, self->Vec3Offset(xo, yo, zo), 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->Top() >= 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
|
|
//
|
|
//===========================================================================
|
|
|
|
extern void AF_A_RestoreSpecialPosition(DECLARE_PARAMINFO);
|
|
|
|
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);
|
|
bool oktorespawn = false;
|
|
fixedvec3 pos = self->Pos();
|
|
self->flags |= MF_SOLID;
|
|
self->height = self->GetDefault()->height;
|
|
self->radius = self->GetDefault()->radius;
|
|
CALL_ACTION(A_RestoreSpecialPosition, self);
|
|
|
|
if (flags & RSF_TELEFRAG)
|
|
{
|
|
// [KS] DIE DIE DIE DIE erm *ahem* =)
|
|
oktorespawn = P_TeleportMove(self, self->Pos(), true, false);
|
|
}
|
|
else
|
|
{
|
|
oktorespawn = P_CheckPosition(self, self->X(), self->Y(), 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->flags6 = defs->flags6;
|
|
self->flags7 = defs->flags7;
|
|
self->SetState (self->SpawnState);
|
|
self->renderflags &= ~RF_INVISIBLE;
|
|
|
|
if (flags & RSF_FOG)
|
|
{
|
|
P_SpawnTeleportFog(self, pos, true, true);
|
|
P_SpawnTeleportFog(self, self->Pos(), false, true);
|
|
}
|
|
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.GetSkin()].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_CheckLOF (state jump, int flags = CRF_AIM_VERT|CRF_AIM_HOR,
|
|
// fixed range = 0, angle angle = 0, angle pitch = 0,
|
|
// fixed offsetheight = 32, fixed offsetwidth = 0,
|
|
// int ptr_target = AAPTR_DEFAULT (target) )
|
|
//
|
|
//==========================================================================
|
|
|
|
enum CLOF_flags
|
|
{
|
|
CLOFF_NOAIM_VERT = 0x00000001,
|
|
CLOFF_NOAIM_HORZ = 0x00000002,
|
|
|
|
CLOFF_JUMPENEMY = 0x00000004,
|
|
CLOFF_JUMPFRIEND = 0x00000008,
|
|
CLOFF_JUMPOBJECT = 0x00000010,
|
|
CLOFF_JUMPNONHOSTILE = 0x00000020,
|
|
|
|
CLOFF_SKIPENEMY = 0x00000040,
|
|
CLOFF_SKIPFRIEND = 0x00000080,
|
|
CLOFF_SKIPOBJECT = 0x00000100,
|
|
CLOFF_SKIPNONHOSTILE = 0x00000200,
|
|
|
|
CLOFF_MUSTBESHOOTABLE = 0x00000400,
|
|
|
|
CLOFF_SKIPTARGET = 0x00000800,
|
|
CLOFF_ALLOWNULL = 0x00001000,
|
|
CLOFF_CHECKPARTIAL = 0x00002000,
|
|
|
|
CLOFF_MUSTBEGHOST = 0x00004000,
|
|
CLOFF_IGNOREGHOST = 0x00008000,
|
|
|
|
CLOFF_MUSTBESOLID = 0x00010000,
|
|
CLOFF_BEYONDTARGET = 0x00020000,
|
|
|
|
CLOFF_FROMBASE = 0x00040000,
|
|
CLOFF_MUL_HEIGHT = 0x00080000,
|
|
CLOFF_MUL_WIDTH = 0x00100000,
|
|
|
|
CLOFF_JUMP_ON_MISS = 0x00200000,
|
|
CLOFF_AIM_VERT_NOOFFSET = 0x00400000,
|
|
|
|
CLOFF_SETTARGET = 0x00800000,
|
|
CLOFF_SETMASTER = 0x01000000,
|
|
CLOFF_SETTRACER = 0x02000000,
|
|
};
|
|
|
|
struct LOFData
|
|
{
|
|
AActor *Self;
|
|
AActor *Target;
|
|
int Flags;
|
|
bool BadActor;
|
|
};
|
|
|
|
ETraceStatus CheckLOFTraceFunc(FTraceResults &trace, void *userdata)
|
|
{
|
|
LOFData *data = (LOFData *)userdata;
|
|
int flags = data->Flags;
|
|
|
|
if (trace.HitType != TRACE_HitActor)
|
|
{
|
|
return TRACE_Stop;
|
|
}
|
|
if (trace.Actor == data->Target)
|
|
{
|
|
if (flags & CLOFF_SKIPTARGET)
|
|
{
|
|
if (flags & CLOFF_BEYONDTARGET)
|
|
{
|
|
return TRACE_Skip;
|
|
}
|
|
return TRACE_Abort;
|
|
}
|
|
return TRACE_Stop;
|
|
}
|
|
if (flags & CLOFF_MUSTBESHOOTABLE)
|
|
{ // all shootability checks go here
|
|
if (!(trace.Actor->flags & MF_SHOOTABLE))
|
|
{
|
|
return TRACE_Skip;
|
|
}
|
|
if (trace.Actor->flags2 & MF2_NONSHOOTABLE)
|
|
{
|
|
return TRACE_Skip;
|
|
}
|
|
}
|
|
if ((flags & CLOFF_MUSTBESOLID) && !(trace.Actor->flags & MF_SOLID))
|
|
{
|
|
return TRACE_Skip;
|
|
}
|
|
if (flags & CLOFF_MUSTBEGHOST)
|
|
{
|
|
if (!(trace.Actor->flags3 & MF3_GHOST))
|
|
{
|
|
return TRACE_Skip;
|
|
}
|
|
}
|
|
else if (flags & CLOFF_IGNOREGHOST)
|
|
{
|
|
if (trace.Actor->flags3 & MF3_GHOST)
|
|
{
|
|
return TRACE_Skip;
|
|
}
|
|
}
|
|
if (
|
|
((flags & CLOFF_JUMPENEMY) && data->Self->IsHostile(trace.Actor)) ||
|
|
((flags & CLOFF_JUMPFRIEND) && data->Self->IsFriend(trace.Actor)) ||
|
|
((flags & CLOFF_JUMPOBJECT) && !(trace.Actor->flags3 & MF3_ISMONSTER)) ||
|
|
((flags & CLOFF_JUMPNONHOSTILE) && (trace.Actor->flags3 & MF3_ISMONSTER) && !data->Self->IsHostile(trace.Actor))
|
|
)
|
|
{
|
|
return TRACE_Stop;
|
|
}
|
|
if (
|
|
((flags & CLOFF_SKIPENEMY) && data->Self->IsHostile(trace.Actor)) ||
|
|
((flags & CLOFF_SKIPFRIEND) && data->Self->IsFriend(trace.Actor)) ||
|
|
((flags & CLOFF_SKIPOBJECT) && !(trace.Actor->flags3 & MF3_ISMONSTER)) ||
|
|
((flags & CLOFF_SKIPNONHOSTILE) && (trace.Actor->flags3 & MF3_ISMONSTER) && !data->Self->IsHostile(trace.Actor))
|
|
)
|
|
{
|
|
return TRACE_Skip;
|
|
}
|
|
data->BadActor = true;
|
|
return TRACE_Abort;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckLOF)
|
|
{
|
|
// Check line of fire
|
|
|
|
/*
|
|
Not accounted for / I don't know how it works: FLOORCLIP
|
|
*/
|
|
|
|
AActor *target;
|
|
fixedvec3 pos;
|
|
fixed_t vx, vy, vz;
|
|
|
|
ACTION_PARAM_START(9);
|
|
|
|
ACTION_PARAM_STATE(jump, 0);
|
|
ACTION_PARAM_INT(flags, 1);
|
|
ACTION_PARAM_FIXED(range, 2);
|
|
ACTION_PARAM_FIXED(minrange, 3);
|
|
{
|
|
ACTION_PARAM_ANGLE(angle, 4);
|
|
ACTION_PARAM_ANGLE(pitch, 5);
|
|
ACTION_PARAM_FIXED(offsetheight, 6);
|
|
ACTION_PARAM_FIXED(offsetwidth, 7);
|
|
ACTION_PARAM_INT(ptr_target, 8);
|
|
|
|
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
|
|
|
|
target = COPY_AAPTR(self, ptr_target == AAPTR_DEFAULT ? AAPTR_TARGET|AAPTR_PLAYER_GETTARGET|AAPTR_NULL : ptr_target); // no player-support by default
|
|
|
|
if (flags & CLOFF_MUL_HEIGHT)
|
|
{
|
|
if (self->player != NULL)
|
|
{
|
|
// Synced with hitscan: self->player->mo->height is strangely conscientious about getting the right actor for player
|
|
offsetheight = FixedMul(offsetheight, FixedMul (self->player->mo->height, self->player->crouchfactor));
|
|
}
|
|
else
|
|
{
|
|
offsetheight = FixedMul(offsetheight, self->height);
|
|
}
|
|
}
|
|
if (flags & CLOFF_MUL_WIDTH)
|
|
{
|
|
offsetwidth = FixedMul(self->radius, offsetwidth);
|
|
}
|
|
|
|
pos = self->PosPlusZ(offsetheight - self->floorclip);
|
|
|
|
if (!(flags & CLOFF_FROMBASE))
|
|
{ // default to hitscan origin
|
|
|
|
// Synced with hitscan: self->height is strangely NON-conscientious about getting the right actor for player
|
|
pos.z += (self->height >> 1);
|
|
if (self->player != NULL)
|
|
{
|
|
pos.z += FixedMul (self->player->mo->AttackZOffset, self->player->crouchfactor);
|
|
}
|
|
else
|
|
{
|
|
pos.z += 8*FRACUNIT;
|
|
}
|
|
}
|
|
|
|
if (target)
|
|
{
|
|
fixed_t xydist = self->Distance2D(target);
|
|
fixed_t distance = P_AproxDistance(xydist, target->Z() - pos.z);
|
|
|
|
if (range && !(flags & CLOFF_CHECKPARTIAL))
|
|
{
|
|
if (distance > range) return;
|
|
}
|
|
|
|
{
|
|
angle_t ang;
|
|
|
|
if (flags & CLOFF_NOAIM_HORZ)
|
|
{
|
|
ang = self->angle;
|
|
}
|
|
else ang = self->AngleTo (target);
|
|
|
|
angle += ang;
|
|
|
|
ang >>= ANGLETOFINESHIFT;
|
|
|
|
fixedvec2 xy = self->Vec2Offset(
|
|
FixedMul(offsetwidth, finesine[ang]),
|
|
-FixedMul(offsetwidth, finecosine[ang]));
|
|
|
|
pos.x = xy.x;
|
|
pos.y = xy.y;
|
|
}
|
|
|
|
if (flags & CLOFF_NOAIM_VERT)
|
|
{
|
|
pitch += self->pitch;
|
|
}
|
|
else if (flags & CLOFF_AIM_VERT_NOOFFSET)
|
|
{
|
|
pitch -= R_PointToAngle2 (0,0, xydist, target->Z() - pos.z + offsetheight + target->height / 2);
|
|
}
|
|
else
|
|
{
|
|
pitch -= R_PointToAngle2 (0,0, xydist, target->Z() - pos.z + target->height / 2);
|
|
}
|
|
}
|
|
else if (flags & CLOFF_ALLOWNULL)
|
|
{
|
|
angle += self->angle;
|
|
pitch += self->pitch;
|
|
|
|
angle_t ang = self->angle >> ANGLETOFINESHIFT;
|
|
|
|
fixedvec2 xy = self->Vec2Offset(
|
|
FixedMul(offsetwidth, finesine[ang]),
|
|
-FixedMul(offsetwidth, finecosine[ang]));
|
|
|
|
pos.x = xy.x;
|
|
pos.y = xy.y;
|
|
}
|
|
else return;
|
|
|
|
angle >>= ANGLETOFINESHIFT;
|
|
pitch >>= ANGLETOFINESHIFT;
|
|
|
|
vx = FixedMul (finecosine[pitch], finecosine[angle]);
|
|
vy = FixedMul (finecosine[pitch], finesine[angle]);
|
|
vz = -finesine[pitch];
|
|
}
|
|
|
|
/* Variable set:
|
|
|
|
jump, flags, target
|
|
x1,y1,z1 (trace point of origin)
|
|
vx,vy,vz (trace unit vector)
|
|
range
|
|
*/
|
|
|
|
sector_t *sec = P_PointInSector(pos.x, pos.y);
|
|
|
|
if (range == 0)
|
|
{
|
|
range = (self->player != NULL) ? PLAYERMISSILERANGE : MISSILERANGE;
|
|
}
|
|
|
|
FTraceResults trace;
|
|
LOFData lof_data;
|
|
|
|
lof_data.Self = self;
|
|
lof_data.Target = target;
|
|
lof_data.Flags = flags;
|
|
lof_data.BadActor = false;
|
|
|
|
Trace(pos.x, pos.y, pos.z, sec, vx, vy, vz, range, ActorFlags::FromInt(0xFFFFFFFF), ML_BLOCKEVERYTHING, self, trace, 0,
|
|
CheckLOFTraceFunc, &lof_data);
|
|
|
|
if (trace.HitType == TRACE_HitActor ||
|
|
((flags & CLOFF_JUMP_ON_MISS) && !lof_data.BadActor && trace.HitType != TRACE_HitNone))
|
|
{
|
|
if (minrange > 0 && trace.Distance < minrange)
|
|
{
|
|
return;
|
|
}
|
|
if ((trace.HitType == TRACE_HitActor) && (trace.Actor != NULL) && !(lof_data.BadActor))
|
|
{
|
|
if (flags & (CLOFF_SETTARGET)) self->target = trace.Actor;
|
|
if (flags & (CLOFF_SETMASTER)) self->master = trace.Actor;
|
|
if (flags & (CLOFF_SETTRACER)) self->tracer = trace.Actor;
|
|
}
|
|
|
|
ACTION_JUMP(jump);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// 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 = 1 << 1,
|
|
JLOSF_CLOSENOFOV = 1 << 2,
|
|
JLOSF_CLOSENOSIGHT = 1 << 3,
|
|
JLOSF_CLOSENOJUMP = 1 << 4,
|
|
JLOSF_DEADNOJUMP = 1 << 5,
|
|
JLOSF_CHECKMASTER = 1 << 6,
|
|
JLOSF_TARGETLOS = 1 << 7,
|
|
JLOSF_FLIPFOV = 1 << 8,
|
|
JLOSF_ALLYNOJUMP = 1 << 9,
|
|
JLOSF_COMBATANTONLY = 1 << 10,
|
|
JLOSF_NOAUTOAIM = 1 << 11,
|
|
JLOSF_CHECKTRACER = 1 << 12,
|
|
};
|
|
|
|
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)) || (flags & JLOSF_CHECKTRACER))
|
|
{
|
|
if ((self->flags2 & MF2_SEEKERMISSILE) || (flags & JLOSF_CHECKTRACER))
|
|
target = self->tracer;
|
|
else
|
|
target = NULL;
|
|
}
|
|
else
|
|
{
|
|
target = self->target;
|
|
}
|
|
|
|
if (target == NULL)
|
|
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_AimLineAttack(self, self->angle, MISSILERANGE, &target, (flags & JLOSF_NOAUTOAIM) ? ANGLE_1/2 : 0);
|
|
|
|
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 = self->AproxDistance3D(target);
|
|
|
|
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 = viewport->AngleTo(target) - 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 = self->AproxDistance3D(target);
|
|
|
|
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 (fov && (fov < ANGLE_MAX))
|
|
{
|
|
an = target->AngleTo(self) - target->angle;
|
|
|
|
if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2)))
|
|
{
|
|
return; // [KS] Outside of FOV - return
|
|
}
|
|
}
|
|
|
|
if (doCheckSight && !P_CheckSight (target, self, SF_IGNOREVISIBILITY))
|
|
return;
|
|
|
|
ACTION_JUMP(jump);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// 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
|
|
{
|
|
ActorFlags *flagp = (ActorFlags*) (((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();
|
|
ModActorFlag(self, fd, expression);
|
|
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);
|
|
|
|
if (CheckActorFlag(owner, flagname))
|
|
{
|
|
ACTION_JUMP(jumpto);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_RaiseMaster
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RaiseMaster)
|
|
{
|
|
ACTION_PARAM_START(1);
|
|
ACTION_PARAM_BOOL(copy, 0);
|
|
|
|
if (self->master != NULL)
|
|
{
|
|
if (copy)
|
|
P_Thing_Raise(self->master, self);
|
|
else
|
|
P_Thing_Raise(self->master, NULL);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_RaiseChildren
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RaiseChildren)
|
|
{
|
|
ACTION_PARAM_START(1);
|
|
ACTION_PARAM_BOOL(copy, 0);
|
|
TThinkerIterator<AActor> it;
|
|
AActor *mo;
|
|
|
|
while ((mo = it.Next()) != NULL)
|
|
{
|
|
if (mo->master == self)
|
|
{
|
|
if (copy)
|
|
P_Thing_Raise(mo, self);
|
|
else
|
|
P_Thing_Raise(mo, NULL);
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_RaiseSiblings
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RaiseSiblings)
|
|
{
|
|
ACTION_PARAM_START(1);
|
|
ACTION_PARAM_BOOL(copy, 0);
|
|
TThinkerIterator<AActor> it;
|
|
AActor *mo;
|
|
|
|
if (self->master != NULL)
|
|
{
|
|
while ((mo = it.Next()) != NULL)
|
|
{
|
|
if (mo->master == self->master && mo != self)
|
|
{
|
|
if (copy)
|
|
P_Thing_Raise(mo, self);
|
|
else
|
|
P_Thing_Raise(mo, NULL);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// [TP] A_FaceConsolePlayer
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS (AActor, A_FaceConsolePlayer) {
|
|
ACTION_PARAM_START (1);
|
|
ACTION_PARAM_ANGLE (MaxTurnAngle, 0);
|
|
// NOTE: It does nothing for zdoom.
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// 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 == NULL
|
|
|| 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).
|
|
//
|
|
//===========================================================================
|
|
enum
|
|
{
|
|
SPF_FORCECLAMP = 1, // players always clamp
|
|
SPF_INTERPOLATE = 2,
|
|
};
|
|
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetAngle)
|
|
{
|
|
ACTION_PARAM_START(3);
|
|
ACTION_PARAM_ANGLE(angle, 0);
|
|
ACTION_PARAM_INT(flags, 1);
|
|
ACTION_PARAM_INT(ptr, 2);
|
|
|
|
AActor *ref = COPY_AAPTR(self, ptr);
|
|
if (ref == NULL)
|
|
{
|
|
ACTION_SET_RESULT(false);
|
|
return;
|
|
}
|
|
ref->SetAngle(angle, !!(flags & SPF_INTERPOLATE));
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_SetPitch
|
|
//
|
|
// Set actor's pitch (in degrees).
|
|
//
|
|
//===========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPitch)
|
|
{
|
|
ACTION_PARAM_START(3);
|
|
ACTION_PARAM_ANGLE(pitch, 0);
|
|
ACTION_PARAM_INT(flags, 1);
|
|
ACTION_PARAM_INT(ptr, 2);
|
|
|
|
AActor *ref = COPY_AAPTR(self, ptr);
|
|
|
|
if (!ref)
|
|
{
|
|
ACTION_SET_RESULT(false);
|
|
return;
|
|
}
|
|
|
|
ref->SetPitch(pitch, !!(flags & SPF_INTERPOLATE), !!(flags & SPF_FORCECLAMP));
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// [Nash] A_SetRoll
|
|
//
|
|
// Set actor's roll (in degrees).
|
|
//
|
|
//===========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRoll)
|
|
{
|
|
ACTION_PARAM_START(3);
|
|
ACTION_PARAM_ANGLE(roll, 0);
|
|
ACTION_PARAM_INT(flags, 1);
|
|
ACTION_PARAM_INT(ptr, 2);
|
|
|
|
AActor *ref = COPY_AAPTR(self, ptr);
|
|
|
|
if (!ref)
|
|
{
|
|
ACTION_SET_RESULT(false);
|
|
return;
|
|
}
|
|
ref->SetRoll(roll, !!(flags & SPF_INTERPOLATE));
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_ScaleVelocity
|
|
//
|
|
// Scale actor's velocity.
|
|
//
|
|
//===========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ScaleVelocity)
|
|
{
|
|
ACTION_PARAM_START(2);
|
|
ACTION_PARAM_FIXED(scale, 0);
|
|
ACTION_PARAM_INT(ptr, 1);
|
|
|
|
AActor *ref = COPY_AAPTR(self, ptr);
|
|
|
|
if (!ref)
|
|
{
|
|
ACTION_SET_RESULT(false);
|
|
return;
|
|
}
|
|
|
|
INTBOOL was_moving = ref->velx | ref->vely | ref->velz;
|
|
|
|
ref->velx = FixedMul(ref->velx, scale);
|
|
ref->vely = FixedMul(ref->vely, scale);
|
|
ref->velz = FixedMul(ref->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(ref);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_ChangeVelocity
|
|
//
|
|
//===========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeVelocity)
|
|
{
|
|
ACTION_PARAM_START(5);
|
|
ACTION_PARAM_FIXED(x, 0);
|
|
ACTION_PARAM_FIXED(y, 1);
|
|
ACTION_PARAM_FIXED(z, 2);
|
|
ACTION_PARAM_INT(flags, 3);
|
|
ACTION_PARAM_INT(ptr, 4);
|
|
|
|
AActor *ref = COPY_AAPTR(self, ptr);
|
|
|
|
if (!ref)
|
|
{
|
|
ACTION_SET_RESULT(false);
|
|
return;
|
|
}
|
|
|
|
INTBOOL was_moving = ref->velx | ref->vely | ref->velz;
|
|
|
|
fixed_t vx = x, vy = y, vz = z;
|
|
fixed_t sina = finesine[ref->angle >> ANGLETOFINESHIFT];
|
|
fixed_t cosa = finecosine[ref->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
|
|
{
|
|
ref->velx = vx;
|
|
ref->vely = vy;
|
|
ref->velz = vz;
|
|
}
|
|
else // add new velocity to old velocity
|
|
{
|
|
ref->velx += vx;
|
|
ref->vely += vy;
|
|
ref->velz += vz;
|
|
}
|
|
|
|
if (was_moving)
|
|
{
|
|
CheckStopped(ref);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// 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([state teleportstate, [class targettype,
|
|
// [class fogtype, [int flags, [fixed mindist,
|
|
// [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 = 0x00000001, // Allow telefrag in order to teleport.
|
|
TF_RANDOMDECIDE = 0x00000002, // Randomly fail based on health. (A_Srcr2Decide)
|
|
TF_FORCED = 0x00000004, // Forget what's in the way. TF_Telefrag takes precedence though.
|
|
TF_KEEPVELOCITY = 0x00000008, // Preserve velocity.
|
|
TF_KEEPANGLE = 0x00000010, // Keep angle.
|
|
TF_USESPOTZ = 0x00000020, // Set the z to the spot's z, instead of the floor.
|
|
TF_NOSRCFOG = 0x00000040, // Don't leave any fog behind when teleporting.
|
|
TF_NODESTFOG = 0x00000080, // Don't spawn any fog at the arrival position.
|
|
TF_USEACTORFOG = 0x00000100, // Use the actor's TeleFogSourceType and TeleFogDestType fogs.
|
|
TF_NOJUMP = 0x00000200, // Don't jump after teleporting.
|
|
TF_OVERRIDE = 0x00000400, // Ignore NOTELEPORT.
|
|
TF_SENSITIVEZ = 0x00000800, // Fail if the actor wouldn't fit in the position (for Z).
|
|
};
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Teleport)
|
|
{
|
|
ACTION_PARAM_START(7);
|
|
ACTION_PARAM_STATE(teleport_state, 0);
|
|
ACTION_PARAM_CLASS(target_type, 1);
|
|
ACTION_PARAM_CLASS(fog_type, 2);
|
|
ACTION_PARAM_INT(flags, 3);
|
|
ACTION_PARAM_FIXED(mindist, 4);
|
|
ACTION_PARAM_FIXED(maxdist, 5);
|
|
ACTION_PARAM_INT(ptr, 6);
|
|
|
|
AActor *ref = COPY_AAPTR(self, ptr);
|
|
|
|
if (!ref)
|
|
{
|
|
ACTION_SET_RESULT(false);
|
|
return;
|
|
}
|
|
|
|
if ((ref->flags2 & MF2_NOTELEPORT) && !(flags & TF_OVERRIDE))
|
|
{
|
|
ACTION_SET_RESULT(false);
|
|
return;
|
|
}
|
|
|
|
// 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 = ref->health / ((ref->SpawnHealth()/8 == 0) ? 1 : ref->SpawnHealth()/8);
|
|
|
|
if (chanceindex >= countof(chance))
|
|
{
|
|
chanceindex = countof(chance) - 1;
|
|
}
|
|
|
|
if (pr_teleport() >= chance[chanceindex]) return;
|
|
}
|
|
|
|
DSpotState *state = DSpotState::GetSpotState();
|
|
if (state == NULL)
|
|
{
|
|
ACTION_SET_RESULT(false);
|
|
return;
|
|
}
|
|
|
|
if (target_type == NULL)
|
|
{
|
|
target_type = PClass::FindClass("BossSpot");
|
|
}
|
|
|
|
AActor * spot = state->GetSpotWithMinMaxDistance(target_type, ref->X(), ref->Y(), mindist, maxdist);
|
|
if (spot == NULL)
|
|
{
|
|
ACTION_SET_RESULT(false);
|
|
return;
|
|
}
|
|
|
|
|
|
// [MC] By default, the function adjusts the actor's Z if it's below the floor or above the ceiling.
|
|
// This can be an issue as actors designed to maintain specific z positions wind up teleporting
|
|
// anyway when they should not, such as a floor rising above or ceiling lowering below the position
|
|
// of the spot.
|
|
if (flags & TF_SENSITIVEZ)
|
|
{
|
|
fixed_t posz = (flags & TF_USESPOTZ) ? spot->Z() : spot->floorz;
|
|
if ((posz + ref->height > spot->ceilingz) || (posz < spot->floorz))
|
|
{
|
|
ACTION_SET_RESULT(false);
|
|
return;
|
|
}
|
|
}
|
|
fixedvec3 prev = ref->Pos();
|
|
fixed_t aboveFloor = spot->Z() - spot->floorz;
|
|
fixed_t finalz = spot->floorz + aboveFloor;
|
|
|
|
if (spot->Z() + ref->height > spot->ceilingz)
|
|
finalz = spot->ceilingz - ref->height;
|
|
else if (spot->Z() < spot->floorz)
|
|
finalz = spot->floorz;
|
|
|
|
//Take precedence and cooperate with telefragging first.
|
|
bool tele_result = P_TeleportMove(ref, spot->X(), spot->Y(), finalz, !!(flags & TF_TELEFRAG));
|
|
|
|
if (!tele_result && (flags & TF_FORCED))
|
|
{
|
|
//If for some reason the original move didn't work, regardless of telefrag, force it to move.
|
|
ref->SetOrigin(spot->X(), spot->Y(), finalz, false);
|
|
tele_result = true;
|
|
}
|
|
|
|
AActor *fog1 = NULL, *fog2 = NULL;
|
|
if (tele_result)
|
|
{
|
|
//If a fog type is defined in the parameter, or the user wants to use the actor's predefined fogs,
|
|
//and if there's no desire to be fogless, spawn a fog based upon settings.
|
|
if (fog_type || (flags & TF_USEACTORFOG))
|
|
{
|
|
if (!(flags & TF_NOSRCFOG))
|
|
{
|
|
if (flags & TF_USEACTORFOG)
|
|
P_SpawnTeleportFog(ref, prev, true, true);
|
|
else
|
|
{
|
|
fog1 = Spawn(fog_type, prev, ALLOW_REPLACE);
|
|
if (fog1 != NULL)
|
|
fog1->target = ref;
|
|
}
|
|
}
|
|
if (!(flags & TF_NODESTFOG))
|
|
{
|
|
if (flags & TF_USEACTORFOG)
|
|
P_SpawnTeleportFog(ref, ref->Pos(), false, true);
|
|
else
|
|
{
|
|
fog2 = Spawn(fog_type, ref->Pos(), ALLOW_REPLACE);
|
|
if (fog2 != NULL)
|
|
fog2->target = ref;
|
|
}
|
|
}
|
|
}
|
|
|
|
ref->SetZ((flags & TF_USESPOTZ) ? spot->Z() : ref->floorz, false);
|
|
|
|
if (!(flags & TF_KEEPANGLE))
|
|
ref->angle = spot->angle;
|
|
|
|
if (!(flags & TF_KEEPVELOCITY))
|
|
ref->velx = ref->vely = ref->velz = 0;
|
|
|
|
if (!(flags & TF_NOJUMP)) //The state jump should only happen with the calling actor.
|
|
{
|
|
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
|
|
if (teleport_state == NULL)
|
|
{
|
|
// Default to Teleport.
|
|
teleport_state = self->FindState("Teleport");
|
|
// If still nothing, then return.
|
|
if (teleport_state == NULL)
|
|
return;
|
|
}
|
|
ACTION_JUMP(teleport_state);
|
|
return;
|
|
}
|
|
}
|
|
ACTION_SET_RESULT(tele_result);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// 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_QuakeEx
|
|
//
|
|
// Extended version of A_Quake. Takes individual axis into account and can
|
|
// take a flag.
|
|
//===========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_QuakeEx)
|
|
{
|
|
ACTION_PARAM_START(11);
|
|
ACTION_PARAM_INT(intensityX, 0);
|
|
ACTION_PARAM_INT(intensityY, 1);
|
|
ACTION_PARAM_INT(intensityZ, 2);
|
|
ACTION_PARAM_INT(duration, 3);
|
|
ACTION_PARAM_INT(damrad, 4);
|
|
ACTION_PARAM_INT(tremrad, 5);
|
|
ACTION_PARAM_SOUND(sound, 6);
|
|
ACTION_PARAM_INT(flags, 7);
|
|
ACTION_PARAM_DOUBLE(mulWaveX, 8);
|
|
ACTION_PARAM_DOUBLE(mulWaveY, 9);
|
|
ACTION_PARAM_DOUBLE(mulWaveZ, 10);
|
|
P_StartQuakeXYZ(self, 0, intensityX, intensityY, intensityZ, duration, damrad, tremrad, sound, flags, mulWaveX, mulWaveY, mulWaveZ);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// 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 = MulScale13(finesine[weaveXY << BOBTOFINESHIFT], xydist);
|
|
newX = self->X() - FixedMul (finecosine[angle], dist);
|
|
newY = self->Y() - FixedMul (finesine[angle], dist);
|
|
weaveXY = (weaveXY + xyspeed) & 63;
|
|
dist = MulScale13(finesine[weaveXY << BOBTOFINESHIFT], xydist);
|
|
newX += FixedMul (finecosine[angle], dist);
|
|
newY += FixedMul (finesine[angle], dist);
|
|
if (!(self->flags5 & MF5_NOINTERACTION))
|
|
{
|
|
P_TryMove (self, newX, newY, true);
|
|
}
|
|
else
|
|
{
|
|
self->UnlinkFromWorld ();
|
|
self->flags |= MF_NOBLOCKMAP;
|
|
// the following 4 lines are for future-proofing this for both interpolation overhaul and line portals.
|
|
// For portals we need to calculate the destination including the portal offset
|
|
// and for interpolation we need to set the performed movement explicitly, because SetXY cannot do that.
|
|
newX -= self->X();
|
|
newY -= self->Y();
|
|
self->SetXY(self->Vec2Offset(newX, newY));
|
|
self->SetMovement(newX, newY, 0);
|
|
self->LinkToWorld ();
|
|
}
|
|
self->WeaveIndexXY = weaveXY;
|
|
}
|
|
if (zdist != 0 && zspeed != 0)
|
|
{
|
|
self->AddZ(-MulScale13(finesine[weaveZ << BOBTOFINESHIFT], zdist));
|
|
weaveZ = (weaveZ + zspeed) & 63;
|
|
self->AddZ(MulScale13(finesine[weaveZ << BOBTOFINESHIFT], 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.
|
|
//
|
|
//===========================================================================
|
|
|
|
|
|
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 = self->target->AngleTo(self) - self->target->angle;
|
|
angle >>= 24;
|
|
bool dodge = (P_CheckSight(self->target, self) && (angle>226 || angle<30));
|
|
|
|
// Distance check is simplistic
|
|
fixedvec2 vec = self->Vec2To(self->target);
|
|
fixed_t dx = abs (vec.x);
|
|
fixed_t dy = abs (vec.y);
|
|
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
|
|
angle = self->target->AngleTo(self);
|
|
|
|
fixedvec3 bloodpos = self->target->Vec3Angle(self->target->radius, angle, self->target->height >> 1);
|
|
|
|
|
|
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, bloodpos, angle, 0);
|
|
}
|
|
}
|
|
else if (self->target->flags3 & MF3_GHOST)
|
|
damage >>= 2;
|
|
if (damage)
|
|
{
|
|
int newdam = P_DamageMobj(self->target, self, self, damage, mod, DMG_THRUSTLESS);
|
|
if (spawnblood)
|
|
{
|
|
P_SpawnBlood(bloodpos, angle, newdam > 0 ? newdam : damage, self->target);
|
|
P_TraceBleed(newdam > 0 ? newdam : damage, self->target, self->AngleTo(dx, dy, self->target), 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
// And finally, let's play the sound
|
|
S_Sound (self, CHAN_WEAPON, sound, 1, ATTN_NORM);
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// A_Warp
|
|
//
|
|
//==========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp)
|
|
{
|
|
ACTION_PARAM_START(10);
|
|
|
|
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);
|
|
ACTION_PARAM_FIXED(heightoffset, 7);
|
|
ACTION_PARAM_FIXED(radiusoffset, 8);
|
|
ACTION_PARAM_ANGLE(pitch, 9);
|
|
|
|
AActor *reference;
|
|
|
|
if((flags & WARPF_USETID))
|
|
{
|
|
reference = SingleActorFromTID(destination_selector, self);
|
|
}
|
|
else
|
|
{
|
|
reference = COPY_AAPTR(self, destination_selector);
|
|
}
|
|
|
|
//If there is no actor to warp to, fail.
|
|
if (!reference)
|
|
{
|
|
ACTION_SET_RESULT(false);
|
|
return;
|
|
}
|
|
|
|
if (P_Thing_Warp(self, reference, xofs, yofs, zofs, angle, flags, heightoffset, radiusoffset, pitch))
|
|
{
|
|
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
|
|
{
|
|
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(5);
|
|
|
|
ACTION_PARAM_NAME(scriptname, 0);
|
|
ACTION_PARAM_INT(arg1, 1);
|
|
ACTION_PARAM_INT(arg2, 2);
|
|
ACTION_PARAM_INT(arg3, 3);
|
|
ACTION_PARAM_INT(arg4, 4);
|
|
|
|
bool res = !!P_ExecuteSpecial(ACS_ExecuteWithResult, NULL, self, false, -scriptname, arg1, arg2, arg3, arg4);
|
|
|
|
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);
|
|
}
|
|
|
|
|
|
static bool DoCheckSpecies(AActor *mo, FName filterSpecies, bool exclude)
|
|
{
|
|
FName actorSpecies = mo->GetSpecies();
|
|
if (filterSpecies == NAME_None) return true;
|
|
return exclude ? (actorSpecies != filterSpecies) : (actorSpecies == filterSpecies);
|
|
}
|
|
|
|
static bool DoCheckClass(AActor *mo, const PClass *filterClass, bool exclude)
|
|
{
|
|
const PClass *actorClass = mo->GetClass();
|
|
if (filterClass == NULL) return true;
|
|
return exclude ? (actorClass != filterClass) : (actorClass == filterClass);
|
|
}
|
|
//==========================================================================
|
|
//
|
|
// A_RadiusGive(item, distance, flags, amount, filter, species)
|
|
//
|
|
// Uses code roughly similar to A_Explode (but without all the compatibility
|
|
// baggage and damage computation code) to give an item to all eligible mobjs
|
|
// in range.
|
|
//
|
|
//==========================================================================
|
|
enum RadiusGiveFlags
|
|
{
|
|
RGF_GIVESELF = 1 << 0,
|
|
RGF_PLAYERS = 1 << 1,
|
|
RGF_MONSTERS = 1 << 2,
|
|
RGF_OBJECTS = 1 << 3,
|
|
RGF_VOODOO = 1 << 4,
|
|
RGF_CORPSES = 1 << 5,
|
|
RGF_MASK = 2111,
|
|
RGF_NOTARGET = 1 << 6,
|
|
RGF_NOTRACER = 1 << 7,
|
|
RGF_NOMASTER = 1 << 8,
|
|
RGF_CUBE = 1 << 9,
|
|
RGF_NOSIGHT = 1 << 10,
|
|
RGF_MISSILES = 1 << 11,
|
|
RGF_INCLUSIVE = 1 << 12,
|
|
RGF_ITEMS = 1 << 13,
|
|
RGF_KILLED = 1 << 14,
|
|
RGF_EXFILTER = 1 << 15,
|
|
RGF_EXSPECIES = 1 << 16,
|
|
RGF_EITHER = 1 << 17,
|
|
};
|
|
|
|
static bool DoRadiusGive(AActor *self, AActor *thing, const PClass *item, int amount, fixed_t distance, int flags, const PClass *filter, FName species, fixed_t mindist)
|
|
{
|
|
// [MC] We only want to make an exception for missiles here. Nothing else.
|
|
bool missilePass = !!((flags & RGF_MISSILES) && thing->isMissile());
|
|
if (thing == self)
|
|
{
|
|
if (!(flags & RGF_GIVESELF))
|
|
return false;
|
|
}
|
|
else if (thing->isMissile())
|
|
{
|
|
if (!missilePass)
|
|
return false;
|
|
}
|
|
|
|
//[MC] Check for a filter, species, and the related exfilter/expecies/either flag(s).
|
|
bool filterpass = DoCheckClass(thing, filter, !!(flags & RGF_EXFILTER)),
|
|
speciespass = DoCheckSpecies(thing, species, !!(flags & RGF_EXSPECIES));
|
|
|
|
if ((flags & RGF_EITHER) ? (!(filterpass || speciespass)) : (!(filterpass && speciespass)))
|
|
{
|
|
if (thing != self) //Don't let filter and species obstruct RGF_GIVESELF.
|
|
return false;
|
|
}
|
|
|
|
//Check for target, master, and tracer flagging.
|
|
bool targetPass = true;
|
|
bool masterPass = true;
|
|
bool tracerPass = true;
|
|
bool ptrPass = false;
|
|
if ((thing != self) && (flags & (RGF_NOTARGET | RGF_NOMASTER | RGF_NOTRACER)))
|
|
{
|
|
if ((thing == self->target) && (flags & RGF_NOTARGET))
|
|
targetPass = false;
|
|
if ((thing == self->master) && (flags & RGF_NOMASTER))
|
|
masterPass = false;
|
|
if ((thing == self->tracer) && (flags & RGF_NOTRACER))
|
|
tracerPass = false;
|
|
|
|
ptrPass = (flags & RGF_INCLUSIVE) ? (targetPass || masterPass || tracerPass) : (targetPass && masterPass && tracerPass);
|
|
|
|
//We should not care about what the actor is here. It's safe to abort this actor.
|
|
if (!ptrPass)
|
|
return false;
|
|
}
|
|
|
|
//Next, actor flag checking.
|
|
bool selfPass = !!((flags & RGF_GIVESELF) && thing == self);
|
|
bool corpsePass = !!((flags & RGF_CORPSES) && thing->flags & MF_CORPSE);
|
|
bool killedPass = !!((flags & RGF_KILLED) && thing->flags6 & MF6_KILLED);
|
|
bool monsterPass = !!((flags & RGF_MONSTERS) && thing->flags3 & MF3_ISMONSTER);
|
|
bool objectPass = !!((flags & RGF_OBJECTS) && (thing->player == NULL) && (!(thing->flags3 & MF3_ISMONSTER))
|
|
&& ((thing->flags & MF_SHOOTABLE) || (thing->flags6 & MF6_VULNERABLE)));
|
|
bool playerPass = !!((flags & RGF_PLAYERS) && (thing->player != NULL) && (thing->player->mo == thing));
|
|
bool voodooPass = !!((flags & RGF_VOODOO) && (thing->player != NULL) && (thing->player->mo != thing));
|
|
//Self calls priority over the rest of this.
|
|
if (!selfPass)
|
|
{
|
|
//If it's specifically a monster/object/player/voodoo... Can be either or...
|
|
if (monsterPass || objectPass || playerPass || voodooPass)
|
|
{
|
|
//...and is dead, without desire to give to the dead...
|
|
if (((thing->health <= 0) && !(corpsePass || killedPass)))
|
|
{
|
|
//Skip!
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool itemPass = !!((flags & RGF_ITEMS) && thing->IsKindOf(RUNTIME_CLASS(AInventory)));
|
|
|
|
if (selfPass || monsterPass || corpsePass || killedPass || itemPass || objectPass || missilePass || playerPass || voodooPass)
|
|
{
|
|
|
|
fixedvec3 diff = self->Vec3To(thing);
|
|
diff.z += (thing->height - self->height) / 2;
|
|
if (flags & RGF_CUBE)
|
|
{ // check if inside a cube
|
|
double dx = fabs((double)(diff.x));
|
|
double dy = fabs((double)(diff.y));
|
|
double dz = fabs((double)(diff.z));
|
|
double dist = (double)distance;
|
|
double min = (double)mindist;
|
|
if ((dx > dist || dy > dist || dz > dist) || (min && (dx < min && dy < min && dz < min)))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{ // check if inside a sphere
|
|
double distsquared = double(distance) * double(distance);
|
|
double minsquared = double(mindist) * double(mindist);
|
|
double lengthsquared = TVector3<double>(diff.x, diff.y, diff.z).LengthSquared();
|
|
if (lengthsquared > distsquared || (minsquared && (lengthsquared < minsquared)))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if ((flags & RGF_NOSIGHT) || P_CheckSight(thing, self, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY))
|
|
{ // OK to give; target is in direct path, or the monster doesn't care about it being in line of sight.
|
|
AInventory *gift = static_cast<AInventory *>(Spawn(item, 0, 0, 0, NO_REPLACE));
|
|
if (gift->IsKindOf(RUNTIME_CLASS(AHealth)))
|
|
{
|
|
gift->Amount *= amount;
|
|
}
|
|
else
|
|
{
|
|
gift->Amount = amount;
|
|
}
|
|
gift->flags |= MF_DROPPED;
|
|
gift->ClearCounters();
|
|
if (!gift->CallTryPickup(thing))
|
|
{
|
|
gift->Destroy();
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
|
|
{
|
|
ACTION_PARAM_START(7);
|
|
ACTION_PARAM_CLASS(item, 0);
|
|
ACTION_PARAM_FIXED(distance, 1);
|
|
ACTION_PARAM_INT(flags, 2);
|
|
ACTION_PARAM_INT(amount, 3);
|
|
ACTION_PARAM_CLASS(filter, 4);
|
|
ACTION_PARAM_NAME(species, 5);
|
|
ACTION_PARAM_FIXED(mindist, 6);
|
|
|
|
// We need a valid item, valid targets, and a valid range
|
|
if (item == NULL || (flags & RGF_MASK) == 0 || !flags || distance <= 0 || mindist >= distance)
|
|
{
|
|
ACTION_SET_RESULT(false);
|
|
return;
|
|
}
|
|
|
|
if (amount == 0)
|
|
{
|
|
amount = 1;
|
|
}
|
|
AActor *thing;
|
|
bool given = false;
|
|
if (flags & RGF_MISSILES)
|
|
{
|
|
TThinkerIterator<AActor> it;
|
|
while ((thing = it.Next()))
|
|
{
|
|
if (DoRadiusGive(self, thing, item, amount, distance, flags, filter, species, mindist)) given = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FBlockThingsIterator it(FBoundingBox(self->X(), self->Y(), distance));
|
|
while ((thing = it.Next()))
|
|
{
|
|
if (DoRadiusGive(self, thing, item, amount, distance, flags, filter, species, mindist)) given = true;
|
|
}
|
|
}
|
|
ACTION_SET_RESULT(given);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_CheckSpecies
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSpecies)
|
|
{
|
|
ACTION_PARAM_START(3);
|
|
ACTION_PARAM_STATE(jump, 0);
|
|
ACTION_PARAM_NAME(species, 1);
|
|
ACTION_PARAM_INT(ptr, 2);
|
|
|
|
AActor *mobj = COPY_AAPTR(self, ptr);
|
|
|
|
ACTION_SET_RESULT(false);
|
|
//Needs at least one state jump to work.
|
|
if (!mobj)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (jump && mobj->GetSpecies() == species)
|
|
ACTION_JUMP(jump);
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// A_SetTics
|
|
//
|
|
//==========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetTics)
|
|
{
|
|
ACTION_PARAM_START(1);
|
|
ACTION_PARAM_INT(tics_to_set, 0);
|
|
|
|
if (stateowner != self && self->player != NULL && stateowner->IsKindOf(RUNTIME_CLASS(AWeapon)))
|
|
{ // Is this a weapon? Need to check psp states for a match, then. Blah.
|
|
for (int i = 0; i < NUMPSPRITES; ++i)
|
|
{
|
|
if (self->player->psprites[i].state == CallingState)
|
|
{
|
|
self->player->psprites[i].tics = tics_to_set;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
// Just set tics for self.
|
|
self->tics = tics_to_set;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// A_SetDamageType
|
|
//
|
|
//==========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetDamageType)
|
|
{
|
|
ACTION_PARAM_START(1);
|
|
ACTION_PARAM_NAME(damagetype, 0);
|
|
|
|
self->DamageType = damagetype;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// A_DropItem
|
|
//
|
|
//==========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropItem)
|
|
{
|
|
ACTION_PARAM_START(3);
|
|
ACTION_PARAM_CLASS(spawntype, 0);
|
|
ACTION_PARAM_INT(amount, 1);
|
|
ACTION_PARAM_INT(chance, 2);
|
|
|
|
P_DropItem(self, spawntype, amount, chance);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// A_SetSpeed
|
|
//
|
|
//==========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpeed)
|
|
{
|
|
ACTION_PARAM_START(2);
|
|
ACTION_PARAM_FIXED(speed, 0);
|
|
ACTION_PARAM_INT(ptr, 1);
|
|
|
|
AActor *ref = COPY_AAPTR(self, ptr);
|
|
|
|
if (!ref)
|
|
{
|
|
ACTION_SET_RESULT(false);
|
|
return;
|
|
}
|
|
|
|
ref->Speed = speed;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// A_SetFloatSpeed
|
|
//
|
|
//==========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetFloatSpeed)
|
|
{
|
|
ACTION_PARAM_START(2);
|
|
ACTION_PARAM_FIXED(speed, 0);
|
|
ACTION_PARAM_INT(ptr, 1);
|
|
|
|
AActor *ref = COPY_AAPTR(self, ptr);
|
|
|
|
if (!ref)
|
|
{
|
|
ACTION_SET_RESULT(false);
|
|
return;
|
|
}
|
|
|
|
ref->FloatSpeed = speed;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// A_SetPainThreshold
|
|
//
|
|
//==========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPainThreshold)
|
|
{
|
|
ACTION_PARAM_START(2);
|
|
ACTION_PARAM_INT(threshold, 0);
|
|
ACTION_PARAM_INT(ptr, 1);
|
|
|
|
AActor *ref = COPY_AAPTR(self, ptr);
|
|
|
|
if (!ref)
|
|
{
|
|
ACTION_SET_RESULT(false);
|
|
return;
|
|
}
|
|
|
|
ref->PainThreshold = threshold;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Common A_Damage handler
|
|
//
|
|
// A_Damage* (int amount, str damagetype, int flags, str filter, str species)
|
|
// Damages the specified actor by the specified amount. Negative values heal.
|
|
// Flags: See below.
|
|
// Filter: Specified actor is the only type allowed to be affected.
|
|
// Species: Specified species is the only type allowed to be affected.
|
|
//
|
|
// Examples:
|
|
// A_Damage(20,"Normal",DMSS_FOILINVUL,0,"DemonicSpecies") <--Only actors
|
|
// with a species "DemonicSpecies" will be affected. Use 0 to not filter by actor.
|
|
//
|
|
//===========================================================================
|
|
|
|
enum DMSS
|
|
{
|
|
DMSS_FOILINVUL = 1, //Foil invulnerability
|
|
DMSS_AFFECTARMOR = 2, //Make it affect armor
|
|
DMSS_KILL = 4, //Damages them for their current health
|
|
DMSS_NOFACTOR = 8, //Ignore DamageFactors
|
|
DMSS_FOILBUDDHA = 16, //Can kill actors with Buddha flag, except the player.
|
|
DMSS_NOPROTECT = 32, //Ignores PowerProtection entirely
|
|
DMSS_EXFILTER = 64, //Changes filter into a blacklisted class instead of whitelisted.
|
|
DMSS_EXSPECIES = 128, // ^ but with species instead.
|
|
DMSS_EITHER = 256, //Allow either type or species to be affected.
|
|
};
|
|
|
|
static void DoDamage(AActor *dmgtarget, AActor *self, int amount, FName DamageType, int flags, const PClass *filter, FName species)
|
|
{
|
|
bool filterpass = DoCheckClass(dmgtarget, filter, !!(flags & DMSS_EXFILTER)),
|
|
speciespass = DoCheckSpecies(dmgtarget, species, !!(flags & DMSS_EXSPECIES));
|
|
if ((flags & DMSS_EITHER) ? (filterpass || speciespass) : (filterpass && speciespass))
|
|
{
|
|
int dmgFlags = 0;
|
|
if (flags & DMSS_FOILINVUL)
|
|
dmgFlags |= DMG_FOILINVUL;
|
|
if (flags & DMSS_FOILBUDDHA)
|
|
dmgFlags |= DMG_FOILBUDDHA;
|
|
if (flags & (DMSS_KILL | DMSS_NOFACTOR)) //Kill implies NoFactor
|
|
dmgFlags |= DMG_NO_FACTOR;
|
|
if (!(flags & DMSS_AFFECTARMOR) || (flags & DMSS_KILL)) //Kill overrides AffectArmor
|
|
dmgFlags |= DMG_NO_ARMOR;
|
|
if (flags & DMSS_KILL) //Kill adds the value of the damage done to it. Allows for more controlled extreme death types.
|
|
amount += dmgtarget->health;
|
|
if (flags & DMSS_NOPROTECT) //Ignore PowerProtection.
|
|
dmgFlags |= DMG_NO_PROTECT;
|
|
|
|
if (amount > 0)
|
|
P_DamageMobj(dmgtarget, self, self, amount, DamageType, dmgFlags); //Should wind up passing them through just fine.
|
|
|
|
else if (amount < 0)
|
|
{
|
|
amount = -amount;
|
|
P_GiveBody(dmgtarget, amount);
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageSelf)
|
|
{
|
|
ACTION_PARAM_START(5);
|
|
ACTION_PARAM_INT(amount, 0);
|
|
ACTION_PARAM_NAME(DamageType, 1);
|
|
ACTION_PARAM_INT(flags, 2);
|
|
ACTION_PARAM_CLASS(filter, 3);
|
|
ACTION_PARAM_NAME(species, 4);
|
|
|
|
DoDamage(self, self, amount, DamageType, flags, filter, species);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageTarget)
|
|
{
|
|
ACTION_PARAM_START(5);
|
|
ACTION_PARAM_INT(amount, 0);
|
|
ACTION_PARAM_NAME(DamageType, 1);
|
|
ACTION_PARAM_INT(flags, 2);
|
|
ACTION_PARAM_CLASS(filter, 3);
|
|
ACTION_PARAM_NAME(species, 4);
|
|
|
|
if (self->target != NULL)
|
|
{
|
|
DoDamage(self->target, self, amount, DamageType, flags, filter, species);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageTracer)
|
|
{
|
|
ACTION_PARAM_START(5);
|
|
ACTION_PARAM_INT(amount, 0);
|
|
ACTION_PARAM_NAME(DamageType, 1);
|
|
ACTION_PARAM_INT(flags, 2);
|
|
ACTION_PARAM_CLASS(filter, 3);
|
|
ACTION_PARAM_NAME(species, 4);
|
|
|
|
if (self->tracer != NULL)
|
|
{
|
|
DoDamage(self->tracer, self, amount, DamageType, flags, filter, species);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageMaster)
|
|
{
|
|
ACTION_PARAM_START(5);
|
|
ACTION_PARAM_INT(amount, 0);
|
|
ACTION_PARAM_NAME(DamageType, 1);
|
|
ACTION_PARAM_INT(flags, 2);
|
|
ACTION_PARAM_CLASS(filter, 3);
|
|
ACTION_PARAM_NAME(species, 4);
|
|
|
|
if (self->master != NULL)
|
|
{
|
|
DoDamage(self->master, self, amount, DamageType, flags, filter, species);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageChildren)
|
|
{
|
|
ACTION_PARAM_START(5);
|
|
ACTION_PARAM_INT(amount, 0);
|
|
ACTION_PARAM_NAME(DamageType, 1);
|
|
ACTION_PARAM_INT(flags, 2);
|
|
ACTION_PARAM_CLASS(filter, 3);
|
|
ACTION_PARAM_NAME(species, 4);
|
|
|
|
TThinkerIterator<AActor> it;
|
|
AActor * mo;
|
|
|
|
while ( (mo = it.Next()) )
|
|
{
|
|
if (mo->master == self)
|
|
{
|
|
DoDamage(mo, self, amount, DamageType, flags, filter, species);
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageSiblings)
|
|
{
|
|
ACTION_PARAM_START(5);
|
|
ACTION_PARAM_INT(amount, 0);
|
|
ACTION_PARAM_NAME(DamageType, 1);
|
|
ACTION_PARAM_INT(flags, 2);
|
|
ACTION_PARAM_CLASS(filter, 3);
|
|
ACTION_PARAM_NAME(species, 4);
|
|
|
|
TThinkerIterator<AActor> it;
|
|
AActor * mo;
|
|
|
|
if (self->master != NULL)
|
|
{
|
|
while ((mo = it.Next()))
|
|
{
|
|
if (mo->master == self->master && mo != self)
|
|
{
|
|
DoDamage(mo, self, amount, DamageType, flags, filter, species);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_Kill*(damagetype, int flags)
|
|
//
|
|
//===========================================================================
|
|
enum KILS
|
|
{
|
|
KILS_FOILINVUL = 1 << 0,
|
|
KILS_KILLMISSILES = 1 << 1,
|
|
KILS_NOMONSTERS = 1 << 2,
|
|
KILS_FOILBUDDHA = 1 << 3,
|
|
KILS_EXFILTER = 1 << 4,
|
|
KILS_EXSPECIES = 1 << 5,
|
|
KILS_EITHER = 1 << 6,
|
|
};
|
|
|
|
static void DoKill(AActor *killtarget, AActor *self, FName damagetype, int flags, const PClass *filter, FName species)
|
|
{
|
|
bool filterpass = DoCheckClass(killtarget, filter, !!(flags & KILS_EXFILTER)),
|
|
speciespass = DoCheckSpecies(killtarget, species, !!(flags & KILS_EXSPECIES));
|
|
if ((flags & KILS_EITHER) ? (filterpass || speciespass) : (filterpass && speciespass)) //Check this first. I think it'll save the engine a lot more time this way.
|
|
{
|
|
int dmgFlags = DMG_NO_ARMOR | DMG_NO_FACTOR;
|
|
|
|
if (KILS_FOILINVUL)
|
|
dmgFlags |= DMG_FOILINVUL;
|
|
if (KILS_FOILBUDDHA)
|
|
dmgFlags |= DMG_FOILBUDDHA;
|
|
|
|
|
|
if ((killtarget->flags & MF_MISSILE) && (flags & KILS_KILLMISSILES))
|
|
{
|
|
//[MC] Now that missiles can set masters, lets put in a check to properly destroy projectiles. BUT FIRST! New feature~!
|
|
//Check to see if it's invulnerable. Disregarded if foilinvul is on, but never works on a missile with NODAMAGE
|
|
//since that's the whole point of it.
|
|
if ((!(killtarget->flags2 & MF2_INVULNERABLE) || (flags & KILS_FOILINVUL)) &&
|
|
(!(killtarget->flags7 & MF7_BUDDHA) || (flags & KILS_FOILBUDDHA)) &&
|
|
!(killtarget->flags5 & MF5_NODAMAGE))
|
|
{
|
|
P_ExplodeMissile(killtarget, NULL, NULL);
|
|
}
|
|
}
|
|
if (!(flags & KILS_NOMONSTERS))
|
|
{
|
|
P_DamageMobj(killtarget, self, self, killtarget->health, damagetype, dmgFlags);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_KillTarget(damagetype, int flags)
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillTarget)
|
|
{
|
|
ACTION_PARAM_START(4);
|
|
ACTION_PARAM_NAME(damagetype, 0);
|
|
ACTION_PARAM_INT(flags, 1);
|
|
ACTION_PARAM_CLASS(filter, 2);
|
|
ACTION_PARAM_NAME(species, 3);
|
|
|
|
if (self->target != NULL)
|
|
{
|
|
DoKill(self->target, self, damagetype, flags, filter, species);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_KillTracer(damagetype, int flags)
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillTracer)
|
|
{
|
|
ACTION_PARAM_START(4);
|
|
ACTION_PARAM_NAME(damagetype, 0);
|
|
ACTION_PARAM_INT(flags, 1);
|
|
ACTION_PARAM_CLASS(filter, 2);
|
|
ACTION_PARAM_NAME(species, 3);
|
|
|
|
if (self->tracer != NULL)
|
|
{
|
|
DoKill(self->tracer, self, damagetype, flags, filter, species);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_KillMaster(damagetype, int flags)
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillMaster)
|
|
{
|
|
ACTION_PARAM_START(4);
|
|
ACTION_PARAM_NAME(damagetype, 0);
|
|
ACTION_PARAM_INT(flags, 1);
|
|
ACTION_PARAM_CLASS(filter, 2);
|
|
ACTION_PARAM_NAME(species, 3);
|
|
|
|
if (self->master != NULL)
|
|
{
|
|
DoKill(self->master, self, damagetype, flags, filter, species);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_KillChildren(damagetype, int flags)
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillChildren)
|
|
{
|
|
ACTION_PARAM_START(4);
|
|
ACTION_PARAM_NAME(damagetype, 0);
|
|
ACTION_PARAM_INT(flags, 1);
|
|
ACTION_PARAM_CLASS(filter, 2);
|
|
ACTION_PARAM_NAME(species, 3);
|
|
|
|
TThinkerIterator<AActor> it;
|
|
AActor *mo;
|
|
|
|
while ( (mo = it.Next()) )
|
|
{
|
|
if (mo->master == self)
|
|
{
|
|
DoKill(mo, self, damagetype, flags, filter, species);
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_KillSiblings(damagetype, int flags)
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillSiblings)
|
|
{
|
|
ACTION_PARAM_START(4);
|
|
ACTION_PARAM_NAME(damagetype, 0);
|
|
ACTION_PARAM_INT(flags, 1);
|
|
ACTION_PARAM_CLASS(filter, 2);
|
|
ACTION_PARAM_NAME(species, 3);
|
|
|
|
TThinkerIterator<AActor> it;
|
|
AActor *mo;
|
|
|
|
if (self->master != NULL)
|
|
{
|
|
while ( (mo = it.Next()) )
|
|
{
|
|
if (mo->master == self->master && mo != self)
|
|
{
|
|
DoKill(mo, self, damagetype, flags, filter, species);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// DoRemove
|
|
//
|
|
//===========================================================================
|
|
|
|
enum RMVF_flags
|
|
{
|
|
RMVF_MISSILES = 1 << 0,
|
|
RMVF_NOMONSTERS = 1 << 1,
|
|
RMVF_MISC = 1 << 2,
|
|
RMVF_EVERYTHING = 1 << 3,
|
|
RMVF_EXFILTER = 1 << 4,
|
|
RMVF_EXSPECIES = 1 << 5,
|
|
RMVF_EITHER = 1 << 6,
|
|
};
|
|
|
|
static void DoRemove(AActor *removetarget, int flags, const PClass *filter, FName species)
|
|
{
|
|
bool filterpass = DoCheckClass(removetarget, filter, !!(flags & RMVF_EXFILTER)),
|
|
speciespass = DoCheckSpecies(removetarget, species, !!(flags & RMVF_EXSPECIES));
|
|
if ((flags & RMVF_EITHER) ? (filterpass || speciespass) : (filterpass && speciespass))
|
|
{
|
|
if ((flags & RMVF_EVERYTHING))
|
|
{
|
|
P_RemoveThing(removetarget);
|
|
}
|
|
if ((flags & RMVF_MISC) && !((removetarget->flags3 & MF3_ISMONSTER) && (removetarget->flags & MF_MISSILE)))
|
|
{
|
|
P_RemoveThing(removetarget);
|
|
}
|
|
if ((removetarget->flags3 & MF3_ISMONSTER) && !(flags & RMVF_NOMONSTERS))
|
|
{
|
|
P_RemoveThing(removetarget);
|
|
}
|
|
if ((removetarget->flags & MF_MISSILE) && (flags & RMVF_MISSILES))
|
|
{
|
|
P_RemoveThing(removetarget);
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_RemoveTarget
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveTarget)
|
|
{
|
|
ACTION_PARAM_START(2);
|
|
ACTION_PARAM_INT(flags, 0);
|
|
ACTION_PARAM_CLASS(filter, 1);
|
|
ACTION_PARAM_NAME(species, 2);
|
|
|
|
if (self->target != NULL)
|
|
{
|
|
DoRemove(self->target, flags, filter, species);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_RemoveTracer
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveTracer)
|
|
{
|
|
ACTION_PARAM_START(2);
|
|
ACTION_PARAM_INT(flags, 0);
|
|
ACTION_PARAM_CLASS(filter, 1);
|
|
ACTION_PARAM_NAME(species, 2);
|
|
|
|
if (self->tracer != NULL)
|
|
{
|
|
DoRemove(self->tracer, flags, filter, species);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_RemoveMaster
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveMaster)
|
|
{
|
|
ACTION_PARAM_START(2);
|
|
ACTION_PARAM_INT(flags, 0);
|
|
ACTION_PARAM_CLASS(filter, 1);
|
|
ACTION_PARAM_NAME(species, 2);
|
|
|
|
if (self->master != NULL)
|
|
{
|
|
DoRemove(self->master, flags, filter, species);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_RemoveChildren
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveChildren)
|
|
{
|
|
TThinkerIterator<AActor> it;
|
|
AActor *mo;
|
|
ACTION_PARAM_START(4);
|
|
ACTION_PARAM_BOOL(removeall, 0);
|
|
ACTION_PARAM_INT(flags, 1);
|
|
ACTION_PARAM_CLASS(filter, 2);
|
|
ACTION_PARAM_NAME(species, 3);
|
|
|
|
|
|
while ((mo = it.Next()) != NULL)
|
|
{
|
|
if (mo->master == self && (mo->health <= 0 || removeall))
|
|
{
|
|
DoRemove(mo, flags, filter, species);
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_RemoveSiblings
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveSiblings)
|
|
{
|
|
TThinkerIterator<AActor> it;
|
|
AActor *mo;
|
|
ACTION_PARAM_START(4);
|
|
ACTION_PARAM_BOOL(removeall, 0);
|
|
ACTION_PARAM_INT(flags, 1);
|
|
ACTION_PARAM_CLASS(filter, 2);
|
|
ACTION_PARAM_NAME(species, 3);
|
|
|
|
if (self->master != NULL)
|
|
{
|
|
while ((mo = it.Next()) != NULL)
|
|
{
|
|
if (mo->master == self->master && mo != self && (mo->health <= 0 || removeall))
|
|
{
|
|
DoRemove(mo, flags, filter, species);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_Remove
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Remove)
|
|
{
|
|
ACTION_PARAM_START(4);
|
|
ACTION_PARAM_INT(removee, 0);
|
|
ACTION_PARAM_INT(flags, 1);
|
|
ACTION_PARAM_CLASS(filter, 2);
|
|
ACTION_PARAM_NAME(species, 3);
|
|
|
|
AActor *reference = COPY_AAPTR(self, removee);
|
|
if (reference != NULL)
|
|
{
|
|
DoRemove(reference, flags, filter, species);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_SetTeleFog
|
|
//
|
|
// Sets the teleport fog(s) for the calling actor.
|
|
// Takes a name of the classes for the source and destination.
|
|
//===========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetTeleFog)
|
|
{
|
|
ACTION_PARAM_START(2);
|
|
ACTION_PARAM_CLASS(oldpos, 0);
|
|
ACTION_PARAM_CLASS(newpos, 1);
|
|
|
|
self->TeleFogSourceType = oldpos;
|
|
self->TeleFogDestType = newpos;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_SwapTeleFog
|
|
//
|
|
// Switches the source and dest telefogs around.
|
|
//===========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_SwapTeleFog)
|
|
{
|
|
if ((self->TeleFogSourceType != self->TeleFogDestType)) //Does nothing if they're the same.
|
|
{
|
|
const PClass *temp = self->TeleFogSourceType;
|
|
self->TeleFogSourceType = self->TeleFogDestType;
|
|
self->TeleFogDestType = temp;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_SetFloatBobPhase
|
|
//
|
|
// Changes the FloatBobPhase of the actor.
|
|
//===========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetFloatBobPhase)
|
|
{
|
|
ACTION_PARAM_START(1);
|
|
ACTION_PARAM_INT(bob, 0);
|
|
|
|
//Respect float bob phase limits.
|
|
if (self && (bob >= 0 && bob <= 63))
|
|
self->FloatBobPhase = bob;
|
|
}
|
|
|
|
//===========================================================================
|
|
// A_SetHealth
|
|
//
|
|
// Changes the health of the actor.
|
|
// Takes a pointer as well.
|
|
//===========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetHealth)
|
|
{
|
|
ACTION_PARAM_START(2);
|
|
ACTION_PARAM_INT(health, 0);
|
|
ACTION_PARAM_INT(ptr, 1);
|
|
|
|
AActor *mobj = COPY_AAPTR(self, ptr);
|
|
|
|
if (!mobj)
|
|
{
|
|
return;
|
|
}
|
|
|
|
player_t *player = mobj->player;
|
|
if (player)
|
|
{
|
|
if (health <= 0)
|
|
player->mo->health = mobj->health = player->health = 1; //Copied from the buddha cheat.
|
|
else
|
|
player->mo->health = mobj->health = player->health = health;
|
|
}
|
|
else if (mobj)
|
|
{
|
|
if (health <= 0)
|
|
mobj->health = 1;
|
|
else
|
|
mobj->health = health;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
// A_ResetHealth
|
|
//
|
|
// Resets the health of the actor to default, except if their dead.
|
|
// Takes a pointer.
|
|
//===========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ResetHealth)
|
|
{
|
|
ACTION_PARAM_START(1);
|
|
ACTION_PARAM_INT(ptr, 0);
|
|
|
|
AActor *mobj = COPY_AAPTR(self, ptr);
|
|
|
|
if (!mobj)
|
|
{
|
|
return;
|
|
}
|
|
|
|
player_t *player = mobj->player;
|
|
if (player && (player->mo->health > 0))
|
|
{
|
|
player->health = player->mo->health = player->mo->GetDefault()->health; //Copied from the resurrect cheat.
|
|
}
|
|
else if (mobj && (mobj->health > 0))
|
|
{
|
|
mobj->health = mobj->SpawnHealth();
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
// A_JumpIfHigherOrLower
|
|
//
|
|
// Jumps if a target, master, or tracer is higher or lower than the calling
|
|
// actor. Can also specify how much higher/lower the actor needs to be than
|
|
// itself. Can also take into account the height of the actor in question,
|
|
// depending on which it's checking. This means adding height of the
|
|
// calling actor's self if the pointer is higher, or height of the pointer
|
|
// if its lower.
|
|
//===========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfHigherOrLower)
|
|
{
|
|
ACTION_PARAM_START(6);
|
|
ACTION_PARAM_STATE(high, 0);
|
|
ACTION_PARAM_STATE(low, 1);
|
|
ACTION_PARAM_FIXED(offsethigh, 2);
|
|
ACTION_PARAM_FIXED(offsetlow, 3);
|
|
ACTION_PARAM_BOOL(includeHeight, 4);
|
|
ACTION_PARAM_INT(ptr, 5);
|
|
|
|
AActor *mobj = COPY_AAPTR(self, ptr);
|
|
|
|
|
|
if (!mobj || (mobj == self)) //AAPTR_DEFAULT is completely useless in this regard.
|
|
{
|
|
return;
|
|
}
|
|
ACTION_SET_RESULT(false); //No inventory jump chains please.
|
|
|
|
if ((high) && (mobj->Z() > ((includeHeight ? self->height : 0) + self->Z() + offsethigh)))
|
|
ACTION_JUMP(high);
|
|
else if ((low) && (mobj->Z() + (includeHeight ? mobj->height : 0)) < (self->Z() + offsetlow))
|
|
ACTION_JUMP(low);
|
|
}
|
|
|
|
//===========================================================================
|
|
// A_SetSpecies(str species, ptr)
|
|
//
|
|
// Sets the species of the calling actor('s pointer).
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpecies)
|
|
{
|
|
ACTION_PARAM_START(2);
|
|
ACTION_PARAM_NAME(species, 0);
|
|
ACTION_PARAM_INT(ptr, 1);
|
|
AActor *mobj = COPY_AAPTR(self, ptr);
|
|
if (!mobj)
|
|
{
|
|
ACTION_SET_RESULT(false);
|
|
return;
|
|
}
|
|
|
|
mobj->Species = species;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_SetRipperLevel(int level)
|
|
//
|
|
// Sets the ripper level of the calling actor.
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRipperLevel)
|
|
{
|
|
ACTION_PARAM_START(1);
|
|
ACTION_PARAM_INT(level, 0);
|
|
self->RipperLevel = level;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_SetRipMin(int min)
|
|
//
|
|
// Sets the minimum level a ripper must be in order to rip through this actor.
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRipMin)
|
|
{
|
|
ACTION_PARAM_START(1);
|
|
ACTION_PARAM_INT(min, 0);
|
|
self->RipLevelMin = min;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_SetRipMax(int max)
|
|
//
|
|
// Sets the minimum level a ripper must be in order to rip through this actor.
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRipMax)
|
|
{
|
|
ACTION_PARAM_START(1);
|
|
ACTION_PARAM_INT(max, 0);
|
|
self->RipLevelMax = max;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// A_CheckProximity(jump, classname, distance, count, flags, ptr)
|
|
//
|
|
// Checks to see if a certain actor class is close to the
|
|
// actor/pointer within distance, in numbers.
|
|
//==========================================================================
|
|
enum CPXFflags
|
|
{
|
|
CPXF_ANCESTOR = 1,
|
|
CPXF_LESSOREQUAL = 1 << 1,
|
|
CPXF_NOZ = 1 << 2,
|
|
CPXF_COUNTDEAD = 1 << 3,
|
|
CPXF_DEADONLY = 1 << 4,
|
|
CPXF_EXACT = 1 << 5,
|
|
CPXF_SETTARGET = 1 << 6,
|
|
CPXF_SETMASTER = 1 << 7,
|
|
CPXF_SETTRACER = 1 << 8,
|
|
CPXF_FARTHEST = 1 << 9,
|
|
CPXF_CLOSEST = 1 << 10,
|
|
CPXF_SETONPTR = 1 << 11,
|
|
CPXF_CHECKSIGHT = 1 << 12,
|
|
};
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckProximity)
|
|
{
|
|
ACTION_PARAM_START(6);
|
|
ACTION_PARAM_STATE(jump, 0);
|
|
ACTION_PARAM_CLASS(classname, 1);
|
|
ACTION_PARAM_FIXED(distance, 2);
|
|
ACTION_PARAM_INT(count, 3);
|
|
ACTION_PARAM_INT(flags, 4);
|
|
ACTION_PARAM_INT(ptr, 5);
|
|
|
|
ACTION_SET_RESULT(false); //No inventory chain results please.
|
|
|
|
if (!jump)
|
|
{
|
|
if (!(flags & (CPXF_SETTARGET | CPXF_SETMASTER | CPXF_SETTRACER)))
|
|
return;
|
|
}
|
|
AActor *ref = COPY_AAPTR(self, ptr);
|
|
|
|
//We need these to check out.
|
|
if (!ref || !classname || (distance <= 0))
|
|
return;
|
|
|
|
int counter = 0;
|
|
bool result = false;
|
|
fixed_t closer = distance, farther = 0, current = distance;
|
|
const bool ptrWillChange = !!(flags & (CPXF_SETTARGET | CPXF_SETMASTER | CPXF_SETTRACER));
|
|
const bool ptrDistPref = !!(flags & (CPXF_CLOSEST | CPXF_FARTHEST));
|
|
|
|
TThinkerIterator<AActor> it;
|
|
AActor *mo, *dist = NULL;
|
|
|
|
//[MC] Process of elimination, I think, will get through this as quickly and
|
|
//efficiently as possible.
|
|
while ((mo = it.Next()))
|
|
{
|
|
if (mo == ref) //Don't count self.
|
|
continue;
|
|
|
|
//Check inheritance for the classname. Taken partly from CheckClass DECORATE function.
|
|
if (flags & CPXF_ANCESTOR)
|
|
{
|
|
if (!(mo->GetClass()->IsAncestorOf(classname)))
|
|
continue;
|
|
}
|
|
//Otherwise, just check for the regular class name.
|
|
else if (classname != mo->GetClass())
|
|
continue;
|
|
|
|
//[MC]Make sure it's in range and respect the desire for Z or not. The function forces it to use
|
|
//Z later for ensuring CLOSEST and FARTHEST flags are respected perfectly.
|
|
//Ripped from sphere checking in A_RadiusGive (along with a number of things).
|
|
if ((ref->AproxDistance(mo) < distance &&
|
|
((flags & CPXF_NOZ) ||
|
|
((ref->Z() > mo->Z() && ref->Z() - mo->Top() < distance) ||
|
|
(ref->Z() <= mo->Z() && mo->Z() - ref->Top() < distance)))))
|
|
{
|
|
if ((flags & CPXF_CHECKSIGHT) && !(P_CheckSight(mo, ref, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY)))
|
|
continue;
|
|
|
|
if (ptrWillChange)
|
|
{
|
|
current = ref->AproxDistance(mo);
|
|
|
|
if ((flags & CPXF_CLOSEST) && (current < closer))
|
|
{
|
|
dist = mo;
|
|
closer = current; //This actor's closer. Set the new standard.
|
|
}
|
|
else if ((flags & CPXF_FARTHEST) && (current > farther))
|
|
{
|
|
dist = mo;
|
|
farther = current;
|
|
}
|
|
else if (!dist)
|
|
dist = mo; //Just get the first one and call it quits if there's nothing selected.
|
|
}
|
|
|
|
if (mo->flags6 & MF6_KILLED)
|
|
{
|
|
if (!(flags & (CPXF_COUNTDEAD | CPXF_DEADONLY)))
|
|
continue;
|
|
counter++;
|
|
}
|
|
else
|
|
{
|
|
if (flags & CPXF_DEADONLY)
|
|
continue;
|
|
counter++;
|
|
}
|
|
|
|
//Abort if the number of matching classes nearby is greater, we have obviously succeeded in our goal.
|
|
if (counter > count)
|
|
{
|
|
result = (flags & (CPXF_LESSOREQUAL | CPXF_EXACT)) ? false : true;
|
|
|
|
//However, if we have one SET* flag and either the closest or farthest flags, keep the function going.
|
|
if (ptrWillChange && ptrDistPref)
|
|
continue;
|
|
else
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (ptrWillChange && dist != NULL)
|
|
{
|
|
if (flags & CPXF_SETONPTR)
|
|
{
|
|
if (flags & CPXF_SETTARGET) ref->target = dist;
|
|
if (flags & CPXF_SETMASTER) ref->master = dist;
|
|
if (flags & CPXF_SETTRACER) ref->tracer = dist;
|
|
}
|
|
else
|
|
{
|
|
if (flags & CPXF_SETTARGET) self->target = dist;
|
|
if (flags & CPXF_SETMASTER) self->master = dist;
|
|
if (flags & CPXF_SETTRACER) self->tracer = dist;
|
|
}
|
|
}
|
|
|
|
if (counter == count)
|
|
result = true;
|
|
else if (counter < count)
|
|
result = !!((flags & CPXF_LESSOREQUAL) && !(flags & CPXF_EXACT));
|
|
|
|
if (!jump) return;
|
|
|
|
if (result)
|
|
{
|
|
ACTION_JUMP(jump);
|
|
}
|
|
}
|
|
|
|
/*===========================================================================
|
|
A_CheckBlock
|
|
(state block, int flags, int ptr)
|
|
|
|
Checks if something is blocking the actor('s pointer) 'ptr'.
|
|
|
|
The SET pointer flags only affect the caller, not the pointer.
|
|
===========================================================================*/
|
|
enum CBF
|
|
{
|
|
CBF_NOLINES = 1 << 0, //Don't check actors.
|
|
CBF_SETTARGET = 1 << 1, //Sets the caller/pointer's target to the actor blocking it. Actors only.
|
|
CBF_SETMASTER = 1 << 2, //^ but with master.
|
|
CBF_SETTRACER = 1 << 3, //^ but with tracer.
|
|
CBF_SETONPTR = 1 << 4, //Sets the pointer change on the actor doing the checking instead of self.
|
|
CBF_DROPOFF = 1 << 5, //Check for dropoffs.
|
|
};
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckBlock)
|
|
{
|
|
ACTION_PARAM_START(3);
|
|
ACTION_PARAM_STATE(block, 0);
|
|
ACTION_PARAM_INT(flags, 1);
|
|
ACTION_PARAM_INT(ptr, 2);
|
|
|
|
AActor *mobj = COPY_AAPTR(self, ptr);
|
|
|
|
ACTION_SET_RESULT(false);
|
|
//Needs at least one state jump to work.
|
|
if (!mobj)
|
|
{
|
|
return;
|
|
}
|
|
|
|
//Nothing to block it so skip the rest.
|
|
bool checker = (flags & CBF_DROPOFF) ? P_CheckMove(mobj, mobj->X(), mobj->Y()) : P_TestMobjLocation(mobj);
|
|
if (checker) return;
|
|
|
|
if (mobj->BlockingMobj)
|
|
{
|
|
AActor *setter = (flags & CBF_SETONPTR) ? mobj : self;
|
|
if (setter)
|
|
{
|
|
if (flags & CBF_SETTARGET) setter->target = mobj->BlockingMobj;
|
|
if (flags & CBF_SETMASTER) setter->master = mobj->BlockingMobj;
|
|
if (flags & CBF_SETTRACER) setter->tracer = mobj->BlockingMobj;
|
|
}
|
|
}
|
|
|
|
//[MC] If modders don't want jumping, but just getting the pointer, only abort at
|
|
//this point. I.e. A_CheckBlock("",CBF_SETTRACER) is like having CBF_NOLINES.
|
|
//It gets the mobj blocking, if any, and doesn't jump at all.
|
|
if (!block)
|
|
return;
|
|
|
|
//[MC] Easiest way to tell if an actor is blocking it, use the pointers.
|
|
if (mobj->BlockingMobj || (!(flags & CBF_NOLINES) && mobj->BlockingLine != NULL))
|
|
{
|
|
ACTION_JUMP(block);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_FaceMovementDirection(angle offset, bool pitch, ptr)
|
|
//
|
|
// Sets the actor('s pointer) to face the direction of travel.
|
|
//===========================================================================
|
|
enum FMDFlags
|
|
{
|
|
FMDF_NOPITCH = 1 << 0,
|
|
FMDF_INTERPOLATE = 1 << 1,
|
|
FMDF_NOANGLE = 1 << 2,
|
|
};
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceMovementDirection)
|
|
{
|
|
ACTION_PARAM_START(5);
|
|
ACTION_PARAM_ANGLE(offset, 0);
|
|
ACTION_PARAM_ANGLE(anglelimit, 1);
|
|
ACTION_PARAM_ANGLE(pitchlimit, 2);
|
|
ACTION_PARAM_INT(flags, 3);
|
|
ACTION_PARAM_INT(ptr, 4);
|
|
|
|
AActor *mobj = COPY_AAPTR(self, ptr);
|
|
|
|
//Need an actor.
|
|
if (!mobj || ((flags & FMDF_NOPITCH) && (flags & FMDF_NOANGLE)))
|
|
{
|
|
ACTION_SET_RESULT(false);
|
|
return;
|
|
}
|
|
|
|
//Don't bother calculating this if we don't have any horizontal movement.
|
|
if (!(flags & FMDF_NOANGLE) && (mobj->velx != 0 || mobj->vely != 0))
|
|
{
|
|
angle_t current = mobj->angle;
|
|
const angle_t angle = R_PointToAngle2(0, 0, mobj->velx, mobj->vely);
|
|
//Done because using anglelimit directly causes a signed/unsigned mismatch.
|
|
const angle_t limit = anglelimit;
|
|
|
|
//Code borrowed from A_Face*.
|
|
if (limit > 0 && (absangle(current - angle) > limit))
|
|
{
|
|
if (current < angle)
|
|
{
|
|
// [MC] This may appear backwards, but I assure any who
|
|
// reads this, it works.
|
|
if (current - angle > ANGLE_180)
|
|
current += limit + offset;
|
|
else
|
|
current -= limit + offset;
|
|
mobj->SetAngle(current, !!(flags & FMDF_INTERPOLATE));
|
|
}
|
|
else if (current > angle)
|
|
{
|
|
if (angle - current > ANGLE_180)
|
|
current -= limit + offset;
|
|
else
|
|
current += limit + offset;
|
|
mobj->SetAngle(current, !!(flags & FMDF_INTERPOLATE));
|
|
}
|
|
else
|
|
mobj->SetAngle(angle + ANGLE_180 + offset, !!(flags & FMDF_INTERPOLATE));
|
|
|
|
}
|
|
else
|
|
mobj->SetAngle(angle + offset, !!(flags & FMDF_INTERPOLATE));
|
|
}
|
|
|
|
if (!(flags & FMDF_NOPITCH))
|
|
{
|
|
fixed_t current = mobj->pitch;
|
|
const FVector2 velocity(mobj->velx, mobj->vely);
|
|
const fixed_t pitch = R_PointToAngle2(0, 0, (fixed_t)velocity.Length(), -mobj->velz);
|
|
if (pitchlimit > 0)
|
|
{
|
|
// [MC] angle_t for pitchlimit was required because otherwise
|
|
// we would wind up with less than desirable turn rates that didn't
|
|
// match that of A_SetPitch. We want consistency. Also, I didn't know
|
|
// of a better way to convert from angle_t to fixed_t properly so I
|
|
// used this instead.
|
|
fixed_t plimit = fixed_t(pitchlimit);
|
|
|
|
if (abs(current - pitch) > plimit)
|
|
{
|
|
fixed_t max = 0;
|
|
|
|
if (current > pitch)
|
|
{
|
|
max = MIN(plimit, (current - pitch));
|
|
current -= max;
|
|
}
|
|
else //if (current > pitch)
|
|
{
|
|
max = MIN(plimit, (pitch - current));
|
|
current += max;
|
|
}
|
|
mobj->SetPitch(current, !!(flags & FMDF_INTERPOLATE));
|
|
}
|
|
else
|
|
{
|
|
mobj->SetPitch(pitch, !!(flags & FMDF_INTERPOLATE));
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
mobj->SetPitch(pitch, !!(flags & FMDF_INTERPOLATE));
|
|
}
|
|
}
|
|
}
|
|
|