gzdoom-gles/src/thingdef/thingdef_codeptr.cpp
Christoph Oelckers cf79e1cb6d - fixed some leftover fixed point remnants in g_hexen.
- made the full-coordinate version of P_SpawnPlayerMissile use float coordinates.
2016-03-22 00:30:56 +01:00

6791 lines
177 KiB
C++

/*
** thingdef_codeptr.cpp
**
** Code pointers for Actor definitions
**
**---------------------------------------------------------------------------
** Copyright 2002-2006 Christoph Oelckers
** Copyright 2004-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be
** covered by the terms of the GNU General Public License as published by
** the Free Software Foundation; either version 2 of the License, or (at
** your option) any later version.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "gi.h"
#include "g_level.h"
#include "actor.h"
#include "info.h"
#include "sc_man.h"
#include "tarray.h"
#include "w_wad.h"
#include "templates.h"
#include "r_defs.h"
#include "a_pickups.h"
#include "s_sound.h"
#include "cmdlib.h"
#include "p_lnspec.h"
#include "p_effect.h"
#include "p_enemy.h"
#include "a_action.h"
#include "decallib.h"
#include "m_random.h"
#include "i_system.h"
#include "p_local.h"
#include "c_console.h"
#include "doomerrors.h"
#include "a_sharedglobal.h"
#include "thingdef/thingdef.h"
#include "v_video.h"
#include "v_font.h"
#include "doomstat.h"
#include "v_palette.h"
#include "g_shared/a_specialspot.h"
#include "actorptrselect.h"
#include "m_bbox.h"
#include "r_data/r_translate.h"
#include "p_trace.h"
#include "p_setup.h"
#include "gstrings.h"
#include "d_player.h"
#include "p_maputl.h"
#include "p_spec.h"
#include "math/cmath.h"
AActor *SingleActorFromTID(int tid, AActor *defactor);
static FRandom pr_camissile ("CustomActorfire");
static FRandom pr_camelee ("CustomMelee");
static FRandom pr_cabullet ("CustomBullet");
static FRandom pr_cajump ("CustomJump");
static FRandom pr_cwbullet ("CustomWpBullet");
static FRandom pr_cwjump ("CustomWpJump");
static FRandom pr_cwpunch ("CustomWpPunch");
static FRandom pr_grenade ("ThrowGrenade");
static FRandom pr_crailgun ("CustomRailgun");
static FRandom pr_spawndebris ("SpawnDebris");
static FRandom pr_spawnitemex ("SpawnItemEx");
static FRandom pr_burst ("Burst");
static FRandom pr_monsterrefire ("MonsterRefire");
static FRandom pr_teleport("A_Teleport");
//==========================================================================
//
// ACustomInventory :: CallStateChain
//
// Executes the code pointers in a chain of states
// until there is no next state
//
//==========================================================================
bool ACustomInventory::CallStateChain (AActor *actor, FState *state)
{
INTBOOL result = false;
int counter = 0;
VMValue params[3] = { actor, this, 0 };
// We accept return types of `state`, `(int|bool)` or `state, (int|bool)`.
// The last one is for the benefit of A_Warp and A_Teleport.
int retval, numret;
FState *nextstate;
VMReturn ret[2];
ret[0].PointerAt((void **)&nextstate);
ret[1].IntAt(&retval);
this->flags5 |= MF5_INSTATECALL;
FState *savedstate = this->state;
while (state != NULL)
{
this->state = state;
nextstate = NULL; // assume no jump
if (state->ActionFunc != NULL)
{
VMFrameStack stack;
PPrototype *proto = state->ActionFunc->Proto;
VMReturn *wantret;
params[2] = VMValue(state, ATAG_STATE);
retval = true; // assume success
wantret = NULL; // assume no return value wanted
numret = 0;
// For functions that return nothing (or return some type
// we don't care about), we pretend they return true,
// thanks to the values set just above.
if (proto->ReturnTypes.Size() == 1)
{
if (proto->ReturnTypes[0] == TypeState)
{ // Function returns a state
wantret = &ret[0];
retval = false; // this is a jump function which never affects the success state.
}
else if (proto->ReturnTypes[0] == TypeSInt32 || proto->ReturnTypes[0] == TypeBool)
{ // Function returns an int or bool
wantret = &ret[1];
}
numret = 1;
}
else if (proto->ReturnTypes.Size() == 2)
{
if (proto->ReturnTypes[0] == TypeState &&
(proto->ReturnTypes[1] == TypeSInt32 || proto->ReturnTypes[1] == TypeBool))
{ // Function returns a state and an int or bool
wantret = &ret[0];
numret = 2;
}
}
stack.Call(state->ActionFunc, params, countof(params), wantret, numret);
// As long as even one state succeeds, the whole chain succeeds unless aborted below.
// A state that wants to jump does not count as "succeeded".
if (nextstate == NULL)
{
result |= retval;
}
}
// Since there are no delays it is a good idea to check for infinite loops here!
counter++;
if (counter >= 10000) break;
if (nextstate == NULL)
{
nextstate = state->GetNextState();
if (state == nextstate)
{ // Abort immediately if the state jumps to itself!
result = false;
break;
}
}
state = nextstate;
}
this->flags5 &= ~MF5_INSTATECALL;
this->state = savedstate;
return !!result;
}
//==========================================================================
//
// CheckClass
//
// NON-ACTION function to check a pointer's class.
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, CheckClass)
{
if (numret > 0)
{
assert(ret != NULL);
PARAM_PROLOGUE;
PARAM_OBJECT (self, AActor);
PARAM_CLASS (checktype, AActor);
PARAM_INT_OPT (pick_pointer) { pick_pointer = AAPTR_DEFAULT; }
PARAM_BOOL_OPT (match_superclass) { match_superclass = false; }
self = COPY_AAPTR(self, pick_pointer);
if (self == NULL)
{
ret->SetInt(false);
}
else if (match_superclass)
{
ret->SetInt(self->IsKindOf(checktype));
}
else
{
ret->SetInt(self->GetClass() == checktype);
}
return 1;
}
return 0;
}
//==========================================================================
//
// IsPointerEqual
//
// NON-ACTION function to check if two pointers are equal.
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, IsPointerEqual)
{
if (numret > 0)
{
assert(ret != NULL);
PARAM_PROLOGUE;
PARAM_OBJECT (self, AActor);
PARAM_INT (ptr_select1);
PARAM_INT (ptr_select2);
ret->SetInt(COPY_AAPTR(self, ptr_select1) == COPY_AAPTR(self, ptr_select2));
return 1;
}
return 0;
}
//==========================================================================
//
// CountInv
//
// NON-ACTION function to return the inventory count of an item.
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, CountInv)
{
if (numret > 0)
{
assert(ret != NULL);
PARAM_PROLOGUE;
PARAM_OBJECT(self, AActor);
PARAM_CLASS(itemtype, AInventory);
PARAM_INT_OPT(pick_pointer) { pick_pointer = AAPTR_DEFAULT; }
self = COPY_AAPTR(self, pick_pointer);
if (self == NULL || itemtype == NULL)
{
ret->SetInt(0);
}
else
{
AInventory *item = self->FindInventory(itemtype);
ret->SetInt(item ? item->Amount : 0);
}
return 1;
}
return 0;
}
//==========================================================================
//
// GetDistance
//
// NON-ACTION function to get the distance in double.
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetDistance)
{
if (numret > 0)
{
assert(ret != NULL);
PARAM_PROLOGUE;
PARAM_OBJECT(self, AActor);
PARAM_BOOL(checkz);
PARAM_INT_OPT(ptr) { ptr = AAPTR_TARGET; }
AActor *target = COPY_AAPTR(self, ptr);
if (!target || target == self)
{
ret->SetFloat(0);
}
else
{
fixedvec3 diff = self->_f_Vec3To(target);
if (checkz)
diff.z += (target->_f_height() - self->_f_height()) / 2;
const double length = DVector3(FIXED2DBL(diff.x), FIXED2DBL(diff.y), (checkz) ? FIXED2DBL(diff.z) : 0).Length();
ret->SetFloat(length);
}
return 1;
}
return 0;
}
//==========================================================================
//
// GetSpawnHealth
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetSpawnHealth)
{
if (numret > 0)
{
PARAM_PROLOGUE;
PARAM_OBJECT(self, AActor);
ret->SetInt(self->SpawnHealth());
return 1;
}
return 0;
}
//==========================================================================
//
// GetGibHealth
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetGibHealth)
{
if (numret > 0)
{
PARAM_PROLOGUE;
PARAM_OBJECT(self, AActor);
ret->SetInt(self->GetGibHealth());
return 1;
}
return 0;
}
//===========================================================================
//
// __decorate_internal_state__
// __decorate_internal_int__
// __decorate_internal_bool__
// __decorate_internal_float__
//
// Placeholders for forcing DECORATE to cast numbers. If actually called,
// returns whatever was passed.
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, __decorate_internal_state__)
{
PARAM_PROLOGUE;
PARAM_OBJECT(self, AActor);
PARAM_STATE(returnme);
ACTION_RETURN_STATE(returnme);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, __decorate_internal_int__)
{
PARAM_PROLOGUE;
PARAM_OBJECT(self, AActor);
PARAM_INT(returnme);
ACTION_RETURN_INT(returnme);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, __decorate_internal_bool__)
{
PARAM_PROLOGUE;
PARAM_OBJECT(self, AActor);
PARAM_BOOL(returnme);
ACTION_RETURN_BOOL(returnme);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, __decorate_internal_float__)
{
PARAM_PROLOGUE;
PARAM_OBJECT(self, AActor);
PARAM_FLOAT(returnme);
if (numret > 0)
{
ret->SetFloat(returnme);
return 1;
}
return 0;
}
//==========================================================================
//
// A_RearrangePointers
//
// Allow an actor to change its relationship to other actors by
// copying pointers freely between TARGET MASTER and TRACER.
// Can also assign null value, but does not duplicate A_ClearTarget.
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RearrangePointers)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT (ptr_target);
PARAM_INT_OPT (ptr_master) { ptr_master = AAPTR_DEFAULT; }
PARAM_INT_OPT (ptr_tracer) { ptr_tracer = AAPTR_TRACER; }
PARAM_INT_OPT (flags) { flags = 0; }
// Rearrange pointers internally
// Fetch all values before modification, so that all fields can get original values
AActor
*gettarget = self->target,
*getmaster = self->master,
*gettracer = self->tracer;
switch (ptr_target) // pick the new target
{
case AAPTR_MASTER:
self->target = getmaster;
if (!(PTROP_UNSAFETARGET & flags)) VerifyTargetChain(self);
break;
case AAPTR_TRACER:
self->target = gettracer;
if (!(PTROP_UNSAFETARGET & flags)) VerifyTargetChain(self);
break;
case AAPTR_NULL:
self->target = NULL;
// THIS IS NOT "A_ClearTarget", so no other targeting info is removed
break;
}
// presently permitting non-monsters to set master
switch (ptr_master) // pick the new master
{
case AAPTR_TARGET:
self->master = gettarget;
if (!(PTROP_UNSAFEMASTER & flags)) VerifyMasterChain(self);
break;
case AAPTR_TRACER:
self->master = gettracer;
if (!(PTROP_UNSAFEMASTER & flags)) VerifyMasterChain(self);
break;
case AAPTR_NULL:
self->master = NULL;
break;
}
switch (ptr_tracer) // pick the new tracer
{
case AAPTR_TARGET:
self->tracer = gettarget;
break; // no verification deemed necessary; the engine never follows a tracer chain(?)
case AAPTR_MASTER:
self->tracer = getmaster;
break; // no verification deemed necessary; the engine never follows a tracer chain(?)
case AAPTR_NULL:
self->tracer = NULL;
break;
}
return 0;
}
//==========================================================================
//
// A_TransferPointer
//
// Copy one pointer (MASTER, TARGET or TRACER) from this actor (SELF),
// or from this actor's MASTER, TARGET or TRACER.
//
// You can copy any one of that actor's pointers
//
// Assign the copied pointer to any one pointer in SELF,
// MASTER, TARGET or TRACER.
//
// Any attempt to make an actor point to itself will replace the pointer
// with a null value.
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TransferPointer)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT (ptr_source);
PARAM_INT (ptr_recipient);
PARAM_INT (ptr_sourcefield);
PARAM_INT_OPT (ptr_recipientfield) { ptr_recipientfield = AAPTR_DEFAULT; }
PARAM_INT_OPT (flags) { flags = 0; }
AActor *source, *recipient;
// Exchange pointers with actors to whom you have pointers (or with yourself, if you must)
source = COPY_AAPTR(self, ptr_source);
recipient = COPY_AAPTR(self, ptr_recipient); // pick an actor to store the provided pointer value
if (recipient == NULL)
{
return 0;
}
// convert source from dataprovider to data
source = COPY_AAPTR(source, ptr_sourcefield);
if (source == recipient)
{ // The recepient should not acquire a pointer to itself; will write NULL}
source = NULL;
}
if (ptr_recipientfield == AAPTR_DEFAULT)
{ // If default: Write to same field as data was read from
ptr_recipientfield = ptr_sourcefield;
}
ASSIGN_AAPTR(recipient, ptr_recipientfield, source, flags);
return 0;
}
//==========================================================================
//
// A_CopyFriendliness
//
// Join forces with one of the actors you are pointing to (MASTER by default)
//
// Normal CopyFriendliness reassigns health. This function will not.
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CopyFriendliness)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT_OPT (ptr_source) { ptr_source = AAPTR_MASTER; }
if (self->player != NULL)
{
return 0;
}
AActor *source = COPY_AAPTR(self, ptr_source);
if (source != NULL)
{ // No change in current target or health
self->CopyFriendliness(source, false, false);
}
return 0;
}
//==========================================================================
//
// Simple flag changers
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SetSolid)
{
PARAM_ACTION_PROLOGUE;
self->flags |= MF_SOLID;
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_UnsetSolid)
{
PARAM_ACTION_PROLOGUE;
self->flags &= ~MF_SOLID;
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_SetFloat)
{
PARAM_ACTION_PROLOGUE;
self->flags |= MF_FLOAT;
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_UnsetFloat)
{
PARAM_ACTION_PROLOGUE;
self->flags &= ~(MF_FLOAT|MF_INFLOAT);
return 0;
}
//==========================================================================
//
// Customizable attack functions which use actor parameters.
//
//==========================================================================
static void DoAttack (AActor *self, bool domelee, bool domissile,
int MeleeDamage, FSoundID MeleeSound, PClassActor *MissileType,double MissileHeight)
{
if (self->target == NULL) return;
A_FaceTarget (self);
if (domelee && MeleeDamage>0 && self->CheckMeleeRange ())
{
int damage = pr_camelee.HitDice(MeleeDamage);
if (MeleeSound) S_Sound (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
}
else if (domissile && MissileType != NULL)
{
// This seemingly senseless code is needed for proper aiming.
double add = MissileHeight + FIXED2FLOAT(self->GetBobOffset()) - 32;
self->AddZ(add);
AActor *missile = P_SpawnMissileXYZ (self->PosPlusZ(32*FRACUNIT), self, self->target, MissileType, false);
self->AddZ(-add);
if (missile)
{
// automatic handling of seeker missiles
if (missile->flags2&MF2_SEEKERMISSILE)
{
missile->tracer=self->target;
}
P_CheckMissileSpawn(missile, self->radius);
}
}
}
DEFINE_ACTION_FUNCTION(AActor, A_MeleeAttack)
{
PARAM_ACTION_PROLOGUE;
int MeleeDamage = self->GetClass()->MeleeDamage;
FSoundID MeleeSound = self->GetClass()->MeleeSound;
DoAttack(self, true, false, MeleeDamage, MeleeSound, NULL, 0);
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_MissileAttack)
{
PARAM_ACTION_PROLOGUE;
PClassActor *MissileType = PClass::FindActor(self->GetClass()->MissileName);
DoAttack(self, false, true, 0, 0, MissileType, self->GetClass()->MissileHeight);
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_ComboAttack)
{
PARAM_ACTION_PROLOGUE;
int MeleeDamage = self->GetClass()->MeleeDamage;
FSoundID MeleeSound = self->GetClass()->MeleeSound;
PClassActor *MissileType = PClass::FindActor(self->GetClass()->MissileName);
DoAttack(self, true, true, MeleeDamage, MeleeSound, MissileType, self->GetClass()->MissileHeight);
return 0;
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BasicAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT (melee_damage);
PARAM_SOUND (melee_sound);
PARAM_CLASS (missile_type, AActor);
PARAM_FIXED (missile_height);
if (missile_type != NULL)
{
DoAttack(self, true, true, melee_damage, melee_sound, missile_type, missile_height);
}
return 0;
}
//==========================================================================
//
// Custom sound functions.
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlaySound)
{
PARAM_ACTION_PROLOGUE;
PARAM_SOUND_OPT (soundid) { soundid = "weapons/pistol"; }
PARAM_INT_OPT (channel) { channel = CHAN_BODY; }
PARAM_FLOAT_OPT (volume) { volume = 1; }
PARAM_BOOL_OPT (looping) { looping = false; }
PARAM_FLOAT_OPT (attenuation) { attenuation = ATTN_NORM; }
if (!looping)
{
S_Sound (self, channel, soundid, (float)volume, (float)attenuation);
}
else
{
if (!S_IsActorPlayingSomething (self, channel&7, soundid))
{
S_Sound (self, channel | CHAN_LOOP, soundid, (float)volume, (float)attenuation);
}
}
return 0;
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_StopSound)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT_OPT(slot) { slot = CHAN_VOICE; }
S_StopSound(self, slot);
return 0;
}
//==========================================================================
//
// These come from a time when DECORATE constants did not exist yet and
// the sound interface was less flexible. As a result the parameters are
// not optimal and these functions have been deprecated in favor of extending
// A_PlaySound and A_StopSound.
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlayWeaponSound)
{
PARAM_ACTION_PROLOGUE;
PARAM_SOUND(soundid);
S_Sound(self, CHAN_WEAPON, soundid, 1, ATTN_NORM);
return 0;
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlaySoundEx)
{
PARAM_ACTION_PROLOGUE;
PARAM_SOUND (soundid);
PARAM_NAME (channel);
PARAM_BOOL_OPT (looping) { looping = false; }
PARAM_INT_OPT (attenuation_raw) { attenuation_raw = 0; }
float attenuation;
switch (attenuation_raw)
{
case -1: attenuation = ATTN_STATIC; break; // drop off rapidly
default:
case 0: attenuation = ATTN_NORM; break; // normal
case 1:
case 2: attenuation = ATTN_NONE; break; // full volume
}
if (channel < NAME_Auto || channel > NAME_SoundSlot7)
{
channel = NAME_Auto;
}
if (!looping)
{
S_Sound (self, int(channel) - NAME_Auto, soundid, 1, attenuation);
}
else
{
if (!S_IsActorPlayingSomething (self, int(channel) - NAME_Auto, soundid))
{
S_Sound (self, (int(channel) - NAME_Auto) | CHAN_LOOP, soundid, 1, attenuation);
}
}
return 0;
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_StopSoundEx)
{
PARAM_ACTION_PROLOGUE;
PARAM_NAME(channel);
if (channel > NAME_Auto && channel <= NAME_SoundSlot7)
{
S_StopSound (self, int(channel) - NAME_Auto);
}
return 0;
}
//==========================================================================
//
// Generic seeker missile function
//
//==========================================================================
static FRandom pr_seekermissile ("SeekerMissile");
enum
{
SMF_LOOK = 1,
SMF_PRECISE = 2,
SMF_CURSPEED = 4,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SeekerMissile)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT(ang1);
PARAM_INT(ang2);
PARAM_INT_OPT(flags) { flags = 0; }
PARAM_INT_OPT(chance) { chance = 50; }
PARAM_INT_OPT(distance) { distance = 10; }
if ((flags & SMF_LOOK) && (self->tracer == 0) && (pr_seekermissile()<chance))
{
self->tracer = P_RoughMonsterSearch (self, distance, true);
}
if (!P_SeekerMissile(self, clamp<int>(ang1, 0, 90), clamp<int>(ang2, 0, 90), !!(flags & SMF_PRECISE), !!(flags & SMF_CURSPEED)))
{
if (flags & SMF_LOOK)
{ // This monster is no longer seekable, so let us look for another one next time.
self->tracer = NULL;
}
}
return 0;
}
//==========================================================================
//
// Hitscan attack with a customizable amount of bullets (specified in damage)
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_BulletAttack)
{
PARAM_ACTION_PROLOGUE;
int i;
if (!self->target) return 0;
A_FaceTarget (self);
DAngle slope = P_AimLineAttack (self, self->Angles.Yaw, MISSILERANGE);
S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
for (i = self->GetMissileDamage (0, 1); i > 0; --i)
{
DAngle angle = self->Angles.Yaw + pr_cabullet.Random2() * (5.625 / 256.);
int damage = ((pr_cabullet()%5)+1)*3;
P_LineAttack(self, angle, MISSILERANGE, slope, damage,
NAME_Hitscan, NAME_BulletPuff);
}
return 0;
}
//==========================================================================
//
// State jump function
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Jump)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT_OPT(maxchance) { maxchance = 256; }
paramnum++; // Increment paramnum to point at the first jump target
int count = numparam - paramnum;
if (count > 0 && (maxchance >= 256 || pr_cajump() < maxchance))
{
int jumpnum = (count == 1 ? 0 : (pr_cajump() % count));
PARAM_STATE_AT(paramnum + jumpnum, jumpto);
ACTION_RETURN_STATE(jumpto);
}
ACTION_RETURN_STATE(NULL);
}
//==========================================================================
//
// State jump function
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfHealthLower)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT (health);
PARAM_STATE (jump);
PARAM_INT_OPT (ptr_selector) { ptr_selector = AAPTR_DEFAULT; }
AActor *measured;
measured = COPY_AAPTR(self, ptr_selector);
if (measured != NULL && measured->health < health)
{
ACTION_RETURN_STATE(jump);
}
ACTION_RETURN_STATE(NULL);
}
//==========================================================================
//
// State jump function
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetOutsideMeleeRange)
{
PARAM_ACTION_PROLOGUE;
PARAM_STATE(jump);
if (!self->CheckMeleeRange())
{
ACTION_RETURN_STATE(jump);
}
ACTION_RETURN_STATE(NULL);
}
//==========================================================================
//
// State jump function
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInsideMeleeRange)
{
PARAM_ACTION_PROLOGUE;
PARAM_STATE(jump);
if (self->CheckMeleeRange())
{
ACTION_RETURN_STATE(jump);
}
ACTION_RETURN_STATE(NULL);
}
//==========================================================================
//
// State jump function
//
//==========================================================================
static int DoJumpIfCloser(AActor *target, VM_ARGS)
{
PARAM_ACTION_PROLOGUE;
PARAM_FIXED (dist);
PARAM_STATE (jump);
PARAM_BOOL_OPT(noz) { noz = false; }
if (!target)
{ // No target - no jump
ACTION_RETURN_STATE(NULL);
}
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_RETURN_STATE(jump);
}
ACTION_RETURN_STATE(NULL);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfCloser)
{
PARAM_ACTION_PROLOGUE;
AActor *target;
if (self->player == NULL)
{
target = self->target;
}
else
{
// Does the player aim at something that can be shot?
FTranslatedLineTarget t;
P_BulletSlope(self, &t, ALF_PORTALRESTRICT);
target = t.linetarget;
}
return DoJumpIfCloser(target, VM_ARGS_NAMES);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTracerCloser)
{
PARAM_ACTION_PROLOGUE;
return DoJumpIfCloser(self->tracer, VM_ARGS_NAMES);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfMasterCloser)
{
PARAM_ACTION_PROLOGUE;
return DoJumpIfCloser(self->master, VM_ARGS_NAMES);
}
//==========================================================================
//
// State jump function
//
//==========================================================================
int DoJumpIfInventory(AActor *owner, AActor *self, AActor *stateowner, FState *callingstate, VMValue *param, int numparam, VMReturn *ret, int numret)
{
int paramnum = NAP-1;
PARAM_CLASS (itemtype, AInventory);
PARAM_INT (itemamount);
PARAM_STATE (label);
PARAM_INT_OPT (setowner) { setowner = AAPTR_DEFAULT; }
if (itemtype == NULL)
{
ACTION_RETURN_STATE(NULL);
}
owner = COPY_AAPTR(owner, setowner);
if (owner == NULL)
{
ACTION_RETURN_STATE(NULL);
}
AInventory *item = owner->FindInventory(itemtype);
if (item)
{
if (itemamount > 0)
{
if (item->Amount >= itemamount)
{
ACTION_RETURN_STATE(label);
}
}
else if (item->Amount >= item->MaxAmount)
{
ACTION_RETURN_STATE(label);
}
}
ACTION_RETURN_STATE(NULL);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInventory)
{
PARAM_ACTION_PROLOGUE;
return DoJumpIfInventory(self, self, stateowner, callingstate, param, numparam, ret, numret);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetInventory)
{
PARAM_ACTION_PROLOGUE;
return DoJumpIfInventory(self->target, self, stateowner, callingstate, param, numparam, ret, numret);
}
//==========================================================================
//
// State jump function
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfArmorType)
{
PARAM_ACTION_PROLOGUE;
PARAM_NAME (type);
PARAM_STATE (label);
PARAM_INT_OPT(amount) { amount = 1; }
ABasicArmor *armor = (ABasicArmor *)self->FindInventory(NAME_BasicArmor);
if (armor && armor->ArmorType == type && armor->Amount >= amount)
{
ACTION_RETURN_STATE(label);
}
ACTION_RETURN_STATE(NULL);
}
//==========================================================================
//
// Parameterized version of A_Explode
//
//==========================================================================
enum
{
XF_HURTSOURCE = 1,
XF_NOTMISSILE = 4,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT_OPT (damage) { damage = -1; }
PARAM_INT_OPT (distance) { distance = -1; }
PARAM_INT_OPT (flags) { flags = XF_HURTSOURCE; }
PARAM_BOOL_OPT (alert) { alert = false; }
PARAM_INT_OPT (fulldmgdistance) { fulldmgdistance = 0; }
PARAM_INT_OPT (nails) { nails = 0; }
PARAM_INT_OPT (naildamage) { naildamage = 10; }
PARAM_CLASS_OPT (pufftype, AActor) { pufftype = PClass::FindActor(NAME_BulletPuff); }
if (damage < 0) // get parameters from metadata
{
damage = self->GetClass()->ExplosionDamage;
distance = self->GetClass()->ExplosionRadius;
flags = !self->GetClass()->DontHurtShooter;
alert = false;
}
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)
{
DAngle ang;
for (int i = 0; i < nails; i++)
{
ang = i*360./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);
if (alert && self->target != NULL && self->target->player != NULL)
{
validcount++;
P_RecursiveSound (self->Sector, self->target, false, 0);
}
return 0;
}
//==========================================================================
//
// A_RadiusThrust
//
//==========================================================================
enum
{
RTF_AFFECTSOURCE = 1,
RTF_NOIMPACTDAMAGE = 2,
RTF_NOTMISSILE = 4,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusThrust)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT_OPT (force) { force = 128; }
PARAM_INT_OPT (distance) { distance = -1; }
PARAM_INT_OPT (flags) { flags = RTF_AFFECTSOURCE; }
PARAM_INT_OPT (fullthrustdistance) { fullthrustdistance = 0; }
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);
if (sourcenothrust)
{
self->target->flags2 |= MF2_NODMGTHRUST;
}
return 0;
}
//==========================================================================
//
// Execute a line special / script
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CallSpecial)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT (special);
PARAM_INT_OPT (arg1) { arg1 = 0; }
PARAM_INT_OPT (arg2) { arg2 = 0; }
PARAM_INT_OPT (arg3) { arg3 = 0; }
PARAM_INT_OPT (arg4) { arg4 = 0; }
PARAM_INT_OPT (arg5) { arg5 = 0; }
bool res = !!P_ExecuteSpecial(special, NULL, self, false, arg1, arg2, arg3, arg4, arg5);
ACTION_RETURN_BOOL(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)
{
PARAM_ACTION_PROLOGUE;
PARAM_CLASS (ti, AActor);
PARAM_FIXED_OPT (spawnheight) { spawnheight = 32*FRACUNIT; }
PARAM_INT_OPT (spawnofs_xy) { spawnofs_xy = 0; }
PARAM_DANGLE_OPT(Angle) { Angle = 0.; }
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_DANGLE_OPT(Pitch) { Pitch = 0.; }
PARAM_INT_OPT (ptr) { ptr = AAPTR_TARGET; }
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->_f_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? FLOAT2FIXED(self->player->crouchoffset) : 0);
fixedvec3 pos = self->_f_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->_f_Z() + self->GetBobOffset() + spawnheight, ti, self->_f_angle(), 0, GetDefaultByType(ti)->_f_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.
double missilespeed;
if ( (CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH) & flags)
{
if (CMF_OFFSETPITCH & flags)
{
Pitch += missile->Vel.Pitch();
}
missilespeed = fabs(Pitch.Cos() * missile->Speed);
missile->Vel.Z = Pitch.Sin() * missile->Speed;
}
else
{
missilespeed = missile->VelXYToSpeed();
}
if (CMF_SAVEPITCH & flags)
{
missile->Angles.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->Angles.Yaw = (CMF_ABSOLUTEANGLE & flags) ? Angle : missile->Angles.Yaw + Angle;
missile->VelFromAngle(missilespeed);
// 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);
}
return 0;
}
//==========================================================================
//
// 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)
{
PARAM_ACTION_PROLOGUE;
PARAM_DANGLE (spread_xy);
PARAM_DANGLE (spread_z);
PARAM_INT (numbullets);
PARAM_INT (damageperbullet);
PARAM_CLASS_OPT (pufftype, AActor) { pufftype = PClass::FindActor(NAME_BulletPuff); }
PARAM_FLOAT_OPT (range) { range = 0; }
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_INT_OPT (ptr) { ptr = AAPTR_TARGET; }
AActor *ref = COPY_AAPTR(self, ptr);
if (range == 0)
range = MISSILERANGE;
int i;
DAngle bangle;
DAngle 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->Angles.Yaw;
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++)
{
DAngle angle = bangle;
DAngle slope = bslope;
if (flags & CBAF_EXPLICITANGLE)
{
angle += spread_xy;
slope += spread_z;
}
else
{
angle += spread_xy * (pr_cwbullet.Random2() / 255.);
slope += spread_z * (pr_cwbullet.Random2() / 255.);
}
int damage = damageperbullet;
if (!(flags & CBAF_NORANDOM))
damage *= ((pr_cabullet()%3)+1);
P_LineAttack(self, angle, range, slope, damage, NAME_Hitscan, pufftype, laflags);
}
}
return 0;
}
//==========================================================================
//
// A fully customizable melee attack
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMeleeAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT_OPT (damage) { damage = 0; }
PARAM_SOUND_OPT (meleesound) { meleesound = 0; }
PARAM_SOUND_OPT (misssound) { misssound = 0; }
PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; }
PARAM_BOOL_OPT (bleed) { bleed = true; }
if (damagetype == NAME_None)
damagetype = NAME_Melee; // Melee is the default type
if (!self->target)
return 0;
A_FaceTarget (self);
if (self->CheckMeleeRange ())
{
if (meleesound)
S_Sound (self, CHAN_WEAPON, meleesound, 1, ATTN_NORM);
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);
}
return 0;
}
//==========================================================================
//
// A fully customizable combo attack
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomComboAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_CLASS (ti, AActor);
PARAM_FIXED (spawnheight);
PARAM_INT (damage);
PARAM_SOUND_OPT (meleesound) { meleesound = 0; }
PARAM_NAME_OPT (damagetype) { damagetype = NAME_Melee; }
PARAM_BOOL_OPT (bleed) { bleed = true; }
if (!self->target)
return 0;
A_FaceTarget (self);
if (self->CheckMeleeRange())
{
if (damagetype == NAME_None)
damagetype = NAME_Melee; // Melee is the default type
if (meleesound)
S_Sound (self, CHAN_WEAPON, meleesound, 1, ATTN_NORM);
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->_f_AddZ(spawnheight + self->GetBobOffset() - 32*FRACUNIT);
AActor *missile = P_SpawnMissileXYZ (self->PosPlusZ(32*FRACUNIT), self, self->target, ti, false);
self->_f_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);
}
}
return 0;
}
//==========================================================================
//
// State jump function
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfNoAmmo)
{
PARAM_ACTION_PROLOGUE;
PARAM_STATE(jump);
if (!ACTION_CALL_FROM_WEAPON())
{
ACTION_RETURN_STATE(NULL);
}
if (!self->player->ReadyWeapon->CheckAmmo(self->player->ReadyWeapon->bAltFire, false, true))
{
ACTION_RETURN_STATE(jump);
}
ACTION_RETURN_STATE(NULL);
}
//==========================================================================
//
// 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)
{
PARAM_ACTION_PROLOGUE;
PARAM_DANGLE (spread_xy);
PARAM_DANGLE (spread_z);
PARAM_INT (numbullets);
PARAM_INT (damageperbullet);
PARAM_CLASS_OPT (pufftype, AActor) { pufftype = NULL; }
PARAM_INT_OPT (flags) { flags = FBF_USEAMMO; }
PARAM_FLOAT_OPT (range) { range = 0; }
if (!self->player) return 0;
player_t *player = self->player;
AWeapon *weapon = player->ReadyWeapon;
int i;
DAngle bangle;
DAngle 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 0; // 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->Angles.Yaw;
if (pufftype == NULL)
pufftype = PClass::FindActor(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++)
{
DAngle angle = bangle;
DAngle slope = bslope;
if (flags & FBF_EXPLICITANGLE)
{
angle += spread_xy;
slope += spread_z;
}
else
{
angle += spread_xy * (pr_cwbullet.Random2() / 255.);
slope += spread_z * (pr_cwbullet.Random2() / 255.);
}
int damage = damageperbullet;
if (!(flags & FBF_NORANDOM))
damage *= ((pr_cwbullet()%3)+1);
P_LineAttack(self, angle, range, slope, damage, NAME_Hitscan, pufftype, laflags);
}
}
return 0;
}
//==========================================================================
//
// A_FireProjectile
//
//==========================================================================
enum FP_Flags
{
FPF_AIMATANGLE = 1,
FPF_TRANSFERTRANSLATION = 2,
FPF_NOAUTOAIM = 4,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireCustomMissile)
{
PARAM_ACTION_PROLOGUE;
PARAM_CLASS (ti, AActor);
PARAM_DANGLE_OPT(angle) { angle = 0.; }
PARAM_BOOL_OPT (useammo) { useammo = true; }
PARAM_FLOAT_OPT (spawnofs_xy) { spawnofs_xy = 0; }
PARAM_FLOAT_OPT (spawnheight) { spawnheight = 0; }
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_DANGLE_OPT(pitch) { pitch = 0.; }
if (!self->player)
return 0;
player_t *player = self->player;
AWeapon *weapon = player->ReadyWeapon;
FTranslatedLineTarget t;
// Only use ammo if called from a weapon
if (useammo && ACTION_CALL_FROM_WEAPON() && weapon)
{
if (!weapon->DepleteAmmo(weapon->bAltFire, true))
return 0; // out of ammo
}
if (ti)
{
DAngle ang = self->Angles.Yaw - 90;
DVector3 ofs = self->Vec3Angle(spawnofs_xy, ang, spawnheight);
DAngle shootangle = self->Angles.Yaw;
if (flags & FPF_AIMATANGLE) shootangle += angle;
// Temporarily adjusts the pitch
DAngle saved_player_pitch = self->Angles.Pitch;
self->Angles.Pitch -= pitch;
AActor * misl=P_SpawnPlayerMissile (self, ofs.X, ofs.Y, ofs.Z, ti, shootangle, &t, NULL, false, (flags & FPF_NOAUTOAIM) != 0);
self->Angles.Pitch = saved_player_pitch;
// automatic handling of seeker missiles
if (misl)
{
if (flags & FPF_TRANSFERTRANSLATION)
misl->Translation = self->Translation;
if (t.linetarget && !t.unlinked && (misl->flags2 & MF2_SEEKERMISSILE))
misl->tracer = t.linetarget;
if (!(flags & FPF_AIMATANGLE))
{
// This original implementation is to aim straight ahead and then offset
// the angle from the resulting direction.
misl->Angles.Yaw += angle;
misl->VelFromAngle(misl->VelXYToSpeed());
}
}
}
return 0;
}
//==========================================================================
//
// 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)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT (damage);
PARAM_BOOL_OPT (norandom) { norandom = false; }
PARAM_INT_OPT (flags) { flags = CPF_USEAMMO; }
PARAM_CLASS_OPT (pufftype, AActor) { pufftype = NULL; }
PARAM_FLOAT_OPT (range) { range = 0; }
PARAM_FIXED_OPT (lifesteal) { lifesteal = 0; }
PARAM_INT_OPT (lifestealmax) { lifestealmax = 0; }
PARAM_CLASS_OPT (armorbonustype, ABasicArmorBonus) { armorbonustype = NULL; }
PARAM_SOUND_OPT (MeleeSound) { MeleeSound = ""; }
PARAM_SOUND_OPT (MissSound) { MissSound = ""; }
if (!self->player)
return 0;
player_t *player = self->player;
AWeapon *weapon = player->ReadyWeapon;
DAngle angle;
DAngle pitch;
FTranslatedLineTarget t;
int actualdamage;
if (!norandom)
damage *= pr_cwpunch() % 8 + 1;
angle = self->Angles.Yaw + pr_cwpunch.Random2() * (5.625 / 256);
if (range == 0) range = MELEERANGE;
pitch = P_AimLineAttack (self, angle, range, &t);
// only use ammo when actually hitting something!
if ((flags & CPF_USEAMMO) && t.linetarget && weapon && ACTION_CALL_FROM_WEAPON())
{
if (!weapon->DepleteAmmo(weapon->bAltFire, true))
return 0; // out of ammo
}
if (pufftype == NULL)
pufftype = PClass::FindActor(NAME_BulletPuff);
int puffFlags = LAF_ISMELEEATTACK | ((flags & CPF_NORANDOMPUFFZ) ? LAF_NORANDOMPUFFZ : 0);
P_LineAttack (self, angle, range, pitch, damage, NAME_Melee, pufftype, puffFlags, &t, &actualdamage);
if (!t.linetarget)
{
if (MissSound) S_Sound(self, CHAN_WEAPON, MissSound, 1, ATTN_NORM);
}
else
{
if (lifesteal && !(t.linetarget->flags5 & MF5_DONTDRAIN))
{
if (flags & CPF_STEALARMOR)
{
if (armorbonustype == NULL)
{
armorbonustype = dyn_cast<ABasicArmorBonus::MetaClass>(PClass::FindClass("ArmorBonus"));
}
if (armorbonustype != NULL)
{
assert(armorbonustype->IsDescendantOf(RUNTIME_CLASS(ABasicArmorBonus)));
ABasicArmorBonus *armorbonus = static_cast<ABasicArmorBonus *>(Spawn(armorbonustype));
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->Angles.Yaw = t.angleFromSource;
}
if (flags & CPF_PULLIN) self->flags |= MF_JUSTATTACKED;
if (flags & CPF_DAGGER) P_DaggerAlert (self, t.linetarget);
}
return 0;
}
//==========================================================================
//
// customizable railgun attack function
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RailAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT (damage);
PARAM_INT_OPT (spawnofs_xy) { spawnofs_xy = 0; }
PARAM_BOOL_OPT (useammo) { useammo = true; }
PARAM_COLOR_OPT (color1) { color1 = 0; }
PARAM_COLOR_OPT (color2) { color2 = 0; }
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_FLOAT_OPT (maxdiff) { maxdiff = 0; }
PARAM_CLASS_OPT (pufftype, AActor) { pufftype = PClass::FindActor(NAME_BulletPuff); }
PARAM_ANGLE_OPT (spread_xy) { spread_xy = 0; }
PARAM_ANGLE_OPT (spread_z) { spread_z = 0; }
PARAM_FIXED_OPT (range) { range = 0; }
PARAM_INT_OPT (duration) { duration = 0; }
PARAM_FLOAT_OPT (sparsity) { sparsity = 1; }
PARAM_FLOAT_OPT (driftspeed) { driftspeed = 1; }
PARAM_CLASS_OPT (spawnclass, AActor){ spawnclass = NULL; }
PARAM_FIXED_OPT (spawnofs_z) { spawnofs_z = 0; }
PARAM_INT_OPT (SpiralOffset) { SpiralOffset = 270; }
if (range == 0) range = 8192*FRACUNIT;
if (sparsity == 0) sparsity=1.0;
if (self->player == NULL)
return 0;
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 0; // 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);
return 0;
}
//==========================================================================
//
// also for monsters
//
//==========================================================================
enum
{
CRF_DONTAIM = 0,
CRF_AIMPARALLEL = 1,
CRF_AIMDIRECT = 2,
CRF_EXPLICITANGLE = 4,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT (damage);
PARAM_INT_OPT (spawnofs_xy) { spawnofs_xy = 0; }
PARAM_COLOR_OPT (color1) { color1 = 0; }
PARAM_COLOR_OPT (color2) { color2 = 0; }
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_INT_OPT (aim) { aim = CRF_DONTAIM; }
PARAM_FLOAT_OPT (maxdiff) { maxdiff = 0; }
PARAM_CLASS_OPT (pufftype, AActor) { pufftype = PClass::FindActor(NAME_BulletPuff); }
PARAM_ANGLE_OPT (spread_xy) { spread_xy = 0; }
PARAM_ANGLE_OPT (spread_z) { spread_z = 0; }
PARAM_FIXED_OPT (range) { range = 0; }
PARAM_INT_OPT (duration) { duration = 0; }
PARAM_FLOAT_OPT (sparsity) { sparsity = 1; }
PARAM_FLOAT_OPT (driftspeed) { driftspeed = 1; }
PARAM_CLASS_OPT (spawnclass, AActor){ spawnclass = NULL; }
PARAM_FIXED_OPT (spawnofs_z) { spawnofs_z = 0; }
PARAM_INT_OPT (SpiralOffset) { SpiralOffset = 270; }
if (range == 0) range = 8192*FRACUNIT;
if (sparsity == 0) sparsity = 1;
FTranslatedLineTarget t;
DVector3 savedpos = self->Pos();
DAngle saved_angle = self->Angles.Yaw;
DAngle saved_pitch = self->Angles.Pitch;
if (aim && self->target == NULL)
{
return 0;
}
// [RH] Andy Baker's stealth monsters
if (self->flags & MF_STEALTH)
{
self->visdir = 1;
}
self->flags &= ~MF_AMBUSH;
if (aim)
{
self->Angles.Yaw = self->AngleTo(self->target);
}
self->Angles.Pitch = P_AimLineAttack (self, self->Angles.Yaw, MISSILERANGE, &t, 60., 0, aim ? self->target : NULL);
if (t.linetarget == NULL && aim)
{
// We probably won't hit the target, but aim at it anyway so we don't look stupid.
DVector2 xydiff = self->Vec2To(self->target);
double zdiff = self->target->Center() - self->Center() - self->Floorclip;
self->Angles.Pitch = VecToAngle(xydiff.Length(), zdiff);
}
// Let the aim trail behind the player
if (aim)
{
saved_angle = self->Angles.Yaw = self->AngleTo(self->target, -self->target->Vel.X * 3, -self->target->Vel.Y * 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(
FLOAT2FIXED(spawnofs_xy * self->Angles.Yaw.Cos()),
FLOAT2FIXED(spawnofs_xy * self->Angles.Yaw.Sin())));
spawnofs_xy = 0;
self->Angles.Yaw = self->AngleTo(self->target,- self->target->Vel.X * 3, -self->target->Vel.Y * 3);
}
if (self->target->flags & MF_SHADOW)
{
DAngle rnd = pr_crailgun.Random2() * (45. / 256.);
self->Angles.Yaw += rnd;
}
}
angle_t angle = (self->_f_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->Angles.Yaw = saved_angle;
self->Angles.Pitch = saved_pitch;
return 0;
}
//===========================================================================
//
// DoGiveInventory
//
//===========================================================================
static bool DoGiveInventory(AActor *receiver, bool orresult, VM_ARGS)
{
int paramnum = NAP-1;
PARAM_CLASS (mi, AInventory);
PARAM_INT_OPT (amount) { amount = 1; }
if (!orresult)
{
PARAM_INT_OPT(setreceiver) { setreceiver = AAPTR_DEFAULT; }
receiver = COPY_AAPTR(receiver, setreceiver);
}
if (receiver == NULL)
{ // If there's nothing to receive it, it's obviously a fail, right?
return false;
}
if (amount <= 0)
{
amount = 1;
}
if (mi)
{
AInventory *item = static_cast<AInventory *>(Spawn(mi));
if (item == NULL)
{
return false;
}
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();
return false;
}
else
{
return true;
}
}
return false;
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveInventory)
{
PARAM_ACTION_PROLOGUE;
ACTION_RETURN_BOOL(DoGiveInventory(self, false, VM_ARGS_NAMES));
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToTarget)
{
PARAM_ACTION_PROLOGUE;
ACTION_RETURN_BOOL(DoGiveInventory(self->target, false, VM_ARGS_NAMES));
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToChildren)
{
PARAM_ACTION_PROLOGUE;
TThinkerIterator<AActor> it;
AActor *mo;
int count = 0;
while ((mo = it.Next()))
{
if (mo->master == self)
{
count += DoGiveInventory(mo, true, VM_ARGS_NAMES);
}
}
ACTION_RETURN_INT(count);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToSiblings)
{
PARAM_ACTION_PROLOGUE;
TThinkerIterator<AActor> it;
AActor *mo;
int count = 0;
if (self->master != NULL)
{
while ((mo = it.Next()))
{
if (mo->master == self->master && mo != self)
{
count += DoGiveInventory(mo, true, VM_ARGS_NAMES);
}
}
}
ACTION_RETURN_INT(count);
}
//===========================================================================
//
// A_TakeInventory
//
//===========================================================================
enum
{
TIF_NOTAKEINFINITE = 1,
};
bool DoTakeInventory(AActor *receiver, bool orresult, VM_ARGS)
{
int paramnum = NAP-1;
PARAM_CLASS (itemtype, AInventory);
PARAM_INT_OPT (amount) { amount = 0; }
PARAM_INT_OPT (flags) { flags = 0; }
if (itemtype == NULL)
{
return true;
}
if (!orresult)
{
PARAM_INT_OPT(setreceiver) { setreceiver = AAPTR_DEFAULT; }
receiver = COPY_AAPTR(receiver, setreceiver);
}
if (receiver == NULL)
{
return false;
}
return receiver->TakeInventory(itemtype, amount, true, (flags & TIF_NOTAKEINFINITE) != 0);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeInventory)
{
PARAM_ACTION_PROLOGUE;
ACTION_RETURN_BOOL(DoTakeInventory(self, false, VM_ARGS_NAMES));
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeFromTarget)
{
PARAM_ACTION_PROLOGUE;
ACTION_RETURN_BOOL(DoTakeInventory(self->target, false, VM_ARGS_NAMES));
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeFromChildren)
{
PARAM_ACTION_PROLOGUE;
TThinkerIterator<AActor> it;
AActor *mo;
int count = 0;
while ((mo = it.Next()))
{
if (mo->master == self)
{
count += DoTakeInventory(mo, true, VM_ARGS_NAMES);
}
}
ACTION_RETURN_INT(count);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeFromSiblings)
{
PARAM_ACTION_PROLOGUE;
TThinkerIterator<AActor> it;
AActor *mo;
int count = 0;
if (self->master != NULL)
{
while ((mo = it.Next()))
{
if (mo->master == self->master && mo != self)
{
count += DoTakeInventory(mo, true, VM_ARGS_NAMES);
}
}
}
ACTION_RETURN_INT(count);
}
//===========================================================================
//
// 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->Angles.Yaw = self->Angles.Yaw;
if (flags & SIXF_TRANSFERPITCH)
{
mo->Angles.Pitch = self->Angles.Pitch;
}
if (!(flags & SIXF_ORIGINATOR))
{
while (originator && originator->isMissile())
{
originator = originator->target;
}
}
if (flags & SIXF_TELEFRAG)
{
P_TeleportMove(mo, mo->_f_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->Scale = self->Scale;
}
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->Angles.Roll = self->Angles.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)
{
PARAM_ACTION_PROLOGUE;
PARAM_CLASS_OPT (missile, AActor) { missile = PClass::FindActor("Unknown"); }
PARAM_FIXED_OPT (distance) { distance = 0; }
PARAM_FIXED_OPT (zheight) { zheight = 0; }
PARAM_BOOL_OPT (useammo) { useammo = true; }
PARAM_BOOL_OPT (transfer_translation) { transfer_translation = false; }
if (missile == NULL)
{
ACTION_RETURN_BOOL(false);
}
// Don't spawn monsters if this actor has been massacred
if (self->DamageType == NAME_Massacre && (GetDefaultByType(missile)->flags3 & MF3_ISMONSTER))
{
ACTION_RETURN_BOOL(true);
}
if (distance == 0)
{
// use the minimum distance that does not result in an overlap
distance = (self->_f_radius() + GetDefaultByType(missile)->_f_radius()) >> FRACBITS;
}
if (ACTION_CALL_FROM_WEAPON())
{
// Used from a weapon, so use some ammo
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon == NULL)
{
ACTION_RETURN_BOOL(true);
}
if (useammo && !weapon->DepleteAmmo(weapon->bAltFire))
{
ACTION_RETURN_BOOL(true);
}
}
AActor *mo = Spawn( missile, self->_f_Vec3Angle(distance, self->_f_angle(), -self->_f_floorclip() + self->GetBobOffset() + zheight), ALLOW_REPLACE);
int flags = (transfer_translation ? SIXF_TRANSFERTRANSLATION : 0) + (useammo ? SIXF_SETMASTER : 0);
ACTION_RETURN_BOOL(InitSpawnedItem(self, mo, flags)); // for an inventory item's use state
}
//===========================================================================
//
// A_SpawnItemEx
//
// Enhanced spawning function
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItemEx)
{
PARAM_ACTION_PROLOGUE;
PARAM_CLASS (missile, AActor);
PARAM_FIXED_OPT (xofs) { xofs = 0; }
PARAM_FIXED_OPT (yofs) { yofs = 0; }
PARAM_FIXED_OPT (zofs) { zofs = 0; }
PARAM_FLOAT_OPT (xvel) { xvel = 0; }
PARAM_FLOAT_OPT (yvel) { yvel = 0; }
PARAM_FLOAT_OPT (zvel) { zvel = 0; }
PARAM_DANGLE_OPT(angle) { angle = 0.; }
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_INT_OPT (chance) { chance = 0; }
PARAM_INT_OPT (tid) { tid = 0; }
if (missile == NULL)
{
ACTION_RETURN_BOOL(false);
}
if (chance > 0 && pr_spawnitemex() < chance)
{
ACTION_RETURN_BOOL(true);
}
// Don't spawn monsters if this actor has been massacred
if (self->DamageType == NAME_Massacre && (GetDefaultByType(missile)->flags3 & MF3_ISMONSTER))
{
ACTION_RETURN_BOOL(true);
}
fixedvec2 pos;
if (!(flags & SIXF_ABSOLUTEANGLE))
{
angle += self->Angles.Yaw;
}
double s = angle.Sin();
double c = angle.Cos();
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(fixed_t(xofs * c + yofs * s), fixed_t(xofs * s - yofs*c));
}
if (!(flags & SIXF_ABSOLUTEVELOCITY))
{
// Same orientation issue here!
double newxvel = xvel * c + yvel * s;
yvel = xvel * s - yvel * c;
xvel = newxvel;
}
AActor *mo = Spawn(missile, pos.x, pos.y, self->_f_Z() - self->_f_floorclip() + self->GetBobOffset() + zofs, ALLOW_REPLACE);
bool res = InitSpawnedItem(self, mo, flags);
if (res)
{
if (tid != 0)
{
assert(mo->tid == 0);
mo->tid = tid;
mo->AddToHash();
}
mo->Vel = {xvel, yvel, zvel};
if (flags & SIXF_MULTIPLYSPEED)
{
mo->Vel *= mo->Speed;
}
mo->Angles.Yaw = angle;
}
ACTION_RETURN_BOOL(res); // for an inventory item's use state
}
//===========================================================================
//
// A_ThrowGrenade
//
// Throws a grenade (like Hexen's fighter flechette)
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ThrowGrenade)
{
PARAM_ACTION_PROLOGUE;
PARAM_CLASS (missile, AActor);
PARAM_FIXED_OPT (zheight) { zheight = 0; }
PARAM_FLOAT_OPT (xyvel) { xyvel = 0; }
PARAM_FIXED_OPT (zvel) { zvel = 0; }
PARAM_BOOL_OPT (useammo) { useammo = true; }
if (missile == NULL)
{
ACTION_RETURN_BOOL(true);
}
if (ACTION_CALL_FROM_WEAPON())
{
// Used from a weapon, so use some ammo
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon == NULL)
{
ACTION_RETURN_BOOL(true);
}
if (useammo && !weapon->DepleteAmmo(weapon->bAltFire))
{
ACTION_RETURN_BOOL(true);
}
}
AActor *bo;
bo = Spawn(missile,
self->PosPlusZ(-self->_f_floorclip() + self->GetBobOffset() + zheight + 35*FRACUNIT + (self->player? FLOAT2FIXED(self->player->crouchoffset) : 0)),
ALLOW_REPLACE);
if (bo)
{
P_PlaySpawnSound(bo, self);
if (xyvel != 0)
bo->Speed = xyvel;
bo->Angles.Yaw = self->Angles.Yaw + (((pr_grenade()&7) - 4) * (360./256.));
DAngle pitch = -self->Angles.Pitch;
DAngle angle = bo->Angles.Yaw;
// 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.
double xy_xyscale = bo->Speed * pitch.Cos();
double xy_velz = bo->Speed * pitch.Sin();
double xy_velx = xy_xyscale * angle.Cos();
double xy_vely = xy_xyscale * angle.Sin();
pitch = self->Angles.Pitch;
double z_xyscale = zvel * pitch.Sin();
double z_velz = zvel * pitch.Cos();
double z_velx = z_xyscale * angle.Cos();
double z_vely = z_xyscale * angle.Sin();
bo->Vel.X = xy_velx + z_velx + self->Vel.X / 2;
bo->Vel.Y = xy_vely + z_vely + self->Vel.Y / 2;
bo->Vel.Z = xy_velz + z_velz;
bo->target = self;
P_CheckMissileSpawn (bo, self->radius);
}
else
{
ACTION_RETURN_BOOL(false);
}
ACTION_RETURN_BOOL(true);
}
//===========================================================================
//
// A_Recoil
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Recoil)
{
PARAM_ACTION_PROLOGUE;
PARAM_FLOAT(xyvel);
self->Thrust(self->Angles.Yaw + 180., xyvel);
return 0;
}
//===========================================================================
//
// A_SelectWeapon
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SelectWeapon)
{
PARAM_ACTION_PROLOGUE;
PARAM_CLASS(cls, AWeapon);
if (cls == NULL || self->player == NULL)
{
ACTION_RETURN_BOOL(false);
}
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;
}
ACTION_RETURN_BOOL(true);
}
else
{
ACTION_RETURN_BOOL(false);
}
}
//===========================================================================
//
// A_Print
//
//===========================================================================
EXTERN_CVAR(Float, con_midtime)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Print)
{
PARAM_ACTION_PROLOGUE;
PARAM_STRING (text);
PARAM_FLOAT_OPT (time) { time = 0; }
PARAM_NAME_OPT (fontname) { fontname = NAME_None; }
if (text[0] == '$') text = GStrings(&text[1]);
if (self->CheckLocalView (consoleplayer) ||
(self->target != NULL && self->target->CheckLocalView (consoleplayer)))
{
float saved = con_midtime;
FFont *font = NULL;
if (fontname != NAME_None)
{
font = V_GetFont(fontname);
}
if (time > 0)
{
con_midtime = float(time);
}
FString formatted = strbin1(text);
C_MidPrint(font != NULL ? font : SmallFont, formatted.GetChars());
con_midtime = saved;
}
return 0;
}
//===========================================================================
//
// A_PrintBold
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PrintBold)
{
PARAM_ACTION_PROLOGUE;
PARAM_STRING (text);
PARAM_FLOAT_OPT (time) { time = 0; }
PARAM_NAME_OPT (fontname) { fontname = NAME_None; }
float saved = con_midtime;
FFont *font = NULL;
if (text[0] == '$') text = GStrings(&text[1]);
if (fontname != NAME_None)
{
font = V_GetFont(fontname);
}
if (time > 0)
{
con_midtime = float(time);
}
FString formatted = strbin1(text);
C_MidPrintBold(font != NULL ? font : SmallFont, formatted.GetChars());
con_midtime = saved;
return 0;
}
//===========================================================================
//
// A_Log
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Log)
{
PARAM_ACTION_PROLOGUE;
PARAM_STRING(text);
if (text[0] == '$') text = GStrings(&text[1]);
FString formatted = strbin1(text);
Printf("%s\n", formatted.GetChars());
return 0;
}
//=========================================================================
//
// A_LogInt
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LogInt)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT(num);
Printf("%d\n", num);
return 0;
}
//===========================================================================
//
// A_SetTranslucent
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetTranslucent)
{
PARAM_ACTION_PROLOGUE;
PARAM_FLOAT (alpha);
PARAM_INT_OPT (mode) { mode = 0; }
mode = mode == 0 ? STYLE_Translucent : mode == 2 ? STYLE_Fuzzy : STYLE_Add;
self->RenderStyle.Flags &= ~STYLEF_Alpha1;
self->Alpha = clamp(alpha, 0., 1.);
self->RenderStyle = ERenderStyle(mode);
return 0;
}
//===========================================================================
//
// A_FadeIn
//
// Fades the actor in
//
//===========================================================================
enum FadeFlags
{
FTF_REMOVE = 1 << 0,
FTF_CLAMP = 1 << 1,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeIn)
{
PARAM_ACTION_PROLOGUE;
PARAM_FLOAT_OPT(reduce) { reduce = 0.1; }
PARAM_INT_OPT(flags) { flags = 0; }
if (reduce == 0)
{
reduce = 0.1;
}
self->RenderStyle.Flags &= ~STYLEF_Alpha1;
self->Alpha += reduce;
if (self->Alpha >= 1.)
{
if (flags & FTF_CLAMP)
{
self->Alpha = 1.;
}
if (flags & FTF_REMOVE)
{
P_RemoveThing(self);
}
}
return 0;
}
//===========================================================================
//
// A_FadeOut
//
// fades the actor out and destroys it when done
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeOut)
{
PARAM_ACTION_PROLOGUE;
PARAM_FLOAT_OPT(reduce) { reduce = 0.1; }
PARAM_INT_OPT(flags) { flags = FTF_REMOVE; }
if (reduce == 0)
{
reduce = 0.1;
}
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);
}
}
return 0;
}
//===========================================================================
//
// 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)
{
PARAM_ACTION_PROLOGUE;
PARAM_FLOAT (target);
PARAM_FLOAT_OPT (amount) { amount = 0.1; }
PARAM_INT_OPT (flags) { flags = 0; }
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., 1.);
}
if (self->Alpha == target && (flags & FTF_REMOVE))
{
P_RemoveThing(self);
}
return 0;
}
//===========================================================================
//
// 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)
{
PARAM_ACTION_PROLOGUE;
PARAM_FLOAT (scalex);
PARAM_FLOAT_OPT (scaley) { scaley = scalex; }
PARAM_INT_OPT (ptr) { ptr = AAPTR_DEFAULT; }
PARAM_BOOL_OPT (usezero) { usezero = false; }
AActor *ref = COPY_AAPTR(self, ptr);
if (ref != NULL)
{
if (scaley == 0 && !usezero)
{
scaley = scalex;
}
ref->Scale = { scalex, scaley };
}
return 0;
}
//===========================================================================
//
// A_SetMass(int mass)
//
// Sets the actor's mass.
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetMass)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT (mass);
self->Mass = mass;
return 0;
}
//===========================================================================
//
// A_SpawnDebris
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnDebris)
{
PARAM_ACTION_PROLOGUE;
PARAM_CLASS (debris, AActor);
PARAM_BOOL_OPT (transfer_translation) { transfer_translation = false; }
PARAM_FLOAT_OPT (mult_h) { mult_h = 1; }
PARAM_FLOAT_OPT (mult_v) { mult_v = 1; }
int i;
AActor *mo;
if (debris == NULL)
return 0;
// only positive values make sense here
if (mult_v <= 0) mult_v = 1;
if (mult_h <= 0) mult_h = 1;
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->_f_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()->NumOwnedStates)
{
mo->SetState (mo->GetClass()->OwnedStates + i);
}
mo->Vel.X = mult_h * pr_spawndebris.Random2() / 64.;
mo->Vel.Y = mult_h * pr_spawndebris.Random2() / 64.;
mo->Vel.Z = mult_v * ((pr_spawndebris() & 7) + 5);
}
}
return 0;
}
//===========================================================================
//
// 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)
{
PARAM_ACTION_PROLOGUE;
PARAM_COLOR (color);
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_INT_OPT (lifetime) { lifetime = 35; }
PARAM_INT_OPT (size) { size = 1; }
PARAM_ANGLE_OPT (angle) { angle = 0; }
PARAM_FIXED_OPT (xoff) { xoff = 0; }
PARAM_FIXED_OPT (yoff) { yoff = 0; }
PARAM_FIXED_OPT (zoff) { zoff = 0; }
PARAM_FIXED_OPT (xvel) { xvel = 0; }
PARAM_FIXED_OPT (yvel) { yvel = 0; }
PARAM_FIXED_OPT (zvel) { zvel = 0; }
PARAM_FIXED_OPT (accelx) { accelx = 0; }
PARAM_FIXED_OPT (accely) { accely = 0; }
PARAM_FIXED_OPT (accelz) { accelz = 0; }
PARAM_FIXED_OPT (startalphaf) { startalphaf = FRACUNIT; }
PARAM_FIXED_OPT (fadestepf) { fadestepf = -FRACUNIT; }
BYTE startalpha = (BYTE)(clamp(startalphaf, 0, FRACUNIT) * 255 / FRACUNIT);
int fadestep = fadestepf < 0 ? -1 : 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->_f_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);
}
return 0;
}
//===========================================================================
//
// A_CheckSight
// jumps if no player can see this actor
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSight)
{
PARAM_ACTION_PROLOGUE;
PARAM_STATE(jump);
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))
{
ACTION_RETURN_STATE(NULL);
}
// 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))
{
ACTION_RETURN_STATE(NULL);
}
}
}
ACTION_RETURN_STATE(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->_f_Vec2To(self);
fixed_t dz;
fixed_t eyez = (camera->_f_Top() - (camera->_f_height()>>2)); // same eye height as P_CheckSight
if (eyez > self->_f_Top())
{
dz = self->_f_Top() - eyez;
}
else if (eyez < self->_f_Z())
{
dz = self->_f_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)
{
PARAM_ACTION_PROLOGUE;
PARAM_FLOAT(range);
PARAM_STATE(jump);
PARAM_BOOL_OPT(twodi) { twodi = false; }
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))
{
ACTION_RETURN_STATE(NULL);
}
// 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))
{
ACTION_RETURN_STATE(NULL);
}
}
}
ACTION_RETURN_STATE(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->_f_Vec2To(self);
fixed_t dz;
fixed_t eyez = (camera->_f_Top() - (camera->_f_height()>>2)); // same eye height as P_CheckSight
if (eyez > self->_f_Top())
{
dz = self->_f_Top() - eyez;
}
else if (eyez < self->_f_Z())
{
dz = self->_f_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)
{
PARAM_ACTION_PROLOGUE;
PARAM_FLOAT(range);
PARAM_STATE(jump);
PARAM_BOOL_OPT(twodi) { twodi = false; }
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))
{
ACTION_RETURN_STATE(NULL);
}
// 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))
{
ACTION_RETURN_STATE(NULL);
}
}
}
ACTION_RETURN_STATE(jump);
}
//===========================================================================
//
// Inventory drop
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropInventory)
{
PARAM_ACTION_PROLOGUE;
PARAM_CLASS(drop, AInventory);
if (drop)
{
AInventory *inv = self->FindInventory(drop);
if (inv)
{
self->DropInventory(inv);
}
}
return 0;
}
//===========================================================================
//
// A_SetBlend
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetBlend)
{
PARAM_ACTION_PROLOGUE;
PARAM_COLOR (color);
PARAM_FLOAT (alpha);
PARAM_INT (tics);
PARAM_COLOR_OPT (color2) { color2 = 0; }
if (color == MAKEARGB(255,255,255,255))
color = 0;
if (color2 == MAKEARGB(255,255,255,255))
color2 = 0;
if (color2.a == 0)
color2 = color;
new DFlashFader(color.r/255.f, color.g/255.f, color.b/255.f, float(alpha),
color2.r/255.f, color2.g/255.f, color2.b/255.f, 0,
float(tics)/TICRATE, self);
return 0;
}
//===========================================================================
//
// A_JumpIf
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIf)
{
PARAM_ACTION_PROLOGUE;
PARAM_BOOL (condition);
PARAM_STATE (jump);
ACTION_RETURN_STATE(condition ? jump : NULL);
}
//===========================================================================
//
// A_CountdownArg
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CountdownArg)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT(cnt);
PARAM_STATE_OPT(state) { state = self->FindState(NAME_Death); }
if (cnt<0 || cnt >= 5) return 0;
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
{
self->SetState(state);
}
}
return 0;
}
//============================================================================
//
// A_Burst
//
//============================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Burst)
{
PARAM_ACTION_PROLOGUE;
PARAM_CLASS(chunk, AActor);
int i, numChunks;
AActor * mo;
if (chunk == NULL)
{
return 0;
}
self->Vel.Zero();
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 _f_radius() 20 and height 64 creates ~40 chunks.
numChunks = MAX<int> (4, int(self->radius * self->Height));
i = (pr_burst.Random2()) % (numChunks/4);
for (i = MAX (24, numChunks + i); i >= 0; i--)
{
fixed_t xo = (((pr_burst() - 128)*self->_f_radius()) >> 7);
fixed_t yo = (((pr_burst() - 128)*self->_f_radius()) >> 7);
fixed_t zo = (pr_burst()*self->_f_height() / 255 + self->GetBobOffset());
mo = Spawn(chunk, self->Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
if (mo)
{
mo->Vel.Z = 4 * (mo->Z() - self->Z()) * self->Height;
mo->Vel.X = pr_burst.Random2() / 128.;
mo->Vel.Y = pr_burst.Random2() / 128.;
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)
{
A_BossDeath(self);
}
A_Unblock(self, true);
self->Destroy ();
return 0;
}
//===========================================================================
//
// A_CheckFloor
// [GRB] Jumps if actor is standing on floor
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckFloor)
{
PARAM_ACTION_PROLOGUE;
PARAM_STATE(jump);
if (self->Z() <= self->floorz)
{
ACTION_RETURN_STATE(jump);
}
ACTION_RETURN_STATE(NULL);
}
//===========================================================================
//
// A_CheckCeiling
// [GZ] Totally copied from A_CheckFloor, jumps if actor touches ceiling
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckCeiling)
{
PARAM_ACTION_PROLOGUE;
PARAM_STATE(jump);
if (self->Top() >= self->ceilingz) // Height needs to be counted
{
ACTION_RETURN_STATE(jump);
}
ACTION_RETURN_STATE(NULL);
}
//===========================================================================
//
// A_Stop
// resets all velocity of the actor to 0
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_Stop)
{
PARAM_ACTION_PROLOGUE;
self->Vel.Zero();
if (self->player && self->player->mo == self && !(self->player->cheats & CF_PREDICTING))
{
self->player->mo->PlayIdle();
self->player->Vel.Zero();
}
return 0;
}
static void CheckStopped(AActor *self)
{
if (self->player != NULL &&
self->player->mo == self &&
!(self->player->cheats & CF_PREDICTING) && !self->Vel.isZero())
{
self->player->mo->PlayIdle();
self->player->Vel.Zero();
}
}
//===========================================================================
//
// A_Respawn
//
//===========================================================================
DECLARE_ACTION(A_RestoreSpecialPosition)
enum RS_Flags
{
RSF_FOG=1,
RSF_KEEPTARGET=2,
RSF_TELEFRAG=4,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Respawn)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT_OPT(flags) { flags = RSF_FOG; }
bool oktorespawn = false;
fixedvec3 pos = self->_f_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->_f_Pos(), true, false);
}
else
{
oktorespawn = P_CheckPosition(self, self->_f_X(), self->_f_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->_f_Pos(), false, true);
}
if (self->CountsAsKill())
{
level.total_monsters++;
}
}
else
{
self->flags &= ~MF_SOLID;
}
return 0;
}
//==========================================================================
//
// A_PlayerSkinCheck
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlayerSkinCheck)
{
PARAM_ACTION_PROLOGUE;
PARAM_STATE(jump);
if (self->player != NULL &&
skins[self->player->userinfo.GetSkin()].othergame)
{
ACTION_RETURN_STATE(jump);
}
ACTION_RETURN_STATE(NULL);
}
//===========================================================================
//
// A_SetGravity
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetGravity)
{
PARAM_ACTION_PROLOGUE;
PARAM_FLOAT(gravity);
self->Gravity = clamp(gravity, 0., 10.);
return 0;
}
// [KS] *** Start of my modifications ***
//===========================================================================
//
// A_ClearTarget
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_ClearTarget)
{
PARAM_ACTION_PROLOGUE;
self->target = NULL;
self->LastHeard = NULL;
self->lastenemy = NULL;
return 0;
}
//==========================================================================
//
// A_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;
PARAM_ACTION_PROLOGUE;
PARAM_STATE (jump);
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_FLOAT_OPT (range) { range = 0; }
PARAM_FLOAT_OPT (minrange) { minrange = 0; }
{
PARAM_DANGLE_OPT(angle) { angle = 0.; }
PARAM_DANGLE_OPT(pitch) { pitch = 0.; }
PARAM_FIXED_OPT (offsetheight) { offsetheight = 0; }
PARAM_FIXED_OPT (offsetwidth) { offsetwidth = 0; }
PARAM_INT_OPT (ptr_target) { ptr_target = AAPTR_DEFAULT; }
PARAM_FIXED_OPT (offsetforward) { offsetforward = 0; }
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->_f_height() is strangely conscientious about getting the right actor for player
offsetheight = FixedMul(offsetheight, fixed_t(self->player->mo->_f_height() * self->player->crouchfactor));
}
else
{
offsetheight = FixedMul(offsetheight, self->_f_height());
}
}
if (flags & CLOFF_MUL_WIDTH)
{
offsetforward = FixedMul(self->_f_radius(), offsetforward);
offsetwidth = FixedMul(self->_f_radius(), offsetwidth);
}
pos = self->PosPlusZ(offsetheight - self->_f_floorclip());
if (!(flags & CLOFF_FROMBASE))
{ // default to hitscan origin
// Synced with hitscan: self->_f_height() is strangely NON-conscientious about getting the right actor for player
pos.z += (self->_f_height() >> 1);
if (self->player != NULL)
{
pos.z += fixed_t (self->player->mo->AttackZOffset * self->player->crouchfactor);
}
else
{
pos.z += 8*FRACUNIT;
}
}
if (target)
{
if (range > 0 && !(flags & CLOFF_CHECKPARTIAL))
{
double distance = self->Distance3D(target);
if (distance > range)
{
ACTION_RETURN_STATE(NULL);
}
}
{
DAngle ang;
if (flags & CLOFF_NOAIM_HORZ)
{
ang = self->Angles.Yaw;
}
else ang = self->AngleTo (target);
angle += ang;
double s = ang.Sin();
double c = ang.Cos();
fixedvec2 xy = self->Vec2Offset(fixed_t(offsetforward * c + offsetwidth * s), fixed_t(offsetforward * s - offsetwidth * c));
pos.x = xy.x;
pos.y = xy.y;
}
double xydist = self->Distance2D(target);
if (flags & CLOFF_NOAIM_VERT)
{
pitch += self->Angles.Pitch;
}
else if (flags & CLOFF_AIM_VERT_NOOFFSET)
{
pitch -= VecToAngle(xydist, FIXED2FLOAT(target->_f_Z() - pos.z + offsetheight + target->_f_height() / 2));
}
else
{
pitch -= VecToAngle(xydist, FIXED2FLOAT(target->_f_Z() - pos.z + target->_f_height() / 2));
}
}
else if (flags & CLOFF_ALLOWNULL)
{
angle += self->Angles.Yaw;
pitch += self->Angles.Pitch;
double s = angle.Sin();
double c = angle.Cos();
fixedvec2 xy = self->Vec2Offset(fixed_t(offsetforward * c + offsetwidth * s), fixed_t(offsetforward * s - offsetwidth * c));
pos.x = xy.x;
pos.y = xy.y;
}
else
{
ACTION_RETURN_STATE(NULL);
}
double cp = pitch.Cos();
vx = FLOAT2FIXED(cp * angle.Cos());
vy = FLOAT2FIXED(cp * angle.Sin());
vz = FLOAT2FIXED(-pitch.Sin());
}
/* 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, FLOAT2FIXED(range), ActorFlags::FromInt(0xFFFFFFFF), ML_BLOCKEVERYTHING, self, trace, TRACE_PortalRestrict,
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 < FLOAT2FIXED(minrange))
{
ACTION_RETURN_STATE(NULL);
}
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_RETURN_STATE(jump);
}
ACTION_RETURN_STATE(NULL);
}
//==========================================================================
//
// A_JumpIfTargetInLOS (state label, optional fixed fov, optional int flags,
// optional fixed dist_max, optional fixed dist_close)
//
// Jumps if the actor can see its target, or if the player has a linetarget.
// ProjectileTarget affects how projectiles are treated. If set, it will use
// the target of the projectile for seekers, and ignore the target for
// normal projectiles. If not set, it will use the missile's owner instead
// (the default). ProjectileTarget is now flag JLOSF_PROJECTILE. dist_max
// sets the maximum distance that actor can see, 0 means forever. dist_close
// uses special behavior if certain flags are set, 0 means no checks.
//
//==========================================================================
enum JLOS_flags
{
JLOSF_PROJECTILE = 1 << 0,
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)
{
PARAM_ACTION_PROLOGUE;
PARAM_STATE (jump);
PARAM_ANGLE_OPT (fov) { fov = 0; }
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_FIXED_OPT (dist_max) { dist_max = 0; }
PARAM_FIXED_OPT (dist_close) { dist_close = 0; }
angle_t an;
AActor *target, *viewport;
FTranslatedLineTarget t;
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)
{ // [KS] Let's not call P_CheckSight unnecessarily in this case.
ACTION_RETURN_STATE(NULL);
}
if ((flags & JLOSF_DEADNOJUMP) && (target->health <= 0))
{
ACTION_RETURN_STATE(NULL);
}
doCheckSight = !(flags & JLOSF_NOSIGHT);
}
else
{
// Does the player aim at something that can be shot?
P_AimLineAttack(self, self->Angles.Yaw, MISSILERANGE, &t, (flags & JLOSF_NOAUTOAIM) ? 0.5 : 0., ALF_PORTALRESTRICT);
if (!t.linetarget)
{
ACTION_RETURN_STATE(NULL);
}
target = t.linetarget;
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))
{
ACTION_RETURN_STATE(NULL);
}
// [FDARI] If actors share team, don't jump
if ((flags & JLOSF_ALLYNOJUMP) && self->IsFriend(target))
{
ACTION_RETURN_STATE(NULL);
}
fixed_t distance = self->AproxDistance3D(target);
if (dist_max && (distance > dist_max))
{
ACTION_RETURN_STATE(NULL);
}
if (dist_close && (distance < dist_close))
{
if (flags & JLOSF_CLOSENOJUMP)
{
ACTION_RETURN_STATE(NULL);
}
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))
{
ACTION_RETURN_STATE(NULL);
}
if (flags & JLOSF_FLIPFOV)
{
if (viewport == self) { viewport = target; target = self; }
else { target = viewport; viewport = self; }
}
if (fov && (fov < ANGLE_MAX))
{
an = viewport->__f_AngleTo(target) - viewport->_f_angle();
if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2)))
{
ACTION_RETURN_STATE(NULL); // [KS] Outside of FOV - return
}
}
ACTION_RETURN_STATE(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)
{
PARAM_ACTION_PROLOGUE;
PARAM_STATE (jump);
PARAM_ANGLE_OPT (fov) { fov = 0; }
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_FIXED_OPT (dist_max) { dist_max = 0; }
PARAM_FIXED_OPT (dist_close) { dist_close = 0; }
angle_t an;
AActor *target;
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 == NULL)
{ // [KS] Let's not call P_CheckSight unnecessarily in this case.
ACTION_RETURN_STATE(NULL);
}
if ((flags & JLOSF_DEADNOJUMP) && (target->health <= 0))
{
ACTION_RETURN_STATE(NULL);
}
fixed_t distance = self->AproxDistance3D(target);
if (dist_max && (distance > dist_max))
{
ACTION_RETURN_STATE(NULL);
}
bool doCheckSight = !(flags & JLOSF_NOSIGHT);
if (dist_close && (distance < dist_close))
{
if (flags & JLOSF_CLOSENOJUMP)
{
ACTION_RETURN_STATE(NULL);
}
if (flags & JLOSF_CLOSENOFOV)
fov = 0;
if (flags & JLOSF_CLOSENOSIGHT)
doCheckSight = false;
}
if (fov && (fov < ANGLE_MAX))
{
an = target->__f_AngleTo(self) - target->_f_angle();
if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2)))
{
ACTION_RETURN_STATE(NULL); // [KS] Outside of FOV - return
}
}
if (doCheckSight && !P_CheckSight (target, self, SF_IGNOREVISIBILITY))
{
ACTION_RETURN_STATE(NULL);
}
ACTION_RETURN_STATE(jump);
}
//===========================================================================
//
// Modified code pointer from Skulltag
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckForReload)
{
PARAM_ACTION_PROLOGUE;
if ( self->player == NULL || self->player->ReadyWeapon == NULL )
{
ACTION_RETURN_STATE(NULL);
}
PARAM_INT (count);
PARAM_STATE (jump);
PARAM_BOOL_OPT (dontincrement) { dontincrement = false; }
if (numret > 0)
{
ret->SetPointer(NULL, ATAG_STATE);
numret = 1;
}
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.
if (numret != 0)
{
ret->SetPointer(jump, ATAG_STATE);
}
}
else
{
// We need to reload. However, don't reload if we're out of ammo.
weapon->CheckAmmo(false, false);
}
if (!dontincrement)
{
weapon->ReloadCounter = ReloadCounter;
}
return numret;
}
//===========================================================================
//
// Resets the counter for the above function
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_ResetReloadCounter)
{
PARAM_ACTION_PROLOGUE;
if (self->player == NULL || self->player->ReadyWeapon == NULL)
return 0;
AWeapon *weapon = self->player->ReadyWeapon;
weapon->ReloadCounter = 0;
return 0;
}
//===========================================================================
//
// A_ChangeFlag
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeFlag)
{
PARAM_ACTION_PROLOGUE;
PARAM_STRING (flagname);
PARAM_BOOL (value);
const char *dot = strchr(flagname, '.');
FFlagDef *fd;
PClassActor *cls = self->GetClass();
if (dot != NULL)
{
FString part1(flagname.GetChars(), dot - flagname);
fd = FindFlag(cls, part1, dot + 1);
}
else
{
fd = FindFlag(cls, flagname, NULL);
}
if (fd != NULL)
{
bool kill_before, kill_after;
INTBOOL item_before, item_after;
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, value, 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, value);
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.GetChars(), cls->TypeName.GetChars());
}
return 0;
}
//===========================================================================
//
// A_CheckFlag
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckFlag)
{
PARAM_ACTION_PROLOGUE;
PARAM_STRING (flagname);
PARAM_STATE (jumpto);
PARAM_INT_OPT (checkpointer) { checkpointer = AAPTR_DEFAULT; }
AActor *owner = COPY_AAPTR(self, checkpointer);
if (owner == NULL)
{
ACTION_RETURN_STATE(NULL);
}
if (CheckActorFlag(owner, flagname))
{
ACTION_RETURN_STATE(jumpto);
}
ACTION_RETURN_STATE(NULL);
}
//===========================================================================
//
// A_RaiseMaster
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_RaiseMaster)
{
PARAM_ACTION_PROLOGUE;
PARAM_BOOL_OPT(copy) { copy = false; }
if (self->master != NULL)
{
P_Thing_Raise(self->master, copy ? self : NULL);
}
return 0;
}
//===========================================================================
//
// A_RaiseChildren
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_RaiseChildren)
{
PARAM_ACTION_PROLOGUE;
PARAM_BOOL_OPT(copy) { copy = false; }
TThinkerIterator<AActor> it;
AActor *mo;
while ((mo = it.Next()) != NULL)
{
if (mo->master == self)
{
P_Thing_Raise(mo, copy ? self : NULL);
}
}
return 0;
}
//===========================================================================
//
// A_RaiseSiblings
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_RaiseSiblings)
{
PARAM_ACTION_PROLOGUE;
PARAM_BOOL_OPT(copy) { copy = false; }
TThinkerIterator<AActor> it;
AActor *mo;
if (self->master != NULL)
{
while ((mo = it.Next()) != NULL)
{
if (mo->master == self->master && mo != self)
{
P_Thing_Raise(mo, copy ? self : NULL);
}
}
}
return 0;
}
//===========================================================================
//
// [TP] A_FaceConsolePlayer
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS (AActor, A_FaceConsolePlayer)
{
PARAM_ACTION_PROLOGUE;
PARAM_ANGLE_OPT(max_turn_angle) { max_turn_angle = 0; }
// NOTE: It does nothing for zdoom.
return 0;
}
//===========================================================================
//
// A_MonsterRefire
//
// Keep firing unless target got out of sight
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_MonsterRefire)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT (prob);
PARAM_STATE (jump);
A_FaceTarget(self);
if (pr_monsterrefire() < prob)
{
ACTION_RETURN_STATE(NULL);
}
if (self->target == NULL
|| P_HitFriend (self)
|| self->target->health <= 0
|| !P_CheckSight (self, self->target, SF_SEEPASTBLOCKEVERYTHING|SF_SEEPASTSHOOTABLELINES) )
{
ACTION_RETURN_STATE(jump);
}
ACTION_RETURN_STATE(NULL);
}
//===========================================================================
//
// 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)
{
PARAM_ACTION_PROLOGUE;
PARAM_FLOAT_OPT(angle) { angle = 0; }
PARAM_INT_OPT(flags) { flags = 0; }
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
AActor *ref = COPY_AAPTR(self, ptr);
if (ref != NULL)
{
ref->SetAngle(angle, !!(flags & SPF_INTERPOLATE));
}
return 0;
}
//===========================================================================
//
// A_SetPitch
//
// Set actor's pitch (in degrees).
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPitch)
{
PARAM_ACTION_PROLOGUE;
PARAM_FLOAT(pitch);
PARAM_INT_OPT(flags) { flags = 0; }
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
AActor *ref = COPY_AAPTR(self, ptr);
if (ref == NULL)
{
return 0;
}
ref->SetPitch(pitch, !!(flags & SPF_INTERPOLATE), !!(flags & SPF_FORCECLAMP));
return 0;
}
//===========================================================================
//
// [Nash] A_SetRoll
//
// Set actor's roll (in degrees).
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRoll)
{
PARAM_ACTION_PROLOGUE;
PARAM_FLOAT (roll);
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_INT_OPT (ptr) { ptr = AAPTR_DEFAULT; }
AActor *ref = COPY_AAPTR(self, ptr);
if (ref != NULL)
{
ref->SetRoll(roll, !!(flags & SPF_INTERPOLATE));
}
return 0;
}
//===========================================================================
//
// A_ScaleVelocity
//
// Scale actor's velocity.
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ScaleVelocity)
{
PARAM_ACTION_PROLOGUE;
PARAM_FLOAT(scale);
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
AActor *ref = COPY_AAPTR(self, ptr);
if (ref == NULL)
{
return 0;
}
bool was_moving = !ref->Vel.isZero();
ref->Vel *= 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);
}
return 0;
}
//===========================================================================
//
// A_ChangeVelocity
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeVelocity)
{
PARAM_ACTION_PROLOGUE;
PARAM_FLOAT_OPT (x) { x = 0; }
PARAM_FLOAT_OPT (y) { y = 0; }
PARAM_FLOAT_OPT (z) { z = 0; }
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_INT_OPT (ptr) { ptr = AAPTR_DEFAULT; }
AActor *ref = COPY_AAPTR(self, ptr);
if (ref == NULL)
{
return 0;
}
INTBOOL was_moving = !ref->Vel.isZero();
DVector3 vel(x, y, z);
double sina = ref->Angles.Yaw.Sin();
double cosa = ref->Angles.Yaw.Cos();
if (flags & 1) // relative axes - make x, y relative to actor's current angle
{
vel.X = x*cosa - y*sina;
vel.Y = x*sina + y*cosa;
}
if (flags & 2) // discard old velocity - replace old velocity with new velocity
{
ref->Vel = vel;
}
else // add new velocity to old velocity
{
ref->Vel += vel;
}
if (was_moving)
{
CheckStopped(ref);
}
return 0;
}
//===========================================================================
//
// A_SetArg
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetArg)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT(pos);
PARAM_INT(value);
// Set the value of the specified arg
if ((size_t)pos < countof(self->args))
{
self->args[pos] = value;
}
return 0;
}
//===========================================================================
//
// A_SetSpecial
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpecial)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT (spec);
PARAM_INT_OPT (arg0) { arg0 = 0; }
PARAM_INT_OPT (arg1) { arg1 = 0; }
PARAM_INT_OPT (arg2) { arg2 = 0; }
PARAM_INT_OPT (arg3) { arg3 = 0; }
PARAM_INT_OPT (arg4) { arg4 = 0; }
self->special = spec;
self->args[0] = arg0;
self->args[1] = arg1;
self->args[2] = arg2;
self->args[3] = arg3;
self->args[4] = arg4;
return 0;
}
//===========================================================================
//
// A_SetUserVar
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserVar)
{
PARAM_ACTION_PROLOGUE;
PARAM_NAME (varname);
PARAM_INT (value);
PField *var = dyn_cast<PField>(self->GetClass()->Symbols.FindSymbol(varname, true));
if (var == NULL || (var->Flags & VARF_Native) || !var->Type->IsKindOf(RUNTIME_CLASS(PBasicType)))
{
Printf("%s is not a user variable in class %s\n", varname.GetChars(),
self->GetClass()->TypeName.GetChars());
return 0;
}
// Set the value of the specified user variable.
var->Type->SetValue(reinterpret_cast<BYTE *>(self) + var->Offset, value);
return 0;
}
//===========================================================================
//
// A_SetUserArray
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserArray)
{
PARAM_ACTION_PROLOGUE;
PARAM_NAME (varname);
PARAM_INT (pos);
PARAM_INT (value);
PField *var = dyn_cast<PField>(self->GetClass()->Symbols.FindSymbol(varname, true));
if (var == NULL || (var->Flags & VARF_Native) ||
!var->Type->IsKindOf(RUNTIME_CLASS(PArray)) ||
!static_cast<PArray *>(var->Type)->ElementType->IsKindOf(RUNTIME_CLASS(PBasicType)))
{
Printf("%s is not a user array in class %s\n", varname.GetChars(),
self->GetClass()->TypeName.GetChars());
return 0;
}
PArray *arraytype = static_cast<PArray *>(var->Type);
if ((unsigned)pos >= arraytype->ElementCount)
{
Printf("%d is out of bounds in array %s in class %s\n", pos, varname.GetChars(),
self->GetClass()->TypeName.GetChars());
return 0;
}
// Set the value of the specified user array at index pos.
arraytype->ElementType->SetValue(reinterpret_cast<BYTE *>(self) + var->Offset + arraytype->ElementSize * pos, value);
return 0;
}
//===========================================================================
//
// 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)
{
PARAM_ACTION_PROLOGUE;
PARAM_STATE_OPT (teleport_state) { teleport_state = NULL; }
PARAM_CLASS_OPT (target_type, ASpecialSpot) { target_type = PClass::FindActor("BossSpot"); }
PARAM_CLASS_OPT (fog_type, AActor) { fog_type = PClass::FindActor("TeleportFog"); }
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_FLOAT_OPT (mindist) { mindist = 128; }
PARAM_FLOAT_OPT (maxdist) { maxdist = 0; }
PARAM_INT_OPT (ptr) { ptr = AAPTR_DEFAULT; }
AActor *ref = COPY_AAPTR(self, ptr);
// A_Teleport and A_Warp were the only codepointers that can state jump
// *AND* have a meaningful inventory state chain result. Grrr.
if (numret > 1)
{
ret[1].SetInt(false);
numret = 2;
}
if (numret > 0)
{
ret[0].SetPointer(NULL, ATAG_STATE);
}
if (!ref)
{
return numret;
}
if ((ref->flags2 & MF2_NOTELEPORT) && !(flags & TF_OVERRIDE))
{
return numret;
}
// 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 numret;
}
}
DSpotState *state = DSpotState::GetSpotState();
if (state == NULL)
{
return numret;
}
if (target_type == NULL)
{
target_type = PClass::FindActor("BossSpot");
}
AActor *spot = state->GetSpotWithMinMaxDistance(target_type, ref->X(), ref->Y(), mindist, maxdist);
if (spot == NULL)
{
return numret;
}
// [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)
{
double posz = (flags & TF_USESPOTZ) ? spot->Z() : spot->floorz;
if ((posz + ref->Height > spot->ceilingz) || (posz < spot->floorz))
{
return numret;
}
}
DVector3 prev = ref->Pos();
double aboveFloor = spot->Z() - spot->floorz;
double finalz = spot->floorz + aboveFloor;
if (spot->Top() > spot->ceilingz)
finalz = spot->ceilingz - ref->Height;
else if (spot->Z() < spot->floorz)
finalz = spot->floorz;
DVector3 tpos = spot->PosAtZ(finalz);
//Take precedence and cooperate with telefragging first.
bool tele_result = P_TeleportMove(ref, tpos, !!(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(tpos, 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->Angles.Yaw = spot->Angles.Yaw;
if (!(flags & TF_KEEPVELOCITY)) ref->Vel.Zero();
if (!(flags & TF_NOJUMP)) //The state jump should only happen with the calling actor.
{
if (teleport_state == NULL)
{
// Default to Teleport.
teleport_state = self->FindState("Teleport");
// If still nothing, then return.
if (teleport_state == NULL)
{
return numret;
}
}
if (numret > 0)
{
ret[0].SetPointer(teleport_state, ATAG_STATE);
}
return numret;
}
}
if (numret > 1)
{
ret[1].SetInt(tele_result);
}
return numret;
}
//===========================================================================
//
// A_Turn
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Turn)
{
PARAM_ACTION_PROLOGUE;
PARAM_FLOAT_OPT(angle) { angle = 0; }
self->Angles.Yaw += angle;
return 0;
}
//===========================================================================
//
// A_Quake
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Quake)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT (intensity);
PARAM_INT (duration);
PARAM_INT (damrad);
PARAM_INT (tremrad);
PARAM_SOUND_OPT (sound) { sound = "world/quake"; }
P_StartQuake(self, 0, intensity, duration, damrad, tremrad, sound);
return 0;
}
//===========================================================================
//
// A_QuakeEx
//
// Extended version of A_Quake. Takes individual axis into account and can
// take a flag.
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_QuakeEx)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT(intensityX);
PARAM_INT(intensityY);
PARAM_INT(intensityZ);
PARAM_INT(duration);
PARAM_INT(damrad);
PARAM_INT(tremrad);
PARAM_SOUND_OPT (sound) { sound = "world/quake"; }
PARAM_INT_OPT(flags) { flags = 0; }
PARAM_FLOAT_OPT(mulWaveX) { mulWaveX = 1.; }
PARAM_FLOAT_OPT(mulWaveY) { mulWaveY = 1.; }
PARAM_FLOAT_OPT(mulWaveZ) { mulWaveZ = 1.; }
P_StartQuakeXYZ(self, 0, intensityX, intensityY, intensityZ, duration, damrad, tremrad, sound, flags, mulWaveX, mulWaveY, mulWaveZ);
return 0;
}
//===========================================================================
//
// A_Weave
//
//===========================================================================
void A_Weave(AActor *self, int xyspeed, int zspeed, double xydist, double zdist)
{
DVector2 newpos;
int weaveXY, weaveZ;
DAngle angle;
double dist;
weaveXY = self->WeaveIndexXY & 63;
weaveZ = self->WeaveIndexZ & 63;
angle = self->Angles.Yaw + 90;
if (xydist != 0 && xyspeed != 0)
{
dist = BobSin(weaveXY) * xydist;
newpos = self->Pos().XY() - angle.ToVector(dist);
weaveXY = (weaveXY + xyspeed) & 63;
dist = BobSin(weaveXY) * xydist;
newpos += angle.ToVector(dist);
if (!(self->flags5 & MF5_NOINTERACTION))
{
P_TryMove (self, newpos, true);
}
else
{
self->UnlinkFromWorld ();
self->flags |= MF_NOBLOCKMAP;
// We need to do portal offsetting here explicitly, because SetXY cannot do that.
newpos -= self->Pos().XY();
self->SetXY(self->Vec2Offset(newpos.X, newpos.Y));
self->LinkToWorld ();
}
self->WeaveIndexXY = weaveXY;
}
if (zdist != 0 && zspeed != 0)
{
self->AddZ(-BobSin(weaveZ) * zdist);
weaveZ = (weaveZ + zspeed) & 63;
self->AddZ(BobSin(weaveZ) * zdist);
self->WeaveIndexZ = weaveZ;
}
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Weave)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT (xspeed);
PARAM_INT (yspeed);
PARAM_FLOAT (xdist);
PARAM_FLOAT (ydist);
A_Weave(self, xspeed, yspeed, xdist, ydist);
return 0;
}
//===========================================================================
//
// A_LineEffect
//
// This allows linedef effects to be activated inside deh frames.
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LineEffect)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT_OPT(special) { special = 0; }
PARAM_INT_OPT(tag) { tag = 0; }
line_t junk;
maplinedef_t oldjunk;
bool res = false;
if (!(self->flags6 & MF6_LINEDONE)) // Unless already used up
{
if ((oldjunk.special = special)) // Linedef type
{
oldjunk.tag = tag; // Sector tag for linedef
P_TranslateLineDef(&junk, &oldjunk); // Turn into native type
res = !!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_RETURN_BOOL(res);
}
//==========================================================================
//
// A Wolf3D-style attack codepointer
//
//==========================================================================
enum WolfAttackFlags
{
WAF_NORANDOM = 1,
WAF_USEPUFF = 2,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_WolfAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_SOUND_OPT (sound) { sound = "weapons/pistol"; }
PARAM_FIXED_OPT (snipe) { snipe = FRACUNIT; }
PARAM_INT_OPT (maxdamage) { maxdamage = 64; }
PARAM_INT_OPT (blocksize) { blocksize = 128; }
PARAM_INT_OPT (pointblank) { pointblank = 2; }
PARAM_INT_OPT (longrange) { longrange = 4; }
PARAM_FIXED_OPT (runspeed) { runspeed = 160*FRACUNIT; }
PARAM_CLASS_OPT (pufftype, AActor) { pufftype = PClass::FindActor(NAME_BulletPuff); }
if (!self->target)
return 0;
// Enemy can't see target
if (!P_CheckSight(self, self->target))
return 0;
A_FaceTarget (self);
// Target can dodge if it can see enemy
angle_t angle = self->target->__f_AngleTo(self) - self->target->_f_angle();
angle >>= 24;
bool dodge = (P_CheckSight(self->target, self) && (angle>226 || angle<30));
// Distance check is simplistic
fixedvec2 vec = self->_f_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->_f_velx(), self->target->_f_velx())
+ FixedMul(self->target->_f_vely(), self->target->_f_vely())
+ FixedMul(self->target->_f_velz(), self->target->_f_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->__f_AngleTo(self);
fixedvec3 bloodpos = self->target->_f_Vec3Angle(self->target->_f_radius(), angle, self->target->_f_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, 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);
}
}
}
// And finally, let's play the sound
S_Sound (self, CHAN_WEAPON, sound, 1, ATTN_NORM);
return 0;
}
//==========================================================================
//
// A_Warp
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT(destination_selector);
PARAM_FIXED_OPT(xofs) { xofs = 0; }
PARAM_FIXED_OPT(yofs) { yofs = 0; }
PARAM_FIXED_OPT(zofs) { zofs = 0; }
PARAM_ANGLE_OPT(angle) { angle = 0; }
PARAM_INT_OPT(flags) { flags = 0; }
PARAM_STATE_OPT(success_state) { success_state = NULL; }
PARAM_FIXED_OPT(heightoffset) { heightoffset = 0; }
PARAM_FIXED_OPT(radiusoffset) { radiusoffset = 0; }
PARAM_ANGLE_OPT(pitch) { pitch = 0; }
AActor *reference;
// A_Teleport and A_Warp were the only codepointers that can state jump
// *AND* have a meaningful inventory state chain result. Grrr.
if (numret > 1)
{
ret[1].SetInt(false);
numret = 2;
}
if (numret > 0)
{
ret[0].SetPointer(NULL, ATAG_STATE);
}
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)
{
return numret;
}
if (P_Thing_Warp(self, reference, xofs, yofs, zofs, angle, flags, heightoffset, radiusoffset, pitch))
{
if (success_state)
{
// 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.
if (numret > 0)
{
ret[0].SetPointer(success_state, ATAG_STATE);
}
}
else if (numret > 1)
{
ret[1].SetInt(true);
}
}
return numret;
}
//==========================================================================
//
// 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)
{
PARAM_ACTION_PROLOGUE;
PARAM_NAME (scriptname);
PARAM_INT_OPT (arg1) { arg1 = 0; }
PARAM_INT_OPT (arg2) { arg2 = 0; }
PARAM_INT_OPT (arg3) { arg3 = 0; }
PARAM_INT_OPT (arg4) { arg4 = 0; }
int res = P_ExecuteSpecial(ACS_ExecuteWithResult, NULL, self, false, -scriptname, arg1, arg2, arg3, arg4);
ACTION_RETURN_INT(res);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedExecute)
{
PARAM_ACTION_PROLOGUE;
PARAM_NAME (scriptname);
PARAM_INT_OPT (mapnum) { mapnum = 0; }
PARAM_INT_OPT (arg1) { arg1 = 0; }
PARAM_INT_OPT (arg2) { arg2 = 0; }
PARAM_INT_OPT (arg3) { arg3 = 0; }
int res = P_ExecuteSpecial(ACS_Execute, NULL, self, false, -scriptname, mapnum, arg1, arg2, arg3);
ACTION_RETURN_INT(res);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedExecuteAlways)
{
PARAM_ACTION_PROLOGUE;
PARAM_NAME (scriptname);
PARAM_INT_OPT (mapnum) { mapnum = 0; }
PARAM_INT_OPT (arg1) { arg1 = 0; }
PARAM_INT_OPT (arg2) { arg2 = 0; }
PARAM_INT_OPT (arg3) { arg3 = 0; }
int res = P_ExecuteSpecial(ACS_ExecuteAlways, NULL, self, false, -scriptname, mapnum, arg1, arg2, arg3);
ACTION_RETURN_INT(res);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedLockedExecute)
{
PARAM_ACTION_PROLOGUE;
PARAM_NAME (scriptname);
PARAM_INT_OPT (mapnum) { mapnum = 0; }
PARAM_INT_OPT (arg1) { arg1 = 0; }
PARAM_INT_OPT (arg2) { arg2 = 0; }
PARAM_INT_OPT (lock) { lock = 0; }
int res = P_ExecuteSpecial(ACS_LockedExecute, NULL, self, false, -scriptname, mapnum, arg1, arg2, lock);
ACTION_RETURN_INT(res);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedLockedExecuteDoor)
{
PARAM_ACTION_PROLOGUE;
PARAM_NAME (scriptname);
PARAM_INT_OPT (mapnum) { mapnum = 0; }
PARAM_INT_OPT (arg1) { arg1 = 0; }
PARAM_INT_OPT (arg2) { arg2 = 0; }
PARAM_INT_OPT (lock) { lock = 0; }
int res = P_ExecuteSpecial(ACS_LockedExecuteDoor, NULL, self, false, -scriptname, mapnum, arg1, arg2, lock);
ACTION_RETURN_INT(res);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedSuspend)
{
PARAM_ACTION_PROLOGUE;
PARAM_NAME (scriptname);
PARAM_INT_OPT (mapnum) { mapnum = 0; }
int res = P_ExecuteSpecial(ACS_Suspend, NULL, self, false, -scriptname, mapnum, 0, 0, 0);
ACTION_RETURN_INT(res);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedTerminate)
{
PARAM_ACTION_PROLOGUE;
PARAM_NAME (scriptname);
PARAM_INT_OPT (mapnum) { mapnum = 0; }
int res = P_ExecuteSpecial(ACS_Terminate, NULL, self, false, -scriptname, mapnum, 0, 0, 0);
ACTION_RETURN_INT(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, PClassActor *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_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,
RGF_MASK = /*2111*/
RGF_GIVESELF |
RGF_PLAYERS |
RGF_MONSTERS |
RGF_OBJECTS |
RGF_VOODOO |
RGF_CORPSES | RGF_MISSILES,
};
static bool DoRadiusGive(AActor *self, AActor *thing, PClassActor *item, int amount, fixed_t distance, int flags, PClassActor *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->flags & MF_MISSILE);
if (thing == self)
{
if (!(flags & RGF_GIVESELF))
return false;
}
else if (thing->flags & MF_MISSILE)
{
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->_f_Vec3To(thing);
diff.z += (thing->_f_height() - self->_f_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 = DVector3(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));
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)
{
PARAM_ACTION_PROLOGUE;
PARAM_CLASS (item, AInventory);
PARAM_FIXED (distance);
PARAM_INT (flags);
PARAM_INT_OPT (amount) { amount = 0; }
PARAM_CLASS_OPT (filter, AActor) { filter = NULL; }
PARAM_NAME_OPT (species) { species = NAME_None; }
PARAM_FIXED_OPT (mindist) { mindist = 0; }
// We need a valid item, valid targets, and a valid range
if (item == NULL || (flags & RGF_MASK) == 0 || !flags || distance <= 0 || mindist >= distance)
{
ACTION_RETURN_INT(0);
}
if (amount == 0)
{
amount = 1;
}
AActor *thing;
int given = 0;
if (flags & RGF_MISSILES)
{
TThinkerIterator<AActor> it;
while ((thing = it.Next()))
{
given += DoRadiusGive(self, thing, item, amount, distance, flags, filter, species, mindist);
}
}
else
{
FPortalGroupArray check(FPortalGroupArray::PGA_Full3d);
fixed_t mid = self->_f_Z() + self->_f_height() / 2;
FMultiBlockThingsIterator it(check, self->_f_X(), self->_f_Y(), mid-distance, mid+distance, distance, false, self->Sector);
FMultiBlockThingsIterator::CheckResult cres;
while ((it.Next(&cres)))
{
given += DoRadiusGive(self, cres.thing, item, amount, distance, flags, filter, species, mindist);
}
}
ACTION_RETURN_INT(given);
}
//===========================================================================
//
// A_CheckSpecies
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSpecies)
{
PARAM_ACTION_PROLOGUE;
PARAM_STATE(jump);
PARAM_NAME_OPT(species) { species = NAME_None; }
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
AActor *mobj = COPY_AAPTR(self, ptr);
if (mobj != NULL && jump && mobj->GetSpecies() == species)
{
ACTION_RETURN_STATE(jump);
}
ACTION_RETURN_STATE(NULL);
}
//==========================================================================
//
// A_SetTics
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetTics)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT(tics_to_set);
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 0;
}
}
}
// Just set tics for self.
self->tics = tics_to_set;
return 0;
}
//==========================================================================
//
// A_SetDamageType
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetDamageType)
{
PARAM_ACTION_PROLOGUE;
PARAM_NAME(damagetype);
self->DamageType = damagetype;
return 0;
}
//==========================================================================
//
// A_DropItem
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropItem)
{
PARAM_ACTION_PROLOGUE;
PARAM_CLASS (spawntype, AActor);
PARAM_INT_OPT (amount) { amount = -1; }
PARAM_INT_OPT (chance) { chance = 256; }
P_DropItem(self, spawntype, amount, chance);
return 0;
}
//==========================================================================
//
// A_SetSpeed
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpeed)
{
PARAM_ACTION_PROLOGUE;
PARAM_FLOAT(speed);
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
AActor *ref = COPY_AAPTR(self, ptr);
if (ref != NULL)
{
ref->Speed = speed;
}
return 0;
}
//==========================================================================
//
// A_SetFloatSpeed
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetFloatSpeed)
{
PARAM_ACTION_PROLOGUE;
PARAM_FLOAT(speed);
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
AActor *ref = COPY_AAPTR(self, ptr);
if (!ref)
{
return 0;
}
ref->FloatSpeed = speed;
return 0;
}
//==========================================================================
//
// A_SetPainThreshold
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPainThreshold)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT(threshold);
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
AActor *ref = COPY_AAPTR(self, ptr);
if (!ref)
{
return 0;
}
ref->PainThreshold = threshold;
return 0;
}
//===========================================================================
//
// 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, PClassActor *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)
{ //Should wind up passing them through just fine.
P_DamageMobj(dmgtarget, self, self, amount, DamageType, dmgFlags);
}
else if (amount < 0)
{
amount = -amount;
P_GiveBody(dmgtarget, amount);
}
}
}
//===========================================================================
//
//
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageSelf)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT (amount);
PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; }
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_CLASS_OPT (filter, AActor){ filter = NULL; }
PARAM_NAME_OPT (species) { species = NAME_None; }
DoDamage(self, self, amount, damagetype, flags, filter, species);
return 0;
}
//===========================================================================
//
//
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageTarget)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT (amount);
PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; }
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_CLASS_OPT (filter, AActor){ filter = NULL; }
PARAM_NAME_OPT (species) { species = NAME_None; }
if (self->target != NULL)
DoDamage(self->target, self, amount, damagetype, flags, filter, species);
return 0;
}
//===========================================================================
//
//
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageTracer)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT (amount);
PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; }
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_CLASS_OPT (filter, AActor){ filter = NULL; }
PARAM_NAME_OPT (species) { species = NAME_None; }
if (self->tracer != NULL)
DoDamage(self->tracer, self, amount, damagetype, flags, filter, species);
return 0;
}
//===========================================================================
//
//
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageMaster)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT (amount);
PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; }
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_CLASS_OPT (filter, AActor){ filter = NULL; }
PARAM_NAME_OPT (species) { species = NAME_None; }
if (self->master != NULL)
DoDamage(self->master, self, amount, damagetype, flags, filter, species);
return 0;
}
//===========================================================================
//
//
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageChildren)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT (amount);
PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; }
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_CLASS_OPT (filter, AActor){ filter = NULL; }
PARAM_NAME_OPT (species) { species = NAME_None; }
TThinkerIterator<AActor> it;
AActor *mo;
while ( (mo = it.Next()) )
{
if (mo->master == self)
DoDamage(mo, self, amount, damagetype, flags, filter, species);
}
return 0;
}
//===========================================================================
//
//
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageSiblings)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT (amount);
PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; }
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_CLASS_OPT (filter, AActor){ filter = NULL; }
PARAM_NAME_OPT (species) { species = NAME_None; }
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);
}
}
return 0;
}
//===========================================================================
//
// 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, PClassActor *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)
{
PARAM_ACTION_PROLOGUE;
PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; }
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_CLASS_OPT (filter, AActor){ filter = NULL; }
PARAM_NAME_OPT (species) { species = NAME_None; }
if (self->target != NULL)
DoKill(self->target, self, damagetype, flags, filter, species);
return 0;
}
//===========================================================================
//
// A_KillTracer(damagetype, int flags)
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillTracer)
{
PARAM_ACTION_PROLOGUE;
PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; }
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_CLASS_OPT (filter, AActor){ filter = NULL; }
PARAM_NAME_OPT (species) { species = NAME_None; }
if (self->tracer != NULL)
DoKill(self->tracer, self, damagetype, flags, filter, species);
return 0;
}
//===========================================================================
//
// A_KillMaster(damagetype, int flags)
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillMaster)
{
PARAM_ACTION_PROLOGUE;
PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; }
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_CLASS_OPT (filter, AActor){ filter = NULL; }
PARAM_NAME_OPT (species) { species = NAME_None; }
if (self->master != NULL)
DoKill(self->master, self, damagetype, flags, filter, species);
return 0;
}
//===========================================================================
//
// A_KillChildren(damagetype, int flags)
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillChildren)
{
PARAM_ACTION_PROLOGUE;
PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; }
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_CLASS_OPT (filter, AActor){ filter = NULL; }
PARAM_NAME_OPT (species) { species = NAME_None; }
TThinkerIterator<AActor> it;
AActor *mo;
while ( (mo = it.Next()) )
{
if (mo->master == self)
{
DoKill(mo, self, damagetype, flags, filter, species);
}
}
return 0;
}
//===========================================================================
//
// A_KillSiblings(damagetype, int flags)
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillSiblings)
{
PARAM_ACTION_PROLOGUE;
PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; }
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_CLASS_OPT (filter, AActor){ filter = NULL; }
PARAM_NAME_OPT (species) { species = NAME_None; }
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);
}
}
}
return 0;
}
//===========================================================================
//
// 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, PClassActor *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)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT_OPT(flags) { flags = 0; }
PARAM_CLASS_OPT (filter, AActor){ filter = NULL; }
PARAM_NAME_OPT (species) { species = NAME_None; }
if (self->target != NULL)
{
DoRemove(self->target, flags, filter, species);
}
return 0;
}
//===========================================================================
//
// A_RemoveTracer
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveTracer)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT_OPT(flags) { flags = 0; }
PARAM_CLASS_OPT (filter, AActor){ filter = NULL; }
PARAM_NAME_OPT (species) { species = NAME_None; }
if (self->tracer != NULL)
{
DoRemove(self->tracer, flags, filter, species);
}
return 0;
}
//===========================================================================
//
// A_RemoveMaster
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveMaster)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_CLASS_OPT (filter, AActor){ filter = NULL; }
PARAM_NAME_OPT (species) { species = NAME_None; }
if (self->master != NULL)
{
DoRemove(self->master, flags, filter, species);
}
return 0;
}
//===========================================================================
//
// A_RemoveChildren
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveChildren)
{
PARAM_ACTION_PROLOGUE;
PARAM_BOOL_OPT (removeall) { removeall = false; }
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_CLASS_OPT (filter, AActor){ filter = NULL; }
PARAM_NAME_OPT (species) { species = NAME_None; }
TThinkerIterator<AActor> it;
AActor *mo;
while ((mo = it.Next()) != NULL)
{
if (mo->master == self && (mo->health <= 0 || removeall))
{
DoRemove(mo, flags, filter, species);
}
}
return 0;
}
//===========================================================================
//
// A_RemoveSiblings
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveSiblings)
{
PARAM_ACTION_PROLOGUE;
PARAM_BOOL_OPT (removeall) { removeall = false; }
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_CLASS_OPT (filter, AActor){ filter = NULL; }
PARAM_NAME_OPT (species) { species = NAME_None; }
TThinkerIterator<AActor> it;
AActor *mo;
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);
}
}
}
return 0;
}
//===========================================================================
//
// A_Remove
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Remove)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT (removee);
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_CLASS_OPT (filter, AActor){ filter = NULL; }
PARAM_NAME_OPT (species) { species = NAME_None; }
AActor *reference = COPY_AAPTR(self, removee);
if (reference != NULL)
{
DoRemove(reference, flags, filter, species);
}
return 0;
}
//===========================================================================
//
// 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)
{
PARAM_ACTION_PROLOGUE;
PARAM_CLASS(oldpos, AActor);
PARAM_CLASS(newpos, AActor);
self->TeleFogSourceType = oldpos;
self->TeleFogDestType = newpos;
return 0;
}
//===========================================================================
//
// A_SwapTeleFog
//
// Switches the source and dest telefogs around.
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SwapTeleFog)
{
PARAM_ACTION_PROLOGUE;
if ((self->TeleFogSourceType != self->TeleFogDestType)) //Does nothing if they're the same.
{
PClassActor *temp = self->TeleFogSourceType;
self->TeleFogSourceType = self->TeleFogDestType;
self->TeleFogDestType = temp;
}
return 0;
}
//===========================================================================
//
// A_SetFloatBobPhase
//
// Changes the FloatBobPhase of the actor.
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetFloatBobPhase)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT(bob);
//Respect float bob phase limits.
if (self && (bob >= 0 && bob <= 63))
{
self->FloatBobPhase = bob;
}
return 0;
}
//===========================================================================
// A_SetHealth
//
// Changes the health of the actor.
// Takes a pointer as well.
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetHealth)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT (health);
PARAM_INT_OPT (ptr) { ptr = AAPTR_DEFAULT; }
AActor *mobj = COPY_AAPTR(self, ptr);
if (!mobj)
{
return 0;
}
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;
}
return 0;
}
//===========================================================================
// A_ResetHealth
//
// Resets the health of the actor to default, except if their dead.
// Takes a pointer.
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ResetHealth)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
AActor *mobj = COPY_AAPTR(self, ptr);
if (!mobj)
{
return 0;
}
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();
}
return 0;
}
//===========================================================================
// 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)
{
PARAM_ACTION_PROLOGUE;
PARAM_STATE(high);
PARAM_STATE(low);
PARAM_FIXED_OPT(offsethigh) { offsethigh = 0; }
PARAM_FIXED_OPT(offsetlow) { offsetlow = 0; }
PARAM_BOOL_OPT(includeHeight) { includeHeight = true; }
PARAM_INT_OPT(ptr) { ptr = AAPTR_TARGET; }
AActor *mobj = COPY_AAPTR(self, ptr);
if (mobj != NULL && mobj != self) //AAPTR_DEFAULT is completely useless in this regard.
{
if ((high) && (mobj->_f_Z() > ((includeHeight ? self->_f_height() : 0) + self->_f_Z() + offsethigh)))
{
ACTION_RETURN_STATE(high);
}
else if ((low) && (mobj->_f_Z() + (includeHeight ? mobj->_f_height() : 0)) < (self->_f_Z() + offsetlow))
{
ACTION_RETURN_STATE(low);
}
}
ACTION_RETURN_STATE(NULL);
}
//===========================================================================
// A_SetSpecies(str species, ptr)
//
// Sets the species of the calling actor('s pointer).
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpecies)
{
PARAM_ACTION_PROLOGUE;
PARAM_NAME(species);
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
AActor *mobj = COPY_AAPTR(self, ptr);
if (!mobj)
{
return 0;
}
mobj->Species = species;
return 0;
}
//===========================================================================
//
// A_SetRipperLevel(int level)
//
// Sets the ripper level of the calling actor.
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRipperLevel)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT(level);
self->RipperLevel = level;
return 0;
}
//===========================================================================
//
// 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)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT(min);
self->RipLevelMin = min;
return 0;
}
//===========================================================================
//
// 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)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT(max);
self->RipLevelMax = max;
return 0;
}
//===========================================================================
//
// A_SetChaseThreshold(int threshold, bool def, int ptr)
//
// Sets the current chase threshold of the actor (pointer). If def is true,
// changes the default threshold which the actor resets to once it switches
// targets and doesn't have the +QUICKTORETALIATE flag.
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetChaseThreshold)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT(threshold);
PARAM_BOOL_OPT(def) { def = false; }
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
AActor *mobj = COPY_AAPTR(self, ptr);
if (!mobj)
{
return 0;
}
if (def)
mobj->DefThreshold = (threshold >= 0) ? threshold : 0;
else
mobj->threshold = (threshold >= 0) ? threshold : 0;
return 0;
}
//==========================================================================
//
// 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 << 0,
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)
{
PARAM_ACTION_PROLOGUE;
PARAM_STATE(jump);
PARAM_CLASS(classname, AActor);
PARAM_FIXED(distance);
PARAM_INT_OPT(count) { count = 1; }
PARAM_INT_OPT(flags) { flags = 0; }
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
if (!jump)
{
if (!(flags & (CPXF_SETTARGET | CPXF_SETMASTER | CPXF_SETTRACER)))
{
ACTION_RETURN_STATE(NULL);
}
}
AActor *ref = COPY_AAPTR(self, ptr);
// We need these to check out.
if (!ref || !classname || distance <= 0)
{
ACTION_RETURN_STATE(NULL);
}
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;
// no unmorphed versions of currently morphed players.
if (mo->flags & MF_UNMORPHED)
continue;
//Check inheritance for the classname. Taken partly from CheckClass DECORATE function.
if (flags & CPXF_ANCESTOR)
{
if (!(mo->IsKindOf(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->_f_Z() > mo->_f_Z() && ref->_f_Z() - mo->_f_Top() < distance) ||
(ref->_f_Z() <= mo->_f_Z() && mo->_f_Z() - ref->_f_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 (result && jump)
{
ACTION_RETURN_STATE(jump);
}
ACTION_RETURN_STATE(NULL);
}
/*===========================================================================
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 lines.
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.
CBF_NOACTORS = 1 << 6, //Don't check actors.
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckBlock)
{
PARAM_ACTION_PROLOGUE;
PARAM_STATE(block)
PARAM_INT_OPT(flags) { flags = 0; }
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
AActor *mobj = COPY_AAPTR(self, ptr);
//Needs at least one state jump to work.
if (!mobj)
{
ACTION_RETURN_STATE(NULL);
}
//Nothing to block it so skip the rest.
bool checker = (flags & CBF_DROPOFF) ? P_CheckMove(mobj, mobj->_f_X(), mobj->_f_Y()) : P_TestMobjLocation(mobj);
if (checker)
{
ACTION_RETURN_STATE(NULL);
}
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)
{
ACTION_RETURN_STATE(NULL);
}
//[MC] I don't know why I let myself be persuaded not to include a flag.
//If an actor is loaded with pointers, they don't really have any options to spare.
if ((!(flags & CBF_NOACTORS) && (mobj->BlockingMobj)) || (!(flags & CBF_NOLINES) && mobj->BlockingLine != NULL))
{
ACTION_RETURN_STATE(block);
}
ACTION_RETURN_STATE(NULL);
}
//===========================================================================
//
// 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)
{
PARAM_ACTION_PROLOGUE;
PARAM_ANGLE_OPT(offset) { offset = 0; }
PARAM_ANGLE_OPT(anglelimit) { anglelimit = 0; }
PARAM_ANGLE_OPT(pitchlimit) { pitchlimit = 0; }
PARAM_INT_OPT(flags) { flags = 0; }
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
AActor *mobj = COPY_AAPTR(self, ptr);
//Need an actor.
if (!mobj || ((flags & FMDF_NOPITCH) && (flags & FMDF_NOANGLE)))
{
ACTION_RETURN_BOOL(false);
}
//Don't bother calculating this if we don't have any horizontal movement.
if (!(flags & FMDF_NOANGLE) && (mobj->Vel.X != 0 || mobj->Vel.Y != 0))
{
angle_t current = mobj->_f_angle();
const angle_t angle = R_PointToAngle2(0, 0, mobj->_f_velx(), mobj->_f_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(ANGLE2DBL(current), !!(flags & FMDF_INTERPOLATE));
}
else if (current > angle)
{
if (angle - current > ANGLE_180)
current -= limit + offset;
else
current += limit + offset;
mobj->SetAngle(ANGLE2DBL(current), !!(flags & FMDF_INTERPOLATE));
}
else
mobj->SetAngle(ANGLE2DBL(angle + ANGLE_180 + offset), !!(flags & FMDF_INTERPOLATE));
}
else
mobj->SetAngle(ANGLE2DBL(angle + offset), !!(flags & FMDF_INTERPOLATE));
}
if (!(flags & FMDF_NOPITCH))
{
fixed_t current = mobj->_f_pitch();
const DVector2 velocity(mobj->_f_velx(), mobj->_f_vely());
const fixed_t pitch = R_PointToAngle2(0, 0, xs_CRoundToInt(velocity.Length()), -mobj->_f_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(ANGLE2DBL(current), !!(flags & FMDF_INTERPOLATE));
}
else
{
mobj->SetPitch(ANGLE2DBL(pitch), !!(flags & FMDF_INTERPOLATE));
}
}
else
{
mobj->SetPitch(ANGLE2DBL(pitch), !!(flags & FMDF_INTERPOLATE));
}
}
ACTION_RETURN_BOOL(true);
}