* Updated to ZDoom r2456:

- Added DavidPH's code submission: explicit angle for A_CustomBulletAttack function, A_Saw extension, A_RailAttack extension, and A_JumpIfTargetInLOS extension.
- added PinkSilver's APROP_MasterTid submission.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@850 b0f79afe-0144-0410-b225-9a4edf0717df
This commit is contained in:
gez 2010-07-24 09:26:26 +00:00
parent 80539d2297
commit 0a35f861ce
9 changed files with 334 additions and 71 deletions

View file

@ -100,52 +100,88 @@ DEFINE_ACTION_FUNCTION(AActor, A_FirePistol)
// //
// A_Saw // A_Saw
// //
enum SAW_Flags
{
SF_NORANDOM = 1,
SF_RANDOMLIGHTMISS = 2,
SF_RANDOMLIGHTHIT = 4,
SF_NOUSEAMMOMISS = 8,
SF_NOUSEAMMO = 16,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Saw) DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Saw)
{ {
angle_t angle; angle_t angle;
angle_t slope;
player_t *player; player_t *player;
AActor *linetarget; AActor *linetarget;
ACTION_PARAM_START(4); ACTION_PARAM_START(9);
ACTION_PARAM_SOUND(fullsound, 0); ACTION_PARAM_SOUND(fullsound, 0);
ACTION_PARAM_SOUND(hitsound, 1); ACTION_PARAM_SOUND(hitsound, 1);
ACTION_PARAM_INT(damage, 2); ACTION_PARAM_INT(damage, 2);
ACTION_PARAM_CLASS(pufftype, 3); ACTION_PARAM_CLASS(pufftype, 3);
ACTION_PARAM_FIXED(Range, 4) ACTION_PARAM_INT(Flags, 4);
ACTION_PARAM_FIXED(LifeSteal, 5); ACTION_PARAM_FIXED(Range, 5);
ACTION_PARAM_ANGLE(Spread_XY, 6);
ACTION_PARAM_ANGLE(Spread_Z, 7);
ACTION_PARAM_FIXED(LifeSteal, 8);
if (NULL == (player = self->player)) if (NULL == (player = self->player))
{ {
return; return;
} }
if (pufftype == NULL) pufftype = PClass::FindClass(NAME_BulletPuff);
if (damage == 0) damage = 2;
if (!(Flags & SF_NORANDOM))
damage *= (pr_saw()%10+1);
// use meleerange + 1 so the puff doesn't skip the flash (i.e. plays all states)
if (Range == 0) Range = MELEERANGE+1;
angle = self->angle + (pr_saw.Random2() * (Spread_XY / 255));
slope = P_AimLineAttack (self, angle, Range, &linetarget) + (pr_saw.Random2() * (Spread_Z / 255));
P_LineAttack (self, angle, Range,
slope, damage,
NAME_None, pufftype);
AWeapon *weapon = self->player->ReadyWeapon; AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL) if ((weapon != NULL) && !(Flags & SF_NOUSEAMMO) && !(!linetarget && (Flags & SF_NOUSEAMMOMISS)))
{ {
if (!weapon->DepleteAmmo (weapon->bAltFire)) if (!weapon->DepleteAmmo (weapon->bAltFire))
return; return;
} }
if (pufftype == NULL) pufftype = PClass::FindClass(NAME_BulletPuff);
if (damage == 0) damage = 2;
damage *= (pr_saw()%10+1);
angle = self->angle;
angle += pr_saw.Random2() << 18;
// use meleerange + 1 so the puff doesn't skip the flash (i.e. plays all states)
if (Range == 0) Range = MELEERANGE+1;
P_LineAttack (self, angle, Range,
P_AimLineAttack (self, angle, Range, &linetarget), damage,
NAME_None, pufftype);
if (!linetarget) if (!linetarget)
{ {
if ((Flags & SF_RANDOMLIGHTMISS) && (pr_saw() > 64))
{
player->extralight = !player->extralight;
}
S_Sound (self, CHAN_WEAPON, fullsound, 1, ATTN_NORM); S_Sound (self, CHAN_WEAPON, fullsound, 1, ATTN_NORM);
return; return;
} }
if (Flags & SF_RANDOMLIGHTHIT)
{
int randVal = pr_saw();
if (randVal < 64)
{
player->extralight = 0;
}
else if (randVal < 160)
{
player->extralight = 1;
}
else
{
player->extralight = 2;
}
}
if (LifeSteal) if (LifeSteal)
P_GiveBody (self, (damage * LifeSteal) >> FRACBITS); P_GiveBody (self, (damage * LifeSteal) >> FRACBITS);

View file

@ -2431,6 +2431,93 @@ void DLevelScript::DoSetFont (int fontnum)
} }
} }
int DoSetMaster (AActor *self, AActor *master)
{
AActor *defs;
if (self->flags3&MF3_ISMONSTER)
{
if (master)
{
if (master->flags3&MF3_ISMONSTER)
{
self->FriendPlayer = 0;
self->master = master;
level.total_monsters -= self->CountsAsKill();
self->flags = (self->flags & ~MF_FRIENDLY) | (master->flags & MF_FRIENDLY);
level.total_monsters += self->CountsAsKill();
// Don't attack your new master
if (self->target == self->master) self->target = NULL;
if (self->lastenemy == self->master) self->lastenemy = NULL;
if (self->LastHeard == self->master) self->LastHeard = NULL;
return 1;
}
else if (master->player)
{
// [KS] Be friendly to this player
self->master = NULL;
level.total_monsters -= self->CountsAsKill();
self->flags|=MF_FRIENDLY;
self->FriendPlayer = int(master->player-players+1);
AActor * attacker=master->player->attacker;
if (attacker)
{
if (!(attacker->flags&MF_FRIENDLY) ||
(deathmatch && attacker->FriendPlayer!=0 && attacker->FriendPlayer!=self->FriendPlayer))
{
self->LastHeard = self->target = attacker;
}
}
// And stop attacking him if necessary.
if (self->target == master) self->target = NULL;
if (self->lastenemy == master) self->lastenemy = NULL;
if (self->LastHeard == master) self->LastHeard = NULL;
return 1;
}
}
else
{
self->master = NULL;
self->FriendPlayer = 0;
// Go back to whatever friendliness we usually have...
defs = self->GetDefault();
level.total_monsters -= self->CountsAsKill();
self->flags = (self->flags & ~MF_FRIENDLY) | (defs->flags & MF_FRIENDLY);
level.total_monsters += self->CountsAsKill();
// ...And re-side with our friends.
if (self->target && !self->IsHostile (self->target)) self->target = NULL;
if (self->lastenemy && !self->IsHostile (self->lastenemy)) self->lastenemy = NULL;
if (self->LastHeard && !self->IsHostile (self->LastHeard)) self->LastHeard = NULL;
return 1;
}
}
return 0;
}
int DoGetMasterTID (AActor *self)
{
if (self->master) return self->master->tid;
else if (self->FriendPlayer)
{
player_t *player = &players[(self->FriendPlayer)-1];
return player->mo->tid;
}
else return 0;
}
static AActor *SingleActorFromTID (int tid, AActor *defactor)
{
if (tid == 0)
{
return defactor;
}
else
{
FActorIterator iterator (tid);
return iterator.Next();
}
}
enum enum
{ {
APROP_Health = 0, APROP_Health = 0,
@ -2458,6 +2545,7 @@ enum
APROP_Score = 22, APROP_Score = 22,
APROP_Notrigger = 23, APROP_Notrigger = 23,
APROP_DamageFactor = 24, APROP_DamageFactor = 24,
APROP_MasterTID = 25,
}; };
// These are needed for ACS's APROP_RenderStyle // These are needed for ACS's APROP_RenderStyle
@ -2626,25 +2714,18 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
actor->DamageFactor = value; actor->DamageFactor = value;
break; break;
case APROP_MasterTID:
AActor *other;
other = SingleActorFromTID (value, NULL);
DoSetMaster (actor, other);
break;
default: default:
// do nothing. // do nothing.
break; break;
} }
} }
static AActor *SingleActorFromTID (int tid, AActor *defactor)
{
if (tid == 0)
{
return defactor;
}
else
{
FActorIterator iterator (tid);
return iterator.Next();
}
}
int DLevelScript::GetActorProperty (int tid, int property) int DLevelScript::GetActorProperty (int tid, int property)
{ {
AActor *actor = SingleActorFromTID (tid, activator); AActor *actor = SingleActorFromTID (tid, activator);
@ -2696,6 +2777,7 @@ int DLevelScript::GetActorProperty (int tid, int property)
return 0; return 0;
} }
case APROP_Score: return actor->Score; case APROP_Score: return actor->Score;
case APROP_MasterTID: return DoGetMasterTID (actor);
default: return 0; default: return 0;
} }
} }
@ -2726,6 +2808,7 @@ int DLevelScript::CheckActorProperty (int tid, int property, int value)
case APROP_SpawnHealth: case APROP_SpawnHealth:
case APROP_JumpZ: case APROP_JumpZ:
case APROP_Score: case APROP_Score:
case APROP_MasterTID:
return (GetActorProperty(tid, property) == value); return (GetActorProperty(tid, property) == value);
// Boolean values need to compare to a binary version of value // Boolean values need to compare to a binary version of value

View file

@ -425,7 +425,7 @@ void P_TraceBleed (int damage, fixed_t x, fixed_t y, fixed_t z, AActor *target,
void P_TraceBleed (int damage, AActor *target, angle_t angle, int pitch); void P_TraceBleed (int damage, AActor *target, angle_t angle, int pitch);
void P_TraceBleed (int damage, AActor *target, AActor *missile); // missile version void P_TraceBleed (int damage, AActor *target, AActor *missile); // missile version
void P_TraceBleed (int damage, AActor *target); // random direction version void P_TraceBleed (int damage, AActor *target); // random direction version
void P_RailAttack (AActor *source, int damage, int offset, int color1 = 0, int color2 = 0, float maxdiff = 0, bool silent = false, const PClass *puff = NULL, bool pierce = true); // [RH] Shoot a railgun void P_RailAttack (AActor *source, int damage, int offset, int color1 = 0, int color2 = 0, float maxdiff = 0, bool silent = false, const PClass *puff = NULL, bool pierce = true, angle_t angleoffset = 0, angle_t pitchoffset = 0); // [RH] Shoot a railgun
bool P_HitFloor (AActor *thing); bool P_HitFloor (AActor *thing);
bool P_HitWater (AActor *thing, sector_t *sec, fixed_t splashx = FIXED_MIN, fixed_t splashy = FIXED_MIN, fixed_t splashz=FIXED_MIN, bool checkabove = false, bool alert = true); bool P_HitWater (AActor *thing, sector_t *sec, fixed_t splashx = FIXED_MIN, fixed_t splashy = FIXED_MIN, fixed_t splashz=FIXED_MIN, bool checkabove = false, bool alert = true);
void P_CheckSplash(AActor *self, fixed_t distance); void P_CheckSplash(AActor *self, fixed_t distance);

View file

@ -3769,7 +3769,7 @@ static bool ProcessNoPierceRailHit (FTraceResults &res)
// //
//========================================================================== //==========================================================================
void P_RailAttack (AActor *source, int damage, int offset, int color1, int color2, float maxdiff, bool silent, const PClass *puffclass, bool pierce) void P_RailAttack (AActor *source, int damage, int offset, int color1, int color2, float maxdiff, bool silent, const PClass *puffclass, bool pierce, angle_t angleoffset, angle_t pitchoffset)
{ {
fixed_t vx, vy, vz; fixed_t vx, vy, vz;
angle_t angle, pitch; angle_t angle, pitch;
@ -3780,8 +3780,8 @@ void P_RailAttack (AActor *source, int damage, int offset, int color1, int color
if (puffclass == NULL) puffclass = PClass::FindClass(NAME_BulletPuff); if (puffclass == NULL) puffclass = PClass::FindClass(NAME_BulletPuff);
pitch = (angle_t)(-source->pitch) >> ANGLETOFINESHIFT; pitch = ((angle_t)(-source->pitch) + pitchoffset) >> ANGLETOFINESHIFT;
angle = source->angle >> ANGLETOFINESHIFT; angle = (source->angle + angleoffset) >> ANGLETOFINESHIFT;
vx = FixedMul (finecosine[pitch], finecosine[angle]); vx = FixedMul (finecosine[pitch], finecosine[angle]);
vy = FixedMul (finecosine[pitch], finesine[angle]); vy = FixedMul (finecosine[pitch], finesine[angle]);
@ -3801,7 +3801,7 @@ void P_RailAttack (AActor *source, int damage, int offset, int color1, int color
shootz += 8*FRACUNIT; shootz += 8*FRACUNIT;
} }
angle = (source->angle - ANG90) >> ANGLETOFINESHIFT; angle = ((source->angle + angleoffset) - ANG90) >> ANGLETOFINESHIFT;
x1 += offset*finecosine[angle]; x1 += offset*finecosine[angle];
y1 += offset*finesine[angle]; y1 += offset*finesine[angle];
@ -3857,10 +3857,10 @@ void P_RailAttack (AActor *source, int damage, int offset, int color1, int color
else else
{ {
spawnpuff = (puffclass != NULL && puffDefaults->flags3 & MF3_ALWAYSPUFF); spawnpuff = (puffclass != NULL && puffDefaults->flags3 & MF3_ALWAYSPUFF);
P_SpawnBlood (x, y, z, source->angle - ANG180, damage, RailHits[i].HitActor); P_SpawnBlood (x, y, z, (source->angle + angleoffset) - ANG180, damage, RailHits[i].HitActor);
P_TraceBleed (damage, x, y, z, RailHits[i].HitActor, source->angle, pitch); P_TraceBleed (damage, x, y, z, RailHits[i].HitActor, source->angle, pitch);
} }
if (spawnpuff) P_SpawnPuff (source, puffclass, x, y, z, source->angle - ANG90, 1, PF_HITTHING); if (spawnpuff) P_SpawnPuff (source, puffclass, x, y, z, (source->angle + angleoffset) - ANG90, 1, PF_HITTHING);
if (puffDefaults && puffDefaults->PoisonDuration != INT_MIN) if (puffDefaults && puffDefaults->PoisonDuration != INT_MIN)
P_PoisonMobj(RailHits[i].HitActor, thepuff ? thepuff : source, source, puffDefaults->PoisonDamage, puffDefaults->PoisonDuration, puffDefaults->PoisonPeriod); P_PoisonMobj(RailHits[i].HitActor, thepuff ? thepuff : source, source, puffDefaults->PoisonDamage, puffDefaults->PoisonDuration, puffDefaults->PoisonPeriod);
@ -3874,7 +3874,7 @@ void P_RailAttack (AActor *source, int damage, int offset, int color1, int color
SpawnShootDecal (source, trace); SpawnShootDecal (source, trace);
if (puffclass != NULL && puffDefaults->flags3 & MF3_ALWAYSPUFF) if (puffclass != NULL && puffDefaults->flags3 & MF3_ALWAYSPUFF)
{ {
P_SpawnPuff (source, puffclass, trace.X, trace.Y, trace.Z, source->angle - ANG90, 1, 0); P_SpawnPuff (source, puffclass, trace.X, trace.Y, trace.Z, (source->angle + angleoffset) - ANG90, 1, 0);
} }
} }

View file

@ -3,5 +3,5 @@
// This file was automatically generated by the // This file was automatically generated by the
// updaterevision tool. Do not edit by hand. // updaterevision tool. Do not edit by hand.
#define ZD_SVN_REVISION_STRING "2451" #define ZD_SVN_REVISION_STRING "2456"
#define ZD_SVN_REVISION_NUMBER 2451 #define ZD_SVN_REVISION_NUMBER 2456

View file

@ -825,6 +825,7 @@ enum CBA_Flags
{ {
CBAF_AIMFACING = 1, CBAF_AIMFACING = 1,
CBAF_NORANDOM = 2, CBAF_NORANDOM = 2,
CBAF_EXPLICITANGLE = 4,
}; };
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomBulletAttack) DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomBulletAttack)
@ -856,8 +857,20 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomBulletAttack)
S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM); S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
for (i=0 ; i<NumBullets ; i++) for (i=0 ; i<NumBullets ; i++)
{ {
int angle = bangle + pr_cabullet.Random2() * (Spread_XY / 255); int angle = bangle;
int slope = bslope + pr_cabullet.Random2() * (Spread_Z / 255); int slope = bslope;
if (Flags & CBAF_EXPLICITANGLE)
{
angle += Spread_XY;
slope += Spread_Z;
}
else
{
angle += pr_cwbullet.Random2() * (Spread_XY / 255);
slope += pr_cwbullet.Random2() * (Spread_Z / 255);
}
int damage = DamagePerBullet; int damage = DamagePerBullet;
if (!(Flags & CBAF_NORANDOM)) if (!(Flags & CBAF_NORANDOM))
@ -1194,7 +1207,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch)
enum enum
{ {
RAF_SILENT = 1, RAF_SILENT = 1,
RAF_NOPIERCE = 2 RAF_NOPIERCE = 2,
RAF_EXPLICITANGLE = 4,
}; };
//========================================================================== //==========================================================================
@ -1204,7 +1218,7 @@ enum
//========================================================================== //==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RailAttack) DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RailAttack)
{ {
ACTION_PARAM_START(8); ACTION_PARAM_START(10);
ACTION_PARAM_INT(Damage, 0); ACTION_PARAM_INT(Damage, 0);
ACTION_PARAM_INT(Spawnofs_XY, 1); ACTION_PARAM_INT(Spawnofs_XY, 1);
ACTION_PARAM_BOOL(UseAmmo, 2); ACTION_PARAM_BOOL(UseAmmo, 2);
@ -1212,7 +1226,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RailAttack)
ACTION_PARAM_COLOR(Color2, 4); ACTION_PARAM_COLOR(Color2, 4);
ACTION_PARAM_INT(Flags, 5); ACTION_PARAM_INT(Flags, 5);
ACTION_PARAM_FLOAT(MaxDiff, 6); ACTION_PARAM_FLOAT(MaxDiff, 6);
ACTION_PARAM_CLASS(PuffType, 7); ACTION_PARAM_CLASS(PuffType, 7);
ACTION_PARAM_ANGLE(Spread_XY, 8);
ACTION_PARAM_ANGLE(Spread_Z, 9);
if (!self->player) return; if (!self->player) return;
@ -1224,7 +1240,21 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RailAttack)
if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo
} }
P_RailAttack (self, Damage, Spawnofs_XY, Color1, Color2, MaxDiff, (Flags & RAF_SILENT), PuffType, (!(Flags & RAF_NOPIERCE))); angle_t angle;
angle_t slope;
if (Flags & RAF_EXPLICITANGLE)
{
angle = Spread_XY;
slope = Spread_Z;
}
else
{
angle = pr_crailgun.Random2() * (Spread_XY / 255);
slope = pr_crailgun.Random2() * (Spread_Z / 255);
}
P_RailAttack (self, Damage, Spawnofs_XY, Color1, Color2, MaxDiff, (Flags & RAF_SILENT), PuffType, (!(Flags & RAF_NOPIERCE)), angle, slope);
} }
//========================================================================== //==========================================================================
@ -1236,12 +1266,13 @@ enum
{ {
CRF_DONTAIM = 0, CRF_DONTAIM = 0,
CRF_AIMPARALLEL = 1, CRF_AIMPARALLEL = 1,
CRF_AIMDIRECT = 2 CRF_AIMDIRECT = 2,
CRF_EXPLICITANGLE = 4,
}; };
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun) DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
{ {
ACTION_PARAM_START(8); ACTION_PARAM_START(10);
ACTION_PARAM_INT(Damage, 0); ACTION_PARAM_INT(Damage, 0);
ACTION_PARAM_INT(Spawnofs_XY, 1); ACTION_PARAM_INT(Spawnofs_XY, 1);
ACTION_PARAM_COLOR(Color1, 2); ACTION_PARAM_COLOR(Color1, 2);
@ -1250,6 +1281,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
ACTION_PARAM_INT(aim, 5); ACTION_PARAM_INT(aim, 5);
ACTION_PARAM_FLOAT(MaxDiff, 6); ACTION_PARAM_FLOAT(MaxDiff, 6);
ACTION_PARAM_CLASS(PuffType, 7); ACTION_PARAM_CLASS(PuffType, 7);
ACTION_PARAM_ANGLE(Spread_XY, 8);
ACTION_PARAM_ANGLE(Spread_Z, 9);
AActor *linetarget; AActor *linetarget;
@ -1316,7 +1349,21 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
angle_t angle = (self->angle - ANG90) >> ANGLETOFINESHIFT; angle_t angle = (self->angle - ANG90) >> ANGLETOFINESHIFT;
P_RailAttack (self, Damage, Spawnofs_XY, Color1, Color2, MaxDiff, (Flags & RAF_SILENT), PuffType, (!(Flags & RAF_NOPIERCE))); angle_t angleoffset;
angle_t slopeoffset;
if (Flags & CRF_EXPLICITANGLE)
{
angleoffset = Spread_XY;
slopeoffset = Spread_Z;
}
else
{
angleoffset = pr_crailgun.Random2() * (Spread_XY / 255);
slopeoffset = pr_crailgun.Random2() * (Spread_Z / 255);
}
P_RailAttack (self, Damage, Spawnofs_XY, Color1, Color2, MaxDiff, (Flags & RAF_SILENT), PuffType, (!(Flags & RAF_NOPIERCE)), angleoffset, slopeoffset);
self->x = saved_x; self->x = saved_x;
self->y = saved_y; self->y = saved_y;
@ -2494,23 +2541,38 @@ DEFINE_ACTION_FUNCTION(AActor, A_ClearTarget)
//========================================================================== //==========================================================================
// //
// A_JumpIfTargetInLOS (state label, optional fixed fov, optional bool // A_JumpIfTargetInLOS (state label, optional fixed fov, optional int flags,
// projectiletarget) // optional fixed dist_max, optional fixed dist_close)
// //
// Jumps if the actor can see its target, or if the player has a linetarget. // 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 // ProjectileTarget affects how projectiles are treated. If set, it will use
// the target of the projectile for seekers, and ignore the target for // 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 // normal projectiles. If not set, it will use the missile's owner instead
// (the default). // (the default). ProjectileTarget is now flag JLOSF_PROJECTILE. dist_max
// sets the maximum distance that actor can see, 0 means forever. dist_close
// uses special behavior if certain flags are set, 0 means no checks.
// //
//========================================================================== //==========================================================================
enum JLOS_flags
{
JLOSF_PROJECTILE=1,
JLOSF_NOSIGHT=2,
JLOSF_CLOSENOFOV=4,
JLOSF_CLOSENOSIGHT=8,
JLOSF_CLOSENOJUMP=16,
JLOSF_DEADNOJUMP=32,
JLOSF_CHECKMASTER=64,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS) DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS)
{ {
ACTION_PARAM_START(3); ACTION_PARAM_START(5);
ACTION_PARAM_STATE(jump, 0); ACTION_PARAM_STATE(jump, 0);
ACTION_PARAM_ANGLE(fov, 1); ACTION_PARAM_ANGLE(fov, 1);
ACTION_PARAM_BOOL(projtarg, 2); ACTION_PARAM_INT(flags, 2);
ACTION_PARAM_FIXED(dist_max, 3);
ACTION_PARAM_FIXED(dist_close, 4);
angle_t an; angle_t an;
AActor *target; AActor *target;
@ -2519,7 +2581,11 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS)
if (!self->player) if (!self->player)
{ {
if (self->flags & MF_MISSILE && projtarg) if (flags & JLOSF_CHECKMASTER)
{
target = self->master;
}
else if (self->flags & MF_MISSILE && (flags & JLOSF_PROJECTILE))
{ {
if (self->flags2 & MF2_SEEKERMISSILE) if (self->flags2 & MF2_SEEKERMISSILE)
target = self->tracer; target = self->tracer;
@ -2533,7 +2599,28 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS)
if (!target) return; // [KS] Let's not call P_CheckSight unnecessarily in this case. if (!target) return; // [KS] Let's not call P_CheckSight unnecessarily in this case.
if (!P_CheckSight (self, target, SF_IGNOREVISIBILITY)) if ((flags & JLOSF_DEADNOJUMP) && (target->health <= 0)) return;
fixed_t distance = P_AproxDistance(target->x - self->x, target->y - self->y);
distance = P_AproxDistance(distance, target->z - self->z);
if (dist_max && (distance > dist_max)) return;
bool doCheckSight = !(flags & JLOSF_NOSIGHT);
if (dist_close && (distance < dist_close))
{
if (flags & JLOSF_CLOSENOJUMP)
return;
if (flags & JLOSF_CLOSENOFOV)
fov = 0;
if (flags & JLOSF_CLOSENOSIGHT)
doCheckSight = false;
}
if (doCheckSight && !P_CheckSight (self, target, SF_IGNOREVISIBILITY))
return; return;
if (fov && (fov < ANGLE_MAX)) if (fov && (fov < ANGLE_MAX))
@ -2555,9 +2642,20 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS)
{ {
// Does the player aim at something that can be shot? // Does the player aim at something that can be shot?
P_BulletSlope(self, &target); P_BulletSlope(self, &target);
}
if (!target) return; if (!target) return;
fixed_t distance = P_AproxDistance(target->x - self->x, target->y - self->y);
distance = P_AproxDistance(distance, target->z - self->z);
if (dist_max && (distance > dist_max)) return;
if (dist_close && (distance < dist_close))
{
if (flags & JLOSF_CLOSENOJUMP)
return;
}
}
ACTION_JUMP(jump); ACTION_JUMP(jump);
} }
@ -2565,24 +2663,30 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS)
//========================================================================== //==========================================================================
// //
// A_JumpIfInTargetLOS (state label, optional fixed fov, optional bool // A_JumpIfInTargetLOS (state label, optional fixed fov, optional int flags
// projectiletarget) // optional fixed dist_max, optional fixed dist_close)
// //
//========================================================================== //==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetLOS) DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetLOS)
{ {
ACTION_PARAM_START(3); ACTION_PARAM_START(5);
ACTION_PARAM_STATE(jump, 0); ACTION_PARAM_STATE(jump, 0);
ACTION_PARAM_ANGLE(fov, 1); ACTION_PARAM_ANGLE(fov, 1);
ACTION_PARAM_BOOL(projtarg, 2); ACTION_PARAM_INT(flags, 2);
ACTION_PARAM_FIXED(dist_max, 3);
ACTION_PARAM_FIXED(dist_close, 4);
angle_t an; angle_t an;
AActor *target; AActor *target;
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
if (self->flags & MF_MISSILE && projtarg) if (flags & JLOSF_CHECKMASTER)
{
target = self->master;
}
else if (self->flags & MF_MISSILE && (flags & JLOSF_PROJECTILE))
{ {
if (self->flags2 & MF2_SEEKERMISSILE) if (self->flags2 & MF2_SEEKERMISSILE)
target = self->tracer; target = self->tracer;
@ -2596,7 +2700,28 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetLOS)
if (!target) return; // [KS] Let's not call P_CheckSight unnecessarily in this case. if (!target) return; // [KS] Let's not call P_CheckSight unnecessarily in this case.
if (!P_CheckSight (target, self, SF_IGNOREVISIBILITY)) if ((flags & JLOSF_DEADNOJUMP) && (target->health <= 0)) return;
fixed_t distance = P_AproxDistance(target->x - self->x, target->y - self->y);
distance = P_AproxDistance(distance, target->z - self->z);
if (dist_max && (distance > dist_max)) return;
bool doCheckSight = !(flags & JLOSF_NOSIGHT);
if (dist_close && (distance < dist_close))
{
if (flags & JLOSF_CLOSENOJUMP)
return;
if (flags & JLOSF_CLOSENOFOV)
fov = 0;
if (flags & JLOSF_CLOSENOSIGHT)
doCheckSight = false;
}
if (doCheckSight && !P_CheckSight (target, self, SF_IGNOREVISIBILITY))
return; return;
if (fov && (fov < ANGLE_MAX)) if (fov && (fov < ANGLE_MAX))

View file

@ -185,7 +185,7 @@ ACTOR Actor native //: Thinker
action native A_Jump(int chance = 256, state label, ...); action native A_Jump(int chance = 256, state label, ...);
action native A_CustomMissile(class<Actor> missiletype, float spawnheight = 32, int spawnofs_xy = 0, float angle = 0, int flags = 0, float pitch = 0); action native A_CustomMissile(class<Actor> missiletype, float spawnheight = 32, int spawnofs_xy = 0, float angle = 0, int flags = 0, float pitch = 0);
action native A_CustomBulletAttack(float spread_xy, float spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", float range = 0, int flags = 0); action native A_CustomBulletAttack(float spread_xy, float spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", float range = 0, int flags = 0);
action native A_CustomRailgun(int damage, int spawnofs_xy = 0, color color1 = "", color color2 = "", int flags = 0, bool aim = false, float maxdiff = 0, class<Actor> pufftype = "BulletPuff"); action native A_CustomRailgun(int damage, int spawnofs_xy = 0, color color1 = "", color color2 = "", int flags = 0, bool aim = false, float maxdiff = 0, class<Actor> pufftype = "BulletPuff", float spread_xy = 0, float spread_z = 0);
action native A_JumpIfHealthLower(int health, state label); action native A_JumpIfHealthLower(int health, state label);
action native A_JumpIfCloser(float distance, state label); action native A_JumpIfCloser(float distance, state label);
action native A_JumpIfTracerCloser(float distance, state label); action native A_JumpIfTracerCloser(float distance, state label);
@ -246,8 +246,8 @@ ACTOR Actor native //: Thinker
action native A_DeQueueCorpse(); action native A_DeQueueCorpse();
action native A_LookEx(int flags = 0, float minseedist = 0, float maxseedist = 0, float maxheardist = 0, float fov = 0, state label = ""); action native A_LookEx(int flags = 0, float minseedist = 0, float maxseedist = 0, float maxheardist = 0, float fov = 0, state label = "");
action native A_ClearTarget(); action native A_ClearTarget();
action native A_JumpIfTargetInLOS (state label, float fov = 0, bool projectiletarget = false); action native A_JumpIfTargetInLOS (state label, float fov = 0, int flags = 0, float dist_max = 0, float dist_close = 0);
action native A_JumpIfInTargetLOS (state label, float fov = 0, bool projectiletarget = false); action native A_JumpIfInTargetLOS (state label, float fov = 0, int flags = 0, float dist_max = 0, float dist_close = 0);
action native A_DamageMaster(int amount, name damagetype = "none"); action native A_DamageMaster(int amount, name damagetype = "none");
action native A_DamageChildren(int amount, name damagetype = "none"); action native A_DamageChildren(int amount, name damagetype = "none");
action native A_DamageSiblings(int amount, name damagetype = "none"); action native A_DamageSiblings(int amount, name damagetype = "none");

View file

@ -1,4 +1,12 @@
// Flags for A_Saw
const int SF_NORANDOM = 1;
const int SF_RANDOMLIGHTMISS = 2;
const int SF_RANDOMLIGHTHIT = 4;
const int SF_RANDOMLIGHTBOTH = 6;
const int SF_NOUSEAMMOMISS = 8;
const int SF_NOUSEAMMO = 16;
// Flags for A_CustomMissile // Flags for A_CustomMissile
const int CMF_AIMOFFSET = 1; const int CMF_AIMOFFSET = 1;
const int CMF_AIMDIRECTION = 2; const int CMF_AIMDIRECTION = 2;
@ -8,6 +16,7 @@ const int CMF_CHECKTARGETDEAD = 8;
// Flags for A_CustomBulletAttack // Flags for A_CustomBulletAttack
const int CBAF_AIMFACING = 1; const int CBAF_AIMFACING = 1;
const int CBAF_NORANDOM = 2; const int CBAF_NORANDOM = 2;
const int CBAF_EXPLICITANGLE = 4;
// Flags for A_FireBullets // Flags for A_FireBullets
const int FBF_USEAMMO = 1; const int FBF_USEAMMO = 1;
@ -47,6 +56,15 @@ const int RSF_FOG = 1;
const int RSF_KEEPTARGET = 2; const int RSF_KEEPTARGET = 2;
const int RSF_TELEFRAG = 4; const int RSF_TELEFRAG = 4;
// Flags for A_JumpIfTargetInLOS and A_JumpIfInTargetLOS
const int JLOSF_PROJECTILE = 1;
const int JLOSF_NOSIGHT = 2;
const int JLOSF_CLOSENOFOV = 4;
const int JLOSF_CLOSENOSIGHT = 8;
const int JLOSF_CLOSENOJUMP = 16;
const int JLOSF_DEADNOJUMP = 32;
const int JLOSF_CHECKMASTER = 64;
// Flags for A_ChangeVelocity // Flags for A_ChangeVelocity
const int CVF_RELATIVE = 1; const int CVF_RELATIVE = 1;
const int CVF_REPLACE = 2; const int CVF_REPLACE = 2;
@ -75,6 +93,7 @@ const int MRF_UNDOBYDEATHSAVES = 2048;
// Flags for A_RailAttack and A_CustomRailgun // Flags for A_RailAttack and A_CustomRailgun
const int RGF_SILENT = 1; const int RGF_SILENT = 1;
const int RGF_NOPIERCING = 2; const int RGF_NOPIERCING = 2;
const int RGF_EXPLICITANGLE = 4;
// Flags for A_Mushroom // Flags for A_Mushroom
const int MSF_Standard = 0; const int MSF_Standard = 0;

View file

@ -10,7 +10,7 @@ ACTOR Inventory native
action native A_CustomPunch(int damage, bool norandom = false, int flags = CPF_USEAMMO, class<Actor> pufftype = "BulletPuff", float range = 0, float lifesteal = 0); action native A_CustomPunch(int damage, bool norandom = false, int flags = CPF_USEAMMO, class<Actor> pufftype = "BulletPuff", float range = 0, float lifesteal = 0);
action native A_FireBullets(float spread_xy, float spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", int flags = 1, float range = 0); action native A_FireBullets(float spread_xy, float spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", int flags = 1, float range = 0);
action native A_FireCustomMissile(class<Actor> missiletype, float angle = 0, bool useammo = true, int spawnofs_xy = 0, float spawnheight = 0, bool aimatangle = false, float pitch = 0); action native A_FireCustomMissile(class<Actor> missiletype, float angle = 0, bool useammo = true, int spawnofs_xy = 0, float spawnheight = 0, bool aimatangle = false, float pitch = 0);
action native A_RailAttack(int damage, int spawnofs_xy = 0, int useammo = true, color color1 = "", color color2 = "", int flags = 0, float maxdiff = 0, class<Actor> pufftype = "BulletPuff"); action native A_RailAttack(int damage, int spawnofs_xy = 0, int useammo = true, color color1 = "", color color2 = "", int flags = 0, float maxdiff = 0, class<Actor> pufftype = "BulletPuff", float spread_xy = 0, float spread_z = 0);
action native A_Light(int extralight); action native A_Light(int extralight);
action native A_Light0(); action native A_Light0();
action native A_Light1(); action native A_Light1();
@ -40,7 +40,7 @@ ACTOR Inventory native
action native A_ClearReFire(); action native A_ClearReFire();
action native A_CheckReload(); action native A_CheckReload();
action native A_GunFlash(state flash = ""); action native A_GunFlash(state flash = "");
action native A_Saw(sound fullsound = "weapons/sawfull", sound hitsound = "weapons/sawhit", int damage = 2, class<Actor> pufftype = "BulletPuff", float range = 0, float lifesteal = 0); action native A_Saw(sound fullsound = "weapons/sawfull", sound hitsound = "weapons/sawhit", int damage = 2, class<Actor> pufftype = "BulletPuff", int flags = 0, float range = 0, float spread_xy = 2.8125, float spread_z = 0, float lifesteal = 0);
action native A_CheckForReload(int counter, state label, bool dontincrement = false); action native A_CheckForReload(int counter, state label, bool dontincrement = false);
action native A_ResetReloadCounter(); action native A_ResetReloadCounter();
action native A_RestoreSpecialPosition(); action native A_RestoreSpecialPosition();