gzdoom/src/thingdef_codeptr.cpp

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/*
** thingdef.cpp
**
** Code pointers for Actor definitions
**
**---------------------------------------------------------------------------
** Copyright 2002-2005 Christoph Oelckers
** Copyright 2004-2005 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 "actor.h"
#include "info.h"
#include "sc_man.h"
#include "tarray.h"
#include "w_wad.h"
#include "templates.h"
#include "r_defs.h"
#include "r_draw.h"
#include "a_pickups.h"
#include "s_sound.h"
#include "cmdlib.h"
#include "p_lnspec.h"
#include "p_enemy.h"
#include "a_action.h"
#include "decallib.h"
#include "m_random.h"
#include "autosegs.h"
#include "i_system.h"
#include "p_local.h"
#include "c_console.h"
#include "doomerrors.h"
#include "vectors.h"
#include "a_sharedglobal.h"
#include "a_doomglobal.h"
static FRandom pr_camissile ("CustomActorfire");
static FRandom pr_camelee ("CustomMelee");
static FRandom pr_cabullet ("CustomBullet");
static FRandom pr_cajump ("CustomJump");
static FRandom pr_cwbullet ("CustomWpBullet");
static FRandom pr_cwjump ("CustomWpJump");
static FRandom pr_cwpunch ("CustomWpPunch");
static FRandom pr_grenade ("ThrowGrenade");
static FRandom pr_crailgun ("CustomRailgun");
static FRandom pr_spawndebris ("SpawnDebris");
static FRandom pr_jiggle ("Jiggle");
int EvalExpressionI (int id, AActor *self) { return id; }
float EvalExpressionF (int id, AActor *self) { return id; }
// A truly awful hack to get to the state that called an action function
// without knowing whether it has been called from a weapon or actor.
FState * CallingState;
struct StateCallData
{
FState * State;
bool Result;
};
StateCallData StateCall;
//==========================================================================
//
// ACustomInventory :: CallStateChain
//
// Executes the code pointers in a chain of states
// until there is no next state
//
//==========================================================================
bool ACustomInventory::CallStateChain (AActor *actor, FState * State)
{
bool result = false;
int counter = 0;
StateCall.State = State;
while (StateCall.State != NULL)
{
// Assume success. The code pointer will set this to false if necessary
StateCall.Result = true;
CallingState = StateCall.State;
StateCall.State->GetAction() (actor);
// collect all the results. Even one successful call signifies overall success.
result |= StateCall.Result;
// Since there are no delays it is a good idea to check for infinite loops here!
counter++;
if (counter >= 10000) break;
if (StateCall.State == CallingState)
{
// Abort immediately if the state jumps to itself!
if (StateCall.State == StateCall.State->GetNextState()) return false;
// If both variables are still the same there was no jump
// so we must advance to the next state.
StateCall.State = StateCall.State->GetNextState();
}
}
return result;
}
//==========================================================================
//
// Let's isolate all handling of CallingState in this one place
// so that removing it later becomes easier
//
//==========================================================================
int CheckIndex(int paramsize, FState ** pcallstate)
{
if (!(CallingState->Frame&SF_STATEPARAM)) return -1;
unsigned int index = CallingState->GetMisc1_2();
if (index > StateParameters.Size()-paramsize-2) return -1;
if (pcallstate) *pcallstate=CallingState;
return index+2; // skip the misc parameters
}
//==========================================================================
//
// Simple flag changers
//
//==========================================================================
void A_SetSolid(AActor * self)
{
self->flags |= MF_SOLID;
}
void A_UnsetSolid(AActor * self)
{
self->flags &= ~MF_SOLID;
}
void A_SetFloat(AActor * self)
{
self->flags |= MF_FLOAT;
}
void A_UnsetFloat(AActor * self)
{
self->flags &= ~(MF_FLOAT|MF_INFLOAT);
}
//==========================================================================
//
// Customizable attack functions which use actor parameters.
// I think this is among the most requested stuff ever ;-)
//
//==========================================================================
static void DoAttack (AActor *self, bool domelee, bool domissile)
{
int index=CheckIndex(4);
if (index<0) return;
if (self->target == NULL) return;
int MeleeDamage=StateParameters[index];
int MeleeSound=StateParameters[index+1];
const char *MissileName=(const char *)StateParameters[index+2];
fixed_t MissileHeight=StateParameters[index+3];
A_FaceTarget (self);
if (domelee && MeleeDamage>0 && self->CheckMeleeRange ())
{
int damage = pr_camelee.HitDice(MeleeDamage);
if (MeleeSound) S_SoundID (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
P_DamageMobj (self->target, self, self, damage, MOD_HIT);
P_TraceBleed (damage, self->target, self);
}
else if (domissile && MissileName)
{
const TypeInfo * ti=TypeInfo::FindType(MissileName);
if (ti)
{
// Although there is a P_SpawnMissileZ function its
// aiming is much too bad to be of any use
self->z+=MissileHeight-32*FRACUNIT;
AActor * missile = P_SpawnMissile (self, self->target, ti);
self->z-=MissileHeight-32*FRACUNIT;
if (missile)
{
// automatic handling of seeker missiles
if (missile->flags2&MF2_SEEKERMISSILE)
{
missile->tracer=self->target;
}
// set the health value so that the missile works properly
if (missile->flags4&MF4_SPECTRAL)
{
missile->health=-2;
}
}
}
}
}
void A_MeleeAttack(AActor * self)
{
DoAttack(self, true, false);
}
void A_MissileAttack(AActor * self)
{
DoAttack(self, false, true);
}
void A_ComboAttack(AActor * self)
{
DoAttack(self, true, true);
}
//==========================================================================
//
// Custom sound functions. These use misc1 and misc2 in the state structure
// This has been changed to use the parameter array instead of using the
// misc field directly so they can be used in weapon states
//
//==========================================================================
static void DoPlaySound(AActor * self, int channel)
{
int index=CheckIndex(1);
if (index<0) return;
int soundid = StateParameters[index];
S_SoundID (self, channel, soundid, 1, ATTN_NORM);
}
void A_PlaySound(AActor * self)
{
DoPlaySound(self, CHAN_BODY);
}
void A_PlayWeaponSound(AActor * self)
{
DoPlaySound(self, CHAN_WEAPON);
}
void A_StopSound(AActor * self)
{
S_StopSound(self, CHAN_VOICE);
}
//==========================================================================
//
// Generic seeker missile function
//
//==========================================================================
void A_SeekerMissile(AActor * self)
{
int index=CheckIndex(2);
if (index<0) return;
P_SeekerMissile(self,
clamp<int>(EvalExpressionI (StateParameters[index], self), 0, 90) * ANGLE_1,
clamp<int>(EvalExpressionI (StateParameters[index+1], self), 0, 90) * ANGLE_1);
}
//==========================================================================
//
// Hitscan attack with a customizable amount of bullets (specified in damage)
//
//==========================================================================
void A_BulletAttack (AActor *self)
{
int i;
int bangle;
int slope;
if (!self->target) return;
A_FaceTarget (self);
bangle = self->angle;
slope = P_AimLineAttack (self, bangle, MISSILERANGE);
S_SoundID (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
for (i=0 ; i<self->damage ; i++)
{
int angle = bangle + (pr_cabullet.Random2() << 20);
int damage = ((pr_cabullet()%5)+1)*3;
P_LineAttack(self, angle, MISSILERANGE, slope, damage,
GetDefaultByType(RUNTIME_CLASS(ABulletPuff))->DamageType, RUNTIME_CLASS(ABulletPuff));
}
}
//==========================================================================
//
// Do the state jump
//
//==========================================================================
static void DoJump(AActor * self, FState * CallingState, int offset)
{
if (!self->player)
{
self->SetState (CallingState + offset);
}
else if (CallingState == self->player->psprites[ps_weapon].state)
{
P_SetPsprite(self->player, ps_weapon, CallingState + offset);
}
else if (CallingState == self->player->psprites[ps_flash].state)
{
P_SetPsprite(self->player, ps_flash, CallingState + offset);
}
else if (CallingState == StateCall.State)
{
StateCall.State += offset;
}
StateCall.Result=false; // Jumps should never set the result for inventory state chains!
}
//==========================================================================
//
// State jump function
//
//==========================================================================
void A_Jump(AActor * self)
{
FState * CallingState;
int index=CheckIndex(2, &CallingState);
if (index>=0 && pr_cajump() < clamp<int>(EvalExpressionI (StateParameters[index], self), 0, 255))
DoJump(self, CallingState, StateParameters[index+1]);
}
//==========================================================================
//
// State jump function
//
//==========================================================================
void A_JumpIfHealthLower(AActor * self)
{
FState * CallingState;
int index=CheckIndex(2, &CallingState);
if (index>=0 && self->health < EvalExpressionI (StateParameters[index], self))
DoJump(self, CallingState, StateParameters[index+1]);
}
//==========================================================================
//
// State jump function
//
//==========================================================================
void A_JumpIfCloser(AActor * self)
{
FState * CallingState;
int index = CheckIndex(2, &CallingState);
AActor * target;
if (!self->player)
{
target=self->target;
}
else
{
// Does the player aim at something that can be shot?
P_BulletSlope(self);
target = linetarget;
}
// No target - no jump
if (target==NULL) return;
fixed_t dist = EvalExpressionF (StateParameters[index], self) * FRACUNIT;
if (index > 0 && P_AproxDistance(self->x-target->x, self->y-target->y) < dist)
DoJump(self, CallingState, StateParameters[index+1]);
}
//==========================================================================
//
// State jump function
//
//==========================================================================
void A_JumpIfInventory(AActor * self)
{
FState * CallingState;
int index=CheckIndex(3, &CallingState);
if (index<0) return;
const char * ItemType=(const char *)StateParameters[index];
int ItemAmount = EvalExpressionI (StateParameters[index+1], self);
int JumpOffset = StateParameters[index+2];
const TypeInfo * Type=TypeInfo::FindType(ItemType);
if (!Type) return;
AInventory * Item=self->FindInventory(Type);
if (Item)
{
if (ItemAmount>0 && Item->Amount>=ItemAmount) DoJump(self, CallingState, JumpOffset);
else if (Item->Amount>=Item->MaxAmount) DoJump(self, CallingState, JumpOffset);
}
}
//==========================================================================
//
// Parameterized version of A_Explode
//
//==========================================================================
void A_ExplodeParms (AActor *self)
{
int damage = 128;
int distance = 128;
bool hurtSource = true;
int index=CheckIndex(3);
if (index>=0)
{
if (StateParameters[index] != 0)
{
damage = StateParameters[index];
}
if (StateParameters[index+1] != 0)
{
distance = StateParameters[index+1];
}
hurtSource = !!StateParameters[index+2];
}
P_RadiusAttack (self, self->target, damage, distance, self->DamageType, hurtSource);
if (self->z <= self->floorz + (distance<<FRACBITS))
{
P_HitFloor (self);
}
}
//==========================================================================
//
// Execute a line special / script
//
//==========================================================================
void A_CallSpecial(AActor * self)
{
int index=CheckIndex(6);
if (index<0) return;
StateCall.Result = !!LineSpecials[StateParameters[index]](NULL, self, false,
EvalExpressionI (StateParameters[index+1], self),
EvalExpressionI (StateParameters[index+2], self),
EvalExpressionI (StateParameters[index+3], self),
EvalExpressionI (StateParameters[index+4], self),
EvalExpressionI (StateParameters[index+5], self));
}
//==========================================================================
//
// The ultimate code pointer: Fully customizable missiles!
//
//==========================================================================
void A_CustomMissile(AActor * self)
{
int index=CheckIndex(7);
if (index<0) return;
const char * MissileName=(const char*)StateParameters[index];
fixed_t SpawnHeight=EvalExpressionF (StateParameters[index+1], self) * FRACUNIT;
int Spawnofs_XY=EvalExpressionI (StateParameters[index+2], self);
angle_t Angle=EvalExpressionF (StateParameters[index+3], self) * ANGLE_1;
int aimmode=EvalExpressionI (StateParameters[index+4], self);
angle_t pitch=EvalExpressionF (StateParameters[index+5], self) * ANGLE_1;
BOOL realtarget = EvalExpressionI (StateParameters[index+6], self);
AActor * targ;
AActor * missile;
if (self->target != NULL || aimmode==2)
{
const TypeInfo * ti=TypeInfo::FindType(MissileName);
if (ti)
{
angle_t ang = (self->angle - ANGLE_90) >> ANGLETOFINESHIFT;
fixed_t x = Spawnofs_XY * finecosine[ang];
fixed_t y = Spawnofs_XY * finesine[ang];
fixed_t z = SpawnHeight-32*FRACUNIT;
switch (aimmode)
{
case 0:
// same adjustment as above (in all 3 directions this time) - for better aiming!
self->x+=x;
self->y+=y;
self->z+=z;
missile = P_SpawnMissile(self, self->target, ti);
self->x-=x;
self->y-=y;
self->z-=z;
break;
case 1:
missile = P_SpawnMissileXYZ(self->x+x, self->y+y, self->z+SpawnHeight, self, self->target, ti);
break;
case 2:
missile = P_SpawnMissileAngleZ(self, self->z+SpawnHeight, ti, self->angle, 0);
// It is not necessary to use the correct angle here.
// The only important thing is that the horizontal momentum is correct.
// Therefore use 0 as the missile's angle and simplify the calculations accordingly.
// The actual momentum vector is set below.
if (missile)
{
fixed_t vx = finecosine[pitch>>ANGLETOFINESHIFT];
fixed_t vz = finesine[pitch>>ANGLETOFINESHIFT];
missile->momx = FixedMul (vx, missile->Speed);
missile->momy = 0;
missile->momz = FixedMul (vz, missile->Speed);
}
break;
}
if (missile)
{
// Use the actual momentum instead of the missile's Speed property
// so that this can handle missiles with a high vertical velocity
// component properly.
vec3_t velocity = { missile->momx, missile->momy, 0 };
fixed_t missilespeed=(fixed_t)VectorLength(velocity);
missile->angle += Angle;
ang = missile->angle >> ANGLETOFINESHIFT;
missile->momx = FixedMul (missilespeed, finecosine[ang]);
missile->momy = FixedMul (missilespeed, finesine[ang]);
// handle projectile shooting projectiles - track the
// links back to a real owner
if (self->flags&MF_MISSILE)
{
AActor * owner=self ;//->target;
while (owner->flags&MF_MISSILE && owner->target) owner=owner->target;
targ=owner;
missile->target=owner;
// automatic handling of seeker missiles
if (self->flags & missile->flags2 & MF2_SEEKERMISSILE)
{
missile->tracer=self->tracer;
}
}
else if (missile->flags2&MF2_SEEKERMISSILE)
{
// automatic handling of seeker missiles
missile->tracer=self->target;
}
// set the health value so that the missile works properly
if (missile->flags4&MF4_SPECTRAL)
{
missile->health=-2;
}
}
}
}
}
//==========================================================================
//
// An even more customizable hitscan attack
//
//==========================================================================
void A_CustomBulletAttack (AActor *self)
{
int index=CheckIndex(6);
if (index<0) return;
angle_t Spread_XY=EvalExpressionF (StateParameters[index], self) * ANGLE_1;
angle_t Spread_Z=EvalExpressionF (StateParameters[index+1], self) * ANGLE_1;
int NumBullets=EvalExpressionI (StateParameters[index+2], self);
int DamagePerBullet=EvalExpressionI (StateParameters[index+3], self);
const char * PuffType=(const char *)StateParameters[index+4];
fixed_t Range = EvalExpressionF (StateParameters[index+5], self) * FRACUNIT;
if(Range==0) Range=MISSILERANGE;
int i;
int bangle;
int bslope;
const TypeInfo *pufftype;
if (self->target)
{
A_FaceTarget (self);
bangle = self->angle;
pufftype = TypeInfo::FindType(PuffType);
if (!pufftype) pufftype=RUNTIME_CLASS(ABulletPuff);
bslope = P_AimLineAttack (self, bangle, MISSILERANGE);
S_SoundID (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
for (i=0 ; i<NumBullets ; i++)
{
int angle = bangle + pr_cabullet.Random2() * (Spread_XY / 255);
int slope = bslope + pr_cabullet.Random2() * (Spread_Z / 255);
int damage = ((pr_cabullet()%3)+1) * DamagePerBullet;
P_LineAttack(self, angle, Range, slope, damage, GetDefaultByType(pufftype)->DamageType, pufftype);
}
}
}
//==========================================================================
//
// State jump function
//
//==========================================================================
void A_JumpIfNoAmmo(AActor * self)
{
FState * CallingState;
int index=CheckIndex(1, &CallingState);
if (index<0 || !self->player || !self->player->ReadyWeapon) return; // only for weapons!
if (!self->player->ReadyWeapon->CheckAmmo(self->player->ReadyWeapon->bAltFire, false, true))
DoJump(self, CallingState, StateParameters[index]);
}
//==========================================================================
//
// An even more customizable hitscan attack
//
//==========================================================================
void A_FireBullets (AActor *self)
{
int index=CheckIndex(7);
if (index<0 || !self->player) return;
angle_t Spread_XY=EvalExpressionF (StateParameters[index], self) * ANGLE_1;
angle_t Spread_Z=EvalExpressionF (StateParameters[index+1], self) * ANGLE_1;
int NumberOfBullets=EvalExpressionI (StateParameters[index+2], self);
int DamagePerBullet=EvalExpressionI (StateParameters[index+3], self);
const char * PuffTypeName=(const char *)StateParameters[index+4];
bool UseNoAmmo=!EvalExpressionI (StateParameters[index+5], self);
fixed_t Range=EvalExpressionF (StateParameters[index+6], self) * FRACUNIT;
const TypeInfo * PuffType;
player_t * player=self->player;
AWeapon * weapon=player->ReadyWeapon;
int i;
int bangle;
int bslope;
if (!UseNoAmmo && weapon)
{
if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo
}
if (Range == 0) Range = PLAYERMISSILERANGE;
static_cast<APlayerPawn *>(self)->PlayAttacking2 ();
P_BulletSlope(self);
bangle = self->angle;
bslope = bulletpitch;
PuffType = TypeInfo::FindType(PuffTypeName);
if (!PuffType) PuffType=RUNTIME_CLASS(ABulletPuff);
S_SoundID (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM);
if ((NumberOfBullets==1 && !player->refire) || NumberOfBullets==0)
{
int damage = ((pr_cwbullet()%3)+1)*DamagePerBullet;
P_LineAttack(self, bangle, Range, bslope, damage, GetDefaultByType(PuffType)->DamageType, PuffType);
}
else
{
if (NumberOfBullets == -1) NumberOfBullets = 1;
for (i=0 ; i<NumberOfBullets ; i++)
{
int angle = bangle + pr_cwbullet.Random2() * (Spread_XY / 255);
int slope = bslope + pr_cwbullet.Random2() * (Spread_Z / 255);
int damage = ((pr_cwbullet()%3)+1) * DamagePerBullet;
P_LineAttack(self, angle, Range, slope, damage, GetDefaultByType(PuffType)->DamageType, PuffType);
}
}
}
//==========================================================================
//
// A_FireProjectile
//
//==========================================================================
void A_FireCustomMissile (AActor * self)
{
int index=CheckIndex(5);
if (index<0 || !self->player) return;
const char * MissileName=(const char *)StateParameters[index];
angle_t Angle=EvalExpressionF (StateParameters[index+1], self) * ANGLE_1;
bool UseNoAmmo=!EvalExpressionI (StateParameters[index+2], self);
int SpawnOfs_XY=EvalExpressionI (StateParameters[index+3], self);
fixed_t SpawnHeight=EvalExpressionF (StateParameters[index+4], self) * FRACUNIT;
player_t *player=self->player;
AWeapon * weapon=player->ReadyWeapon;
if (!UseNoAmmo && weapon)
{
if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo
}
const TypeInfo * ti=TypeInfo::FindType(MissileName);
if (ti)
{
angle_t ang = (self->angle - ANGLE_90) >> ANGLETOFINESHIFT;
fixed_t x = SpawnOfs_XY * finecosine[ang];
fixed_t y = SpawnOfs_XY * finesine[ang];
fixed_t z = SpawnHeight;
AActor * misl=P_SpawnPlayerMissile (self, self->x+x, self->y+y, self->z+z, ti, self->angle);
// automatic handling of seeker missiles
if (misl)
{
vec3_t velocity = { misl->momx, misl->momy, 0 };
fixed_t missilespeed=(fixed_t)VectorLength(velocity);
if (linetarget && misl->flags2&MF2_SEEKERMISSILE) misl->tracer=linetarget;
misl->angle += Angle;
angle_t an = misl->angle >> ANGLETOFINESHIFT;
misl->momx = FixedMul (missilespeed, finecosine[an]);
misl->momy = FixedMul (missilespeed, finesine[an]);
if (misl->flags4&MF4_SPECTRAL) misl->health=-1;
}
}
}
//==========================================================================
//
// A_CustomPunch
//
// Berserk is not handled here. That can be done with A_CheckIfInventory
//
//==========================================================================
void A_CustomPunch (AActor *self)
{
int index=CheckIndex(5);
if (index<0 || !self->player) return;
int Damage=EvalExpressionI (StateParameters[index], self);
bool norandom=!!EvalExpressionI (StateParameters[index+1], self);
bool UseNoAmmo=!EvalExpressionI (StateParameters[index+2], self);
const char * PuffTypeName=(const char *)StateParameters[index+3];
fixed_t Range=EvalExpressionF (StateParameters[index+4], self) * FRACUNIT;
const TypeInfo * PuffType;
player_t *player=self->player;
AWeapon * weapon=player->ReadyWeapon;
angle_t angle;
int pitch;
if (!norandom) Damage *= (pr_cwpunch()%8+1);
angle = self->angle + (pr_cwpunch.Random2() << 18);
pitch = P_AimLineAttack (self, angle, MELEERANGE);
// only use ammo when actually hitting something!
if (!UseNoAmmo && linetarget && weapon)
{
if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo
}
PuffType = TypeInfo::FindType(PuffTypeName);
if (!PuffType) PuffType=RUNTIME_CLASS(ABulletPuff);
if (Range == 0) Range = MELEERANGE;
P_LineAttack (self, angle, Range, pitch, Damage, GetDefaultByType(PuffType)->DamageType, PuffType);
// turn to face target
if (linetarget)
{
S_SoundID (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM);
self->angle = R_PointToAngle2 (self->x,
self->y,
linetarget->x,
linetarget->y);
}
}
//==========================================================================
//
// customizable railgun attack function
//
//==========================================================================
void A_RailAttack (AActor * self)
{
int index=CheckIndex(7);
if (index<0 || !self->player) return;
int Damage=EvalExpressionI (StateParameters[index], self);
int Spawnofs_XY=EvalExpressionI (StateParameters[index+1], self);
bool UseNoAmmo=!EvalExpressionI (StateParameters[index+2], self);
int Color1=StateParameters[index+3];
int Color2=StateParameters[index+4];
bool Silent=!EvalExpressionI (StateParameters[index+5], self);
float MaxDiff=EvalExpressionF (StateParameters[index+6], self);
AWeapon * weapon=self->player->ReadyWeapon;
// only use ammo when actually hitting something!
if (!UseNoAmmo)
{
if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo
}
// Need to keep the default colors
if (Color1==0) Color1 = ColorMatcher.Pick (0, 0, 255);
else if (Color1>0) Color1--;
if (Color2==0) Color2 = ColorMatcher.Pick (255, 255, 255);
else if (Color2>0) Color2--;
P_RailAttack (self, Damage, Spawnofs_XY/*, Color1, Color2, MaxDiff, Silent*/);
}
//==========================================================================
//
// also for monsters
//
//==========================================================================
void A_CustomRailgun (AActor *actor)
{
if (!actor->target)
return;
int index=CheckIndex(7);
if (index<0) return;
int Damage=EvalExpressionI (StateParameters[index], actor);
int Spawnofs_XY=EvalExpressionI (StateParameters[index+1], actor);
int Color1=StateParameters[index+2];
int Color2=StateParameters[index+3];
bool Silent=!EvalExpressionI (StateParameters[index+4], actor);
bool aim=!EvalExpressionI (StateParameters[index+5], actor);
float MaxDiff=EvalExpressionF (StateParameters[index+6], actor);
// [RH] Andy Baker's stealth monsters
if (actor->flags & MF_STEALTH)
{
actor->visdir = 1;
}
actor->flags &= ~MF_AMBUSH;
if (aim)
{
actor->angle = R_PointToAngle2 (actor->x,
actor->y,
actor->target->x,
actor->target->y);
}
actor->pitch = P_AimLineAttack (actor, actor->angle, MISSILERANGE);
// Let the aim trail behind the player
if (aim)
{
actor->angle = R_PointToAngle2 (actor->x,
actor->y,
actor->target->x - actor->target->momx * 3,
actor->target->y - actor->target->momy * 3);
if (actor->target->flags & MF_SHADOW)
{
actor->angle += pr_crailgun.Random2() << 21;
}
}
// Need to keep the default colors
if (Color1==0) Color1 = ColorMatcher.Pick (0, 0, 255);
else if (Color1>0) Color1--;
if (Color2==0) Color2 = ColorMatcher.Pick (255, 255, 255);
else if (Color2>0) Color2--;
P_RailAttack (actor, Damage, Spawnofs_XY/*, Color1, Color2, MaxDiff, Silent*/);
}
//===========================================================================
//
// A_GiveInventory
//
//===========================================================================
void A_GiveInventory(AActor * self)
{
int index=CheckIndex(2);
if (index<0) return;
const char * item =(const char*)StateParameters[index];
int amount=EvalExpressionI (StateParameters[index+1], self);
if (amount==0) amount=1;
const TypeInfo * mi=TypeInfo::FindType(item);
if (mi)
{
AInventory *item = static_cast<AInventory *>(Spawn (mi, 0, 0, 0));
if (item->IsKindOf(RUNTIME_CLASS(AHealth)))
{
item->Amount *= amount;
}
else
{
item->Amount = amount;
}
item->flags |= MF_DROPPED;
if (item->flags & MF_COUNTITEM)
{
item->flags&=~MF_COUNTITEM;
level.total_items--;
}
if (!item->TryPickup (self))
{
item->Destroy ();
StateCall.Result = false;
}
else StateCall.Result = true;
}
else StateCall.Result = false;
}
//===========================================================================
//
// A_GiveInventory
//
//===========================================================================
void A_TakeInventory(AActor * self)
{
int index=CheckIndex(2);
if (index<0) return;
const char * item =(const char*)StateParameters[index];
int amount=EvalExpressionI (StateParameters[index+1], self);
const TypeInfo * mi=TypeInfo::FindType(item);
StateCall.Result=false;
if (mi)
{
AInventory * inv = self->FindInventory(mi);
if (inv && !inv->IsKindOf(RUNTIME_CLASS(AHexenArmor)))
{
if (inv->Amount > 0) StateCall.Result=true;
if (!amount || amount>=inv->Amount)
{
if (inv->IsKindOf(RUNTIME_CLASS(AAmmo))) inv->Amount=0;
else inv->Destroy();
}
else inv->Amount-=amount;
}
}
}
//===========================================================================
//
// A_SpawnItem
//
// Spawns an item in front of the caller like Heretic's time bomb
//
//===========================================================================
void A_SpawnItem(AActor * self)
{
FState * CallingState;
int index=CheckIndex(4, &CallingState);
if (index<0) return;
const TypeInfo * missile= TypeInfo::FindType((const char *)StateParameters[index]);
int distance = EvalExpressionI (StateParameters[index+1], self);
fixed_t zheight = EvalExpressionF (StateParameters[index+2], self) * FRACUNIT;
bool useammo = !EvalExpressionI (StateParameters[index+3], self);
if (!missile)
{
StateCall.Result=false;
return;
}
if (distance==0)
{
// use the minimum distance that does not result in an overlap
distance=(self->radius+GetDefaultByType(missile)->radius)>>FRACBITS;
}
if (self->player && CallingState != self->state && CallingState != StateCall.State)
{
// Used from a weapon so use some ammo
AWeapon * weapon=self->player->ReadyWeapon;
if (!weapon) return;
if (useammo && !weapon->DepleteAmmo(weapon->bAltFire)) return;
}
AActor * mo = Spawn( missile,
self->x + distance*finecosine[self->angle>>ANGLETOFINESHIFT],
self->y + distance*finesine[self->angle>>ANGLETOFINESHIFT],
self->z - self->floorclip + zheight);
mo->angle=self->angle;
if (mo)
{
AActor * originator = self;
while (originator && originator->flags&MF_MISSILE) originator = originator->target;
if (mo->flags3&MF3_ISMONSTER)
{
if (!P_TestMobjLocation(mo))
{
// The monster is blocked so don't spawn it at all!
if (mo->flags&MF_COUNTKILL) level.total_monsters--;
mo->Destroy();
StateCall.Result=false; // for an inventory iten's use state
return;
}
else if (originator)
{
if (originator->flags3&MF3_ISMONSTER)
{
// If this is a monster, transfer all friendliness information
mo->CopyFriendliness (originator, true);
if (useammo) mo->master = originator; // don't let it attack you (optional)!
}
else if (originator->player)
{
// A player always spawns a monster friendly to him
mo->flags|=MF_FRIENDLY;
mo->FriendPlayer = originator->player-players+1;
AActor * attacker=originator->player->attacker;
if (attacker)
{
if (!(attacker->flags&MF_FRIENDLY) ||
(deathmatch && attacker->FriendPlayer!=0 && attacker->FriendPlayer!=mo->FriendPlayer))
{
// Target the monster which last attacked the player
mo->target = attacker;
}
}
}
}
}
else
{
// If this is a missile or something else set the target to the originator
mo->target=originator? originator : self;
}
}
StateCall.Result=true;
}
//===========================================================================
//
// A_ThrowGrenade
//
// Throws a grenade (like Hexen's fighter flechette)
//
//===========================================================================
void A_ThrowGrenade(AActor * self)
{
FState * CallingState;
int index=CheckIndex(5, &CallingState);
if (index<0) return;
const TypeInfo * missile= TypeInfo::FindType((const char *)StateParameters[index]);
fixed_t zheight = EvalExpressionF (StateParameters[index+1], self) * FRACUNIT;
fixed_t xymom = EvalExpressionF (StateParameters[index+2], self) * FRACUNIT;
fixed_t zmom = EvalExpressionF (StateParameters[index+3], self) * FRACUNIT;
bool useammo = !EvalExpressionI (StateParameters[index+4], self);
if (self->player && CallingState != self->state && CallingState != StateCall.State)
{
// Used from a weapon so use some ammo
AWeapon * weapon=self->player->ReadyWeapon;
if (!weapon) return;
if (useammo && !weapon->DepleteAmmo(weapon->bAltFire)) return;
}
AActor * bo;
bo = Spawn(missile, self->x, self->y, self->z - self->floorclip + zheight + 35*FRACUNIT);
if (bo)
{
int pitch = self->pitch;
if (xymom) bo->Speed=xymom;
bo->angle = self->angle+(((pr_grenade()&7)-4)<<24);
bo->momz = zmom + 2*finesine[pitch>>ANGLETOFINESHIFT];
bo->z += 2 * finesine[pitch>>ANGLETOFINESHIFT];
P_ThrustMobj(bo, bo->angle, bo->Speed);
bo->momx += self->momx>>1;
bo->momy += self->momy>>1;
bo->target= self;
bo->tics -= pr_grenade()&3;
P_CheckMissileSpawn (bo);
StateCall.Result=true;
}
else StateCall.Result=false;
}
//===========================================================================
//
// A_Recoil
//
//===========================================================================
void A_Recoil(AActor * actor)
{
int index=CheckIndex(1, NULL);
if (index<0) return;
fixed_t xymom = EvalExpressionF (StateParameters[index], actor) * FRACUNIT;
angle_t angle = actor->angle + ANG180;
angle >>= ANGLETOFINESHIFT;
actor->momx += FixedMul (xymom, finecosine[angle]);
actor->momy += FixedMul (xymom, finesine[angle]);
}
//===========================================================================
//
// A_SelectWeapon
//
//===========================================================================
void A_SelectWeapon(AActor * actor)
{
int index=CheckIndex(1, NULL);
if (index<0 || actor->player == NULL) return;
const TypeInfo * weapon= TypeInfo::FindType((const char *)StateParameters[index]);
AWeapon * weaponitem = static_cast<AWeapon*>(actor->FindInventory(weapon));
if (weaponitem != NULL && weaponitem->IsKindOf(RUNTIME_CLASS(AWeapon)))
{
if (actor->player->ReadyWeapon != weaponitem)
{
actor->player->PendingWeapon = weaponitem;
}
StateCall.Result=true;
}
else StateCall.Result=false;
}
//===========================================================================
//
// A_Print
//
//===========================================================================
void A_Print(AActor * actor)
{
int index=CheckIndex(1, NULL);
if (index<0) return;
if (actor->CheckLocalView (consoleplayer) ||
(actor->target!=NULL && actor->target->CheckLocalView (consoleplayer)))
{
C_MidPrint((const char *)StateParameters[index]);
}
}
//===========================================================================
//
// A_SetTranslucent
//
//===========================================================================
void A_SetTranslucent(AActor * self)
{
int index=CheckIndex(2, NULL);
if (index<0) return;
fixed_t alpha = EvalExpressionF (StateParameters[index], self) * FRACUNIT;
int mode = EvalExpressionI (StateParameters[index+1], self);
mode = mode == 0 ? STYLE_Translucent : mode == 2 ? STYLE_Fuzzy : STYLE_Add;
self->alpha=clamp<fixed_t>(alpha, 0, FRACUNIT);
if (mode != STYLE_Fuzzy)
{
if (self->alpha == 0) mode = STYLE_None;
else if (mode == STYLE_Translucent && self->alpha == FRACUNIT) mode = STYLE_Normal;
}
self->RenderStyle=mode;
}
//===========================================================================
//
// A_FadeOut
//
// fades the actor out and destroys it when done
//
//===========================================================================
void A_FadeOut(AActor * self)
{
int index=CheckIndex(1, NULL);
if (index<0) return;
fixed_t reduce = EvalExpressionF (StateParameters[index], self) * FRACUNIT;
if (reduce == 0) reduce = FRACUNIT/10;
if (self->RenderStyle==STYLE_Normal) self->RenderStyle=STYLE_Translucent;
self->alpha -= reduce;
if (self->alpha<=0) self->Destroy();
}
//===========================================================================
//
// A_SpawnDebris
//
//===========================================================================
void A_SpawnDebris(AActor * self)
{
int i;
AActor * mo;
const TypeInfo * debris;
int index=CheckIndex(1, NULL);
if (index<0) return;
debris = TypeInfo::FindType((const char *)StateParameters[index]);
if (debris == NULL) return;
for (i = 0; i < GetDefaultByType(debris)->health; i++)
{
mo = Spawn(debris, self->x+((pr_spawndebris()-128)<<12),
self->y+((pr_spawndebris()-128)<<12),
self->z+(pr_spawndebris()*self->height/256));
if (mo && i < mo->GetClass()->ActorInfo->NumOwnedStates)
{
mo->SetState (mo->GetClass()->ActorInfo->OwnedStates + i);
mo->momz = ((pr_spawndebris()&7)+5)*FRACUNIT;
mo->momx = pr_spawndebris.Random2()<<(FRACBITS-6);
mo->momy = pr_spawndebris.Random2()<<(FRACBITS-6);
}
}
}
//===========================================================================
//
// A_CheckSight
// jumps if no player can see this actor
//
//===========================================================================
void A_CheckSight(AActor * self)
{
for (int i=0;i<MAXPLAYERS;i++)
{
if (playeringame[i] && P_CheckSight(players[i].camera,self,true)) return;
}
FState * CallingState;
int index=CheckIndex(1, &CallingState);
if (index>=0) DoJump(self, CallingState, StateParameters[index]);
}
//===========================================================================
//
// A_ExtChase
// A_Chase with optional parameters
//
//===========================================================================
void A_DoChase(AActor * actor, bool fastchase, FState * meleestate, FState * missilestate, bool playactive, bool nightmarefast);
void A_ExtChase(AActor * self)
{
int index=CheckIndex(4, &CallingState);
A_DoChase(self, false,
EvalExpressionI (StateParameters[index], self) ? self->MeleeState:NULL,
EvalExpressionI (StateParameters[index+1], self) ? self->MissileState:NULL,
!EvalExpressionI (StateParameters[index+2], self),
!!EvalExpressionI (StateParameters[index+3], self));
}
//===========================================================================
//
// Weapon jiggling
//
//===========================================================================
void A_Jiggle(AActor * self)
{
int index=CheckIndex(2, &CallingState);
int xmax = EvalExpressionI (StateParameters[index], self);
int ymax = EvalExpressionI (StateParameters[index+1], self);
if (self->player)
{
int rand_x = (pr_jiggle()%(xmax*2))-xmax;
int rand_y = (pr_jiggle()%(ymax*2))-ymax;
self->player->psprites[0].sx += rand_x;
self->player->psprites[0].sy += rand_y;
self->player->psprites[1].sx += rand_x;
self->player->psprites[1].sy += rand_y;
}
}
//===========================================================================
//
// Inventory drop
//
//===========================================================================
void A_DropInventory(AActor * self)
{
int index=CheckIndex(1, &CallingState);
const TypeInfo * ti = TypeInfo::FindType((const char*)StateParameters[index]);
if (ti)
{
AInventory * inv = self->FindInventory(ti);
if (inv)
{
self->DropInventory(inv);
}
}
}
//===========================================================================
//
// A_SetBlend
//
//===========================================================================
void A_SetBlend(AActor * self)
{
int index=CheckIndex(3);
int colorn = StateParameters[index];
PalEntry color;
if (!colorn)
return;
else if (colorn == -1)
color.r = color.g = color.b = 255;
else
color = GPalette.BaseColors[colorn];
fixed_t alpha = EvalExpressionF (StateParameters[index+1], self) * FRACUNIT;
int tics = EvalExpressionI (StateParameters[index+2], self);
new DFlashFader(color.r/255.0f, color.g/255.0f, color.b/255.0f, alpha/(float)FRACUNIT,
color.r/255.0f, color.g/255.0f, color.b/255.0f, 0, tics, self);
}
//===========================================================================
//
// A_JUmpIf
//
//===========================================================================
void A_JumpIf(AActor * self)
{
FState * CallingState;
int index=CheckIndex(2, &CallingState);
int expression = EvalExpressionI (StateParameters[index], self);
if (index>=0 && expression) DoJump(self, CallingState, StateParameters[index+1]);
}
//===========================================================================
//
// A_KillMaster
//
//===========================================================================
void A_KillMaster(AActor * self)
{
if (self->master)
{
P_DamageMobj(self->master, self, self, self->master->health, MOD_UNKNOWN, DMG_NO_ARMOR);
}
}
//===========================================================================
//
// A_KillChildren
//
//===========================================================================
void A_KillChildren(AActor * self)
{
TThinkerIterator<AActor> it;
AActor * mo;
while (mo=it.Next())
{
if (mo->master == self)
{
P_DamageMobj(mo, self, self, mo->health, MOD_UNKNOWN, DMG_NO_ARMOR);
}
}
}