diff --git a/src/d_main.cpp b/src/d_main.cpp index ab33bfaec9..a24586bc4d 100644 --- a/src/d_main.cpp +++ b/src/d_main.cpp @@ -756,9 +756,9 @@ void D_Display () } screen->SetBlendingRect(viewwindowx, viewwindowy, viewwindowx + viewwidth, viewwindowy + viewheight); - P_PredictPlayer(&players[consoleplayer]); + Renderer->RenderView(&players[consoleplayer]); - P_UnPredictPlayer(); + if ((hw2d = screen->Begin2D(viewactive))) { // Redraw everything every frame when using 2D accel diff --git a/src/d_net.cpp b/src/d_net.cpp index 9ba6eefa00..d33f47e38a 100644 --- a/src/d_net.cpp +++ b/src/d_net.cpp @@ -110,13 +110,15 @@ unsigned int lastrecvtime[MAXPLAYERS]; // [RH] Used for pings unsigned int currrecvtime[MAXPLAYERS]; unsigned int lastglobalrecvtime; // Identify the last time a packet was recieved. bool hadlate; +int netdelay[MAXNETNODES][BACKUPTICS]; // Used for storing network delay times. +int lastaverage; int nodeforplayer[MAXPLAYERS]; int playerfornode[MAXNETNODES]; int maketic; int skiptics; -int ticdup; +int ticdup; void D_ProcessEvents (void); void G_BuildTiccmd (ticcmd_t *cmd); @@ -151,6 +153,32 @@ CUSTOM_CVAR (Bool, cl_capfps, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) } } +CVAR(Bool, net_ticbalance, false, CVAR_SERVERINFO | CVAR_NOSAVE) +CUSTOM_CVAR(Int, net_extratic, 0, CVAR_SERVERINFO | CVAR_NOSAVE) +{ + if (self < 0) + { + self = 0; + } + else if (self > 2) + { + self = 2; + } +} + +#ifdef _DEBUG +CVAR(Int, net_fakelatency, 0, 0); + +struct PacketStore +{ + int timer; + doomcom_t message; +}; + +static TArray InBuffer; +static TArray OutBuffer; +#endif + // [RH] Special "ticcmds" get stored in here static struct TicSpecial { @@ -347,6 +375,9 @@ int NetbufferSize () k += netbuffer[k] + 1; } + // Network delay byte + k++; + if (netbuffer[0] & NCMD_MULTI) { count = netbuffer[k]; @@ -487,7 +518,30 @@ void HSendPacket (int node, int len) doomcom.remotenode = node; doomcom.datalength = len; - I_NetCmd (); +#ifdef _DEBUG + if (net_fakelatency / 2 > 0) + { + PacketStore store; + store.message = doomcom; + store.timer = I_GetTime(false) + ((net_fakelatency / 2) / (1000 / TICRATE)); + OutBuffer.Push(store); + } + else + I_NetCmd(); + + for (unsigned int i = 0; i < OutBuffer.Size(); i++) + { + if (OutBuffer[i].timer <= I_GetTime(false)) + { + doomcom = OutBuffer[i].message; + I_NetCmd(); + OutBuffer.Delete(i); + i = -1; + } + } +#else + I_NetCmd(); +#endif } // @@ -509,12 +563,42 @@ bool HGetPacket (void) if (demoplayback) return false; - + doomcom.command = CMD_GET; I_NetCmd (); + +#ifdef _DEBUG + if (net_fakelatency / 2 > 0 && doomcom.remotenode != -1) + { + PacketStore store; + store.message = doomcom; + store.timer = I_GetTime(false) + ((net_fakelatency / 2) / (1000 / TICRATE)); + InBuffer.Push(store); + doomcom.remotenode = -1; + } if (doomcom.remotenode == -1) + { + bool gotmessage = false; + for (unsigned int i = 0; i < InBuffer.Size(); i++) + { + if (InBuffer[i].timer <= I_GetTime(false)) + { + doomcom = InBuffer[i].message; + InBuffer.Delete(i); + gotmessage = true; + break; + } + } + if (!gotmessage) + return false; + } +#else + if (doomcom.remotenode == -1) + { return false; + } +#endif if (debugfile) { @@ -570,6 +654,9 @@ bool HGetPacket (void) if (doomcom.datalength != NetbufferSize ()) { + Printf("Bad packet length %i (calculated %i)\n", + doomcom.datalength, NetbufferSize()); + if (debugfile) fprintf (debugfile,"---bad packet length %i (calculated %i)\n", doomcom.datalength, NetbufferSize()); @@ -782,6 +869,9 @@ void GetPackets (void) } } + // Pull current network delay from node + netdelay[netnode][(nettics[netnode]+1) % BACKUPTICS] = netbuffer[k++]; + playerbytes[0] = netconsole; if (netbuffer[0] & NCMD_MULTI) { @@ -1150,11 +1240,18 @@ void NetUpdate (void) netbuffer[k++] = lowtic; } - numtics = lowtic - realstart; + numtics = MAX(0, lowtic - realstart); if (numtics > BACKUPTICS) I_Error ("NetUpdate: Node %d missed too many tics", i); - resendto[i] = MAX (0, lowtic - doomcom.extratics); + switch (net_extratic) + { + case 0: + default: + resendto[i] = lowtic; break; + case 1: resendto[i] = MAX(0, lowtic - 1); break; + case 2: resendto[i] = nettics[i]; break; + } if (numtics == 0 && resendOnly && !remoteresend[i] && nettics[i]) { @@ -1190,6 +1287,10 @@ void NetUpdate (void) } } + // Send current network delay + // The number of tics we just made should be removed from the count. + netbuffer[k++] = ((maketic - newtics - gametic) / ticdup); + if (numtics > 0) { int l; @@ -1299,9 +1400,37 @@ void NetUpdate (void) // that it won't adapt. Fortunately, player prediction helps // alleviate the lag somewhat. - if (NetMode != NET_PacketServer) + if (NetMode == NET_PeerToPeer) { - mastertics = nettics[nodeforplayer[Net_Arbitrator]]; + int totalavg = 0; + if (net_ticbalance) + { + // Try to guess ahead the time it takes to send responses to the slowest node + int nodeavg = 0, arbavg = 0; + + for (j = 0; j < BACKUPTICS; j++) + { + arbavg += netdelay[nodeforplayer[Net_Arbitrator]][j]; + nodeavg += netdelay[0][j]; + } + arbavg /= BACKUPTICS; + nodeavg /= BACKUPTICS; + + // We shouldn't adapt if we are already the arbitrator isn't what we are waiting for, otherwise it just adds more latency + if (arbavg > nodeavg) + { + lastaverage = totalavg = ((arbavg + nodeavg) / 2); + } + else + { + // Allow room to guess two tics ahead + if (nodeavg > (arbavg + 2) && lastaverage > 0) + lastaverage--; + totalavg = lastaverage; + } + } + + mastertics = nettics[nodeforplayer[Net_Arbitrator]] + totalavg; } if (nettics[0] <= mastertics) { @@ -1346,9 +1475,8 @@ void NetUpdate (void) // // 0 One byte set to NCMD_SETUP+2 // 1 One byte for ticdup setting -// 2 One byte for extratics setting -// 3 One byte for NetMode setting -// 4 String with starting map's name +// 2 One byte for NetMode setting +// 3 String with starting map's name // . Four bytes for the RNG seed // . Stream containing remaining game info // @@ -1429,10 +1557,9 @@ bool DoArbitrate (void *userdata) data->gotsetup[0] = 0x80; ticdup = doomcom.ticdup = netbuffer[1]; - doomcom.extratics = netbuffer[2]; - NetMode = netbuffer[3]; + NetMode = netbuffer[2]; - stream = &netbuffer[4]; + stream = &netbuffer[3]; s = ReadString (&stream); startmap = s; delete[] s; @@ -1497,9 +1624,8 @@ bool DoArbitrate (void *userdata) { netbuffer[0] = NCMD_SETUP+2; netbuffer[1] = (BYTE)doomcom.ticdup; - netbuffer[2] = (BYTE)doomcom.extratics; - netbuffer[3] = NetMode; - stream = &netbuffer[4]; + netbuffer[2] = NetMode; + stream = &netbuffer[3]; WriteString (startmap, &stream); WriteLong (rngseed, &stream); C_WriteCVars (&stream, CVAR_SERVERINFO, true); @@ -1647,15 +1773,23 @@ void D_CheckNetGame (void) consoleplayer = doomcom.consoleplayer; - v = Args->CheckValue ("-netmode"); - if (v != NULL) + if (consoleplayer == Net_Arbitrator) { - NetMode = atoi (v) != 0 ? NET_PacketServer : NET_PeerToPeer; - } - if (doomcom.numnodes > 1) - { - Printf ("Selected " TEXTCOLOR_BLUE "%s" TEXTCOLOR_NORMAL " networking mode. (%s)\n", NetMode == NET_PeerToPeer ? "peer to peer" : "packet server", - v != NULL ? "forced" : "auto"); + v = Args->CheckValue("-netmode"); + if (v != NULL) + { + NetMode = atoi(v) != 0 ? NET_PacketServer : NET_PeerToPeer; + } + if (doomcom.numnodes > 1) + { + Printf("Selected " TEXTCOLOR_BLUE "%s" TEXTCOLOR_NORMAL " networking mode. (%s)\n", NetMode == NET_PeerToPeer ? "peer to peer" : "packet server", + v != NULL ? "forced" : "auto"); + } + + if (Args->CheckParm("-extratic")) + { + net_extratic = 1; + } } // [RH] Setup user info @@ -1683,6 +1817,11 @@ void D_CheckNetGame (void) for (i = 0; i < doomcom.numnodes; i++) nodeingame[i] = true; + if (consoleplayer != Net_Arbitrator && doomcom.numnodes > 1) + { + Printf("Arbitrator selected " TEXTCOLOR_BLUE "%s" TEXTCOLOR_NORMAL " networking mode.\n", NetMode == NET_PeerToPeer ? "peer to peer" : "packet server"); + } + Printf ("player %i of %i (%i nodes)\n", consoleplayer+1, doomcom.numplayers, doomcom.numnodes); } @@ -1809,6 +1948,9 @@ void TryRunTics (void) { C_Ticker(); M_Ticker(); + // Repredict the player for new buffered movement + P_UnPredictPlayer(); + P_PredictPlayer(&players[consoleplayer]); } return; } @@ -1844,6 +1986,9 @@ void TryRunTics (void) { C_Ticker (); M_Ticker (); + // Repredict the player for new buffered movement + P_UnPredictPlayer(); + P_PredictPlayer(&players[consoleplayer]); return; } } @@ -1857,6 +2002,7 @@ void TryRunTics (void) // run the count tics if (counts > 0) { + P_UnPredictPlayer(); while (counts--) { if (gametic > lowtic) @@ -1876,6 +2022,7 @@ void TryRunTics (void) NetUpdate (); // check for new console commands } + P_PredictPlayer(&players[consoleplayer]); S_UpdateSounds (players[consoleplayer].camera); // move positional sounds } } @@ -2713,7 +2860,6 @@ void Net_SkipCommand (int type, BYTE **stream) CCMD (pings) { int i; - for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i]) Printf ("% 4d %s\n", currrecvtime[i] - lastrecvtime[i], diff --git a/src/d_net.h b/src/d_net.h index 4cd3e66f5b..07921a3012 100644 --- a/src/d_net.h +++ b/src/d_net.h @@ -70,7 +70,6 @@ struct doomcom_t // info common to all nodes SWORD numnodes; // console is always node 0. SWORD ticdup; // 1 = no duplication, 2-5 = dup for slow nets - SWORD extratics; // 1 = send a backup tic in every packet #ifdef DJGPP SWORD pad[5]; // keep things aligned for DOS drivers #endif @@ -143,6 +142,8 @@ extern struct ticcmd_t localcmds[LOCALCMDTICS]; extern int maketic; extern int nettics[MAXNETNODES]; +extern int netdelay[MAXNETNODES][BACKUPTICS]; +extern int nodeforplayer[MAXPLAYERS]; extern ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS]; extern int ticdup; diff --git a/src/g_doom/a_doomweaps.cpp b/src/g_doom/a_doomweaps.cpp index 424e691e72..38c823e181 100644 --- a/src/g_doom/a_doomweaps.cpp +++ b/src/g_doom/a_doomweaps.cpp @@ -546,6 +546,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireBFG) P_SpawnPlayerMissile (self, 0, 0, 0, PClass::FindClass("BFGBall"), self->angle, NULL, NULL, !!(dmflags2 & DF2_NO_FREEAIMBFG)); } + // // A_BFGSpray // Spawn a BFG explosion on every monster in view @@ -559,14 +560,21 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray) AActor *thingToHit; AActor *linetarget; - ACTION_PARAM_START(3); + ACTION_PARAM_START(7); ACTION_PARAM_CLASS(spraytype, 0); ACTION_PARAM_INT(numrays, 1); ACTION_PARAM_INT(damagecnt, 2); + ACTION_PARAM_ANGLE(angle, 3); + ACTION_PARAM_FIXED(distance, 4); + ACTION_PARAM_ANGLE(vrange, 5); + ACTION_PARAM_INT(defdamage, 6); if (spraytype == NULL) spraytype = PClass::FindClass("BFGExtra"); if (numrays <= 0) numrays = 40; if (damagecnt <= 0) damagecnt = 15; + if (angle == 0) angle = ANG90; + if (distance <= 0) distance = 16 * 64 * FRACUNIT; + if (vrange == 0) vrange = ANGLE_1 * 32; // [RH] Don't crash if no target if (!self->target) @@ -575,10 +583,10 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray) // offset angles from its attack angle for (i = 0; i < numrays; i++) { - an = self->angle - ANG90/2 + ANG90/numrays*i; + an = self->angle - angle/2 + angle/numrays*i; // self->target is the originator (player) of the missile - P_AimLineAttack (self->target, an, 16*64*FRACUNIT, &linetarget, ANGLE_1*32); + P_AimLineAttack (self->target, an, distance, &linetarget, vrange); if (!linetarget) continue; @@ -589,10 +597,17 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray) if (spray && (spray->flags5 & MF5_PUFFGETSOWNER)) spray->target = self->target; - - damage = 0; - for (j = 0; j < damagecnt; ++j) - damage += (pr_bfgspray() & 7) + 1; + if (defdamage == 0) + { + damage = 0; + for (j = 0; j < damagecnt; ++j) + damage += (pr_bfgspray() & 7) + 1; + } + else + { + // if this is used, damagecnt will be ignored + damage = defdamage; + } thingToHit = linetarget; int newdam = P_DamageMobj (thingToHit, self->target, self->target, damage, spray != NULL? FName(spray->DamageType) : FName(NAME_BFGSplash), diff --git a/src/g_shared/shared_hud.cpp b/src/g_shared/shared_hud.cpp index 2daeff7a85..110675791c 100644 --- a/src/g_shared/shared_hud.cpp +++ b/src/g_shared/shared_hud.cpp @@ -37,6 +37,7 @@ // copy would be. #include "doomtype.h" +#include "doomdef.h" #include "v_video.h" #include "gi.h" #include "c_cvars.h" @@ -48,6 +49,7 @@ #include "p_local.h" #include "doomstat.h" #include "g_level.h" +#include "d_net.h" #include @@ -73,6 +75,7 @@ CVAR (Bool, hud_showscore, false, CVAR_ARCHIVE); // for user maintained score CVAR (Bool, hud_showweapons, true, CVAR_ARCHIVE); // Show weapons collected CVAR (Int , hud_showtime, 0, CVAR_ARCHIVE); // Show time on HUD CVAR (Int , hud_timecolor, CR_GOLD,CVAR_ARCHIVE); // Color of in-game time on HUD +CVAR (Int , hud_showlag, 0, CVAR_ARCHIVE); // Show input latency (maketic - gametic difference) CVAR (Int, hud_ammo_red, 25, CVAR_ARCHIVE) // ammo percent less than which status is red CVAR (Int, hud_ammo_yellow, 50, CVAR_ARCHIVE) // ammo percent less is yellow more green @@ -917,6 +920,51 @@ static void DrawTime() DrawHudText(SmallFont, hud_timecolor, timeString, hudwidth - width, height, FRACUNIT); } +//--------------------------------------------------------------------------- +// +// Draw in-game latency +// +//--------------------------------------------------------------------------- + +static void DrawLatency() +{ + if (hud_showlag <= 0 || + (hud_showlag == 1 && !netgame) || + hud_showlag > 2) + { + return; + } + int i, localdelay = 0, arbitratordelay = 0; + for (i = 0; i < BACKUPTICS; i++) localdelay += netdelay[0][i]; + for (i = 0; i < BACKUPTICS; i++) arbitratordelay += netdelay[nodeforplayer[Net_Arbitrator]][i]; + localdelay = ((localdelay / BACKUPTICS) * ticdup) * (1000 / TICRATE); + arbitratordelay = ((arbitratordelay / BACKUPTICS) * ticdup) * (1000 / TICRATE); + int color = CR_GREEN; + if (MAX(localdelay, arbitratordelay) > 200) + { + color = CR_YELLOW; + } + if (MAX(localdelay, arbitratordelay) > 400) + { + color = CR_ORANGE; + } + if (MAX(localdelay, arbitratordelay) >= ((BACKUPTICS / 2 - 1) * ticdup) * (1000 / TICRATE)) + { + color = CR_RED; + } + + char tempstr[32]; + + const int millis = (level.time % TICRATE) * (1000 / TICRATE); + mysnprintf(tempstr, sizeof(tempstr), "a:%dms - l:%dms", arbitratordelay, localdelay); + + const int characterCount = strlen(tempstr); + const int width = SmallFont->GetCharWidth('0') * characterCount + 2; // small offset from screen's border + const int height = SmallFont->GetHeight() * 2; + + DrawHudText(SmallFont, color, tempstr, hudwidth - width, height, FRACUNIT); +} + //--------------------------------------------------------------------------- // @@ -982,6 +1030,7 @@ void DrawHUD() if (idmypos) DrawCoordinates(CPlayer); DrawTime(); + DrawLatency(); } else { diff --git a/src/hu_scores.cpp b/src/hu_scores.cpp index af5d1bbaa6..8b9a7d0ad9 100644 --- a/src/hu_scores.cpp +++ b/src/hu_scores.cpp @@ -48,6 +48,7 @@ #include "d_player.h" #include "hu_stuff.h" #include "gstrings.h" +#include "d_net.h" // MACROS ------------------------------------------------------------------ @@ -61,7 +62,7 @@ static void HU_DoDrawScores (player_t *, player_t *[MAXPLAYERS]); static void HU_DrawTimeRemaining (int y); -static void HU_DrawPlayer (player_t *, bool, int, int, int, int, int, int, int, int); +static void HU_DrawPlayer(player_t *, bool, int, int, int, int, int, int, int, int, int); // EXTERNAL DATA DECLARATIONS ---------------------------------------------- @@ -228,7 +229,7 @@ static void HU_DoDrawScores (player_t *player, player_t *sortedplayers[MAXPLAYER int maxnamewidth, maxscorewidth, maxiconheight; int numTeams = 0; int x, y, ypadding, bottom; - int col2, col3, col4; + int col2, col3, col4, col5; if (deathmatch) { @@ -309,12 +310,14 @@ static void HU_DoDrawScores (player_t *player, player_t *sortedplayers[MAXPLAYER const char *text_color = GStrings("SCORE_COLOR"), *text_frags = GStrings(deathmatch ? "SCORE_FRAGS" : "SCORE_KILLS"), - *text_name = GStrings("SCORE_NAME"); + *text_name = GStrings("SCORE_NAME"), + *text_delay = GStrings("SCORE_DELAY"); col2 = (SmallFont->StringWidth(text_color) + 8) * CleanXfac; col3 = col2 + (SmallFont->StringWidth(text_frags) + 8) * CleanXfac; col4 = col3 + maxscorewidth * CleanXfac; - x = (SCREENWIDTH >> 1) - ((maxnamewidth * CleanXfac + col4) >> 1); + col5 = col4 + (maxnamewidth + 8) * CleanXfac; + x = (SCREENWIDTH >> 1) - (((SmallFont->StringWidth(text_delay) * CleanXfac) + col5) >> 1); screen->DrawText (SmallFont, color, x, y, text_color, DTA_CleanNoMove, true, TAG_DONE); @@ -325,6 +328,9 @@ static void HU_DoDrawScores (player_t *player, player_t *sortedplayers[MAXPLAYER screen->DrawText (SmallFont, color, x + col4, y, text_name, DTA_CleanNoMove, true, TAG_DONE); + screen->DrawText(SmallFont, color, x + col5, y, text_delay, + DTA_CleanNoMove, true, TAG_DONE); + y += height + 6 * CleanYfac; bottom -= height; @@ -332,7 +338,7 @@ static void HU_DoDrawScores (player_t *player, player_t *sortedplayers[MAXPLAYER { if (playeringame[sortedplayers[i] - players]) { - HU_DrawPlayer (sortedplayers[i], player==sortedplayers[i], x, col2, col3, col4, maxnamewidth, y, ypadding, lineheight); + HU_DrawPlayer(sortedplayers[i], player == sortedplayers[i], x, col2, col3, col4, col5, maxnamewidth, y, ypadding, lineheight); y += lineheight + CleanYfac; } } @@ -377,7 +383,7 @@ static void HU_DrawTimeRemaining (int y) // //========================================================================== -static void HU_DrawPlayer (player_t *player, bool highlight, int col1, int col2, int col3, int col4, int maxnamewidth, int y, int ypadding, int height) +static void HU_DrawPlayer (player_t *player, bool highlight, int col1, int col2, int col3, int col4, int col5, int maxnamewidth, int y, int ypadding, int height) { int color; char str[80]; @@ -387,12 +393,13 @@ static void HU_DrawPlayer (player_t *player, bool highlight, int col1, int col2, // The teamplay mode uses colors to show teams, so we need some // other way to do highlighting. And it may as well be used for // all modes for the sake of consistancy. - screen->Dim(MAKERGB(200,245,255), 0.125f, col1 - 12*CleanXfac, y - 1, col4 + (maxnamewidth + 24)*CleanXfac, height + 2); + screen->Dim(MAKERGB(200,245,255), 0.125f, col1 - 12*CleanXfac, y - 1, col5 + (maxnamewidth + 24)*CleanXfac, height + 2); } col2 += col1; col3 += col1; col4 += col1; + col5 += col1; color = HU_GetRowColor(player, highlight); HU_DrawColorBar(col1, y, height, (int)(player - players)); @@ -412,6 +419,18 @@ static void HU_DrawPlayer (player_t *player, bool highlight, int col1, int col2, screen->DrawText (SmallFont, color, col4, y + ypadding, player->userinfo.GetName(), DTA_CleanNoMove, true, TAG_DONE); + int avgdelay = 0; + for (int i = 0; i < BACKUPTICS; i++) + { + avgdelay += netdelay[nodeforplayer[(int)(player - players)]][i]; + } + avgdelay /= BACKUPTICS; + + mysnprintf(str, countof(str), "%d", (avgdelay * ticdup) * (1000 / TICRATE)); + + screen->DrawText(SmallFont, color, col5, y + ypadding, str, + DTA_CleanNoMove, true, TAG_DONE); + if (teamplay && Teams[player->userinfo.GetTeam()].GetLogo().IsNotEmpty ()) { FTexture *pic = TexMan[Teams[player->userinfo.GetTeam()].GetLogo().GetChars ()]; diff --git a/src/i_net.cpp b/src/i_net.cpp index 889688b485..3ec9d78813 100644 --- a/src/i_net.cpp +++ b/src/i_net.cpp @@ -208,11 +208,11 @@ void PacketSend (void) { I_FatalError("Netbuffer overflow!"); } + assert(!(doomcom.data[0] & NCMD_COMPRESSED)); uLong size = TRANSMIT_SIZE - 1; if (doomcom.datalength >= 10) { - assert(!(doomcom.data[0] & NCMD_COMPRESSED)); TransmitBuffer[0] = doomcom.data[0] | NCMD_COMPRESSED; c = compress2(TransmitBuffer + 1, &size, doomcom.data + 1, doomcom.datalength - 1, 9); size += 1; @@ -938,11 +938,6 @@ bool I_InitNetwork (void) doomcom.ticdup = 1; } - if (Args->CheckParm ("-extratic")) - doomcom.extratics = 1; - else - doomcom.extratics = 0; - v = Args->CheckValue ("-port"); if (v) { diff --git a/src/namedef.h b/src/namedef.h index a4c8da6388..1e7fbd0d3a 100644 --- a/src/namedef.h +++ b/src/namedef.h @@ -298,6 +298,7 @@ xx(Abs) xx(ACS_NamedExecuteWithResult) xx(CallACS) xx(Sqrt) +xx(CheckClass) // Various actor names which are used internally xx(MapSpot) diff --git a/src/p_acs.cpp b/src/p_acs.cpp index c5ea7031d2..983728c8dc 100644 --- a/src/p_acs.cpp +++ b/src/p_acs.cpp @@ -3843,6 +3843,10 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value) actor->reactiontime = value; break; + case APROP_MeleeRange: + actor->meleerange = value; + break; + case APROP_ViewHeight: if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn))) static_cast(actor)->ViewHeight = value; @@ -4368,6 +4372,7 @@ enum EACSFunctions ACSF_ChangeActorPitch, // 80 ACSF_GetArmorInfo, ACSF_DropInventory, + ACSF_PickActor, /* Zandronum's - these must be skipped when we reach 99! -100:ResetMap(0), @@ -5593,6 +5598,38 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound) } break; + case ACSF_PickActor: + if (argCount >= 5) + { + actor = SingleActorFromTID(args[0], activator); + if (actor == NULL) + { + return 0; + } + + DWORD actorMask = MF_SHOOTABLE; + if (argCount >= 6) { + actorMask = args[5]; + } + + DWORD wallMask = ML_BLOCKEVERYTHING | ML_BLOCKHITSCAN; + if (argCount >= 7) { + wallMask = args[6]; + } + + AActor* pickedActor = P_LinePickActor(actor, args[1] << 16, args[3], args[2] << 16, actorMask, wallMask); + if (pickedActor == NULL) { + return 0; + } + + pickedActor->RemoveFromHash(); + pickedActor->tid = args[4]; + pickedActor->AddToHash(); + + return 1; + } + break; + default: break; } diff --git a/src/p_local.h b/src/p_local.h index 58d9d02e50..939018734a 100644 --- a/src/p_local.h +++ b/src/p_local.h @@ -462,6 +462,7 @@ enum // P_LineAttack flags AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, const PClass *pufftype, int flags = 0, AActor **victim = NULL, int *actualdamage = NULL); AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, FName pufftype, int flags = 0, AActor **victim = NULL, int *actualdamage = NULL); +AActor *P_LinePickActor (AActor *t1, angle_t angle, fixed_t distance, int pitch, DWORD actorMask, DWORD wallMask); void P_TraceBleed (int damage, fixed_t x, fixed_t y, fixed_t z, 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 diff --git a/src/p_map.cpp b/src/p_map.cpp index 4ea8762ec8..f0087e2201 100644 --- a/src/p_map.cpp +++ b/src/p_map.cpp @@ -380,7 +380,9 @@ bool P_TeleportMove(AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefra // ... and some items can never be telefragged while others will be telefragged by everything that teleports upon them. if ((StompAlwaysFrags && !(th->flags6 & MF6_NOTELEFRAG)) || (th->flags7 & MF7_ALWAYSTELEFRAG)) { - P_DamageMobj(th, thing, thing, TELEFRAG_DAMAGE, NAME_Telefrag, DMG_THRUSTLESS); + // Don't actually damage if predicting a teleport + if (thing->player == NULL || !(thing->player->cheats & CF_PREDICTING)) + P_DamageMobj(th, thing, thing, TELEFRAG_DAMAGE, NAME_Telefrag, DMG_THRUSTLESS); continue; } return false; @@ -1981,13 +1983,6 @@ bool P_TryMove(AActor *thing, fixed_t x, fixed_t y, thing->AdjustFloorClip(); } - // [RH] Don't activate anything if just predicting - if (thing->player && (thing->player->cheats & CF_PREDICTING)) - { - thing->flags6 &= ~MF6_INTRYMOVE; - return true; - } - // if any special lines were hit, do the effect if (!(thing->flags & (MF_TELEPORT | MF_NOCLIP))) { @@ -1998,7 +1993,11 @@ bool P_TryMove(AActor *thing, fixed_t x, fixed_t y, oldside = P_PointOnLineSide(oldx, oldy, ld); if (side != oldside && ld->special && !(thing->flags6 & MF6_NOTRIGGER)) { - if (thing->player) + if (thing->player && (thing->player->cheats & CF_PREDICTING)) + { + P_PredictLine(ld, thing, oldside, SPAC_Cross); + } + else if (thing->player) { P_ActivateLine(ld, thing, oldside, SPAC_Cross); } @@ -2024,6 +2023,13 @@ bool P_TryMove(AActor *thing, fixed_t x, fixed_t y, } } + // [RH] Don't activate anything if just predicting + if (thing->player && (thing->player->cheats & CF_PREDICTING)) + { + thing->flags6 &= ~MF6_INTRYMOVE; + return true; + } + // [RH] Check for crossing fake floor/ceiling newsec = thing->Sector; if (newsec->heightsec && oldsec->heightsec && newsec->SecActTarget) @@ -3783,6 +3789,52 @@ AActor *P_LineAttack(AActor *t1, angle_t angle, fixed_t distance, return NULL; } +//========================================================================== +// +// P_LinePickActor +// +//========================================================================== + +AActor *P_LinePickActor(AActor *t1, angle_t angle, fixed_t distance, int pitch, + DWORD actorMask, DWORD wallMask) +{ + fixed_t vx, vy, vz, shootz; + + angle >>= ANGLETOFINESHIFT; + pitch = (angle_t)(pitch) >> ANGLETOFINESHIFT; + + vx = FixedMul(finecosine[pitch], finecosine[angle]); + vy = FixedMul(finecosine[pitch], finesine[angle]); + vz = -finesine[pitch]; + + shootz = t1->z - t1->floorclip + (t1->height >> 1); + if (t1->player != NULL) + { + shootz += FixedMul(t1->player->mo->AttackZOffset, t1->player->crouchfactor); + } + else + { + shootz += 8 * FRACUNIT; + } + + FTraceResults trace; + Origin TData; + + TData.Caller = t1; + TData.hitGhosts = true; + + if (Trace(t1->x, t1->y, shootz, t1->Sector, vx, vy, vz, distance, + actorMask, wallMask, t1, trace, TRACE_NoSky, CheckForActor, &TData)) + { + if (trace.HitType == TRACE_HitActor) + { + return trace.Actor; + } + } + + return NULL; +} + //========================================================================== // // diff --git a/src/p_spec.cpp b/src/p_spec.cpp index 00ed322c0c..d58062a7e8 100644 --- a/src/p_spec.cpp +++ b/src/p_spec.cpp @@ -73,6 +73,7 @@ static FRandom pr_playerinspecialsector ("PlayerInSpecialSector"); void P_SetupPortals(); +EXTERN_CVAR(Bool, cl_predict_specials) IMPLEMENT_POINTY_CLASS (DScroller) DECLARE_POINTER (m_Interpolations[0]) @@ -408,6 +409,48 @@ bool P_TestActivateLine (line_t *line, AActor *mo, int side, int activationType) return true; } +//============================================================================ +// +// P_PredictLine +// +//============================================================================ + +bool P_PredictLine(line_t *line, AActor *mo, int side, int activationType) +{ + int lineActivation; + INTBOOL buttonSuccess; + BYTE special; + + // Only predict a very specifc section of specials + if (line->special != Teleport_Line && + line->special != Teleport) + { + return false; + } + + if (!P_TestActivateLine(line, mo, side, activationType) || !cl_predict_specials) + { + return false; + } + + if (line->locknumber > 0) return false; + lineActivation = line->activation; + buttonSuccess = false; + buttonSuccess = P_ExecuteSpecial(line->special, + line, mo, side == 1, line->args[0], + line->args[1], line->args[2], + line->args[3], line->args[4]); + + special = line->special; + + // end of changed code + if (developer && buttonSuccess) + { + Printf("Line special %d predicted on line %i\n", special, int(line - lines)); + } + return true; +} + // // P_PlayerInSpecialSector // Called every tic frame diff --git a/src/p_spec.h b/src/p_spec.h index c9bb6eded0..906a38a8c2 100644 --- a/src/p_spec.h +++ b/src/p_spec.h @@ -166,6 +166,7 @@ void P_UpdateSpecials (void); // when needed bool P_ActivateLine (line_t *ld, AActor *mo, int side, int activationType); bool P_TestActivateLine (line_t *ld, AActor *mo, int side, int activationType); +bool P_PredictLine (line_t *ld, AActor *mo, int side, int activationType); void P_PlayerInSpecialSector (player_t *player, sector_t * sector=NULL); void P_PlayerOnSpecialFlat (player_t *player, int floorType); diff --git a/src/p_teleport.cpp b/src/p_teleport.cpp index 50470d9eb4..b64c04a5ae 100644 --- a/src/p_teleport.cpp +++ b/src/p_teleport.cpp @@ -96,6 +96,8 @@ void P_SpawnTeleportFog(fixed_t x, fixed_t y, fixed_t z, int spawnid) bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle, bool useFog, bool sourceFog, bool keepOrientation, bool bHaltVelocity, bool keepHeight) { + bool predicting = (thing->player && (thing->player->cheats & CF_PREDICTING)); + fixed_t oldx; fixed_t oldy; fixed_t oldz; @@ -181,7 +183,7 @@ bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle, angle = thing->angle; } // Spawn teleport fog at source and destination - if (sourceFog) + if (sourceFog && !predicting) { fixed_t fogDelta = thing->flags & MF_MISSILE ? 0 : TELEFOGHEIGHT; AActor *fog = Spawn (oldx, oldy, oldz + fogDelta, ALLOW_REPLACE); @@ -189,11 +191,14 @@ bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle, } if (useFog) { - fixed_t fogDelta = thing->flags & MF_MISSILE ? 0 : TELEFOGHEIGHT; - an = angle >> ANGLETOFINESHIFT; - AActor *fog = Spawn (x + 20*finecosine[an], - y + 20*finesine[an], thing->z + fogDelta, ALLOW_REPLACE); - fog->target = thing; + if (!predicting) + { + fixed_t fogDelta = thing->flags & MF_MISSILE ? 0 : TELEFOGHEIGHT; + an = angle >> ANGLETOFINESHIFT; + AActor *fog = Spawn(x + 20 * finecosine[an], + y + 20 * finesine[an], thing->z + fogDelta, ALLOW_REPLACE); + fog->target = thing; + } if (thing->player) { // [RH] Zoom player's field of vision @@ -226,7 +231,7 @@ bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle, return true; } -static AActor *SelectTeleDest (int tid, int tag) +static AActor *SelectTeleDest (int tid, int tag, bool norandom) { AActor *searcher; @@ -276,7 +281,7 @@ static AActor *SelectTeleDest (int tid, int tag) } else { - if (count != 1) + if (count != 1 && !norandom) { count = 1 + (pr_teleport() % count); } @@ -323,6 +328,8 @@ static AActor *SelectTeleDest (int tid, int tag) bool EV_Teleport (int tid, int tag, line_t *line, int side, AActor *thing, bool fog, bool sourceFog, bool keepOrientation, bool haltVelocity, bool keepHeight) { + bool predicting = (thing->player && (thing->player->cheats & CF_PREDICTING)); + AActor *searcher; fixed_t z; angle_t angle = 0; @@ -342,7 +349,7 @@ bool EV_Teleport (int tid, int tag, line_t *line, int side, AActor *thing, bool { // Don't teleport if hit back of line, so you can get out of teleporter. return 0; } - searcher = SelectTeleDest (tid, tag); + searcher = SelectTeleDest(tid, tag, predicting); if (searcher == NULL) { return false; @@ -390,7 +397,7 @@ bool EV_Teleport (int tid, int tag, line_t *line, int side, AActor *thing, bool thing->velx = FixedMul(velx, c) - FixedMul(vely, s); thing->vely = FixedMul(vely, c) + FixedMul(velx, s); } - if ((velx | vely) == 0 && thing->player != NULL && thing->player->mo == thing) + if ((velx | vely) == 0 && thing->player != NULL && thing->player->mo == thing && !predicting) { thing->player->mo->PlayIdle (); } diff --git a/src/p_user.cpp b/src/p_user.cpp index fbe24cc832..7b049a2df7 100644 --- a/src/p_user.cpp +++ b/src/p_user.cpp @@ -62,6 +62,7 @@ static FRandom pr_skullpop ("SkullPop"); // Variables for prediction CVAR (Bool, cl_noprediction, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) +CVAR(Bool, cl_predict_specials, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) static player_t PredictionPlayerBackup; static BYTE PredictionActorBackup[sizeof(AActor)]; static TArray PredictionTouchingSectorsBackup; @@ -2722,8 +2723,12 @@ void P_PredictPlayer (player_t *player) } act->BlockNode = NULL; + bool NoInterpolateOld = R_GetViewInterpolationStatus(); for (int i = gametic; i < maxtic; ++i) { + if (!NoInterpolateOld) + R_RebuildViewInterpolation(player); + player->cmd = localcmds[i % LOCALCMDTICS]; P_PlayerThink (player); player->mo->Tick (); diff --git a/src/r_utility.cpp b/src/r_utility.cpp index 5bf38ad26e..585e3dcf3f 100644 --- a/src/r_utility.cpp +++ b/src/r_utility.cpp @@ -729,6 +729,42 @@ void R_ClearPastViewer (AActor *actor) } } +//========================================================================== +// +// R_RebuildViewInterpolation +// +//========================================================================== + +void R_RebuildViewInterpolation(player_t *player) +{ + if (player == NULL || player->camera == NULL) + return; + + if (!NoInterpolateView) + return; + NoInterpolateView = false; + + InterpolationViewer *iview = FindPastViewer(player->camera); + + iview->oviewx = iview->nviewx; + iview->oviewy = iview->nviewy; + iview->oviewz = iview->nviewz; + iview->oviewpitch = iview->nviewpitch; + iview->oviewangle = iview->nviewangle; +} + +//========================================================================== +// +// R_GetViewInterpolationStatus +// +//========================================================================== + +bool R_GetViewInterpolationStatus() +{ + return NoInterpolateView; +} + + //========================================================================== // // R_SetupFrame diff --git a/src/r_utility.h b/src/r_utility.h index 85ca7c410e..2d9aac086e 100644 --- a/src/r_utility.h +++ b/src/r_utility.h @@ -61,6 +61,8 @@ inline angle_t R_PointToAngle (fixed_t x, fixed_t y) { return R_PointToAngle2 (v subsector_t *R_PointInSubsector (fixed_t x, fixed_t y); fixed_t R_PointToDist2 (fixed_t dx, fixed_t dy); void R_ResetViewInterpolation (); +void R_RebuildViewInterpolation(player_t *player); +bool R_GetViewInterpolationStatus(); void R_SetViewSize (int blocks); void R_SetFOV (float fov); float R_GetFOV (); diff --git a/src/thingdef/thingdef_codeptr.cpp b/src/thingdef/thingdef_codeptr.cpp index f80e89aad2..4266c01c76 100644 --- a/src/thingdef/thingdef_codeptr.cpp +++ b/src/thingdef/thingdef_codeptr.cpp @@ -1,4996 +1,5177 @@ -/* -** thingdef.cpp -** -** Code pointers for Actor definitions -** -**--------------------------------------------------------------------------- -** Copyright 2002-2006 Christoph Oelckers -** Copyright 2004-2006 Randy Heit -** All rights reserved. -** -** Redistribution and use in source and binary forms, with or without -** modification, are permitted provided that the following conditions -** are met: -** -** 1. Redistributions of source code must retain the above copyright -** notice, this list of conditions and the following disclaimer. -** 2. Redistributions in binary form must reproduce the above copyright -** notice, this list of conditions and the following disclaimer in the -** documentation and/or other materials provided with the distribution. -** 3. The name of the author may not be used to endorse or promote products -** derived from this software without specific prior written permission. -** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be -** covered by the terms of the GNU General Public License as published by -** the Free Software Foundation; either version 2 of the License, or (at -** your option) any later version. -** -** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR -** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES -** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. -** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, -** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT -** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF -** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. -**--------------------------------------------------------------------------- -** -*/ - -#include "gi.h" -#include "g_level.h" -#include "actor.h" -#include "info.h" -#include "sc_man.h" -#include "tarray.h" -#include "w_wad.h" -#include "templates.h" -#include "r_defs.h" -#include "a_pickups.h" -#include "s_sound.h" -#include "cmdlib.h" -#include "p_lnspec.h" -#include "p_enemy.h" -#include "a_action.h" -#include "decallib.h" -#include "m_random.h" -#include "i_system.h" -#include "p_local.h" -#include "c_console.h" -#include "doomerrors.h" -#include "a_sharedglobal.h" -#include "thingdef/thingdef.h" -#include "v_video.h" -#include "v_font.h" -#include "doomstat.h" -#include "v_palette.h" -#include "g_shared/a_specialspot.h" -#include "actorptrselect.h" -#include "m_bbox.h" -#include "r_data/r_translate.h" -#include "p_trace.h" -#include "gstrings.h" - - -static FRandom pr_camissile ("CustomActorfire"); -static FRandom pr_camelee ("CustomMelee"); -static FRandom pr_cabullet ("CustomBullet"); -static FRandom pr_cajump ("CustomJump"); -static FRandom pr_cwbullet ("CustomWpBullet"); -static FRandom pr_cwjump ("CustomWpJump"); -static FRandom pr_cwpunch ("CustomWpPunch"); -static FRandom pr_grenade ("ThrowGrenade"); -static FRandom pr_crailgun ("CustomRailgun"); -static FRandom pr_spawndebris ("SpawnDebris"); -static FRandom pr_spawnitemex ("SpawnItemEx"); -static FRandom pr_burst ("Burst"); -static FRandom pr_monsterrefire ("MonsterRefire"); -static FRandom pr_teleport("A_Teleport"); - -//========================================================================== -// -// ACustomInventory :: CallStateChain -// -// Executes the code pointers in a chain of states -// until there is no next state -// -//========================================================================== - -bool ACustomInventory::CallStateChain (AActor *actor, FState * State) -{ - StateCallData StateCall; - bool result = false; - int counter = 0; - - while (State != NULL) - { - // Assume success. The code pointer will set this to false if necessary - StateCall.State = State; - StateCall.Result = true; - if (State->CallAction(actor, this, &StateCall)) - { - // collect all the results. Even one successful call signifies overall success. - result |= StateCall.Result; - } - - - // Since there are no delays it is a good idea to check for infinite loops here! - counter++; - if (counter >= 10000) break; - - if (StateCall.State == State) - { - // Abort immediately if the state jumps to itself! - if (State == State->GetNextState()) - { - return false; - } - - // If both variables are still the same there was no jump - // so we must advance to the next state. - State = State->GetNextState(); - } - else - { - State = StateCall.State; - } - } - return result; -} - -//========================================================================== -// -// A_RearrangePointers -// -// Allow an actor to change its relationship to other actors by -// copying pointers freely between TARGET MASTER and TRACER. -// Can also assign null value, but does not duplicate A_ClearTarget. -// -//========================================================================== - - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RearrangePointers) -{ - ACTION_PARAM_START(4); - ACTION_PARAM_INT(ptr_target, 0); - ACTION_PARAM_INT(ptr_master, 1); - ACTION_PARAM_INT(ptr_tracer, 2); - ACTION_PARAM_INT(flags, 3); - - // Rearrange pointers internally - - // Fetch all values before modification, so that all fields can get original values - AActor - *gettarget = self->target, - *getmaster = self->master, - *gettracer = self->tracer; - - switch (ptr_target) // pick the new target - { - case AAPTR_MASTER: - self->target = getmaster; - if (!(PTROP_UNSAFETARGET & flags)) VerifyTargetChain(self); - break; - case AAPTR_TRACER: - self->target = gettracer; - if (!(PTROP_UNSAFETARGET & flags)) VerifyTargetChain(self); - break; - case AAPTR_NULL: - self->target = NULL; - // THIS IS NOT "A_ClearTarget", so no other targeting info is removed - break; - } - - // presently permitting non-monsters to set master - switch (ptr_master) // pick the new master - { - case AAPTR_TARGET: - self->master = gettarget; - if (!(PTROP_UNSAFEMASTER & flags)) VerifyMasterChain(self); - break; - case AAPTR_TRACER: - self->master = gettracer; - if (!(PTROP_UNSAFEMASTER & flags)) VerifyMasterChain(self); - break; - case AAPTR_NULL: - self->master = NULL; - break; - } - - switch (ptr_tracer) // pick the new tracer - { - case AAPTR_TARGET: - self->tracer = gettarget; - break; // no verification deemed necessary; the engine never follows a tracer chain(?) - case AAPTR_MASTER: - self->tracer = getmaster; - break; // no verification deemed necessary; the engine never follows a tracer chain(?) - case AAPTR_NULL: - self->tracer = NULL; - break; - } -} - -//========================================================================== -// -// A_TransferPointer -// -// Copy one pointer (MASTER, TARGET or TRACER) from this actor (SELF), -// or from this actor's MASTER, TARGET or TRACER. -// -// You can copy any one of that actor's pointers -// -// Assign the copied pointer to any one pointer in SELF, -// MASTER, TARGET or TRACER. -// -// Any attempt to make an actor point to itself will replace the pointer -// with a null value. -// -//========================================================================== - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TransferPointer) -{ - ACTION_PARAM_START(5); - ACTION_PARAM_INT(ptr_source, 0); - ACTION_PARAM_INT(ptr_recepient, 1); - ACTION_PARAM_INT(ptr_sourcefield, 2); - ACTION_PARAM_INT(ptr_recepientfield, 3); - ACTION_PARAM_INT(flags, 4); - - AActor *source, *recepient; - - // Exchange pointers with actors to whom you have pointers (or with yourself, if you must) - - source = COPY_AAPTR(self, ptr_source); - COPY_AAPTR_NOT_NULL(self, recepient, ptr_recepient); // pick an actor to store the provided pointer value - - // convert source from dataprovider to data - - source = COPY_AAPTR(source, ptr_sourcefield); - - if (source == recepient) source = NULL; // The recepient should not acquire a pointer to itself; will write NULL - - if (ptr_recepientfield == AAPTR_DEFAULT) ptr_recepientfield = ptr_sourcefield; // If default: Write to same field as data was read from - - ASSIGN_AAPTR(recepient, ptr_recepientfield, source, flags); -} - -//========================================================================== -// -// A_CopyFriendliness -// -// Join forces with one of the actors you are pointing to (MASTER by default) -// -// Normal CopyFriendliness reassigns health. This function will not. -// -//========================================================================== - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CopyFriendliness) -{ - ACTION_PARAM_START(1); - ACTION_PARAM_INT(ptr_source, 0); - - if (self->player) return; - - AActor *source; - COPY_AAPTR_NOT_NULL(self, source, ptr_source); - self->CopyFriendliness(source, false, false); // No change in current target or health -} - -//========================================================================== -// -// Simple flag changers -// -//========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_SetSolid) -{ - self->flags |= MF_SOLID; -} - -DEFINE_ACTION_FUNCTION(AActor, A_UnsetSolid) -{ - self->flags &= ~MF_SOLID; -} - -DEFINE_ACTION_FUNCTION(AActor, A_SetFloat) -{ - self->flags |= MF_FLOAT; -} - -DEFINE_ACTION_FUNCTION(AActor, A_UnsetFloat) -{ - self->flags &= ~(MF_FLOAT|MF_INFLOAT); -} - -//========================================================================== -// -// Customizable attack functions which use actor parameters. -// -//========================================================================== -static void DoAttack (AActor *self, bool domelee, bool domissile, - int MeleeDamage, FSoundID MeleeSound, const PClass *MissileType,fixed_t MissileHeight) -{ - if (self->target == NULL) return; - - A_FaceTarget (self); - if (domelee && MeleeDamage>0 && self->CheckMeleeRange ()) - { - int damage = pr_camelee.HitDice(MeleeDamage); - if (MeleeSound) S_Sound (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM); - 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. - self->z += MissileHeight + self->GetBobOffset() - 32*FRACUNIT; - AActor *missile = P_SpawnMissileXYZ (self->x, self->y, self->z + 32*FRACUNIT, self, self->target, MissileType, false); - self->z -= MissileHeight + 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); - } - } -} - -DEFINE_ACTION_FUNCTION(AActor, A_MeleeAttack) -{ - int MeleeDamage = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeDamage, 0); - FSoundID MeleeSound = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeSound, 0); - DoAttack(self, true, false, MeleeDamage, MeleeSound, NULL, 0); -} - -DEFINE_ACTION_FUNCTION(AActor, A_MissileAttack) -{ - const PClass *MissileType=PClass::FindClass((ENamedName) self->GetClass()->Meta.GetMetaInt (ACMETA_MissileName, NAME_None)); - fixed_t MissileHeight= self->GetClass()->Meta.GetMetaFixed (ACMETA_MissileHeight, 32*FRACUNIT); - DoAttack(self, false, true, 0, 0, MissileType, MissileHeight); -} - -DEFINE_ACTION_FUNCTION(AActor, A_ComboAttack) -{ - int MeleeDamage = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeDamage, 0); - FSoundID MeleeSound = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeSound, 0); - const PClass *MissileType=PClass::FindClass((ENamedName) self->GetClass()->Meta.GetMetaInt (ACMETA_MissileName, NAME_None)); - fixed_t MissileHeight= self->GetClass()->Meta.GetMetaFixed (ACMETA_MissileHeight, 32*FRACUNIT); - DoAttack(self, true, true, MeleeDamage, MeleeSound, MissileType, MissileHeight); -} - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BasicAttack) -{ - ACTION_PARAM_START(4); - ACTION_PARAM_INT(MeleeDamage, 0); - ACTION_PARAM_SOUND(MeleeSound, 1); - ACTION_PARAM_CLASS(MissileType, 2); - ACTION_PARAM_FIXED(MissileHeight, 3); - - if (MissileType == NULL) return; - DoAttack(self, true, true, MeleeDamage, MeleeSound, MissileType, MissileHeight); -} - -//========================================================================== -// -// Custom sound functions. -// -//========================================================================== - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlaySound) -{ - ACTION_PARAM_START(5); - ACTION_PARAM_SOUND(soundid, 0); - ACTION_PARAM_INT(channel, 1); - ACTION_PARAM_FLOAT(volume, 2); - ACTION_PARAM_BOOL(looping, 3); - ACTION_PARAM_FLOAT(attenuation, 4); - - if (!looping) - { - S_Sound (self, channel, soundid, volume, attenuation); - } - else - { - if (!S_IsActorPlayingSomething (self, channel&7, soundid)) - { - S_Sound (self, channel | CHAN_LOOP, soundid, volume, attenuation); - } - } -} - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_StopSound) -{ - ACTION_PARAM_START(1); - ACTION_PARAM_INT(slot, 0); - - S_StopSound(self, slot); -} - -//========================================================================== -// -// These come from a time when DECORATE constants did not exist yet and -// the sound interface was less flexible. As a result the parameters are -// not optimal and these functions have been deprecated in favor of extending -// A_PlaySound and A_StopSound. -// -//========================================================================== - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlayWeaponSound) -{ - ACTION_PARAM_START(1); - ACTION_PARAM_SOUND(soundid, 0); - - S_Sound (self, CHAN_WEAPON, soundid, 1, ATTN_NORM); -} - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlaySoundEx) -{ - ACTION_PARAM_START(4); - ACTION_PARAM_SOUND(soundid, 0); - ACTION_PARAM_NAME(channel, 1); - ACTION_PARAM_BOOL(looping, 2); - ACTION_PARAM_INT(attenuation_raw, 3); - - float attenuation; - switch (attenuation_raw) - { - case -1: attenuation = ATTN_STATIC; break; // drop off rapidly - default: - case 0: attenuation = ATTN_NORM; break; // normal - case 1: - case 2: attenuation = ATTN_NONE; break; // full volume - } - - if (channel < NAME_Auto || channel > NAME_SoundSlot7) - { - channel = NAME_Auto; - } - - if (!looping) - { - S_Sound (self, int(channel) - NAME_Auto, soundid, 1, attenuation); - } - else - { - if (!S_IsActorPlayingSomething (self, int(channel) - NAME_Auto, soundid)) - { - S_Sound (self, (int(channel) - NAME_Auto) | CHAN_LOOP, soundid, 1, attenuation); - } - } -} - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_StopSoundEx) -{ - ACTION_PARAM_START(1); - ACTION_PARAM_NAME(channel, 0); - - if (channel > NAME_Auto && channel <= NAME_SoundSlot7) - { - S_StopSound (self, int(channel) - NAME_Auto); - } -} - -//========================================================================== -// -// Generic seeker missile function -// -//========================================================================== -static FRandom pr_seekermissile ("SeekerMissile"); -enum -{ - SMF_LOOK = 1, - SMF_PRECISE = 2, - SMF_CURSPEED = 4, -}; -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SeekerMissile) -{ - ACTION_PARAM_START(5); - ACTION_PARAM_INT(ang1, 0); - ACTION_PARAM_INT(ang2, 1); - ACTION_PARAM_INT(flags, 2); - ACTION_PARAM_INT(chance, 3); - ACTION_PARAM_INT(distance, 4); - - if ((flags & SMF_LOOK) && (self->tracer == 0) && (pr_seekermissile()tracer = P_RoughMonsterSearch (self, distance, true); - } - if (!P_SeekerMissile(self, clamp(ang1, 0, 90) * ANGLE_1, clamp(ang2, 0, 90) * ANGLE_1, !!(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; - } - } -} - -//========================================================================== -// -// Hitscan attack with a customizable amount of bullets (specified in damage) -// -//========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_BulletAttack) -{ - int i; - int bangle; - int slope; - - if (!self->target) return; - - A_FaceTarget (self); - bangle = self->angle; - - slope = P_AimLineAttack (self, bangle, MISSILERANGE); - - S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM); - for (i = self->GetMissileDamage (0, 1); i > 0; --i) - { - int angle = bangle + (pr_cabullet.Random2() << 20); - int damage = ((pr_cabullet()%5)+1)*3; - P_LineAttack(self, angle, MISSILERANGE, slope, damage, - NAME_Hitscan, NAME_BulletPuff); - } -} - - -//========================================================================== -// -// Do the state jump -// -//========================================================================== -static void DoJump(AActor * self, FState * CallingState, FState *jumpto, StateCallData *statecall) -{ - if (jumpto == NULL) return; - - if (statecall != NULL) - { - statecall->State = jumpto; - } - else if (self->player != NULL && CallingState == self->player->psprites[ps_weapon].state) - { - P_SetPsprite(self->player, ps_weapon, jumpto); - } - else if (self->player != NULL && CallingState == self->player->psprites[ps_flash].state) - { - P_SetPsprite(self->player, ps_flash, jumpto); - } - else if (CallingState == self->state) - { - self->SetState (jumpto); - } - else - { - // something went very wrong. This should never happen. - assert(false); - } -} - -// This is just to avoid having to directly reference the internally defined -// CallingState and statecall parameters in the code below. -#define ACTION_JUMP(offset) DoJump(self, CallingState, offset, statecall) - -//========================================================================== -// -// State jump function -// -//========================================================================== -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Jump) -{ - ACTION_PARAM_START(3); - ACTION_PARAM_INT(count, 0); - ACTION_PARAM_INT(maxchance, 1); - - if (count >= 2 && (maxchance >= 256 || pr_cajump() < maxchance)) - { - int jumps = 2 + (count == 2? 0 : (pr_cajump() % (count - 1))); - ACTION_PARAM_STATE(jumpto, jumps); - ACTION_JUMP(jumpto); - } - ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! -} - -//========================================================================== -// -// State jump function -// -//========================================================================== -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfHealthLower) -{ - ACTION_PARAM_START(2); - ACTION_PARAM_INT(health, 0); - ACTION_PARAM_STATE(jump, 1); - - if (self->health < health) ACTION_JUMP(jump); - - ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! -} - -//========================================================================== -// -// State jump function -// -//========================================================================== -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetOutsideMeleeRange) -{ - ACTION_PARAM_START(1); - ACTION_PARAM_STATE(jump, 0); - - if (!self->CheckMeleeRange()) - { - ACTION_JUMP(jump); - } - ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! -} - -//========================================================================== -// -// State jump function -// -//========================================================================== -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInsideMeleeRange) -{ - ACTION_PARAM_START(1); - ACTION_PARAM_STATE(jump, 0); - - if (self->CheckMeleeRange()) - { - ACTION_JUMP(jump); - } - ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! -} -//========================================================================== -// -// State jump function -// -//========================================================================== -void DoJumpIfCloser(AActor *target, DECLARE_PARAMINFO) -{ - ACTION_PARAM_START(2); - ACTION_PARAM_FIXED(dist, 0); - ACTION_PARAM_STATE(jump, 1); - - ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! - - // No target - no jump - if (target != NULL && P_AproxDistance(self->x-target->x, self->y-target->y) < dist && - ( (self->z > target->z && self->z - (target->z + target->height) < dist) || - (self->z <=target->z && target->z - (self->z + self->height) < dist) - ) - ) - { - ACTION_JUMP(jump); - } -} - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfCloser) -{ - AActor *target; - - if (!self->player) - { - target = self->target; - } - else - { - // Does the player aim at something that can be shot? - P_BulletSlope(self, &target); - } - DoJumpIfCloser(target, PUSH_PARAMINFO); -} - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTracerCloser) -{ - DoJumpIfCloser(self->tracer, PUSH_PARAMINFO); -} - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfMasterCloser) -{ - DoJumpIfCloser(self->master, PUSH_PARAMINFO); -} - -//========================================================================== -// -// State jump function -// -//========================================================================== -void DoJumpIfInventory(AActor * owner, DECLARE_PARAMINFO) -{ - ACTION_PARAM_START(4); - ACTION_PARAM_CLASS(Type, 0); - ACTION_PARAM_INT(ItemAmount, 1); - ACTION_PARAM_STATE(JumpOffset, 2); - ACTION_PARAM_INT(setowner, 3); - - ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! - - if (!Type) return; - COPY_AAPTR_NOT_NULL(owner, owner, setowner); // returns if owner ends up being NULL - - AInventory *Item = owner->FindInventory(Type); - - if (Item) - { - if (ItemAmount > 0) - { - if (Item->Amount >= ItemAmount) - ACTION_JUMP(JumpOffset); - } - else if (Item->Amount >= Item->MaxAmount) - { - ACTION_JUMP(JumpOffset); - } - } -} - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInventory) -{ - DoJumpIfInventory(self, PUSH_PARAMINFO); -} - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetInventory) -{ - DoJumpIfInventory(self->target, PUSH_PARAMINFO); -} - -//========================================================================== -// -// State jump function -// -//========================================================================== -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfArmorType) -{ - ACTION_PARAM_START(3); - ACTION_PARAM_NAME(Type, 0); - ACTION_PARAM_STATE(JumpOffset, 1); - ACTION_PARAM_INT(amount, 2); - - ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! - - ABasicArmor * armor = (ABasicArmor *) self->FindInventory(NAME_BasicArmor); - - if (armor && armor->ArmorType == Type && armor->Amount >= amount) - ACTION_JUMP(JumpOffset); -} - -//========================================================================== -// -// Parameterized version of A_Explode -// -//========================================================================== - -enum -{ - XF_HURTSOURCE = 1, - XF_NOTMISSILE = 4, -}; - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode) -{ - ACTION_PARAM_START(8); - ACTION_PARAM_INT(damage, 0); - ACTION_PARAM_INT(distance, 1); - ACTION_PARAM_INT(flags, 2); - ACTION_PARAM_BOOL(alert, 3); - ACTION_PARAM_INT(fulldmgdistance, 4); - ACTION_PARAM_INT(nails, 5); - ACTION_PARAM_INT(naildamage, 6); - ACTION_PARAM_CLASS(pufftype, 7); - - if (damage < 0) // get parameters from metadata - { - damage = self->GetClass()->Meta.GetMetaInt (ACMETA_ExplosionDamage, 128); - distance = self->GetClass()->Meta.GetMetaInt (ACMETA_ExplosionRadius, damage); - flags = !self->GetClass()->Meta.GetMetaInt (ACMETA_DontHurtShooter); - alert = false; - } - else - { - if (distance <= 0) distance = damage; - } - // NailBomb effect, from SMMU but not from its source code: instead it was implemented and - // generalized from the documentation at http://www.doomworld.com/eternity/engine/codeptrs.html - - if (nails) - { - angle_t ang; - for (int i = 0; i < nails; i++) - { - ang = i*(ANGLE_MAX/nails); - // Comparing the results of a test wad with Eternity, it seems A_NailBomb does not aim - P_LineAttack (self, ang, MISSILERANGE, 0, - //P_AimLineAttack (self, ang, MISSILERANGE), - naildamage, NAME_Hitscan, pufftype); - } - } - - P_RadiusAttack (self, self->target, damage, distance, self->DamageType, flags, fulldmgdistance); - P_CheckSplash(self, distance<target != NULL && self->target->player != NULL) - { - validcount++; - P_RecursiveSound (self->Sector, self->target, false, 0); - } -} - -//========================================================================== -// -// A_RadiusThrust -// -//========================================================================== - -enum -{ - RTF_AFFECTSOURCE = 1, - RTF_NOIMPACTDAMAGE = 2, - RTF_NOTMISSILE = 4, -}; - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusThrust) -{ - ACTION_PARAM_START(3); - ACTION_PARAM_INT(force, 0); - ACTION_PARAM_INT(distance, 1); - ACTION_PARAM_INT(flags, 2); - ACTION_PARAM_INT(fullthrustdistance, 3); - - bool sourcenothrust = false; - - if (force == 0) force = 128; - if (distance <= 0) distance = abs(force); - - // Temporarily negate MF2_NODMGTHRUST on the shooter, since it renders this function useless. - if (!(flags & RTF_NOTMISSILE) && self->target != NULL && self->target->flags2 & MF2_NODMGTHRUST) - { - sourcenothrust = true; - self->target->flags2 &= ~MF2_NODMGTHRUST; - } - - P_RadiusAttack (self, self->target, force, distance, self->DamageType, flags | RADF_NODAMAGE, fullthrustdistance); - P_CheckSplash(self, distance << FRACBITS); - - if (sourcenothrust) - { - self->target->flags2 |= MF2_NODMGTHRUST; - } -} - -//========================================================================== -// -// Execute a line special / script -// -//========================================================================== -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CallSpecial) -{ - ACTION_PARAM_START(6); - ACTION_PARAM_INT(special, 0); - ACTION_PARAM_INT(arg1, 1); - ACTION_PARAM_INT(arg2, 2); - ACTION_PARAM_INT(arg3, 3); - ACTION_PARAM_INT(arg4, 4); - ACTION_PARAM_INT(arg5, 5); - - bool res = !!P_ExecuteSpecial(special, NULL, self, false, arg1, arg2, arg3, arg4, arg5); - - ACTION_SET_RESULT(res); -} - -//========================================================================== -// -// The ultimate code pointer: Fully customizable missiles! -// -//========================================================================== -enum CM_Flags -{ - CMF_AIMMODE = 3, - CMF_TRACKOWNER = 4, - CMF_CHECKTARGETDEAD = 8, - - CMF_ABSOLUTEPITCH = 16, - CMF_OFFSETPITCH = 32, - CMF_SAVEPITCH = 64, - - CMF_ABSOLUTEANGLE = 128 -}; - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile) -{ - ACTION_PARAM_START(6); - ACTION_PARAM_CLASS(ti, 0); - ACTION_PARAM_FIXED(SpawnHeight, 1); - ACTION_PARAM_INT(Spawnofs_XY, 2); - ACTION_PARAM_ANGLE(Angle, 3); - ACTION_PARAM_INT(flags, 4); - ACTION_PARAM_ANGLE(pitch, 5); - - int aimmode = flags & CMF_AIMMODE; - - AActor * targ; - AActor * missile; - - if (self->target != NULL || aimmode==2) - { - if (ti) - { - angle_t ang = (self->angle - ANGLE_90) >> ANGLETOFINESHIFT; - fixed_t x = Spawnofs_XY * finecosine[ang]; - fixed_t y = Spawnofs_XY * finesine[ang]; - fixed_t z = SpawnHeight + self->GetBobOffset() - 32*FRACUNIT + (self->player? self->player->crouchoffset : 0); - - switch (aimmode) - { - case 0: - default: - // same adjustment as above (in all 3 directions this time) - for better aiming! - self->x += x; - self->y += y; - self->z += z; - missile = P_SpawnMissileXYZ(self->x, self->y, self->z + 32*FRACUNIT, self, self->target, ti, false); - self->x -= x; - self->y -= y; - self->z -= z; - break; - - case 1: - missile = P_SpawnMissileXYZ(self->x+x, self->y+y, self->z + self->GetBobOffset() + SpawnHeight, self, self->target, ti, false); - break; - - case 2: - self->x += x; - self->y += y; - missile = P_SpawnMissileAngleZSpeed(self, self->z + self->GetBobOffset() + SpawnHeight, ti, self->angle, 0, GetDefaultByType(ti)->Speed, self, false); - self->x -= x; - self->y -= y; - - flags |= CMF_ABSOLUTEPITCH; - - break; - } - - if (missile) - { - // Use the actual velocity instead of the missile's Speed property - // so that this can handle missiles with a high vertical velocity - // component properly. - - fixed_t missilespeed; - - if ( (CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH) & flags) - { - if (CMF_OFFSETPITCH & flags) - { - FVector2 velocity (missile->velx, missile->vely); - pitch += R_PointToAngle2(0,0, (fixed_t)velocity.Length(), missile->velz); - } - ang = pitch >> ANGLETOFINESHIFT; - missilespeed = abs(FixedMul(finecosine[ang], missile->Speed)); - missile->velz = FixedMul(finesine[ang], missile->Speed); - } - else - { - FVector2 velocity (missile->velx, missile->vely); - missilespeed = (fixed_t)velocity.Length(); - } - - if (CMF_SAVEPITCH & flags) - { - missile->pitch = pitch; - // In aimmode 0 and 1 without absolutepitch or offsetpitch, the pitch parameter - // contains the unapplied parameter. In that case, it is set as pitch without - // otherwise affecting the spawned actor. - } - - missile->angle = (CMF_ABSOLUTEANGLE & flags) ? Angle : missile->angle + Angle ; - - ang = missile->angle >> ANGLETOFINESHIFT; - missile->velx = FixedMul (missilespeed, finecosine[ang]); - missile->vely = FixedMul (missilespeed, finesine[ang]); - - // handle projectile shooting projectiles - track the - // links back to a real owner - if (self->isMissile(!!(flags & CMF_TRACKOWNER))) - { - AActor * owner=self ;//->target; - while (owner->isMissile(!!(flags & CMF_TRACKOWNER)) && owner->target) owner=owner->target; - targ=owner; - missile->target=owner; - // automatic handling of seeker missiles - if (self->flags & missile->flags2 & MF2_SEEKERMISSILE) - { - missile->tracer=self->tracer; - } - } - else if (missile->flags2&MF2_SEEKERMISSILE) - { - // automatic handling of seeker missiles - missile->tracer=self->target; - } - // we must redo the spectral check here because the owner is set after spawning so the FriendPlayer value may be wrong - if (missile->flags4 & MF4_SPECTRAL) - { - if (missile->target != NULL) - { - missile->SetFriendPlayer(missile->target->player); - } - else - { - missile->FriendPlayer = 0; - } - } - P_CheckMissileSpawn(missile, self->radius); - } - } - } - else if (flags & CMF_CHECKTARGETDEAD) - { - // Target is dead and the attack shall be aborted. - if (self->SeeState != NULL && (self->health > 0 || !(self->flags3 & MF3_ISMONSTER))) self->SetState(self->SeeState); - } -} - -//========================================================================== -// -// An even more customizable hitscan attack -// -//========================================================================== -enum CBA_Flags -{ - CBAF_AIMFACING = 1, - CBAF_NORANDOM = 2, - CBAF_EXPLICITANGLE = 4, - CBAF_NOPITCH = 8, - CBAF_NORANDOMPUFFZ = 16, -}; - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomBulletAttack) -{ - ACTION_PARAM_START(7); - ACTION_PARAM_ANGLE(Spread_XY, 0); - ACTION_PARAM_ANGLE(Spread_Z, 1); - ACTION_PARAM_INT(NumBullets, 2); - ACTION_PARAM_INT(DamagePerBullet, 3); - ACTION_PARAM_CLASS(pufftype, 4); - ACTION_PARAM_FIXED(Range, 5); - ACTION_PARAM_INT(Flags, 6); - - if(Range==0) Range=MISSILERANGE; - - int i; - int bangle; - int bslope = 0; - int laflags = (Flags & CBAF_NORANDOMPUFFZ)? LAF_NORANDOMPUFFZ : 0; - - if (self->target || (Flags & CBAF_AIMFACING)) - { - if (!(Flags & CBAF_AIMFACING)) A_FaceTarget (self); - bangle = self->angle; - - if (!pufftype) pufftype = PClass::FindClass(NAME_BulletPuff); - - if (!(Flags & CBAF_NOPITCH)) bslope = P_AimLineAttack (self, bangle, MISSILERANGE); - - S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM); - for (i=0 ; itarget) - return; - - A_FaceTarget (self); - if (self->CheckMeleeRange ()) - { - if (MeleeSound) S_Sound (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM); - int newdam = P_DamageMobj (self->target, self, self, damage, DamageType); - if (bleed) P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self); - } - else - { - if (MissSound) S_Sound (self, CHAN_WEAPON, MissSound, 1, ATTN_NORM); - } -} - -//========================================================================== -// -// A fully customizable combo attack -// -//========================================================================== -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomComboAttack) -{ - ACTION_PARAM_START(6); - ACTION_PARAM_CLASS(ti, 0); - ACTION_PARAM_FIXED(SpawnHeight, 1); - ACTION_PARAM_INT(damage, 2); - ACTION_PARAM_SOUND(MeleeSound, 3); - ACTION_PARAM_NAME(DamageType, 4); - ACTION_PARAM_BOOL(bleed, 5); - - if (!self->target) - return; - - A_FaceTarget (self); - if (self->CheckMeleeRange ()) - { - if (DamageType==NAME_None) DamageType = NAME_Melee; // Melee is the default type - if (MeleeSound) S_Sound (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM); - int newdam = P_DamageMobj (self->target, self, self, damage, DamageType); - if (bleed) P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self); - } - else if (ti) - { - // This seemingly senseless code is needed for proper aiming. - self->z += SpawnHeight + self->GetBobOffset() - 32*FRACUNIT; - AActor *missile = P_SpawnMissileXYZ (self->x, self->y, self->z + 32*FRACUNIT, self, self->target, ti, false); - self->z -= SpawnHeight + self->GetBobOffset() - 32*FRACUNIT; - - if (missile) - { - // automatic handling of seeker missiles - if (missile->flags2&MF2_SEEKERMISSILE) - { - missile->tracer=self->target; - } - P_CheckMissileSpawn(missile, self->radius); - } - } -} - -//========================================================================== -// -// State jump function -// -//========================================================================== -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfNoAmmo) -{ - ACTION_PARAM_START(1); - ACTION_PARAM_STATE(jump, 0); - - ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! - if (!ACTION_CALL_FROM_WEAPON()) return; - - if (!self->player->ReadyWeapon->CheckAmmo(self->player->ReadyWeapon->bAltFire, false, true)) - { - ACTION_JUMP(jump); - } - -} - - -//========================================================================== -// -// An even more customizable hitscan attack -// -//========================================================================== -enum FB_Flags -{ - FBF_USEAMMO = 1, - FBF_NORANDOM = 2, - FBF_EXPLICITANGLE = 4, - FBF_NOPITCH = 8, - FBF_NOFLASH = 16, - FBF_NORANDOMPUFFZ = 32, -}; - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireBullets) -{ - ACTION_PARAM_START(7); - ACTION_PARAM_ANGLE(Spread_XY, 0); - ACTION_PARAM_ANGLE(Spread_Z, 1); - ACTION_PARAM_INT(NumberOfBullets, 2); - ACTION_PARAM_INT(DamagePerBullet, 3); - ACTION_PARAM_CLASS(PuffType, 4); - ACTION_PARAM_INT(Flags, 5); - ACTION_PARAM_FIXED(Range, 6); - - if (!self->player) return; - - player_t * player=self->player; - AWeapon * weapon=player->ReadyWeapon; - - int i; - int bangle; - int bslope = 0; - int laflags = (Flags & FBF_NORANDOMPUFFZ)? LAF_NORANDOMPUFFZ : 0; - - if ((Flags & FBF_USEAMMO) && weapon) - { - if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo - } - - if (Range == 0) Range = PLAYERMISSILERANGE; - - if (!(Flags & FBF_NOFLASH)) static_cast(self)->PlayAttacking2 (); - - if (!(Flags & FBF_NOPITCH)) bslope = P_BulletSlope(self); - bangle = self->angle; - - if (!PuffType) PuffType = PClass::FindClass(NAME_BulletPuff); - - if (weapon != NULL) - { - S_Sound (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM); - } - - if ((NumberOfBullets==1 && !player->refire) || NumberOfBullets==0) - { - int damage = DamagePerBullet; - - if (!(Flags & FBF_NORANDOM)) - damage *= ((pr_cwbullet()%3)+1); - - P_LineAttack(self, bangle, Range, bslope, damage, NAME_Hitscan, PuffType, laflags); - } - else - { - if (NumberOfBullets == -1) NumberOfBullets = 1; - for (i=0 ; iplayer) return; - - - player_t *player=self->player; - AWeapon * weapon=player->ReadyWeapon; - AActor *linetarget; - - if (UseAmmo && weapon) - { - if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo - } - - if (ti) - { - angle_t ang = (self->angle - ANGLE_90) >> ANGLETOFINESHIFT; - fixed_t x = SpawnOfs_XY * finecosine[ang]; - fixed_t y = SpawnOfs_XY * finesine[ang]; - fixed_t z = SpawnHeight; - fixed_t shootangle = self->angle; - - if (Flags & FPF_AIMATANGLE) shootangle += Angle; - - // Temporarily adjusts the pitch - fixed_t SavedPlayerPitch = self->pitch; - self->pitch -= pitch; - AActor * misl=P_SpawnPlayerMissile (self, x, y, z, ti, shootangle, &linetarget); - self->pitch = SavedPlayerPitch; - - // automatic handling of seeker missiles - if (misl) - { - if (Flags & FPF_TRANSFERTRANSLATION) misl->Translation = self->Translation; - if (linetarget && misl->flags2&MF2_SEEKERMISSILE) misl->tracer=linetarget; - if (!(Flags & FPF_AIMATANGLE)) - { - // This original implementation is to aim straight ahead and then offset - // the angle from the resulting direction. - FVector3 velocity(misl->velx, misl->vely, 0); - fixed_t missilespeed = (fixed_t)velocity.Length(); - misl->angle += Angle; - angle_t an = misl->angle >> ANGLETOFINESHIFT; - misl->velx = FixedMul (missilespeed, finecosine[an]); - misl->vely = FixedMul (missilespeed, finesine[an]); - } - } - } -} - - -//========================================================================== -// -// A_CustomPunch -// -// Berserk is not handled here. That can be done with A_CheckIfInventory -// -//========================================================================== - -enum -{ - CPF_USEAMMO = 1, - CPF_DAGGER = 2, - CPF_PULLIN = 4, - CPF_NORANDOMPUFFZ = 8, -}; - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch) -{ - ACTION_PARAM_START(5); - ACTION_PARAM_INT(Damage, 0); - ACTION_PARAM_BOOL(norandom, 1); - ACTION_PARAM_INT(flags, 2); - ACTION_PARAM_CLASS(PuffType, 3); - ACTION_PARAM_FIXED(Range, 4); - ACTION_PARAM_FIXED(LifeSteal, 5); - - if (!self->player) return; - - player_t *player=self->player; - AWeapon * weapon=player->ReadyWeapon; - - - angle_t angle; - int pitch; - AActor * linetarget; - int actualdamage; - - if (!norandom) Damage *= (pr_cwpunch()%8+1); - - angle = self->angle + (pr_cwpunch.Random2() << 18); - if (Range == 0) Range = MELEERANGE; - pitch = P_AimLineAttack (self, angle, Range, &linetarget); - - // only use ammo when actually hitting something! - if ((flags & CPF_USEAMMO) && linetarget && weapon) - { - if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo - } - - if (!PuffType) PuffType = PClass::FindClass(NAME_BulletPuff); - int puffFlags = LAF_ISMELEEATTACK | ((flags & CPF_NORANDOMPUFFZ) ? LAF_NORANDOMPUFFZ : 0); - - P_LineAttack (self, angle, Range, pitch, Damage, NAME_Melee, PuffType, puffFlags, &linetarget, &actualdamage); - - // turn to face target - if (linetarget) - { - if (LifeSteal && !(linetarget->flags5 & MF5_DONTDRAIN)) - P_GiveBody (self, (actualdamage * LifeSteal) >> FRACBITS); - - if (weapon != NULL) - { - S_Sound (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM); - } - - self->angle = R_PointToAngle2 (self->x, - self->y, - linetarget->x, - linetarget->y); - - if (flags & CPF_PULLIN) self->flags |= MF_JUSTATTACKED; - if (flags & CPF_DAGGER) P_DaggerAlert (self, linetarget); - } -} - - -//========================================================================== -// -// customizable railgun attack function -// -//========================================================================== -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RailAttack) -{ - ACTION_PARAM_START(16); - ACTION_PARAM_INT(Damage, 0); - ACTION_PARAM_INT(Spawnofs_XY, 1); - ACTION_PARAM_BOOL(UseAmmo, 2); - ACTION_PARAM_COLOR(Color1, 3); - ACTION_PARAM_COLOR(Color2, 4); - ACTION_PARAM_INT(Flags, 5); - ACTION_PARAM_FLOAT(MaxDiff, 6); - ACTION_PARAM_CLASS(PuffType, 7); - ACTION_PARAM_ANGLE(Spread_XY, 8); - ACTION_PARAM_ANGLE(Spread_Z, 9); - ACTION_PARAM_FIXED(Range, 10); - ACTION_PARAM_INT(Duration, 11); - ACTION_PARAM_FLOAT(Sparsity, 12); - ACTION_PARAM_FLOAT(DriftSpeed, 13); - ACTION_PARAM_CLASS(SpawnClass, 14); - ACTION_PARAM_FIXED(Spawnofs_Z, 15); - - if(Range==0) Range=8192*FRACUNIT; - if(Sparsity==0) Sparsity=1.0; - - if (!self->player) return; - - AWeapon * weapon=self->player->ReadyWeapon; - - // only use ammo when actually hitting something! - if (UseAmmo) - { - if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo - } - - angle_t angle; - angle_t slope; - - if (Flags & RAF_EXPLICITANGLE) - { - angle = Spread_XY; - slope = Spread_Z; - } - else - { - angle = pr_crailgun.Random2() * (Spread_XY / 255); - slope = pr_crailgun.Random2() * (Spread_Z / 255); - } - - P_RailAttack (self, Damage, Spawnofs_XY, Spawnofs_Z, Color1, Color2, MaxDiff, Flags, PuffType, angle, slope, Range, Duration, Sparsity, DriftSpeed, SpawnClass); -} - -//========================================================================== -// -// also for monsters -// -//========================================================================== -enum -{ - CRF_DONTAIM = 0, - CRF_AIMPARALLEL = 1, - CRF_AIMDIRECT = 2, - CRF_EXPLICITANGLE = 4, -}; - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun) -{ - ACTION_PARAM_START(16); - ACTION_PARAM_INT(Damage, 0); - ACTION_PARAM_INT(Spawnofs_XY, 1); - ACTION_PARAM_COLOR(Color1, 2); - ACTION_PARAM_COLOR(Color2, 3); - ACTION_PARAM_INT(Flags, 4); - ACTION_PARAM_INT(aim, 5); - ACTION_PARAM_FLOAT(MaxDiff, 6); - ACTION_PARAM_CLASS(PuffType, 7); - ACTION_PARAM_ANGLE(Spread_XY, 8); - ACTION_PARAM_ANGLE(Spread_Z, 9); - ACTION_PARAM_FIXED(Range, 10); - ACTION_PARAM_INT(Duration, 11); - ACTION_PARAM_FLOAT(Sparsity, 12); - ACTION_PARAM_FLOAT(DriftSpeed, 13); - ACTION_PARAM_CLASS(SpawnClass, 14); - ACTION_PARAM_FIXED(Spawnofs_Z, 15); - - if(Range==0) Range=8192*FRACUNIT; - if(Sparsity==0) Sparsity=1.0; - - AActor *linetarget; - - fixed_t saved_x = self->x; - fixed_t saved_y = self->y; - angle_t saved_angle = self->angle; - fixed_t saved_pitch = self->pitch; - - if (aim && self->target == NULL) - { - return; - } - // [RH] Andy Baker's stealth monsters - if (self->flags & MF_STEALTH) - { - self->visdir = 1; - } - - self->flags &= ~MF_AMBUSH; - - - if (aim) - { - self->angle = R_PointToAngle2 (self->x, - self->y, - self->target->x, - self->target->y); - } - self->pitch = P_AimLineAttack (self, self->angle, MISSILERANGE, &linetarget, ANGLE_1*60, 0, aim ? self->target : NULL); - if (linetarget == NULL && aim) - { - // We probably won't hit the target, but aim at it anyway so we don't look stupid. - FVector2 xydiff(self->target->x - self->x, self->target->y - self->y); - double zdiff = (self->target->z + (self->target->height>>1)) - - (self->z + (self->height>>1) - self->floorclip); - self->pitch = int(atan2(zdiff, xydiff.Length()) * ANGLE_180 / -M_PI); - } - // Let the aim trail behind the player - if (aim) - { - saved_angle = self->angle = R_PointToAngle2 (self->x, self->y, - self->target->x - self->target->velx * 3, - self->target->y - self->target->vely * 3); - - if (aim == CRF_AIMDIRECT) - { - // Tricky: We must offset to the angle of the current position - // but then change the angle again to ensure proper aim. - self->x += Spawnofs_XY * finecosine[self->angle]; - self->y += Spawnofs_XY * finesine[self->angle]; - Spawnofs_XY = 0; - self->angle = R_PointToAngle2 (self->x, self->y, - self->target->x - self->target->velx * 3, - self->target->y - self->target->vely * 3); - } - - if (self->target->flags & MF_SHADOW) - { - angle_t rnd = pr_crailgun.Random2() << 21; - self->angle += rnd; - saved_angle = rnd; - } - } - - angle_t angle = (self->angle - ANG90) >> ANGLETOFINESHIFT; - - angle_t angleoffset; - angle_t slopeoffset; - - if (Flags & CRF_EXPLICITANGLE) - { - angleoffset = Spread_XY; - slopeoffset = Spread_Z; - } - else - { - angleoffset = pr_crailgun.Random2() * (Spread_XY / 255); - slopeoffset = pr_crailgun.Random2() * (Spread_Z / 255); - } - - P_RailAttack (self, Damage, Spawnofs_XY, Spawnofs_Z, Color1, Color2, MaxDiff, Flags, PuffType, angleoffset, slopeoffset, Range, Duration, Sparsity, DriftSpeed, SpawnClass); - - self->x = saved_x; - self->y = saved_y; - self->angle = saved_angle; - self->pitch = saved_pitch; -} - -//=========================================================================== -// -// DoGiveInventory -// -//=========================================================================== - -static void DoGiveInventory(AActor * receiver, DECLARE_PARAMINFO) -{ - ACTION_PARAM_START(3); - ACTION_PARAM_CLASS(mi, 0); - ACTION_PARAM_INT(amount, 1); - ACTION_PARAM_INT(setreceiver, 2); - - COPY_AAPTR_NOT_NULL(receiver, receiver, setreceiver); - - bool res=true; - - if (amount==0) amount=1; - if (mi) - { - AInventory *item = static_cast(Spawn (mi, 0, 0, 0, NO_REPLACE)); - if (item->IsKindOf(RUNTIME_CLASS(AHealth))) - { - item->Amount *= amount; - } - else - { - item->Amount = amount; - } - item->flags |= MF_DROPPED; - item->ClearCounters(); - if (!item->CallTryPickup (receiver)) - { - item->Destroy (); - res = false; - } - else res = true; - } - else res = false; - ACTION_SET_RESULT(res); - -} - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveInventory) -{ - DoGiveInventory(self, PUSH_PARAMINFO); -} - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToTarget) -{ - DoGiveInventory(self->target, PUSH_PARAMINFO); -} - -//=========================================================================== -// -// A_TakeInventory -// -//=========================================================================== - -enum -{ - TIF_NOTAKEINFINITE = 1, -}; - -void DoTakeInventory(AActor * receiver, DECLARE_PARAMINFO) -{ - ACTION_PARAM_START(4); - ACTION_PARAM_CLASS(item, 0); - ACTION_PARAM_INT(amount, 1); - ACTION_PARAM_INT(flags, 2); - ACTION_PARAM_INT(setreceiver, 3); - - if (!item) return; - COPY_AAPTR_NOT_NULL(receiver, receiver, setreceiver); - - bool res = false; - - AInventory * inv = receiver->FindInventory(item); - - if (inv && !inv->IsKindOf(RUNTIME_CLASS(AHexenArmor))) - { - if (inv->Amount > 0) - { - res = true; - } - // Do not take ammo if the "no take infinite/take as ammo depletion" flag is set - // and infinite ammo is on - if (flags & TIF_NOTAKEINFINITE && - ((dmflags & DF_INFINITE_AMMO) || (receiver->player->cheats & CF_INFINITEAMMO)) && - inv->IsKindOf(RUNTIME_CLASS(AAmmo))) - { - // Nothing to do here, except maybe res = false;? Would it make sense? - } - else if (!amount || amount>=inv->Amount) - { - if (inv->ItemFlags&IF_KEEPDEPLETED) inv->Amount=0; - else inv->Destroy(); - } - else inv->Amount-=amount; - } - ACTION_SET_RESULT(res); -} - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeInventory) -{ - DoTakeInventory(self, PUSH_PARAMINFO); -} - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeFromTarget) -{ - DoTakeInventory(self->target, PUSH_PARAMINFO); -} - -//=========================================================================== -// -// Common code for A_SpawnItem and A_SpawnItemEx -// -//=========================================================================== - -enum SIX_Flags -{ - SIXF_TRANSFERTRANSLATION = 1 << 0, - SIXF_ABSOLUTEPOSITION = 1 << 1, - SIXF_ABSOLUTEANGLE = 1 << 2, - SIXF_ABSOLUTEVELOCITY = 1 << 3, - SIXF_SETMASTER = 1 << 4, - SIXF_NOCHECKPOSITION = 1 << 5, - SIXF_TELEFRAG = 1 << 6, - SIXF_CLIENTSIDE = 1 << 7, // only used by Skulldronum - SIXF_TRANSFERAMBUSHFLAG = 1 << 8, - SIXF_TRANSFERPITCH = 1 << 9, - SIXF_TRANSFERPOINTERS = 1 << 10, - SIXF_USEBLOODCOLOR = 1 << 11, - SIXF_CLEARCALLERTID = 1 << 12, - SIXF_MULTIPLYSPEED = 1 << 13, - SIXF_TRANSFERSCALE = 1 << 14, - SIXF_TRANSFERSPECIAL = 1 << 15, - SIXF_CLEARCALLERSPECIAL = 1 << 16, - SIXF_TRANSFERSTENCILCOL = 1 << 17, - SIXF_TRANSFERALPHA = 1 << 18, - SIXF_TRANSFERRENDERSTYLE = 1 << 19, -}; - -static bool InitSpawnedItem(AActor *self, AActor *mo, int flags) -{ - if (mo == NULL) - { - return false; - } - AActor *originator = self; - - if (!(mo->flags2 & MF2_DONTTRANSLATE)) - { - if (flags & SIXF_TRANSFERTRANSLATION) - { - mo->Translation = self->Translation; - } - else if (flags & SIXF_USEBLOODCOLOR) - { - // [XA] Use the spawning actor's BloodColor to translate the newly-spawned object. - PalEntry bloodcolor = self->GetBloodColor(); - mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a); - } - } - if (flags & SIXF_TRANSFERPOINTERS) - { - mo->target = self->target; - mo->master = self->master; // This will be overridden later if SIXF_SETMASTER is set - mo->tracer = self->tracer; - } - - mo->angle = self->angle; - if (flags & SIXF_TRANSFERPITCH) - { - mo->pitch = self->pitch; - } - while (originator && originator->isMissile()) - { - originator = originator->target; - } - - if (flags & SIXF_TELEFRAG) - { - P_TeleportMove(mo, mo->x, mo->y, mo->z, true); - // This is needed to ensure consistent behavior. - // Otherwise it will only spawn if nothing gets telefragged - flags |= SIXF_NOCHECKPOSITION; - } - if (mo->flags3 & MF3_ISMONSTER) - { - if (!(flags & SIXF_NOCHECKPOSITION) && !P_TestMobjLocation(mo)) - { - // The monster is blocked so don't spawn it at all! - mo->ClearCounters(); - mo->Destroy(); - return false; - } - else if (originator) - { - if (originator->flags3 & MF3_ISMONSTER) - { - // If this is a monster transfer all friendliness information - mo->CopyFriendliness(originator, true); - if (flags & SIXF_SETMASTER) mo->master = originator; // don't let it attack you (optional)! - } - else if (originator->player) - { - // A player always spawns a monster friendly to him - mo->flags |= MF_FRIENDLY; - mo->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_SETMASTER) - { - mo->master = originator; - } - if (flags & SIXF_TRANSFERSCALE) - { - mo->scaleX = self->scaleX; - mo->scaleY = self->scaleY; - } - if (flags & SIXF_TRANSFERAMBUSHFLAG) - { - mo->flags = (mo->flags & ~MF_AMBUSH) | (self->flags & MF_AMBUSH); - } - if (flags & SIXF_CLEARCALLERTID) - { - self->RemoveFromHash(); - self->tid = 0; - } - if (flags & SIXF_TRANSFERSPECIAL) - { - mo->special = self->special; - memcpy(mo->args, self->args, sizeof(self->args)); - } - if (flags & SIXF_CLEARCALLERSPECIAL) - { - self->special = 0; - memset(self->args, 0, sizeof(self->args)); - } - if (flags & SIXF_TRANSFERSTENCILCOL) - { - mo->fillcolor = self->fillcolor; - } - if (flags & SIXF_TRANSFERALPHA) - { - mo->alpha = self->alpha; - } - if (flags & SIXF_TRANSFERRENDERSTYLE) - { - mo->RenderStyle = self->RenderStyle; - } - - return true; -} - -//=========================================================================== -// -// A_SpawnItem -// -// Spawns an item in front of the caller like Heretic's time bomb -// -//=========================================================================== - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItem) -{ - ACTION_PARAM_START(5); - ACTION_PARAM_CLASS(missile, 0); - ACTION_PARAM_FIXED(distance, 1); - ACTION_PARAM_FIXED(zheight, 2); - ACTION_PARAM_BOOL(useammo, 3); - ACTION_PARAM_BOOL(transfer_translation, 4); - - if (!missile) - { - ACTION_SET_RESULT(false); - return; - } - - // Don't spawn monsters if this actor has been massacred - if (self->DamageType == NAME_Massacre && GetDefaultByType(missile)->flags3&MF3_ISMONSTER) return; - - if (distance==0) - { - // use the minimum distance that does not result in an overlap - distance=(self->radius+GetDefaultByType(missile)->radius)>>FRACBITS; - } - - if (ACTION_CALL_FROM_WEAPON()) - { - // Used from a weapon so use some ammo - AWeapon * weapon=self->player->ReadyWeapon; - - if (!weapon) return; - if (useammo && !weapon->DepleteAmmo(weapon->bAltFire)) return; - } - - AActor * mo = Spawn( missile, - self->x + FixedMul(distance, finecosine[self->angle>>ANGLETOFINESHIFT]), - self->y + FixedMul(distance, finesine[self->angle>>ANGLETOFINESHIFT]), - self->z - self->floorclip + self->GetBobOffset() + zheight, ALLOW_REPLACE); - - int flags = (transfer_translation ? SIXF_TRANSFERTRANSLATION : 0) + (useammo ? SIXF_SETMASTER : 0); - bool res = InitSpawnedItem(self, mo, flags); - ACTION_SET_RESULT(res); // for an inventory item's use state -} - -//=========================================================================== -// -// A_SpawnItemEx -// -// Enhanced spawning function -// -//=========================================================================== -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItemEx) -{ - ACTION_PARAM_START(11); - ACTION_PARAM_CLASS(missile, 0); - ACTION_PARAM_FIXED(xofs, 1); - ACTION_PARAM_FIXED(yofs, 2); - ACTION_PARAM_FIXED(zofs, 3); - ACTION_PARAM_FIXED(xvel, 4); - ACTION_PARAM_FIXED(yvel, 5); - ACTION_PARAM_FIXED(zvel, 6); - ACTION_PARAM_ANGLE(Angle, 7); - ACTION_PARAM_INT(flags, 8); - ACTION_PARAM_INT(chance, 9); - ACTION_PARAM_INT(tid, 10); - - if (!missile) - { - ACTION_SET_RESULT(false); - return; - } - - if (chance > 0 && pr_spawnitemex()DamageType == NAME_Massacre && GetDefaultByType(missile)->flags3&MF3_ISMONSTER) return; - - fixed_t x,y; - - if (!(flags & SIXF_ABSOLUTEANGLE)) - { - Angle += self->angle; - } - - angle_t ang = Angle >> ANGLETOFINESHIFT; - - if (flags & SIXF_ABSOLUTEPOSITION) - { - x = self->x + xofs; - y = self->y + yofs; - } - else - { - // in relative mode negative y values mean 'left' and positive ones mean 'right' - // This is the inverse orientation of the absolute mode! - x = self->x + FixedMul(xofs, finecosine[ang]) + FixedMul(yofs, finesine[ang]); - y = self->y + FixedMul(xofs, finesine[ang]) - FixedMul(yofs, finecosine[ang]); - } - - if (!(flags & SIXF_ABSOLUTEVELOCITY)) - { - // Same orientation issue here! - fixed_t newxvel = FixedMul(xvel, finecosine[ang]) + FixedMul(yvel, finesine[ang]); - yvel = FixedMul(xvel, finesine[ang]) - FixedMul(yvel, finecosine[ang]); - xvel = newxvel; - } - - AActor *mo = Spawn(missile, x, y, self->z - self->floorclip + self->GetBobOffset() + zofs, ALLOW_REPLACE); - bool res = InitSpawnedItem(self, mo, flags); - ACTION_SET_RESULT(res); // for an inventory item's use state - if (res) - { - if (tid != 0) - { - assert(mo->tid == 0); - mo->tid = tid; - mo->AddToHash(); - } - if (flags & SIXF_MULTIPLYSPEED) - { - mo->velx = FixedMul(xvel, mo->Speed); - mo->vely = FixedMul(yvel, mo->Speed); - mo->velz = FixedMul(zvel, mo->Speed); - } - else - { - mo->velx = xvel; - mo->vely = yvel; - mo->velz = zvel; - } - mo->angle = Angle; - } -} - -//=========================================================================== -// -// A_ThrowGrenade -// -// Throws a grenade (like Hexen's fighter flechette) -// -//=========================================================================== -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ThrowGrenade) -{ - ACTION_PARAM_START(5); - ACTION_PARAM_CLASS(missile, 0); - ACTION_PARAM_FIXED(zheight, 1); - ACTION_PARAM_FIXED(xyvel, 2); - ACTION_PARAM_FIXED(zvel, 3); - ACTION_PARAM_BOOL(useammo, 4); - - if (missile == NULL) return; - - if (ACTION_CALL_FROM_WEAPON()) - { - // Used from a weapon, so use some ammo - AWeapon *weapon = self->player->ReadyWeapon; - - if (!weapon) return; - if (useammo && !weapon->DepleteAmmo(weapon->bAltFire)) return; - } - - - AActor * bo; - - bo = Spawn(missile, self->x, self->y, - self->z - self->floorclip + self->GetBobOffset() + zheight + 35*FRACUNIT + (self->player? self->player->crouchoffset : 0), - ALLOW_REPLACE); - if (bo) - { - P_PlaySpawnSound(bo, self); - if (xyvel != 0) - bo->Speed = xyvel; - bo->angle = self->angle + (((pr_grenade()&7) - 4) << 24); - - angle_t pitch = angle_t(-self->pitch) >> ANGLETOFINESHIFT; - angle_t angle = bo->angle >> ANGLETOFINESHIFT; - - // There are two vectors we are concerned about here: xy and z. We rotate - // them separately according to the shooter's pitch and then sum them to - // get the final velocity vector to shoot with. - - fixed_t xy_xyscale = FixedMul(bo->Speed, finecosine[pitch]); - fixed_t xy_velz = FixedMul(bo->Speed, finesine[pitch]); - fixed_t xy_velx = FixedMul(xy_xyscale, finecosine[angle]); - fixed_t xy_vely = FixedMul(xy_xyscale, finesine[angle]); - - pitch = angle_t(self->pitch) >> ANGLETOFINESHIFT; - fixed_t z_xyscale = FixedMul(zvel, finesine[pitch]); - fixed_t z_velz = FixedMul(zvel, finecosine[pitch]); - fixed_t z_velx = FixedMul(z_xyscale, finecosine[angle]); - fixed_t z_vely = FixedMul(z_xyscale, finesine[angle]); - - bo->velx = xy_velx + z_velx + (self->velx >> 1); - bo->vely = xy_vely + z_vely + (self->vely >> 1); - bo->velz = xy_velz + z_velz; - - bo->target = self; - P_CheckMissileSpawn (bo, self->radius); - } - else ACTION_SET_RESULT(false); -} - - -//=========================================================================== -// -// A_Recoil -// -//=========================================================================== -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Recoil) -{ - ACTION_PARAM_START(1); - ACTION_PARAM_FIXED(xyvel, 0); - - angle_t angle = self->angle + ANG180; - angle >>= ANGLETOFINESHIFT; - self->velx += FixedMul (xyvel, finecosine[angle]); - self->vely += FixedMul (xyvel, finesine[angle]); -} - - -//=========================================================================== -// -// A_SelectWeapon -// -//=========================================================================== -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SelectWeapon) -{ - ACTION_PARAM_START(1); - ACTION_PARAM_CLASS(cls, 0); - - if (cls == NULL || self->player == NULL) - { - ACTION_SET_RESULT(false); - return; - } - - AWeapon * weaponitem = static_cast(self->FindInventory(cls)); - - if (weaponitem != NULL && weaponitem->IsKindOf(RUNTIME_CLASS(AWeapon))) - { - if (self->player->ReadyWeapon != weaponitem) - { - self->player->PendingWeapon = weaponitem; - } - } - else ACTION_SET_RESULT(false); - -} - - -//=========================================================================== -// -// A_Print -// -//=========================================================================== -EXTERN_CVAR(Float, con_midtime) - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Print) -{ - ACTION_PARAM_START(3); - ACTION_PARAM_STRING(text, 0); - ACTION_PARAM_FLOAT(time, 1); - ACTION_PARAM_NAME(fontname, 2); - - if (text[0] == '$') text = GStrings(text+1); - if (self->CheckLocalView (consoleplayer) || - (self->target!=NULL && self->target->CheckLocalView (consoleplayer))) - { - float saved = con_midtime; - FFont *font = NULL; - - if (fontname != NAME_None) - { - font = V_GetFont(fontname); - } - if (time > 0) - { - con_midtime = time; - } - - FString formatted = strbin1(text); - C_MidPrint(font != NULL ? font : SmallFont, formatted.GetChars()); - con_midtime = saved; - } - ACTION_SET_RESULT(false); // Prints should never set the result for inventory state chains! -} - -//=========================================================================== -// -// A_PrintBold -// -//=========================================================================== - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PrintBold) -{ - ACTION_PARAM_START(3); - ACTION_PARAM_STRING(text, 0); - ACTION_PARAM_FLOAT(time, 1); - ACTION_PARAM_NAME(fontname, 2); - - float saved = con_midtime; - FFont *font = NULL; - - if (text[0] == '$') text = GStrings(text+1); - if (fontname != NAME_None) - { - font = V_GetFont(fontname); - } - if (time > 0) - { - con_midtime = time; - } - - FString formatted = strbin1(text); - C_MidPrintBold(font != NULL ? font : SmallFont, formatted.GetChars()); - con_midtime = saved; - ACTION_SET_RESULT(false); // Prints should never set the result for inventory state chains! -} - -//=========================================================================== -// -// A_Log -// -//=========================================================================== - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Log) -{ - ACTION_PARAM_START(1); - ACTION_PARAM_STRING(text, 0); - - if (text[0] == '$') text = GStrings(text+1); - FString formatted = strbin1(text); - Printf("%s\n", formatted.GetChars()); - ACTION_SET_RESULT(false); // Prints should never set the result for inventory state chains! -} - -//========================================================================= -// -// A_LogInt -// -//=========================================================================== - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LogInt) -{ - ACTION_PARAM_START(1); - ACTION_PARAM_INT(num, 0); - Printf("%d\n", num); - ACTION_SET_RESULT(false); // Prints should never set the result for inventory state chains! -} - -//=========================================================================== -// -// A_SetTranslucent -// -//=========================================================================== -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetTranslucent) -{ - ACTION_PARAM_START(2); - ACTION_PARAM_FIXED(alpha, 0); - ACTION_PARAM_INT(mode, 1); - - mode = mode == 0 ? STYLE_Translucent : mode == 2 ? STYLE_Fuzzy : STYLE_Add; - - self->RenderStyle.Flags &= ~STYLEF_Alpha1; - self->alpha = clamp(alpha, 0, FRACUNIT); - self->RenderStyle = ERenderStyle(mode); -} - -//=========================================================================== -// -// A_FadeIn -// -// Fades the actor in -// -//=========================================================================== -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeIn) -{ - ACTION_PARAM_START(1); - ACTION_PARAM_FIXED(reduce, 0); - - if (reduce == 0) - { - reduce = FRACUNIT/10; - } - self->RenderStyle.Flags &= ~STYLEF_Alpha1; - self->alpha += reduce; - // Should this clamp alpha to 1.0? -} - -//=========================================================================== -// -// A_FadeOut -// -// fades the actor out and destroys it when done -// -//=========================================================================== -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeOut) -{ - ACTION_PARAM_START(2); - ACTION_PARAM_FIXED(reduce, 0); - ACTION_PARAM_BOOL(remove, 1); - - if (reduce == 0) - { - reduce = FRACUNIT/10; - } - self->RenderStyle.Flags &= ~STYLEF_Alpha1; - self->alpha -= reduce; - if (self->alpha <= 0 && remove) - { - self->Destroy(); - } -} - -//=========================================================================== -// -// A_FadeTo -// -// fades the actor to a specified transparency by a specified amount and -// destroys it if so desired -// -//=========================================================================== -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeTo) -{ - ACTION_PARAM_START(3); - ACTION_PARAM_FIXED(target, 0); - ACTION_PARAM_FIXED(amount, 1); - ACTION_PARAM_BOOL(remove, 2); - - self->RenderStyle.Flags &= ~STYLEF_Alpha1; - - if (self->alpha > target) - { - self->alpha -= amount; - - if (self->alpha < target) - { - self->alpha = target; - } - } - else if (self->alpha < target) - { - self->alpha += amount; - - if (self->alpha > target) - { - self->alpha = target; - } - } - if (self->alpha == target && remove) - { - self->Destroy(); - } -} - -//=========================================================================== -// -// A_Scale(float scalex, optional float scaley) -// -// Scales the actor's graphics. If scaley is 0, use scalex. -// -//=========================================================================== -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetScale) -{ - ACTION_PARAM_START(2); - ACTION_PARAM_FIXED(scalex, 0); - ACTION_PARAM_FIXED(scaley, 1); - - self->scaleX = scalex; - self->scaleY = scaley ? scaley : scalex; -} - -//=========================================================================== -// -// A_SetMass(int mass) -// -// Sets the actor's mass. -// -//=========================================================================== -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetMass) -{ - ACTION_PARAM_START(2); - ACTION_PARAM_INT(mass, 0); - - self->Mass = mass; -} - -//=========================================================================== -// -// A_SpawnDebris -// -//=========================================================================== -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnDebris) -{ - int i; - AActor * mo; - - ACTION_PARAM_START(4); - ACTION_PARAM_CLASS(debris, 0); - ACTION_PARAM_BOOL(transfer_translation, 1); - ACTION_PARAM_FIXED(mult_h, 2); - ACTION_PARAM_FIXED(mult_v, 3); - - if (debris == NULL) return; - - // only positive values make sense here - if (mult_v<=0) mult_v=FRACUNIT; - if (mult_h<=0) mult_h=FRACUNIT; - - for (i = 0; i < GetDefaultByType(debris)->health; i++) - { - mo = Spawn(debris, self->x+((pr_spawndebris()-128)<<12), - self->y + ((pr_spawndebris()-128)<<12), - self->z + (pr_spawndebris()*self->height/256+self->GetBobOffset()), ALLOW_REPLACE); - if (mo) - { - if (transfer_translation) - { - mo->Translation = self->Translation; - } - if (i < mo->GetClass()->ActorInfo->NumOwnedStates) - { - mo->SetState(mo->GetClass()->ActorInfo->OwnedStates + i); - } - mo->velz = FixedMul(mult_v, ((pr_spawndebris()&7)+5)*FRACUNIT); - mo->velx = FixedMul(mult_h, pr_spawndebris.Random2()<<(FRACBITS-6)); - mo->vely = FixedMul(mult_h, pr_spawndebris.Random2()<<(FRACBITS-6)); - } - } -} - - -//=========================================================================== -// -// A_CheckSight -// jumps if no player can see this actor -// -//=========================================================================== -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSight) -{ - ACTION_PARAM_START(1); - ACTION_PARAM_STATE(jump, 0); - - ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! - - for (int i = 0; i < MAXPLAYERS; i++) - { - if (playeringame[i]) - { - // Always check sight from each player. - if (P_CheckSight(players[i].mo, self, SF_IGNOREVISIBILITY)) - { - return; - } - // If a player is viewing from a non-player, then check that too. - if (players[i].camera != NULL && players[i].camera->player == NULL && - P_CheckSight(players[i].camera, self, SF_IGNOREVISIBILITY)) - { - return; - } - } - } - - ACTION_JUMP(jump); -} - -//=========================================================================== -// -// A_CheckSightOrRange -// Jumps if this actor is out of range of all players *and* out of sight. -// Useful for maps with many multi-actor special effects. -// -//=========================================================================== -static bool DoCheckSightOrRange(AActor *self, AActor *camera, double range) -{ - if (camera == NULL) - { - return false; - } - // Check distance first, since it's cheaper than checking sight. - double dx = self->x - camera->x; - double dy = self->y - camera->y; - double dz; - fixed_t eyez = (camera->z + camera->height - (camera->height>>2)); // same eye height as P_CheckSight - if (eyez > self->z + self->height) - { - dz = self->z + self->height - eyez; - } - else if (eyez < self->z) - { - dz = self->z - eyez; - } - else - { - dz = 0; - } - if ((dx*dx) + (dy*dy) + (dz*dz) <= range) - { // Within range - return true; - } - - // Now check LOS. - if (P_CheckSight(camera, self, SF_IGNOREVISIBILITY)) - { // Visible - return true; - } - return false; -} - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSightOrRange) -{ - ACTION_PARAM_START(2); - double range = EvalExpressionF(ParameterIndex+0, self); - ACTION_PARAM_STATE(jump, 1); - - ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! - - range = range * range * (double(FRACUNIT) * FRACUNIT); // no need for square roots - for (int i = 0; i < MAXPLAYERS; ++i) - { - if (playeringame[i]) - { - // Always check from each player. - if (DoCheckSightOrRange(self, players[i].mo, range)) - { - return; - } - // If a player is viewing from a non-player, check that too. - if (players[i].camera != NULL && players[i].camera->player == NULL && - DoCheckSightOrRange(self, players[i].camera, range)) - { - return; - } - } - } - ACTION_JUMP(jump); -} - -//=========================================================================== -// -// A_CheckRange -// Jumps if this actor is out of range of all players. -// -//=========================================================================== -static bool DoCheckRange(AActor *self, AActor *camera, double range) -{ - if (camera == NULL) - { - return false; - } - // Check distance first, since it's cheaper than checking sight. - double dx = self->x - camera->x; - double dy = self->y - camera->y; - double dz; - fixed_t eyez = (camera->z + camera->height - (camera->height>>2)); // same eye height as P_CheckSight - if (eyez > self->z + self->height){ - dz = self->z + self->height - eyez; - } - else if (eyez < self->z){ - dz = self->z - eyez; - } - else{ - dz = 0; - } - if ((dx*dx) + (dy*dy) + (dz*dz) <= range){ - // Within range - return true; - } - return false; -} - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckRange) -{ - ACTION_PARAM_START(2); - double range = EvalExpressionF(ParameterIndex+0, self); - ACTION_PARAM_STATE(jump, 1); - - ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! - - range = range * range * (double(FRACUNIT) * FRACUNIT); // no need for square roots - for (int i = 0; i < MAXPLAYERS; ++i) - { - if (playeringame[i]) - { - // Always check from each player. - if (DoCheckRange(self, players[i].mo, range)) - { - return; - } - // If a player is viewing from a non-player, check that too. - if (players[i].camera != NULL && players[i].camera->player == NULL && - DoCheckRange(self, players[i].camera, range)) - { - return; - } - } - } - ACTION_JUMP(jump); -} - - -//=========================================================================== -// -// Inventory drop -// -//=========================================================================== -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropInventory) -{ - ACTION_PARAM_START(1); - ACTION_PARAM_CLASS(drop, 0); - - if (drop) - { - AInventory * inv = self->FindInventory(drop); - if (inv) - { - self->DropInventory(inv); - } - } -} - - -//=========================================================================== -// -// A_SetBlend -// -//=========================================================================== -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetBlend) -{ - ACTION_PARAM_START(4); - ACTION_PARAM_COLOR(color, 0); - ACTION_PARAM_FLOAT(alpha, 1); - ACTION_PARAM_INT(tics, 2); - ACTION_PARAM_COLOR(color2, 3); - - if (color == MAKEARGB(255,255,255,255)) color=0; - if (color2 == MAKEARGB(255,255,255,255)) color2=0; - if (!color2.a) - color2 = color; - - new DFlashFader(color.r/255.0f, color.g/255.0f, color.b/255.0f, alpha, - color2.r/255.0f, color2.g/255.0f, color2.b/255.0f, 0, - (float)tics/TICRATE, self); -} - - -//=========================================================================== -// -// A_JumpIf -// -//=========================================================================== -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIf) -{ - ACTION_PARAM_START(2); - ACTION_PARAM_BOOL(expression, 0); - ACTION_PARAM_STATE(jump, 1); - - ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! - if (expression) ACTION_JUMP(jump); - -} - -//=========================================================================== -// -// A_KillMaster -// -//=========================================================================== -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillMaster) -{ - ACTION_PARAM_START(1); - ACTION_PARAM_NAME(damagetype, 0); - - if (self->master != NULL) - { - P_DamageMobj(self->master, self, self, self->master->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR); - } -} - -//=========================================================================== -// -// A_KillChildren -// -//=========================================================================== -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillChildren) -{ - ACTION_PARAM_START(1); - ACTION_PARAM_NAME(damagetype, 0); - - TThinkerIterator it; - AActor *mo; - - while ( (mo = it.Next()) ) - { - if (mo->master == self) - { - P_DamageMobj(mo, self, self, mo->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR); - } - } -} - -//=========================================================================== -// -// A_KillSiblings -// -//=========================================================================== -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillSiblings) -{ - ACTION_PARAM_START(1); - ACTION_PARAM_NAME(damagetype, 0); - - TThinkerIterator it; - AActor *mo; - - if (self->master != NULL) - { - while ( (mo = it.Next()) ) - { - if (mo->master == self->master && mo != self) - { - P_DamageMobj(mo, self, self, mo->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR); - } - } - } -} - -//=========================================================================== -// -// A_CountdownArg -// -//=========================================================================== -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CountdownArg) -{ - ACTION_PARAM_START(2); - ACTION_PARAM_INT(cnt, 0); - ACTION_PARAM_STATE(state, 1); - - if (cnt<0 || cnt>=5) return; - if (!self->args[cnt]--) - { - if (self->flags&MF_MISSILE) - { - P_ExplodeMissile(self, NULL, NULL); - } - else if (self->flags&MF_SHOOTABLE) - { - P_DamageMobj (self, NULL, NULL, self->health, NAME_None, DMG_FORCED); - } - else - { - // can't use "Death" as default parameter with current DECORATE parser. - if (state == NULL) state = self->FindState(NAME_Death); - self->SetState(state); - } - } - -} - -//============================================================================ -// -// A_Burst -// -//============================================================================ - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Burst) -{ - ACTION_PARAM_START(1); - ACTION_PARAM_CLASS(chunk, 0); - - int i, numChunks; - AActor * mo; - - if (chunk == NULL) return; - - self->velx = self->vely = self->velz = 0; - self->height = self->GetDefault()->height; - - // [RH] In Hexen, this creates a random number of shards (range [24,56]) - // with no relation to the size of the self shattering. I think it should - // base the number of shards on the size of the dead thing, so bigger - // things break up into more shards than smaller things. - // An self with radius 20 and height 64 creates ~40 chunks. - numChunks = MAX (4, (self->radius>>FRACBITS)*(self->height>>FRACBITS)/32); - i = (pr_burst.Random2()) % (numChunks/4); - for (i = MAX (24, numChunks + i); i >= 0; i--) - { - mo = Spawn(chunk, - self->x + (((pr_burst()-128)*self->radius)>>7), - self->y + (((pr_burst()-128)*self->radius)>>7), - self->z + (pr_burst()*self->height/255 + self->GetBobOffset()), ALLOW_REPLACE); - - if (mo) - { - mo->velz = FixedDiv(mo->z - self->z, self->height)<<2; - mo->velx = pr_burst.Random2 () << (FRACBITS-7); - mo->vely = pr_burst.Random2 () << (FRACBITS-7); - mo->RenderStyle = self->RenderStyle; - mo->alpha = self->alpha; - mo->CopyFriendliness(self, true); - } - } - - // [RH] Do some stuff to make this more useful outside Hexen - if (self->flags4 & MF4_BOSSDEATH) - { - CALL_ACTION(A_BossDeath, self); - } - A_Unblock(self, true); - - self->Destroy (); -} - -//=========================================================================== -// -// A_CheckFloor -// [GRB] Jumps if actor is standing on floor -// -//=========================================================================== -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckFloor) -{ - ACTION_PARAM_START(1); - ACTION_PARAM_STATE(jump, 0); - - ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! - if (self->z <= self->floorz) - { - ACTION_JUMP(jump); - } - -} - -//=========================================================================== -// -// A_CheckCeiling -// [GZ] Totally copied on A_CheckFloor, jumps if actor touches ceiling -// - -//=========================================================================== -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckCeiling) -{ - ACTION_PARAM_START(1); - ACTION_PARAM_STATE(jump, 0); - - ACTION_SET_RESULT(false); - if (self->z+self->height >= self->ceilingz) // Height needs to be counted - { - ACTION_JUMP(jump); - } - -} - -//=========================================================================== -// -// A_Stop -// resets all velocity of the actor to 0 -// -//=========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_Stop) -{ - self->velx = self->vely = self->velz = 0; - if (self->player && self->player->mo == self && !(self->player->cheats & CF_PREDICTING)) - { - self->player->mo->PlayIdle(); - self->player->velx = self->player->vely = 0; - } -} - -static void CheckStopped(AActor *self) -{ - if (self->player != NULL && - self->player->mo == self && - !(self->player->cheats & CF_PREDICTING) && - !(self->velx | self->vely | self->velz)) - { - self->player->mo->PlayIdle(); - self->player->velx = self->player->vely = 0; - } -} - -//=========================================================================== -// -// A_Respawn -// -//=========================================================================== - -extern void AF_A_RestoreSpecialPosition(DECLARE_PARAMINFO); - -enum RS_Flags -{ - RSF_FOG=1, - RSF_KEEPTARGET=2, - RSF_TELEFRAG=4, -}; - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Respawn) -{ - ACTION_PARAM_START(1); - ACTION_PARAM_INT(flags, 0); - - bool oktorespawn = false; - - self->flags |= MF_SOLID; - self->height = self->GetDefault()->height; - CALL_ACTION(A_RestoreSpecialPosition, self); - - if (flags & RSF_TELEFRAG) - { - // [KS] DIE DIE DIE DIE erm *ahem* =) - oktorespawn = P_TeleportMove(self, self->x, self->y, self->z, true); - if (oktorespawn) - { // Need to do this over again, since P_TeleportMove() will redo - // it with the proper point-on-side calculation. - self->UnlinkFromWorld(); - self->LinkToWorld(true); - sector_t *sec = self->Sector; - self->dropoffz = - self->floorz = sec->floorplane.ZatPoint(self->x, self->y); - self->ceilingz = sec->ceilingplane.ZatPoint(self->x, self->y); - P_FindFloorCeiling(self, FFCF_ONLYSPAWNPOS); - } - } - else - { - oktorespawn = P_CheckPosition(self, self->x, self->y, true); - } - - if (oktorespawn) - { - AActor *defs = self->GetDefault(); - self->health = defs->health; - - // [KS] Don't keep target, because it could be self if the monster committed suicide - // ...Actually it's better off an option, so you have better control over monster behavior. - if (!(flags & RSF_KEEPTARGET)) - { - self->target = NULL; - self->LastHeard = NULL; - self->lastenemy = NULL; - } - else - { - // Don't attack yourself (Re: "Marine targets itself after suicide") - if (self->target == self) self->target = NULL; - if (self->lastenemy == self) self->lastenemy = NULL; - } - - self->flags = (defs->flags & ~MF_FRIENDLY) | (self->flags & MF_FRIENDLY); - self->flags2 = defs->flags2; - self->flags3 = (defs->flags3 & ~(MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS)) | (self->flags3 & (MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS)); - self->flags4 = (defs->flags4 & ~MF4_NOHATEPLAYERS) | (self->flags4 & MF4_NOHATEPLAYERS); - self->flags5 = defs->flags5; - self->SetState (self->SpawnState); - self->renderflags &= ~RF_INVISIBLE; - - if (flags & RSF_FOG) - { - Spawn (self->x, self->y, self->z + TELEFOGHEIGHT, ALLOW_REPLACE); - } - if (self->CountsAsKill()) - { - level.total_monsters++; - } - } - else - { - self->flags &= ~MF_SOLID; - } -} - - -//========================================================================== -// -// A_PlayerSkinCheck -// -//========================================================================== - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlayerSkinCheck) -{ - ACTION_PARAM_START(1); - ACTION_PARAM_STATE(jump, 0); - - ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! - if (self->player != NULL && - skins[self->player->userinfo.GetSkin()].othergame) - { - ACTION_JUMP(jump); - } -} - -//=========================================================================== -// -// A_SetGravity -// -//=========================================================================== -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetGravity) -{ - ACTION_PARAM_START(1); - ACTION_PARAM_FIXED(val, 0); - - self->gravity = clamp (val, 0, FRACUNIT*10); -} - - -// [KS] *** Start of my modifications *** - -//=========================================================================== -// -// A_ClearTarget -// -//=========================================================================== - -DEFINE_ACTION_FUNCTION(AActor, A_ClearTarget) -{ - self->target = NULL; - self->LastHeard = NULL; - self->lastenemy = NULL; -} - -//========================================================================== -// -// A_CheckLOF (state jump, int flags = CRF_AIM_VERT|CRF_AIM_HOR, -// fixed range = 0, angle angle = 0, angle pitch = 0, -// fixed offsetheight = 32, fixed offsetwidth = 0, -// int ptr_target = AAPTR_DEFAULT (target) ) -// -//========================================================================== - -enum CLOF_flags -{ - CLOFF_NOAIM_VERT = 0x1, - CLOFF_NOAIM_HORZ = 0x2, - - CLOFF_JUMPENEMY = 0x4, - CLOFF_JUMPFRIEND = 0x8, - CLOFF_JUMPOBJECT = 0x10, - CLOFF_JUMPNONHOSTILE = 0x20, - - CLOFF_SKIPENEMY = 0x40, - CLOFF_SKIPFRIEND = 0x80, - CLOFF_SKIPOBJECT = 0x100, - CLOFF_SKIPNONHOSTILE = 0x200, - - CLOFF_MUSTBESHOOTABLE = 0x400, - - CLOFF_SKIPTARGET = 0x800, - CLOFF_ALLOWNULL = 0x1000, - CLOFF_CHECKPARTIAL = 0x2000, - - CLOFF_MUSTBEGHOST = 0x4000, - CLOFF_IGNOREGHOST = 0x8000, - - CLOFF_MUSTBESOLID = 0x10000, - CLOFF_BEYONDTARGET = 0x20000, - - CLOFF_FROMBASE = 0x40000, - CLOFF_MUL_HEIGHT = 0x80000, - CLOFF_MUL_WIDTH = 0x100000, - - CLOFF_JUMP_ON_MISS = 0x200000, - CLOFF_AIM_VERT_NOOFFSET = 0x400000, -}; - -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; - fixed_t - x1, y1, z1, - vx, vy, vz; - - ACTION_PARAM_START(9); - - ACTION_PARAM_STATE(jump, 0); - ACTION_PARAM_INT(flags, 1); - ACTION_PARAM_FIXED(range, 2); - ACTION_PARAM_FIXED(minrange, 3); - { - ACTION_PARAM_ANGLE(angle, 4); - ACTION_PARAM_ANGLE(pitch, 5); - ACTION_PARAM_FIXED(offsetheight, 6); - ACTION_PARAM_FIXED(offsetwidth, 7); - ACTION_PARAM_INT(ptr_target, 8); - - ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! - - target = COPY_AAPTR(self, ptr_target == AAPTR_DEFAULT ? AAPTR_TARGET|AAPTR_PLAYER_GETTARGET|AAPTR_NULL : ptr_target); // no player-support by default - - if (flags & CLOFF_MUL_HEIGHT) - { - if (self->player != NULL) - { - // Synced with hitscan: self->player->mo->height is strangely conscientious about getting the right actor for player - offsetheight = FixedMul(offsetheight, FixedMul (self->player->mo->height, self->player->crouchfactor)); - } - else - { - offsetheight = FixedMul(offsetheight, self->height); - } - } - if (flags & CLOFF_MUL_WIDTH) - { - offsetwidth = FixedMul(self->radius, offsetwidth); - } - - x1 = self->x; - y1 = self->y; - z1 = self->z + offsetheight - self->floorclip; - - if (!(flags & CLOFF_FROMBASE)) - { // default to hitscan origin - - // Synced with hitscan: self->height is strangely NON-conscientious about getting the right actor for player - z1 += (self->height >> 1); - if (self->player != NULL) - { - z1 += FixedMul (self->player->mo->AttackZOffset, self->player->crouchfactor); - } - else - { - z1 += 8*FRACUNIT; - } - } - - if (target) - { - FVector2 xyvec(target->x - x1, target->y - y1); - fixed_t distance = P_AproxDistance((fixed_t)xyvec.Length(), target->z - z1); - - if (range && !(flags & CLOFF_CHECKPARTIAL)) - { - if (distance > range) return; - } - - { - angle_t ang; - - if (flags & CLOFF_NOAIM_HORZ) - { - ang = self->angle; - } - else ang = R_PointToAngle2 (x1, y1, target->x, target->y); - - angle += ang; - - ang >>= ANGLETOFINESHIFT; - x1 += FixedMul(offsetwidth, finesine[ang]); - y1 -= FixedMul(offsetwidth, finecosine[ang]); - } - - if (flags & CLOFF_NOAIM_VERT) - { - pitch += self->pitch; - } - else if (flags & CLOFF_AIM_VERT_NOOFFSET) - { - pitch += R_PointToAngle2 (0,0, (fixed_t)xyvec.Length(), target->z - z1 + offsetheight + target->height / 2); - } - else - { - pitch += R_PointToAngle2 (0,0, (fixed_t)xyvec.Length(), target->z - z1 + target->height / 2); - } - } - else if (flags & CLOFF_ALLOWNULL) - { - angle += self->angle; - pitch += self->pitch; - - angle_t ang = self->angle >> ANGLETOFINESHIFT; - x1 += FixedMul(offsetwidth, finesine[ang]); - y1 -= FixedMul(offsetwidth, finecosine[ang]); - } - else return; - - angle >>= ANGLETOFINESHIFT; - pitch = (0-pitch)>>ANGLETOFINESHIFT; - - vx = FixedMul (finecosine[pitch], finecosine[angle]); - vy = FixedMul (finecosine[pitch], finesine[angle]); - vz = -finesine[pitch]; - } - - /* Variable set: - - jump, flags, target - x1,y1,z1 (trace point of origin) - vx,vy,vz (trace unit vector) - range - */ - - sector_t *sec = P_PointInSector(x1, y1); - - 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(x1, y1, z1, sec, vx, vy, vz, range, 0xFFFFFFFF, ML_BLOCKEVERYTHING, self, trace, 0, - CheckLOFTraceFunc, &lof_data); - - if (trace.HitType == TRACE_HitActor || - ((flags & CLOFF_JUMP_ON_MISS) && !lof_data.BadActor && trace.HitType != TRACE_HitNone)) - { - if (minrange > 0 && trace.Distance < minrange) - { - return; - } - ACTION_JUMP(jump); - } -} - -//========================================================================== -// -// A_JumpIfTargetInLOS (state label, optional fixed fov, optional int flags, -// optional fixed dist_max, optional fixed dist_close) -// -// Jumps if the actor can see its target, or if the player has a linetarget. -// ProjectileTarget affects how projectiles are treated. If set, it will use -// the target of the projectile for seekers, and ignore the target for -// normal projectiles. If not set, it will use the missile's owner instead -// (the default). ProjectileTarget is now flag JLOSF_PROJECTILE. dist_max -// sets the maximum distance that actor can see, 0 means forever. dist_close -// uses special behavior if certain flags are set, 0 means no checks. -// -//========================================================================== - -enum JLOS_flags -{ - JLOSF_PROJECTILE=1, - JLOSF_NOSIGHT=2, - JLOSF_CLOSENOFOV=4, - JLOSF_CLOSENOSIGHT=8, - JLOSF_CLOSENOJUMP=16, - JLOSF_DEADNOJUMP=32, - JLOSF_CHECKMASTER=64, - JLOSF_TARGETLOS=128, - JLOSF_FLIPFOV=256, - JLOSF_ALLYNOJUMP=512, - JLOSF_COMBATANTONLY=1024, - JLOSF_NOAUTOAIM=2048, -}; - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS) -{ - ACTION_PARAM_START(5); - ACTION_PARAM_STATE(jump, 0); - ACTION_PARAM_ANGLE(fov, 1); - ACTION_PARAM_INT(flags, 2); - ACTION_PARAM_FIXED(dist_max, 3); - ACTION_PARAM_FIXED(dist_close, 4); - - angle_t an; - AActor *target, *viewport; - - ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! - - bool doCheckSight; - - if (!self->player) - { - if (flags & JLOSF_CHECKMASTER) - { - target = self->master; - } - else if (self->flags & MF_MISSILE && (flags & JLOSF_PROJECTILE)) - { - if (self->flags2 & MF2_SEEKERMISSILE) - target = self->tracer; - else - target = NULL; - } - else - { - target = self->target; - } - - if (!target) return; // [KS] Let's not call P_CheckSight unnecessarily in this case. - - if ((flags & JLOSF_DEADNOJUMP) && (target->health <= 0)) return; - - doCheckSight = !(flags & JLOSF_NOSIGHT); - } - else - { - // Does the player aim at something that can be shot? - P_AimLineAttack(self, self->angle, MISSILERANGE, &target, (flags & JLOSF_NOAUTOAIM) ? ANGLE_1/2 : 0); - - if (!target) return; - - switch (flags & (JLOSF_TARGETLOS|JLOSF_FLIPFOV)) - { - case JLOSF_TARGETLOS|JLOSF_FLIPFOV: - // target makes sight check, player makes fov check; player has verified fov - fov = 0; - // fall-through - case JLOSF_TARGETLOS: - doCheckSight = !(flags & JLOSF_NOSIGHT); // The target is responsible for sight check and fov - break; - default: - // player has verified sight and fov - fov = 0; - // fall-through - case JLOSF_FLIPFOV: // Player has verified sight, but target must verify fov - doCheckSight = false; - break; - } - } - - // [FDARI] If target is not a combatant, don't jump - if ( (flags & JLOSF_COMBATANTONLY) && (!target->player) && !(target->flags3 & MF3_ISMONSTER)) return; - - // [FDARI] If actors share team, don't jump - if ((flags & JLOSF_ALLYNOJUMP) && self->IsFriend(target)) return; - - fixed_t distance = P_AproxDistance(target->x - self->x, target->y - self->y); - distance = P_AproxDistance(distance, target->z - self->z); - - if (dist_max && (distance > dist_max)) return; - - if (dist_close && (distance < dist_close)) - { - if (flags & JLOSF_CLOSENOJUMP) - return; - - if (flags & JLOSF_CLOSENOFOV) - fov = 0; - - if (flags & JLOSF_CLOSENOSIGHT) - doCheckSight = false; - } - - if (flags & JLOSF_TARGETLOS) { viewport = target; target = self; } - else { viewport = self; } - - if (doCheckSight && !P_CheckSight (viewport, target, SF_IGNOREVISIBILITY)) - return; - - if (flags & JLOSF_FLIPFOV) - { - if (viewport == self) { viewport = target; target = self; } - else { target = viewport; viewport = self; } - } - - if (fov && (fov < ANGLE_MAX)) - { - an = R_PointToAngle2 (viewport->x, - viewport->y, - target->x, - target->y) - - viewport->angle; - - if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2))) - { - return; // [KS] Outside of FOV - return - } - - } - - ACTION_JUMP(jump); -} - - -//========================================================================== -// -// A_JumpIfInTargetLOS (state label, optional fixed fov, optional int flags -// optional fixed dist_max, optional fixed dist_close) -// -//========================================================================== - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetLOS) -{ - ACTION_PARAM_START(5); - ACTION_PARAM_STATE(jump, 0); - ACTION_PARAM_ANGLE(fov, 1); - ACTION_PARAM_INT(flags, 2); - ACTION_PARAM_FIXED(dist_max, 3); - ACTION_PARAM_FIXED(dist_close, 4); - - angle_t an; - AActor *target; - - ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! - - if (flags & JLOSF_CHECKMASTER) - { - target = self->master; - } - else if (self->flags & MF_MISSILE && (flags & JLOSF_PROJECTILE)) - { - if (self->flags2 & MF2_SEEKERMISSILE) - target = self->tracer; - else - target = NULL; - } - else - { - target = self->target; - } - - if (!target) return; // [KS] Let's not call P_CheckSight unnecessarily in this case. - - if ((flags & JLOSF_DEADNOJUMP) && (target->health <= 0)) return; - - fixed_t distance = P_AproxDistance(target->x - self->x, target->y - self->y); - distance = P_AproxDistance(distance, target->z - self->z); - - if (dist_max && (distance > dist_max)) return; - - bool doCheckSight = !(flags & JLOSF_NOSIGHT); - - if (dist_close && (distance < dist_close)) - { - if (flags & JLOSF_CLOSENOJUMP) - return; - - if (flags & JLOSF_CLOSENOFOV) - fov = 0; - - if (flags & JLOSF_CLOSENOSIGHT) - doCheckSight = false; - } - - if (fov && (fov < ANGLE_MAX)) - { - an = R_PointToAngle2 (target->x, - target->y, - self->x, - self->y) - - target->angle; - - if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2))) - { - return; // [KS] Outside of FOV - return - } - } - - if (doCheckSight && !P_CheckSight (target, self, SF_IGNOREVISIBILITY)) - return; - - ACTION_JUMP(jump); -} - - -//=========================================================================== -// -// A_DamageMaster (int amount) -// Damages the master of this child by the specified amount. Negative values heal. -// -//=========================================================================== -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageMaster) -{ - ACTION_PARAM_START(2); - ACTION_PARAM_INT(amount, 0); - ACTION_PARAM_NAME(DamageType, 1); - - if (self->master != NULL) - { - if (amount > 0) - { - P_DamageMobj(self->master, self, self, amount, DamageType, DMG_NO_ARMOR); - } - else if (amount < 0) - { - amount = -amount; - P_GiveBody(self->master, amount); - } - } -} - -//=========================================================================== -// -// A_DamageChildren (amount) -// Damages the children of this master by the specified amount. Negative values heal. -// -//=========================================================================== -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageChildren) -{ - TThinkerIterator it; - AActor * mo; - - ACTION_PARAM_START(2); - ACTION_PARAM_INT(amount, 0); - ACTION_PARAM_NAME(DamageType, 1); - - while ( (mo = it.Next()) ) - { - if (mo->master == self) - { - if (amount > 0) - { - P_DamageMobj(mo, self, self, amount, DamageType, DMG_NO_ARMOR); - } - else if (amount < 0) - { - amount = -amount; - P_GiveBody(mo, amount); - } - } - } -} - -// [KS] *** End of my modifications *** - -//=========================================================================== -// -// A_DamageSiblings (amount) -// Damages the siblings of this master by the specified amount. Negative values heal. -// -//=========================================================================== -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageSiblings) -{ - TThinkerIterator it; - AActor * mo; - - ACTION_PARAM_START(2); - ACTION_PARAM_INT(amount, 0); - ACTION_PARAM_NAME(DamageType, 1); - - if (self->master != NULL) - { - while ( (mo = it.Next()) ) - { - if (mo->master == self->master && mo != self) - { - if (amount > 0) - { - P_DamageMobj(mo, self, self, amount, DamageType, DMG_NO_ARMOR); - } - else if (amount < 0) - { - amount = -amount; - P_GiveBody(mo, amount); - } - } - } - } -} - - -//=========================================================================== -// -// Modified code pointer from Skulltag -// -//=========================================================================== - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckForReload) -{ - if ( self->player == NULL || self->player->ReadyWeapon == NULL ) - return; - - ACTION_PARAM_START(2); - ACTION_PARAM_INT(count, 0); - ACTION_PARAM_STATE(jump, 1); - ACTION_PARAM_BOOL(dontincrement, 2) - - if (count <= 0) return; - - AWeapon *weapon = self->player->ReadyWeapon; - - int ReloadCounter = weapon->ReloadCounter; - if(!dontincrement || ReloadCounter != 0) - ReloadCounter = (weapon->ReloadCounter+1) % count; - else // 0 % 1 = 1? So how do we check if the weapon was never fired? We should only do this when we're not incrementing the counter though. - ReloadCounter = 1; - - // If we have not made our last shot... - if (ReloadCounter != 0) - { - // Go back to the refire frames, instead of continuing on to the reload frames. - ACTION_JUMP(jump); - } - else - { - // We need to reload. However, don't reload if we're out of ammo. - weapon->CheckAmmo( false, false ); - } - - if(!dontincrement) - weapon->ReloadCounter = ReloadCounter; -} - -//=========================================================================== -// -// Resets the counter for the above function -// -//=========================================================================== - -DEFINE_ACTION_FUNCTION(AActor, A_ResetReloadCounter) -{ - if ( self->player == NULL || self->player->ReadyWeapon == NULL ) - return; - - AWeapon *weapon = self->player->ReadyWeapon; - weapon->ReloadCounter = 0; -} - -//=========================================================================== -// -// A_ChangeFlag -// -//=========================================================================== -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeFlag) -{ - ACTION_PARAM_START(2); - ACTION_PARAM_STRING(flagname, 0); - ACTION_PARAM_BOOL(expression, 1); - - const char *dot = strchr (flagname, '.'); - FFlagDef *fd; - const PClass *cls = self->GetClass(); - - if (dot != NULL) - { - FString part1(flagname, dot-flagname); - fd = FindFlag (cls, part1, dot+1); - } - else - { - fd = FindFlag (cls, flagname, NULL); - } - - if (fd != NULL) - { - bool kill_before, kill_after; - INTBOOL item_before, item_after; - INTBOOL secret_before, secret_after; - - kill_before = self->CountsAsKill(); - item_before = self->flags & MF_COUNTITEM; - secret_before = self->flags5 & MF5_COUNTSECRET; - - if (fd->structoffset == -1) - { - HandleDeprecatedFlags(self, cls->ActorInfo, expression, fd->flagbit); - } - else - { - DWORD *flagp = (DWORD*) (((char*)self) + fd->structoffset); - - // If these 2 flags get changed we need to update the blockmap and sector links. - bool linkchange = flagp == &self->flags && (fd->flagbit == MF_NOBLOCKMAP || fd->flagbit == MF_NOSECTOR); - - if (linkchange) self->UnlinkFromWorld(); - ModActorFlag(self, fd, expression); - if (linkchange) self->LinkToWorld(); - } - kill_after = self->CountsAsKill(); - item_after = self->flags & MF_COUNTITEM; - secret_after = self->flags5 & MF5_COUNTSECRET; - // Was this monster previously worth a kill but no longer is? - // Or vice versa? - if (kill_before != kill_after) - { - if (kill_after) - { // It counts as a kill now. - level.total_monsters++; - } - else - { // It no longer counts as a kill. - level.total_monsters--; - } - } - // same for items - if (item_before != item_after) - { - if (item_after) - { // It counts as an item now. - level.total_items++; - } - else - { // It no longer counts as an item - level.total_items--; - } - } - // and secretd - if (secret_before != secret_after) - { - if (secret_after) - { // It counts as an secret now. - level.total_secrets++; - } - else - { // It no longer counts as an secret - level.total_secrets--; - } - } - } - else - { - Printf("Unknown flag '%s' in '%s'\n", flagname, cls->TypeName.GetChars()); - } -} - -//=========================================================================== -// -// A_CheckFlag -// -//=========================================================================== - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckFlag) -{ - ACTION_PARAM_START(3); - ACTION_PARAM_STRING(flagname, 0); - ACTION_PARAM_STATE(jumpto, 1); - ACTION_PARAM_INT(checkpointer, 2); - - ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! - - AActor *owner; - - COPY_AAPTR_NOT_NULL(self, owner, checkpointer); - - if (CheckActorFlag(owner, flagname)) - { - ACTION_JUMP(jumpto); - } -} - - -//=========================================================================== -// -// A_RemoveMaster -// -//=========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_RemoveMaster) -{ - if (self->master != NULL) - { - P_RemoveThing(self->master); - } -} - -//=========================================================================== -// -// A_RemoveChildren -// -//=========================================================================== -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveChildren) -{ - TThinkerIterator it; - AActor *mo; - ACTION_PARAM_START(1); - ACTION_PARAM_BOOL(removeall,0); - - while ((mo = it.Next()) != NULL) - { - if (mo->master == self && (mo->health <= 0 || removeall)) - { - P_RemoveThing(mo); - } - } -} - -//=========================================================================== -// -// A_RemoveSiblings -// -//=========================================================================== -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveSiblings) -{ - TThinkerIterator it; - AActor *mo; - ACTION_PARAM_START(1); - ACTION_PARAM_BOOL(removeall,0); - - if (self->master != NULL) - { - while ((mo = it.Next()) != NULL) - { - if (mo->master == self->master && mo != self && (mo->health <= 0 || removeall)) - { - P_RemoveThing(mo); - } - } - } -} - -//=========================================================================== -// -// A_RaiseMaster -// -//=========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_RaiseMaster) -{ - if (self->master != NULL) - { - P_Thing_Raise(self->master); - } -} - -//=========================================================================== -// -// A_RaiseChildren -// -//=========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_RaiseChildren) -{ - TThinkerIterator it; - AActor *mo; - - while ((mo = it.Next()) != NULL) - { - if (mo->master == self) - { - P_Thing_Raise(mo); - } - } -} - -//=========================================================================== -// -// A_RaiseSiblings -// -//=========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_RaiseSiblings) -{ - TThinkerIterator it; - AActor *mo; - - if (self->master != NULL) - { - while ((mo = it.Next()) != NULL) - { - if (mo->master == self->master && mo != self) - { - P_Thing_Raise(mo); - } - } - } -} - -//=========================================================================== -// -// A_MonsterRefire -// -// Keep firing unless target got out of sight -// -//=========================================================================== -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_MonsterRefire) -{ - ACTION_PARAM_START(2); - ACTION_PARAM_INT(prob, 0); - ACTION_PARAM_STATE(jump, 1); - - ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! - A_FaceTarget (self); - - if (pr_monsterrefire() < prob) - return; - - if (!self->target - || P_HitFriend (self) - || self->target->health <= 0 - || !P_CheckSight (self, self->target, SF_SEEPASTBLOCKEVERYTHING|SF_SEEPASTSHOOTABLELINES) ) - { - ACTION_JUMP(jump); - } -} - -//=========================================================================== -// -// A_SetAngle -// -// Set actor's angle (in degrees). -// -//=========================================================================== -enum -{ - SPF_FORCECLAMP = 1, // players always clamp - SPF_INTERPOLATE = 2, -}; - - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetAngle) -{ - ACTION_PARAM_START(2); - ACTION_PARAM_ANGLE(angle, 0); - ACTION_PARAM_INT(flags, 1) - self->SetAngle(angle, !!(flags & SPF_INTERPOLATE)); -} - -//=========================================================================== -// -// A_SetPitch -// -// Set actor's pitch (in degrees). -// -//=========================================================================== - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPitch) -{ - ACTION_PARAM_START(2); - ACTION_PARAM_ANGLE(pitch, 0); - ACTION_PARAM_INT(flags, 1); - - if (self->player != NULL || (flags & SPF_FORCECLAMP)) - { // clamp the pitch we set - int min, max; - - if (self->player != NULL) - { - min = self->player->MinPitch; - max = self->player->MaxPitch; - } - else - { - min = -ANGLE_90 + (1 << ANGLETOFINESHIFT); - max = ANGLE_90 - (1 << ANGLETOFINESHIFT); - } - pitch = clamp(pitch, min, max); - } - self->SetPitch(pitch, !!(flags & SPF_INTERPOLATE)); -} - -//=========================================================================== -// -// A_ScaleVelocity -// -// Scale actor's velocity. -// -//=========================================================================== - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ScaleVelocity) -{ - ACTION_PARAM_START(1); - ACTION_PARAM_FIXED(scale, 0); - - INTBOOL was_moving = self->velx | self->vely | self->velz; - - self->velx = FixedMul(self->velx, scale); - self->vely = FixedMul(self->vely, scale); - self->velz = FixedMul(self->velz, scale); - - // If the actor was previously moving but now is not, and is a player, - // update its player variables. (See A_Stop.) - if (was_moving) - { - CheckStopped(self); - } -} - -//=========================================================================== -// -// A_ChangeVelocity -// -//=========================================================================== - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeVelocity) -{ - ACTION_PARAM_START(4); - ACTION_PARAM_FIXED(x, 0); - ACTION_PARAM_FIXED(y, 1); - ACTION_PARAM_FIXED(z, 2); - ACTION_PARAM_INT(flags, 3); - - INTBOOL was_moving = self->velx | self->vely | self->velz; - - fixed_t vx = x, vy = y, vz = z; - fixed_t sina = finesine[self->angle >> ANGLETOFINESHIFT]; - fixed_t cosa = finecosine[self->angle >> ANGLETOFINESHIFT]; - - if (flags & 1) // relative axes - make x, y relative to actor's current angle - { - vx = DMulScale16(x, cosa, -y, sina); - vy = DMulScale16(x, sina, y, cosa); - } - if (flags & 2) // discard old velocity - replace old velocity with new velocity - { - self->velx = vx; - self->vely = vy; - self->velz = vz; - } - else // add new velocity to old velocity - { - self->velx += vx; - self->vely += vy; - self->velz += vz; - } - - if (was_moving) - { - CheckStopped(self); - } -} - -//=========================================================================== -// -// A_SetArg -// -//=========================================================================== - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetArg) -{ - ACTION_PARAM_START(2); - ACTION_PARAM_INT(pos, 0); - ACTION_PARAM_INT(value, 1); - - // Set the value of the specified arg - if ((size_t)pos < countof(self->args)) - { - self->args[pos] = value; - } -} - -//=========================================================================== -// -// A_SetSpecial -// -//=========================================================================== - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpecial) -{ - ACTION_PARAM_START(6); - ACTION_PARAM_INT(spec, 0); - ACTION_PARAM_INT(arg0, 1); - ACTION_PARAM_INT(arg1, 2); - ACTION_PARAM_INT(arg2, 3); - ACTION_PARAM_INT(arg3, 4); - ACTION_PARAM_INT(arg4, 5); - - self->special = spec; - self->args[0] = arg0; - self->args[1] = arg1; - self->args[2] = arg2; - self->args[3] = arg3; - self->args[4] = arg4; -} - -//=========================================================================== -// -// A_SetUserVar -// -//=========================================================================== - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserVar) -{ - ACTION_PARAM_START(2); - ACTION_PARAM_NAME(varname, 0); - ACTION_PARAM_INT(value, 1); - - PSymbol *sym = self->GetClass()->Symbols.FindSymbol(varname, true); - PSymbolVariable *var; - - if (sym == NULL || sym->SymbolType != SYM_Variable || - !(var = static_cast(sym))->bUserVar || - var->ValueType.Type != VAL_Int) - { - Printf("%s is not a user variable in class %s\n", varname.GetChars(), - self->GetClass()->TypeName.GetChars()); - return; - } - // Set the value of the specified user variable. - *(int *)(reinterpret_cast(self) + var->offset) = value; -} - -//=========================================================================== -// -// A_SetUserArray -// -//=========================================================================== - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserArray) -{ - ACTION_PARAM_START(3); - ACTION_PARAM_NAME(varname, 0); - ACTION_PARAM_INT(pos, 1); - ACTION_PARAM_INT(value, 2); - - PSymbol *sym = self->GetClass()->Symbols.FindSymbol(varname, true); - PSymbolVariable *var; - - if (sym == NULL || sym->SymbolType != SYM_Variable || - !(var = static_cast(sym))->bUserVar || - var->ValueType.Type != VAL_Array || var->ValueType.BaseType != VAL_Int) - { - Printf("%s is not a user array in class %s\n", varname.GetChars(), - self->GetClass()->TypeName.GetChars()); - return; - } - if (pos < 0 || pos >= var->ValueType.size) - { - Printf("%d is out of bounds in array %s in class %s\n", pos, varname.GetChars(), - self->GetClass()->TypeName.GetChars()); - return; - } - // Set the value of the specified user array at index pos. - ((int *)(reinterpret_cast(self) + var->offset))[pos] = value; -} - -//=========================================================================== -// -// A_Teleport(optional state teleportstate, optional class targettype, -// optional class fogtype, optional int flags, optional fixed mindist, -// optional fixed maxdist) -// -// Attempts to teleport to a targettype at least mindist away and at most -// maxdist away (0 means unlimited). If successful, spawn a fogtype at old -// location and place calling actor in teleportstate. -// -//=========================================================================== -enum T_Flags -{ - TF_TELEFRAG = 1, // Allow telefrag in order to teleport. - TF_RANDOMDECIDE = 2, // Randomly fail based on health. (A_Srcr2Decide) -}; - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Teleport) -{ - ACTION_PARAM_START(6); - ACTION_PARAM_STATE(TeleportState, 0); - ACTION_PARAM_CLASS(TargetType, 1); - ACTION_PARAM_CLASS(FogType, 2); - ACTION_PARAM_INT(Flags, 3); - ACTION_PARAM_FIXED(MinDist, 4); - ACTION_PARAM_FIXED(MaxDist, 5); - - // Randomly choose not to teleport like A_Srcr2Decide. - if (Flags & TF_RANDOMDECIDE) - { - static const int chance[] = - { - 192, 120, 120, 120, 64, 64, 32, 16, 0 - }; - - unsigned int chanceindex = self->health / ((self->SpawnHealth()/8 == 0) ? 1 : self->SpawnHealth()/8); - - if (chanceindex >= countof(chance)) - { - chanceindex = countof(chance) - 1; - } - - if (pr_teleport() >= chance[chanceindex]) return; - } - - if (TeleportState == NULL) - { - // Default to Teleport. - TeleportState = self->FindState("Teleport"); - // If still nothing, then return. - if (!TeleportState) return; - } - - DSpotState *state = DSpotState::GetSpotState(); - if (state == NULL) return; - - if (!TargetType) TargetType = PClass::FindClass("BossSpot"); - - AActor * spot = state->GetSpotWithMinMaxDistance(TargetType, self->x, self->y, MinDist, MaxDist); - if (spot == NULL) return; - - fixed_t prevX = self->x; - fixed_t prevY = self->y; - fixed_t prevZ = self->z; - if (P_TeleportMove (self, spot->x, spot->y, spot->z, Flags & TF_TELEFRAG)) - { - ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! - - if (FogType) - { - Spawn(FogType, prevX, prevY, prevZ, ALLOW_REPLACE); - } - - ACTION_JUMP(TeleportState); - - self->z = self->floorz; - self->angle = spot->angle; - self->velx = self->vely = self->velz = 0; - } -} - -//=========================================================================== -// -// A_Turn -// -//=========================================================================== - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Turn) -{ - ACTION_PARAM_START(1); - ACTION_PARAM_ANGLE(angle, 0); - self->angle += angle; -} - -//=========================================================================== -// -// A_Quake -// -//=========================================================================== - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Quake) -{ - ACTION_PARAM_START(5); - ACTION_PARAM_INT(intensity, 0); - ACTION_PARAM_INT(duration, 1); - ACTION_PARAM_INT(damrad, 2); - ACTION_PARAM_INT(tremrad, 3); - ACTION_PARAM_SOUND(sound, 4); - P_StartQuake(self, 0, intensity, duration, damrad, tremrad, sound); -} - -//=========================================================================== -// -// A_Weave -// -//=========================================================================== - -void A_Weave(AActor *self, int xyspeed, int zspeed, fixed_t xydist, fixed_t zdist) -{ - fixed_t newX, newY; - int weaveXY, weaveZ; - int angle; - fixed_t dist; - - weaveXY = self->WeaveIndexXY & 63; - weaveZ = self->WeaveIndexZ & 63; - angle = (self->angle + ANG90) >> ANGLETOFINESHIFT; - - if (xydist != 0 && xyspeed != 0) - { - dist = MulScale13(finesine[weaveXY << BOBTOFINESHIFT], xydist); - newX = self->x - FixedMul (finecosine[angle], dist); - newY = self->y - FixedMul (finesine[angle], dist); - weaveXY = (weaveXY + xyspeed) & 63; - dist = MulScale13(finesine[weaveXY << BOBTOFINESHIFT], xydist); - newX += FixedMul (finecosine[angle], dist); - newY += FixedMul (finesine[angle], dist); - if (!(self->flags5 & MF5_NOINTERACTION)) - { - P_TryMove (self, newX, newY, true); - } - else - { - self->UnlinkFromWorld (); - self->flags |= MF_NOBLOCKMAP; - self->x = newX; - self->y = newY; - self->LinkToWorld (); - } - self->WeaveIndexXY = weaveXY; - } - if (zdist != 0 && zspeed != 0) - { - self->z -= MulScale13(finesine[weaveZ << BOBTOFINESHIFT], zdist); - weaveZ = (weaveZ + zspeed) & 63; - self->z += MulScale13(finesine[weaveZ << BOBTOFINESHIFT], zdist); - self->WeaveIndexZ = weaveZ; - } -} - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Weave) -{ - ACTION_PARAM_START(4); - ACTION_PARAM_INT(xspeed, 0); - ACTION_PARAM_INT(yspeed, 1); - ACTION_PARAM_FIXED(xdist, 2); - ACTION_PARAM_FIXED(ydist, 3); - A_Weave(self, xspeed, yspeed, xdist, ydist); -} - - - - -//=========================================================================== -// -// A_LineEffect -// -// This allows linedef effects to be activated inside deh frames. -// -//=========================================================================== - - -void P_TranslateLineDef (line_t *ld, maplinedef_t *mld); -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LineEffect) -{ - ACTION_PARAM_START(2); - ACTION_PARAM_INT(special, 0); - ACTION_PARAM_INT(tag, 1); - - line_t junk; maplinedef_t oldjunk; - bool res = false; - if (!(self->flags6 & MF6_LINEDONE)) // Unless already used up - { - if ((oldjunk.special = special)) // Linedef type - { - oldjunk.tag = tag; // Sector tag for linedef - P_TranslateLineDef(&junk, &oldjunk); // Turn into native type - res = !!P_ExecuteSpecial(junk.special, NULL, self, false, junk.args[0], - junk.args[1], junk.args[2], junk.args[3], junk.args[4]); - if (res && !(junk.flags & ML_REPEAT_SPECIAL)) // If only once, - self->flags6 |= MF6_LINEDONE; // no more for this thing - } - } - ACTION_SET_RESULT(res); -} - -//========================================================================== -// -// A Wolf3D-style attack codepointer -// -//========================================================================== -enum WolfAttackFlags -{ - WAF_NORANDOM = 1, - WAF_USEPUFF = 2, -}; - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_WolfAttack) -{ - ACTION_PARAM_START(9); - ACTION_PARAM_INT(flags, 0); - ACTION_PARAM_SOUND(sound, 1); - ACTION_PARAM_FIXED(snipe, 2); - ACTION_PARAM_INT(maxdamage, 3); - ACTION_PARAM_INT(blocksize, 4); - ACTION_PARAM_INT(pointblank, 5); - ACTION_PARAM_INT(longrange, 6); - ACTION_PARAM_FIXED(runspeed, 7); - ACTION_PARAM_CLASS(pufftype, 8); - - if (!self->target) - return; - - // Enemy can't see target - if (!P_CheckSight(self, self->target)) - return; - - A_FaceTarget (self); - - - // Target can dodge if it can see enemy - angle_t angle = R_PointToAngle2(self->target->x, self->target->y, self->x, self->y) - self->target->angle; - angle >>= 24; - bool dodge = (P_CheckSight(self->target, self) && (angle>226 || angle<30)); - - // Distance check is simplistic - fixed_t dx = abs (self->x - self->target->x); - fixed_t dy = abs (self->y - self->target->y); - fixed_t dz; - fixed_t dist = dx > dy ? dx : dy; - - // Some enemies are more precise - dist = FixedMul(dist, snipe); - - // Convert distance into integer number of blocks - dist >>= FRACBITS; - dist /= blocksize; - - // Now for the speed accuracy thingie - fixed_t speed = FixedMul(self->target->velx, self->target->velx) - + FixedMul(self->target->vely, self->target->vely) - + FixedMul(self->target->velz, self->target->velz); - int hitchance = speed < runspeed ? 256 : 160; - - // Distance accuracy (factoring dodge) - hitchance -= dist * (dodge ? 16 : 8); - - // While we're here, we may as well do something for this: - if (self->target->flags & MF_SHADOW) - { - hitchance >>= 2; - } - - // The attack itself - if (pr_cabullet() < hitchance) - { - // Compute position for spawning blood/puff - dx = self->target->x; - dy = self->target->y; - dz = self->target->z + (self->target->height>>1); - angle = R_PointToAngle2(dx, dy, self->x, self->y); - - dx += FixedMul(self->target->radius, finecosine[angle>>ANGLETOFINESHIFT]); - dy += FixedMul(self->target->radius, finesine[angle>>ANGLETOFINESHIFT]); - - int damage = flags & WAF_NORANDOM ? maxdamage : (1 + (pr_cabullet() % maxdamage)); - if (dist >= pointblank) - damage >>= 1; - if (dist >= longrange) - damage >>= 1; - FName mod = NAME_None; - bool spawnblood = !((self->target->flags & MF_NOBLOOD) - || (self->target->flags2 & (MF2_INVULNERABLE|MF2_DORMANT))); - if (flags & WAF_USEPUFF && pufftype) - { - AActor * dpuff = GetDefaultByType(pufftype->GetReplacement()); - mod = dpuff->DamageType; - - if (dpuff->flags2 & MF2_THRUGHOST && self->target->flags3 & MF3_GHOST) - damage = 0; - - if ((0 && dpuff->flags3 & MF3_PUFFONACTORS) || !spawnblood) - { - spawnblood = false; - P_SpawnPuff(self, pufftype, dx, dy, dz, angle, 0); - } - } - else if (self->target->flags3 & MF3_GHOST) - damage >>= 2; - if (damage) - { - int newdam = P_DamageMobj(self->target, self, self, damage, mod, DMG_THRUSTLESS); - if (spawnblood) - { - P_SpawnBlood(dx, dy, dz, angle, newdam > 0 ? newdam : damage, self->target); - P_TraceBleed(newdam > 0 ? newdam : damage, self->target, R_PointToAngle2(self->x, self->y, dx, dy), 0); - } - } - } - - // And finally, let's play the sound - S_Sound (self, CHAN_WEAPON, sound, 1, ATTN_NORM); -} - - -//========================================================================== -// -// A_Warp -// -//========================================================================== - -enum WARPF -{ - WARPF_ABSOLUTEOFFSET = 0x1, - WARPF_ABSOLUTEANGLE = 0x2, - WARPF_USECALLERANGLE = 0x4, - - WARPF_NOCHECKPOSITION = 0x8, - - WARPF_INTERPOLATE = 0x10, - WARPF_WARPINTERPOLATION = 0x20, - WARPF_COPYINTERPOLATION = 0x40, - - WARPF_STOP = 0x80, - WARPF_TOFLOOR = 0x100, - WARPF_TESTONLY = 0x200 -}; - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp) -{ - ACTION_PARAM_START(7); - - ACTION_PARAM_INT(destination_selector, 0); - ACTION_PARAM_FIXED(xofs, 1); - ACTION_PARAM_FIXED(yofs, 2); - ACTION_PARAM_FIXED(zofs, 3); - ACTION_PARAM_ANGLE(angle, 4); - ACTION_PARAM_INT(flags, 5); - ACTION_PARAM_STATE(success_state, 6); - - fixed_t - - oldx, - oldy, - oldz; - - AActor *reference = COPY_AAPTR(self, destination_selector); - - if (!reference) - { - ACTION_SET_RESULT(false); - return; - } - - if (!(flags & WARPF_ABSOLUTEANGLE)) - { - angle += (flags & WARPF_USECALLERANGLE) ? self->angle : reference->angle; - } - - if (!(flags & WARPF_ABSOLUTEOFFSET)) - { - angle_t fineangle = angle>>ANGLETOFINESHIFT; - oldx = xofs; - - // (borrowed from A_SpawnItemEx, assumed workable) - // in relative mode negative y values mean 'left' and positive ones mean 'right' - // This is the inverse orientation of the absolute mode! - - xofs = FixedMul(oldx, finecosine[fineangle]) + FixedMul(yofs, finesine[fineangle]); - yofs = FixedMul(oldx, finesine[fineangle]) - FixedMul(yofs, finecosine[fineangle]); - } - - oldx = self->x; - oldy = self->y; - oldz = self->z; - - if (flags & WARPF_TOFLOOR) - { - // set correct xy - - self->SetOrigin( - reference->x + xofs, - reference->y + yofs, - reference->z); - - // now the caller's floorz should be appropriate for the assigned xy-position - // assigning position again with - - if (zofs) - { - // extra unlink, link and environment calculation - self->SetOrigin( - self->x, - self->y, - self->floorz + zofs); - } - else - { - // if there is no offset, there should be no ill effect from moving down to the - // already identified floor - - // A_Teleport does the same thing anyway - self->z = self->floorz; - } - } - else - { - self->SetOrigin( - reference->x + xofs, - reference->y + yofs, - reference->z + zofs); - } - - if ((flags & WARPF_NOCHECKPOSITION) || P_TestMobjLocation(self)) - { - if (flags & WARPF_TESTONLY) - { - self->SetOrigin(oldx, oldy, oldz); - } - else - { - self->angle = angle; - - if (flags & WARPF_STOP) - { - self->velx = 0; - self->vely = 0; - self->velz = 0; - } - - if (flags & WARPF_WARPINTERPOLATION) - { - self->PrevX += self->x - oldx; - self->PrevY += self->y - oldy; - self->PrevZ += self->z - oldz; - } - else if (flags & WARPF_COPYINTERPOLATION) - { - self->PrevX = self->x + reference->PrevX - reference->x; - self->PrevY = self->y + reference->PrevY - reference->y; - self->PrevZ = self->z + reference->PrevZ - reference->z; - } - else if (! (flags & WARPF_INTERPOLATE)) - { - self->PrevX = self->x; - self->PrevY = self->y; - self->PrevZ = self->z; - } - } - - if (success_state) - { - ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! - // in this case, you have the statejump to help you handle all the success anyway. - ACTION_JUMP(success_state); - return; - } - - ACTION_SET_RESULT(true); - } - else - { - self->SetOrigin(oldx, oldy, oldz); - ACTION_SET_RESULT(false); - } - -} - -//========================================================================== -// -// ACS_Named* stuff - -// -// These are exactly like their un-named line special equivalents, except -// they take strings instead of integers to indicate which script to run. -// Some of these probably aren't very useful, but they are included for -// the sake of completeness. -// -//========================================================================== - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedExecuteWithResult) -{ - ACTION_PARAM_START(5); - - ACTION_PARAM_NAME(scriptname, 0); - ACTION_PARAM_INT(arg1, 1); - ACTION_PARAM_INT(arg2, 2); - ACTION_PARAM_INT(arg3, 3); - ACTION_PARAM_INT(arg4, 4); - - bool res = !!P_ExecuteSpecial(ACS_ExecuteWithResult, NULL, self, false, -scriptname, arg1, arg2, arg3, arg4); - - ACTION_SET_RESULT(res); -} - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedExecute) -{ - ACTION_PARAM_START(5); - - ACTION_PARAM_NAME(scriptname, 0); - ACTION_PARAM_INT(mapnum, 1); - ACTION_PARAM_INT(arg1, 2); - ACTION_PARAM_INT(arg2, 3); - ACTION_PARAM_INT(arg3, 4); - - bool res = !!P_ExecuteSpecial(ACS_Execute, NULL, self, false, -scriptname, mapnum, arg1, arg2, arg3); - - ACTION_SET_RESULT(res); -} - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedExecuteAlways) -{ - ACTION_PARAM_START(5); - - ACTION_PARAM_NAME(scriptname, 0); - ACTION_PARAM_INT(mapnum, 1); - ACTION_PARAM_INT(arg1, 2); - ACTION_PARAM_INT(arg2, 3); - ACTION_PARAM_INT(arg3, 4); - - bool res = !!P_ExecuteSpecial(ACS_ExecuteAlways, NULL, self, false, -scriptname, mapnum, arg1, arg2, arg3); - - ACTION_SET_RESULT(res); -} - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedLockedExecute) -{ - ACTION_PARAM_START(5); - - ACTION_PARAM_NAME(scriptname, 0); - ACTION_PARAM_INT(mapnum, 1); - ACTION_PARAM_INT(arg1, 2); - ACTION_PARAM_INT(arg2, 3); - ACTION_PARAM_INT(lock, 4); - - bool res = !!P_ExecuteSpecial(ACS_LockedExecute, NULL, self, false, -scriptname, mapnum, arg1, arg2, lock); - - ACTION_SET_RESULT(res); -} - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedLockedExecuteDoor) -{ - ACTION_PARAM_START(5); - - ACTION_PARAM_NAME(scriptname, 0); - ACTION_PARAM_INT(mapnum, 1); - ACTION_PARAM_INT(arg1, 2); - ACTION_PARAM_INT(arg2, 3); - ACTION_PARAM_INT(lock, 4); - - bool res = !!P_ExecuteSpecial(ACS_LockedExecuteDoor, NULL, self, false, -scriptname, mapnum, arg1, arg2, lock); - - ACTION_SET_RESULT(res); -} - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedSuspend) -{ - ACTION_PARAM_START(2); - - ACTION_PARAM_NAME(scriptname, 0); - ACTION_PARAM_INT(mapnum, 1); - - bool res = !!P_ExecuteSpecial(ACS_Suspend, NULL, self, false, -scriptname, mapnum, 0, 0, 0); - - ACTION_SET_RESULT(res); -} - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedTerminate) -{ - ACTION_PARAM_START(2); - - ACTION_PARAM_NAME(scriptname, 0); - ACTION_PARAM_INT(mapnum, 1); - - bool res = !!P_ExecuteSpecial(ACS_Terminate, NULL, self, false, -scriptname, mapnum, 0, 0, 0); - - ACTION_SET_RESULT(res); -} - - -//========================================================================== -// -// A_RadiusGive -// -// 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, - RGF_PLAYERS = 2, - RGF_MONSTERS = 4, - RGF_OBJECTS = 8, - RGF_VOODOO = 16, - RGF_CORPSES = 32, - RGF_MASK = 63, - RGF_NOTARGET = 64, - RGF_NOTRACER = 128, - RGF_NOMASTER = 256, - RGF_CUBE = 512, -}; - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive) -{ - ACTION_PARAM_START(7); - ACTION_PARAM_CLASS(item, 0); - ACTION_PARAM_FIXED(distance, 1); - ACTION_PARAM_INT(flags, 2); - ACTION_PARAM_INT(amount, 3); - - // We need a valid item, valid targets, and a valid range - if (item == NULL || (flags & RGF_MASK) == 0 || distance <= 0) - { - return; - } - if (amount == 0) - { - amount = 1; - } - FBlockThingsIterator it(FBoundingBox(self->x, self->y, distance)); - double distsquared = double(distance) * double(distance); - - AActor *thing; - while ((thing = it.Next())) - { - // Don't give to inventory items - if (thing->flags & MF_SPECIAL) - { - continue; - } - // Avoid giving to self unless requested - if (thing == self && !(flags & RGF_GIVESELF)) - { - continue; - } - // Avoiding special pointers if requested - if (((thing == self->target) && (flags & RGF_NOTARGET)) || - ((thing == self->tracer) && (flags & RGF_NOTRACER)) || - ((thing == self->master) && (flags & RGF_NOMASTER))) - { - continue; - } - // Don't give to dead thing unless requested - if (thing->flags & MF_CORPSE) - { - if (!(flags & RGF_CORPSES)) - { - continue; - } - } - else if (thing->health <= 0 || thing->flags6 & MF6_KILLED) - { - continue; - } - // Players, monsters, and other shootable objects - if (thing->player) - { - if ((thing->player->mo == thing) && !(flags & RGF_PLAYERS)) - { - continue; - } - if ((thing->player->mo != thing) && !(flags & RGF_VOODOO)) - { - continue; - } - } - else if (thing->flags3 & MF3_ISMONSTER) - { - if (!(flags & RGF_MONSTERS)) - { - continue; - } - } - else if (thing->flags & MF_SHOOTABLE || thing->flags6 & MF6_VULNERABLE) - { - if (!(flags & RGF_OBJECTS)) - { - continue; - } - } - else - { - continue; - } - - if (flags & RGF_CUBE) - { // check if inside a cube - if (abs(thing->x - self->x) > distance || - abs(thing->y - self->y) > distance || - abs((thing->z + thing->height/2) - (self->z + self->height/2)) > distance) - { - continue; - } - } - else - { // check if inside a sphere - TVector3 tpos(thing->x, thing->y, thing->z + thing->height/2); - TVector3 spos(self->x, self->y, self->z + self->height/2); - if ((tpos - spos).LengthSquared() > distsquared) - { - continue; - } - } - fixed_t dz = abs ((thing->z + thing->height/2) - (self->z + self->height/2)); - - if (P_CheckSight (thing, self, SF_IGNOREVISIBILITY|SF_IGNOREWATERBOUNDARY)) - { // OK to give; target is in direct path - AInventory *gift = static_cast(Spawn (item, 0, 0, 0, NO_REPLACE)); - if (gift->IsKindOf(RUNTIME_CLASS(AHealth))) - { - gift->Amount *= amount; - } - else - { - gift->Amount = amount; - } - gift->flags |= MF_DROPPED; - gift->ClearCounters(); - if (!gift->CallTryPickup (thing)) - { - gift->Destroy (); - } - } - } -} - - -//========================================================================== -// -// A_SetTics -// -//========================================================================== - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetTics) -{ - ACTION_PARAM_START(1); - ACTION_PARAM_INT(tics_to_set, 0); - - if (stateowner != self && self->player != NULL && stateowner->IsKindOf(RUNTIME_CLASS(AWeapon))) - { // Is this a weapon? Need to check psp states for a match, then. Blah. - for (int i = 0; i < NUMPSPRITES; ++i) - { - if (self->player->psprites[i].state == CallingState) - { - self->player->psprites[i].tics = tics_to_set; - return; - } - } - } - // Just set tics for self. - self->tics = tics_to_set; -} - -//========================================================================== -// -// A_SetDamageType -// -//========================================================================== - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetDamageType) -{ - ACTION_PARAM_START(1); - ACTION_PARAM_NAME(damagetype, 0); - - self->DamageType = damagetype; -} - -//========================================================================== -// -// A_DropItem -// -//========================================================================== - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropItem) -{ - ACTION_PARAM_START(3); - ACTION_PARAM_CLASS(spawntype, 0); - ACTION_PARAM_INT(amount, 1); - ACTION_PARAM_INT(chance, 2); - - P_DropItem(self, spawntype, amount, chance); -} - -//========================================================================== -// -// A_SetSpeed -// -//========================================================================== - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpeed) -{ - ACTION_PARAM_START(1); - ACTION_PARAM_FIXED(speed, 0); - - self->Speed = speed; +/* +** thingdef.cpp +** +** Code pointers for Actor definitions +** +**--------------------------------------------------------------------------- +** Copyright 2002-2006 Christoph Oelckers +** Copyright 2004-2006 Randy Heit +** All rights reserved. +** +** Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions +** are met: +** +** 1. Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** 2. Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in the +** documentation and/or other materials provided with the distribution. +** 3. The name of the author may not be used to endorse or promote products +** derived from this software without specific prior written permission. +** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be +** covered by the terms of the GNU General Public License as published by +** the Free Software Foundation; either version 2 of the License, or (at +** your option) any later version. +** +** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR +** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES +** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. +** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, +** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT +** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF +** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +**--------------------------------------------------------------------------- +** +*/ + +#include "gi.h" +#include "g_level.h" +#include "actor.h" +#include "info.h" +#include "sc_man.h" +#include "tarray.h" +#include "w_wad.h" +#include "templates.h" +#include "r_defs.h" +#include "a_pickups.h" +#include "s_sound.h" +#include "cmdlib.h" +#include "p_lnspec.h" +#include "p_enemy.h" +#include "a_action.h" +#include "decallib.h" +#include "m_random.h" +#include "i_system.h" +#include "p_local.h" +#include "c_console.h" +#include "doomerrors.h" +#include "a_sharedglobal.h" +#include "thingdef/thingdef.h" +#include "v_video.h" +#include "v_font.h" +#include "doomstat.h" +#include "v_palette.h" +#include "g_shared/a_specialspot.h" +#include "actorptrselect.h" +#include "m_bbox.h" +#include "r_data/r_translate.h" +#include "p_trace.h" +#include "gstrings.h" + + +static FRandom pr_camissile ("CustomActorfire"); +static FRandom pr_camelee ("CustomMelee"); +static FRandom pr_cabullet ("CustomBullet"); +static FRandom pr_cajump ("CustomJump"); +static FRandom pr_cwbullet ("CustomWpBullet"); +static FRandom pr_cwjump ("CustomWpJump"); +static FRandom pr_cwpunch ("CustomWpPunch"); +static FRandom pr_grenade ("ThrowGrenade"); +static FRandom pr_crailgun ("CustomRailgun"); +static FRandom pr_spawndebris ("SpawnDebris"); +static FRandom pr_spawnitemex ("SpawnItemEx"); +static FRandom pr_burst ("Burst"); +static FRandom pr_monsterrefire ("MonsterRefire"); +static FRandom pr_teleport("A_Teleport"); + +//========================================================================== +// +// ACustomInventory :: CallStateChain +// +// Executes the code pointers in a chain of states +// until there is no next state +// +//========================================================================== + +bool ACustomInventory::CallStateChain (AActor *actor, FState * State) +{ + StateCallData StateCall; + bool result = false; + int counter = 0; + + while (State != NULL) + { + // Assume success. The code pointer will set this to false if necessary + StateCall.State = State; + StateCall.Result = true; + if (State->CallAction(actor, this, &StateCall)) + { + // collect all the results. Even one successful call signifies overall success. + result |= StateCall.Result; + } + + + // Since there are no delays it is a good idea to check for infinite loops here! + counter++; + if (counter >= 10000) break; + + if (StateCall.State == State) + { + // Abort immediately if the state jumps to itself! + if (State == State->GetNextState()) + { + return false; + } + + // If both variables are still the same there was no jump + // so we must advance to the next state. + State = State->GetNextState(); + } + else + { + State = StateCall.State; + } + } + return result; } + +//========================================================================== +// +// A_RearrangePointers +// +// Allow an actor to change its relationship to other actors by +// copying pointers freely between TARGET MASTER and TRACER. +// Can also assign null value, but does not duplicate A_ClearTarget. +// +//========================================================================== + + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RearrangePointers) +{ + ACTION_PARAM_START(4); + ACTION_PARAM_INT(ptr_target, 0); + ACTION_PARAM_INT(ptr_master, 1); + ACTION_PARAM_INT(ptr_tracer, 2); + ACTION_PARAM_INT(flags, 3); + + // Rearrange pointers internally + + // Fetch all values before modification, so that all fields can get original values + AActor + *gettarget = self->target, + *getmaster = self->master, + *gettracer = self->tracer; + + switch (ptr_target) // pick the new target + { + case AAPTR_MASTER: + self->target = getmaster; + if (!(PTROP_UNSAFETARGET & flags)) VerifyTargetChain(self); + break; + case AAPTR_TRACER: + self->target = gettracer; + if (!(PTROP_UNSAFETARGET & flags)) VerifyTargetChain(self); + break; + case AAPTR_NULL: + self->target = NULL; + // THIS IS NOT "A_ClearTarget", so no other targeting info is removed + break; + } + + // presently permitting non-monsters to set master + switch (ptr_master) // pick the new master + { + case AAPTR_TARGET: + self->master = gettarget; + if (!(PTROP_UNSAFEMASTER & flags)) VerifyMasterChain(self); + break; + case AAPTR_TRACER: + self->master = gettracer; + if (!(PTROP_UNSAFEMASTER & flags)) VerifyMasterChain(self); + break; + case AAPTR_NULL: + self->master = NULL; + break; + } + + switch (ptr_tracer) // pick the new tracer + { + case AAPTR_TARGET: + self->tracer = gettarget; + break; // no verification deemed necessary; the engine never follows a tracer chain(?) + case AAPTR_MASTER: + self->tracer = getmaster; + break; // no verification deemed necessary; the engine never follows a tracer chain(?) + case AAPTR_NULL: + self->tracer = NULL; + break; + } +} + +//========================================================================== +// +// A_TransferPointer +// +// Copy one pointer (MASTER, TARGET or TRACER) from this actor (SELF), +// or from this actor's MASTER, TARGET or TRACER. +// +// You can copy any one of that actor's pointers +// +// Assign the copied pointer to any one pointer in SELF, +// MASTER, TARGET or TRACER. +// +// Any attempt to make an actor point to itself will replace the pointer +// with a null value. +// +//========================================================================== + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TransferPointer) +{ + ACTION_PARAM_START(5); + ACTION_PARAM_INT(ptr_source, 0); + ACTION_PARAM_INT(ptr_recepient, 1); + ACTION_PARAM_INT(ptr_sourcefield, 2); + ACTION_PARAM_INT(ptr_recepientfield, 3); + ACTION_PARAM_INT(flags, 4); + + AActor *source, *recepient; + + // Exchange pointers with actors to whom you have pointers (or with yourself, if you must) + + source = COPY_AAPTR(self, ptr_source); + COPY_AAPTR_NOT_NULL(self, recepient, ptr_recepient); // pick an actor to store the provided pointer value + + // convert source from dataprovider to data + + source = COPY_AAPTR(source, ptr_sourcefield); + + if (source == recepient) source = NULL; // The recepient should not acquire a pointer to itself; will write NULL + + if (ptr_recepientfield == AAPTR_DEFAULT) ptr_recepientfield = ptr_sourcefield; // If default: Write to same field as data was read from + + ASSIGN_AAPTR(recepient, ptr_recepientfield, source, flags); +} + +//========================================================================== +// +// A_CopyFriendliness +// +// Join forces with one of the actors you are pointing to (MASTER by default) +// +// Normal CopyFriendliness reassigns health. This function will not. +// +//========================================================================== + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CopyFriendliness) +{ + ACTION_PARAM_START(1); + ACTION_PARAM_INT(ptr_source, 0); + + if (self->player) return; + + AActor *source; + COPY_AAPTR_NOT_NULL(self, source, ptr_source); + self->CopyFriendliness(source, false, false); // No change in current target or health +} + +//========================================================================== +// +// Simple flag changers +// +//========================================================================== +DEFINE_ACTION_FUNCTION(AActor, A_SetSolid) +{ + self->flags |= MF_SOLID; +} + +DEFINE_ACTION_FUNCTION(AActor, A_UnsetSolid) +{ + self->flags &= ~MF_SOLID; +} + +DEFINE_ACTION_FUNCTION(AActor, A_SetFloat) +{ + self->flags |= MF_FLOAT; +} + +DEFINE_ACTION_FUNCTION(AActor, A_UnsetFloat) +{ + self->flags &= ~(MF_FLOAT|MF_INFLOAT); +} + +//========================================================================== +// +// Customizable attack functions which use actor parameters. +// +//========================================================================== +static void DoAttack (AActor *self, bool domelee, bool domissile, + int MeleeDamage, FSoundID MeleeSound, const PClass *MissileType,fixed_t MissileHeight) +{ + if (self->target == NULL) return; + + A_FaceTarget (self); + if (domelee && MeleeDamage>0 && self->CheckMeleeRange ()) + { + int damage = pr_camelee.HitDice(MeleeDamage); + if (MeleeSound) S_Sound (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM); + 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. + self->z += MissileHeight + self->GetBobOffset() - 32*FRACUNIT; + AActor *missile = P_SpawnMissileXYZ (self->x, self->y, self->z + 32*FRACUNIT, self, self->target, MissileType, false); + self->z -= MissileHeight + 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); + } + } +} + +DEFINE_ACTION_FUNCTION(AActor, A_MeleeAttack) +{ + int MeleeDamage = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeDamage, 0); + FSoundID MeleeSound = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeSound, 0); + DoAttack(self, true, false, MeleeDamage, MeleeSound, NULL, 0); +} + +DEFINE_ACTION_FUNCTION(AActor, A_MissileAttack) +{ + const PClass *MissileType=PClass::FindClass((ENamedName) self->GetClass()->Meta.GetMetaInt (ACMETA_MissileName, NAME_None)); + fixed_t MissileHeight= self->GetClass()->Meta.GetMetaFixed (ACMETA_MissileHeight, 32*FRACUNIT); + DoAttack(self, false, true, 0, 0, MissileType, MissileHeight); +} + +DEFINE_ACTION_FUNCTION(AActor, A_ComboAttack) +{ + int MeleeDamage = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeDamage, 0); + FSoundID MeleeSound = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeSound, 0); + const PClass *MissileType=PClass::FindClass((ENamedName) self->GetClass()->Meta.GetMetaInt (ACMETA_MissileName, NAME_None)); + fixed_t MissileHeight= self->GetClass()->Meta.GetMetaFixed (ACMETA_MissileHeight, 32*FRACUNIT); + DoAttack(self, true, true, MeleeDamage, MeleeSound, MissileType, MissileHeight); +} + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BasicAttack) +{ + ACTION_PARAM_START(4); + ACTION_PARAM_INT(MeleeDamage, 0); + ACTION_PARAM_SOUND(MeleeSound, 1); + ACTION_PARAM_CLASS(MissileType, 2); + ACTION_PARAM_FIXED(MissileHeight, 3); + + if (MissileType == NULL) return; + DoAttack(self, true, true, MeleeDamage, MeleeSound, MissileType, MissileHeight); +} + +//========================================================================== +// +// Custom sound functions. +// +//========================================================================== + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlaySound) +{ + ACTION_PARAM_START(5); + ACTION_PARAM_SOUND(soundid, 0); + ACTION_PARAM_INT(channel, 1); + ACTION_PARAM_FLOAT(volume, 2); + ACTION_PARAM_BOOL(looping, 3); + ACTION_PARAM_FLOAT(attenuation, 4); + + if (!looping) + { + S_Sound (self, channel, soundid, volume, attenuation); + } + else + { + if (!S_IsActorPlayingSomething (self, channel&7, soundid)) + { + S_Sound (self, channel | CHAN_LOOP, soundid, volume, attenuation); + } + } +} + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_StopSound) +{ + ACTION_PARAM_START(1); + ACTION_PARAM_INT(slot, 0); + + S_StopSound(self, slot); +} + +//========================================================================== +// +// These come from a time when DECORATE constants did not exist yet and +// the sound interface was less flexible. As a result the parameters are +// not optimal and these functions have been deprecated in favor of extending +// A_PlaySound and A_StopSound. +// +//========================================================================== + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlayWeaponSound) +{ + ACTION_PARAM_START(1); + ACTION_PARAM_SOUND(soundid, 0); + + S_Sound (self, CHAN_WEAPON, soundid, 1, ATTN_NORM); +} + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlaySoundEx) +{ + ACTION_PARAM_START(4); + ACTION_PARAM_SOUND(soundid, 0); + ACTION_PARAM_NAME(channel, 1); + ACTION_PARAM_BOOL(looping, 2); + ACTION_PARAM_INT(attenuation_raw, 3); + + float attenuation; + switch (attenuation_raw) + { + case -1: attenuation = ATTN_STATIC; break; // drop off rapidly + default: + case 0: attenuation = ATTN_NORM; break; // normal + case 1: + case 2: attenuation = ATTN_NONE; break; // full volume + } + + if (channel < NAME_Auto || channel > NAME_SoundSlot7) + { + channel = NAME_Auto; + } + + if (!looping) + { + S_Sound (self, int(channel) - NAME_Auto, soundid, 1, attenuation); + } + else + { + if (!S_IsActorPlayingSomething (self, int(channel) - NAME_Auto, soundid)) + { + S_Sound (self, (int(channel) - NAME_Auto) | CHAN_LOOP, soundid, 1, attenuation); + } + } +} + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_StopSoundEx) +{ + ACTION_PARAM_START(1); + ACTION_PARAM_NAME(channel, 0); + + if (channel > NAME_Auto && channel <= NAME_SoundSlot7) + { + S_StopSound (self, int(channel) - NAME_Auto); + } +} + +//========================================================================== +// +// Generic seeker missile function +// +//========================================================================== +static FRandom pr_seekermissile ("SeekerMissile"); +enum +{ + SMF_LOOK = 1, + SMF_PRECISE = 2, + SMF_CURSPEED = 4, +}; +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SeekerMissile) +{ + ACTION_PARAM_START(5); + ACTION_PARAM_INT(ang1, 0); + ACTION_PARAM_INT(ang2, 1); + ACTION_PARAM_INT(flags, 2); + ACTION_PARAM_INT(chance, 3); + ACTION_PARAM_INT(distance, 4); + + if ((flags & SMF_LOOK) && (self->tracer == 0) && (pr_seekermissile()tracer = P_RoughMonsterSearch (self, distance, true); + } + if (!P_SeekerMissile(self, clamp(ang1, 0, 90) * ANGLE_1, clamp(ang2, 0, 90) * ANGLE_1, !!(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; + } + } +} + +//========================================================================== +// +// Hitscan attack with a customizable amount of bullets (specified in damage) +// +//========================================================================== +DEFINE_ACTION_FUNCTION(AActor, A_BulletAttack) +{ + int i; + int bangle; + int slope; + + if (!self->target) return; + + A_FaceTarget (self); + bangle = self->angle; + + slope = P_AimLineAttack (self, bangle, MISSILERANGE); + + S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM); + for (i = self->GetMissileDamage (0, 1); i > 0; --i) + { + int angle = bangle + (pr_cabullet.Random2() << 20); + int damage = ((pr_cabullet()%5)+1)*3; + P_LineAttack(self, angle, MISSILERANGE, slope, damage, + NAME_Hitscan, NAME_BulletPuff); + } +} + + +//========================================================================== +// +// Do the state jump +// +//========================================================================== +static void DoJump(AActor * self, FState * CallingState, FState *jumpto, StateCallData *statecall) +{ + if (jumpto == NULL) return; + + if (statecall != NULL) + { + statecall->State = jumpto; + } + else if (self->player != NULL && CallingState == self->player->psprites[ps_weapon].state) + { + P_SetPsprite(self->player, ps_weapon, jumpto); + } + else if (self->player != NULL && CallingState == self->player->psprites[ps_flash].state) + { + P_SetPsprite(self->player, ps_flash, jumpto); + } + else if (CallingState == self->state) + { + self->SetState (jumpto); + } + else + { + // something went very wrong. This should never happen. + assert(false); + } +} + +// This is just to avoid having to directly reference the internally defined +// CallingState and statecall parameters in the code below. +#define ACTION_JUMP(offset) DoJump(self, CallingState, offset, statecall) + +//========================================================================== +// +// State jump function +// +//========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Jump) +{ + ACTION_PARAM_START(3); + ACTION_PARAM_INT(count, 0); + ACTION_PARAM_INT(maxchance, 1); + + if (count >= 2 && (maxchance >= 256 || pr_cajump() < maxchance)) + { + int jumps = 2 + (count == 2? 0 : (pr_cajump() % (count - 1))); + ACTION_PARAM_STATE(jumpto, jumps); + ACTION_JUMP(jumpto); + } + ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! +} + +//========================================================================== +// +// State jump function +// +//========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfHealthLower) +{ + ACTION_PARAM_START(3); + ACTION_PARAM_INT(health, 0); + ACTION_PARAM_STATE(jump, 1); + ACTION_PARAM_INT(ptr_selector, 2); + + AActor *measured; + + measured = COPY_AAPTR(self, ptr_selector); + + if (measured && measured->health < health) + { + ACTION_JUMP(jump); + } + + ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! +} + +//========================================================================== +// +// State jump function +// +//========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetOutsideMeleeRange) +{ + ACTION_PARAM_START(1); + ACTION_PARAM_STATE(jump, 0); + + if (!self->CheckMeleeRange()) + { + ACTION_JUMP(jump); + } + ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! +} + +//========================================================================== +// +// State jump function +// +//========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInsideMeleeRange) +{ + ACTION_PARAM_START(1); + ACTION_PARAM_STATE(jump, 0); + + if (self->CheckMeleeRange()) + { + ACTION_JUMP(jump); + } + ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! +} +//========================================================================== +// +// State jump function +// +//========================================================================== +void DoJumpIfCloser(AActor *target, DECLARE_PARAMINFO) +{ + ACTION_PARAM_START(2); + ACTION_PARAM_FIXED(dist, 0); + ACTION_PARAM_STATE(jump, 1); + + ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! + + // No target - no jump + if (target != NULL && P_AproxDistance(self->x-target->x, self->y-target->y) < dist && + ( (self->z > target->z && self->z - (target->z + target->height) < dist) || + (self->z <=target->z && target->z - (self->z + self->height) < dist) + ) + ) + { + ACTION_JUMP(jump); + } +} + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfCloser) +{ + AActor *target; + + if (!self->player) + { + target = self->target; + } + else + { + // Does the player aim at something that can be shot? + P_BulletSlope(self, &target); + } + DoJumpIfCloser(target, PUSH_PARAMINFO); +} + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTracerCloser) +{ + DoJumpIfCloser(self->tracer, PUSH_PARAMINFO); +} + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfMasterCloser) +{ + DoJumpIfCloser(self->master, PUSH_PARAMINFO); +} + +//========================================================================== +// +// State jump function +// +//========================================================================== +void DoJumpIfInventory(AActor * owner, DECLARE_PARAMINFO) +{ + ACTION_PARAM_START(4); + ACTION_PARAM_CLASS(Type, 0); + ACTION_PARAM_INT(ItemAmount, 1); + ACTION_PARAM_STATE(JumpOffset, 2); + ACTION_PARAM_INT(setowner, 3); + + ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! + + if (!Type) return; + COPY_AAPTR_NOT_NULL(owner, owner, setowner); // returns if owner ends up being NULL + + AInventory *Item = owner->FindInventory(Type); + + if (Item) + { + if (ItemAmount > 0) + { + if (Item->Amount >= ItemAmount) + ACTION_JUMP(JumpOffset); + } + else if (Item->Amount >= Item->MaxAmount) + { + ACTION_JUMP(JumpOffset); + } + } +} + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInventory) +{ + DoJumpIfInventory(self, PUSH_PARAMINFO); +} + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetInventory) +{ + DoJumpIfInventory(self->target, PUSH_PARAMINFO); +} + +//========================================================================== +// +// State jump function +// +//========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfArmorType) +{ + ACTION_PARAM_START(3); + ACTION_PARAM_NAME(Type, 0); + ACTION_PARAM_STATE(JumpOffset, 1); + ACTION_PARAM_INT(amount, 2); + + ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! + + ABasicArmor * armor = (ABasicArmor *) self->FindInventory(NAME_BasicArmor); + + if (armor && armor->ArmorType == Type && armor->Amount >= amount) + ACTION_JUMP(JumpOffset); +} + +//========================================================================== +// +// Parameterized version of A_Explode +// +//========================================================================== + +enum +{ + XF_HURTSOURCE = 1, + XF_NOTMISSILE = 4, +}; + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode) +{ + ACTION_PARAM_START(8); + ACTION_PARAM_INT(damage, 0); + ACTION_PARAM_INT(distance, 1); + ACTION_PARAM_INT(flags, 2); + ACTION_PARAM_BOOL(alert, 3); + ACTION_PARAM_INT(fulldmgdistance, 4); + ACTION_PARAM_INT(nails, 5); + ACTION_PARAM_INT(naildamage, 6); + ACTION_PARAM_CLASS(pufftype, 7); + + if (damage < 0) // get parameters from metadata + { + damage = self->GetClass()->Meta.GetMetaInt (ACMETA_ExplosionDamage, 128); + distance = self->GetClass()->Meta.GetMetaInt (ACMETA_ExplosionRadius, damage); + flags = !self->GetClass()->Meta.GetMetaInt (ACMETA_DontHurtShooter); + alert = false; + } + else + { + if (distance <= 0) distance = damage; + } + // NailBomb effect, from SMMU but not from its source code: instead it was implemented and + // generalized from the documentation at http://www.doomworld.com/eternity/engine/codeptrs.html + + if (nails) + { + angle_t ang; + for (int i = 0; i < nails; i++) + { + ang = i*(ANGLE_MAX/nails); + // Comparing the results of a test wad with Eternity, it seems A_NailBomb does not aim + P_LineAttack (self, ang, MISSILERANGE, 0, + //P_AimLineAttack (self, ang, MISSILERANGE), + naildamage, NAME_Hitscan, pufftype); + } + } + + P_RadiusAttack (self, self->target, damage, distance, self->DamageType, flags, fulldmgdistance); + P_CheckSplash(self, distance<target != NULL && self->target->player != NULL) + { + validcount++; + P_RecursiveSound (self->Sector, self->target, false, 0); + } +} + +//========================================================================== +// +// A_RadiusThrust +// +//========================================================================== + +enum +{ + RTF_AFFECTSOURCE = 1, + RTF_NOIMPACTDAMAGE = 2, + RTF_NOTMISSILE = 4, +}; + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusThrust) +{ + ACTION_PARAM_START(3); + ACTION_PARAM_INT(force, 0); + ACTION_PARAM_INT(distance, 1); + ACTION_PARAM_INT(flags, 2); + ACTION_PARAM_INT(fullthrustdistance, 3); + + bool sourcenothrust = false; + + if (force == 0) force = 128; + if (distance <= 0) distance = abs(force); + + // Temporarily negate MF2_NODMGTHRUST on the shooter, since it renders this function useless. + if (!(flags & RTF_NOTMISSILE) && self->target != NULL && self->target->flags2 & MF2_NODMGTHRUST) + { + sourcenothrust = true; + self->target->flags2 &= ~MF2_NODMGTHRUST; + } + + P_RadiusAttack (self, self->target, force, distance, self->DamageType, flags | RADF_NODAMAGE, fullthrustdistance); + P_CheckSplash(self, distance << FRACBITS); + + if (sourcenothrust) + { + self->target->flags2 |= MF2_NODMGTHRUST; + } +} + +//========================================================================== +// +// Execute a line special / script +// +//========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CallSpecial) +{ + ACTION_PARAM_START(6); + ACTION_PARAM_INT(special, 0); + ACTION_PARAM_INT(arg1, 1); + ACTION_PARAM_INT(arg2, 2); + ACTION_PARAM_INT(arg3, 3); + ACTION_PARAM_INT(arg4, 4); + ACTION_PARAM_INT(arg5, 5); + + bool res = !!P_ExecuteSpecial(special, NULL, self, false, arg1, arg2, arg3, arg4, arg5); + + ACTION_SET_RESULT(res); +} + +//========================================================================== +// +// The ultimate code pointer: Fully customizable missiles! +// +//========================================================================== +enum CM_Flags +{ + CMF_AIMMODE = 3, + CMF_TRACKOWNER = 4, + CMF_CHECKTARGETDEAD = 8, + + CMF_ABSOLUTEPITCH = 16, + CMF_OFFSETPITCH = 32, + CMF_SAVEPITCH = 64, + + CMF_ABSOLUTEANGLE = 128 +}; + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile) +{ + ACTION_PARAM_START(6); + ACTION_PARAM_CLASS(ti, 0); + ACTION_PARAM_FIXED(SpawnHeight, 1); + ACTION_PARAM_INT(Spawnofs_XY, 2); + ACTION_PARAM_ANGLE(Angle, 3); + ACTION_PARAM_INT(flags, 4); + ACTION_PARAM_ANGLE(pitch, 5); + + int aimmode = flags & CMF_AIMMODE; + + AActor * targ; + AActor * missile; + + if (self->target != NULL || aimmode==2) + { + if (ti) + { + angle_t ang = (self->angle - ANGLE_90) >> ANGLETOFINESHIFT; + fixed_t x = Spawnofs_XY * finecosine[ang]; + fixed_t y = Spawnofs_XY * finesine[ang]; + fixed_t z = SpawnHeight + self->GetBobOffset() - 32*FRACUNIT + (self->player? self->player->crouchoffset : 0); + + switch (aimmode) + { + case 0: + default: + // same adjustment as above (in all 3 directions this time) - for better aiming! + self->x += x; + self->y += y; + self->z += z; + missile = P_SpawnMissileXYZ(self->x, self->y, self->z + 32*FRACUNIT, self, self->target, ti, false); + self->x -= x; + self->y -= y; + self->z -= z; + break; + + case 1: + missile = P_SpawnMissileXYZ(self->x+x, self->y+y, self->z + self->GetBobOffset() + SpawnHeight, self, self->target, ti, false); + break; + + case 2: + self->x += x; + self->y += y; + missile = P_SpawnMissileAngleZSpeed(self, self->z + self->GetBobOffset() + SpawnHeight, ti, self->angle, 0, GetDefaultByType(ti)->Speed, self, false); + self->x -= x; + self->y -= y; + + flags |= CMF_ABSOLUTEPITCH; + + break; + } + + if (missile) + { + // Use the actual velocity instead of the missile's Speed property + // so that this can handle missiles with a high vertical velocity + // component properly. + + fixed_t missilespeed; + + if ( (CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH) & flags) + { + if (CMF_OFFSETPITCH & flags) + { + FVector2 velocity (missile->velx, missile->vely); + pitch += R_PointToAngle2(0,0, (fixed_t)velocity.Length(), missile->velz); + } + ang = pitch >> ANGLETOFINESHIFT; + missilespeed = abs(FixedMul(finecosine[ang], missile->Speed)); + missile->velz = FixedMul(finesine[ang], missile->Speed); + } + else + { + FVector2 velocity (missile->velx, missile->vely); + missilespeed = (fixed_t)velocity.Length(); + } + + if (CMF_SAVEPITCH & flags) + { + missile->pitch = pitch; + // In aimmode 0 and 1 without absolutepitch or offsetpitch, the pitch parameter + // contains the unapplied parameter. In that case, it is set as pitch without + // otherwise affecting the spawned actor. + } + + missile->angle = (CMF_ABSOLUTEANGLE & flags) ? Angle : missile->angle + Angle ; + + ang = missile->angle >> ANGLETOFINESHIFT; + missile->velx = FixedMul (missilespeed, finecosine[ang]); + missile->vely = FixedMul (missilespeed, finesine[ang]); + + // handle projectile shooting projectiles - track the + // links back to a real owner + if (self->isMissile(!!(flags & CMF_TRACKOWNER))) + { + AActor * owner=self ;//->target; + while (owner->isMissile(!!(flags & CMF_TRACKOWNER)) && owner->target) owner=owner->target; + targ=owner; + missile->target=owner; + // automatic handling of seeker missiles + if (self->flags & missile->flags2 & MF2_SEEKERMISSILE) + { + missile->tracer=self->tracer; + } + } + else if (missile->flags2&MF2_SEEKERMISSILE) + { + // automatic handling of seeker missiles + missile->tracer=self->target; + } + // we must redo the spectral check here because the owner is set after spawning so the FriendPlayer value may be wrong + if (missile->flags4 & MF4_SPECTRAL) + { + if (missile->target != NULL) + { + missile->SetFriendPlayer(missile->target->player); + } + else + { + missile->FriendPlayer = 0; + } + } + P_CheckMissileSpawn(missile, self->radius); + } + } + } + else if (flags & CMF_CHECKTARGETDEAD) + { + // Target is dead and the attack shall be aborted. + if (self->SeeState != NULL && (self->health > 0 || !(self->flags3 & MF3_ISMONSTER))) self->SetState(self->SeeState); + } +} + +//========================================================================== +// +// An even more customizable hitscan attack +// +//========================================================================== +enum CBA_Flags +{ + CBAF_AIMFACING = 1, + CBAF_NORANDOM = 2, + CBAF_EXPLICITANGLE = 4, + CBAF_NOPITCH = 8, + CBAF_NORANDOMPUFFZ = 16, +}; + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomBulletAttack) +{ + ACTION_PARAM_START(7); + ACTION_PARAM_ANGLE(Spread_XY, 0); + ACTION_PARAM_ANGLE(Spread_Z, 1); + ACTION_PARAM_INT(NumBullets, 2); + ACTION_PARAM_INT(DamagePerBullet, 3); + ACTION_PARAM_CLASS(pufftype, 4); + ACTION_PARAM_FIXED(Range, 5); + ACTION_PARAM_INT(Flags, 6); + + if(Range==0) Range=MISSILERANGE; + + int i; + int bangle; + int bslope = 0; + int laflags = (Flags & CBAF_NORANDOMPUFFZ)? LAF_NORANDOMPUFFZ : 0; + + if (self->target || (Flags & CBAF_AIMFACING)) + { + if (!(Flags & CBAF_AIMFACING)) A_FaceTarget (self); + bangle = self->angle; + + if (!pufftype) pufftype = PClass::FindClass(NAME_BulletPuff); + + if (!(Flags & CBAF_NOPITCH)) bslope = P_AimLineAttack (self, bangle, MISSILERANGE); + + S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM); + for (i=0 ; itarget) + return; + + A_FaceTarget (self); + if (self->CheckMeleeRange ()) + { + if (MeleeSound) S_Sound (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM); + int newdam = P_DamageMobj (self->target, self, self, damage, DamageType); + if (bleed) P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self); + } + else + { + if (MissSound) S_Sound (self, CHAN_WEAPON, MissSound, 1, ATTN_NORM); + } +} + +//========================================================================== +// +// A fully customizable combo attack +// +//========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomComboAttack) +{ + ACTION_PARAM_START(6); + ACTION_PARAM_CLASS(ti, 0); + ACTION_PARAM_FIXED(SpawnHeight, 1); + ACTION_PARAM_INT(damage, 2); + ACTION_PARAM_SOUND(MeleeSound, 3); + ACTION_PARAM_NAME(DamageType, 4); + ACTION_PARAM_BOOL(bleed, 5); + + if (!self->target) + return; + + A_FaceTarget (self); + if (self->CheckMeleeRange ()) + { + if (DamageType==NAME_None) DamageType = NAME_Melee; // Melee is the default type + if (MeleeSound) S_Sound (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM); + int newdam = P_DamageMobj (self->target, self, self, damage, DamageType); + if (bleed) P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self); + } + else if (ti) + { + // This seemingly senseless code is needed for proper aiming. + self->z += SpawnHeight + self->GetBobOffset() - 32*FRACUNIT; + AActor *missile = P_SpawnMissileXYZ (self->x, self->y, self->z + 32*FRACUNIT, self, self->target, ti, false); + self->z -= SpawnHeight + self->GetBobOffset() - 32*FRACUNIT; + + if (missile) + { + // automatic handling of seeker missiles + if (missile->flags2&MF2_SEEKERMISSILE) + { + missile->tracer=self->target; + } + P_CheckMissileSpawn(missile, self->radius); + } + } +} + +//========================================================================== +// +// State jump function +// +//========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfNoAmmo) +{ + ACTION_PARAM_START(1); + ACTION_PARAM_STATE(jump, 0); + + ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! + if (!ACTION_CALL_FROM_WEAPON()) return; + + if (!self->player->ReadyWeapon->CheckAmmo(self->player->ReadyWeapon->bAltFire, false, true)) + { + ACTION_JUMP(jump); + } + +} + + +//========================================================================== +// +// An even more customizable hitscan attack +// +//========================================================================== +enum FB_Flags +{ + FBF_USEAMMO = 1, + FBF_NORANDOM = 2, + FBF_EXPLICITANGLE = 4, + FBF_NOPITCH = 8, + FBF_NOFLASH = 16, + FBF_NORANDOMPUFFZ = 32, +}; + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireBullets) +{ + ACTION_PARAM_START(7); + ACTION_PARAM_ANGLE(Spread_XY, 0); + ACTION_PARAM_ANGLE(Spread_Z, 1); + ACTION_PARAM_INT(NumberOfBullets, 2); + ACTION_PARAM_INT(DamagePerBullet, 3); + ACTION_PARAM_CLASS(PuffType, 4); + ACTION_PARAM_INT(Flags, 5); + ACTION_PARAM_FIXED(Range, 6); + + if (!self->player) return; + + player_t * player=self->player; + AWeapon * weapon=player->ReadyWeapon; + + int i; + int bangle; + int bslope = 0; + int laflags = (Flags & FBF_NORANDOMPUFFZ)? LAF_NORANDOMPUFFZ : 0; + + if ((Flags & FBF_USEAMMO) && weapon) + { + if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo + } + + if (Range == 0) Range = PLAYERMISSILERANGE; + + if (!(Flags & FBF_NOFLASH)) static_cast(self)->PlayAttacking2 (); + + if (!(Flags & FBF_NOPITCH)) bslope = P_BulletSlope(self); + bangle = self->angle; + + if (!PuffType) PuffType = PClass::FindClass(NAME_BulletPuff); + + if (weapon != NULL) + { + S_Sound (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM); + } + + if ((NumberOfBullets==1 && !player->refire) || NumberOfBullets==0) + { + int damage = DamagePerBullet; + + if (!(Flags & FBF_NORANDOM)) + damage *= ((pr_cwbullet()%3)+1); + + P_LineAttack(self, bangle, Range, bslope, damage, NAME_Hitscan, PuffType, laflags); + } + else + { + if (NumberOfBullets == -1) NumberOfBullets = 1; + for (i=0 ; iplayer) return; + + + player_t *player=self->player; + AWeapon * weapon=player->ReadyWeapon; + AActor *linetarget; + + if (UseAmmo && weapon) + { + if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo + } + + if (ti) + { + angle_t ang = (self->angle - ANGLE_90) >> ANGLETOFINESHIFT; + fixed_t x = SpawnOfs_XY * finecosine[ang]; + fixed_t y = SpawnOfs_XY * finesine[ang]; + fixed_t z = SpawnHeight; + fixed_t shootangle = self->angle; + + if (Flags & FPF_AIMATANGLE) shootangle += Angle; + + // Temporarily adjusts the pitch + fixed_t SavedPlayerPitch = self->pitch; + self->pitch -= pitch; + AActor * misl=P_SpawnPlayerMissile (self, x, y, z, ti, shootangle, &linetarget); + self->pitch = SavedPlayerPitch; + + // automatic handling of seeker missiles + if (misl) + { + if (Flags & FPF_TRANSFERTRANSLATION) misl->Translation = self->Translation; + if (linetarget && misl->flags2&MF2_SEEKERMISSILE) misl->tracer=linetarget; + if (!(Flags & FPF_AIMATANGLE)) + { + // This original implementation is to aim straight ahead and then offset + // the angle from the resulting direction. + FVector3 velocity(misl->velx, misl->vely, 0); + fixed_t missilespeed = (fixed_t)velocity.Length(); + misl->angle += Angle; + angle_t an = misl->angle >> ANGLETOFINESHIFT; + misl->velx = FixedMul (missilespeed, finecosine[an]); + misl->vely = FixedMul (missilespeed, finesine[an]); + } + } + } +} + + +//========================================================================== +// +// A_CustomPunch +// +// Berserk is not handled here. That can be done with A_CheckIfInventory +// +//========================================================================== + +enum +{ + CPF_USEAMMO = 1, + CPF_DAGGER = 2, + CPF_PULLIN = 4, + CPF_NORANDOMPUFFZ = 8, +}; + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch) +{ + ACTION_PARAM_START(5); + ACTION_PARAM_INT(Damage, 0); + ACTION_PARAM_BOOL(norandom, 1); + ACTION_PARAM_INT(flags, 2); + ACTION_PARAM_CLASS(PuffType, 3); + ACTION_PARAM_FIXED(Range, 4); + ACTION_PARAM_FIXED(LifeSteal, 5); + + if (!self->player) return; + + player_t *player=self->player; + AWeapon * weapon=player->ReadyWeapon; + + + angle_t angle; + int pitch; + AActor * linetarget; + int actualdamage; + + if (!norandom) Damage *= (pr_cwpunch()%8+1); + + angle = self->angle + (pr_cwpunch.Random2() << 18); + if (Range == 0) Range = MELEERANGE; + pitch = P_AimLineAttack (self, angle, Range, &linetarget); + + // only use ammo when actually hitting something! + if ((flags & CPF_USEAMMO) && linetarget && weapon) + { + if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo + } + + if (!PuffType) PuffType = PClass::FindClass(NAME_BulletPuff); + int puffFlags = LAF_ISMELEEATTACK | ((flags & CPF_NORANDOMPUFFZ) ? LAF_NORANDOMPUFFZ : 0); + + P_LineAttack (self, angle, Range, pitch, Damage, NAME_Melee, PuffType, puffFlags, &linetarget, &actualdamage); + + // turn to face target + if (linetarget) + { + if (LifeSteal && !(linetarget->flags5 & MF5_DONTDRAIN)) + P_GiveBody (self, (actualdamage * LifeSteal) >> FRACBITS); + + if (weapon != NULL) + { + S_Sound (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM); + } + + self->angle = R_PointToAngle2 (self->x, + self->y, + linetarget->x, + linetarget->y); + + if (flags & CPF_PULLIN) self->flags |= MF_JUSTATTACKED; + if (flags & CPF_DAGGER) P_DaggerAlert (self, linetarget); + } +} + + +//========================================================================== +// +// customizable railgun attack function +// +//========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RailAttack) +{ + ACTION_PARAM_START(16); + ACTION_PARAM_INT(Damage, 0); + ACTION_PARAM_INT(Spawnofs_XY, 1); + ACTION_PARAM_BOOL(UseAmmo, 2); + ACTION_PARAM_COLOR(Color1, 3); + ACTION_PARAM_COLOR(Color2, 4); + ACTION_PARAM_INT(Flags, 5); + ACTION_PARAM_FLOAT(MaxDiff, 6); + ACTION_PARAM_CLASS(PuffType, 7); + ACTION_PARAM_ANGLE(Spread_XY, 8); + ACTION_PARAM_ANGLE(Spread_Z, 9); + ACTION_PARAM_FIXED(Range, 10); + ACTION_PARAM_INT(Duration, 11); + ACTION_PARAM_FLOAT(Sparsity, 12); + ACTION_PARAM_FLOAT(DriftSpeed, 13); + ACTION_PARAM_CLASS(SpawnClass, 14); + ACTION_PARAM_FIXED(Spawnofs_Z, 15); + + if(Range==0) Range=8192*FRACUNIT; + if(Sparsity==0) Sparsity=1.0; + + if (!self->player) return; + + AWeapon * weapon=self->player->ReadyWeapon; + + // only use ammo when actually hitting something! + if (UseAmmo) + { + if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo + } + + angle_t angle; + angle_t slope; + + if (Flags & RAF_EXPLICITANGLE) + { + angle = Spread_XY; + slope = Spread_Z; + } + else + { + angle = pr_crailgun.Random2() * (Spread_XY / 255); + slope = pr_crailgun.Random2() * (Spread_Z / 255); + } + + P_RailAttack (self, Damage, Spawnofs_XY, Spawnofs_Z, Color1, Color2, MaxDiff, Flags, PuffType, angle, slope, Range, Duration, Sparsity, DriftSpeed, SpawnClass); +} + +//========================================================================== +// +// also for monsters +// +//========================================================================== +enum +{ + CRF_DONTAIM = 0, + CRF_AIMPARALLEL = 1, + CRF_AIMDIRECT = 2, + CRF_EXPLICITANGLE = 4, +}; + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun) +{ + ACTION_PARAM_START(16); + ACTION_PARAM_INT(Damage, 0); + ACTION_PARAM_INT(Spawnofs_XY, 1); + ACTION_PARAM_COLOR(Color1, 2); + ACTION_PARAM_COLOR(Color2, 3); + ACTION_PARAM_INT(Flags, 4); + ACTION_PARAM_INT(aim, 5); + ACTION_PARAM_FLOAT(MaxDiff, 6); + ACTION_PARAM_CLASS(PuffType, 7); + ACTION_PARAM_ANGLE(Spread_XY, 8); + ACTION_PARAM_ANGLE(Spread_Z, 9); + ACTION_PARAM_FIXED(Range, 10); + ACTION_PARAM_INT(Duration, 11); + ACTION_PARAM_FLOAT(Sparsity, 12); + ACTION_PARAM_FLOAT(DriftSpeed, 13); + ACTION_PARAM_CLASS(SpawnClass, 14); + ACTION_PARAM_FIXED(Spawnofs_Z, 15); + + if(Range==0) Range=8192*FRACUNIT; + if(Sparsity==0) Sparsity=1.0; + + AActor *linetarget; + + fixed_t saved_x = self->x; + fixed_t saved_y = self->y; + angle_t saved_angle = self->angle; + fixed_t saved_pitch = self->pitch; + + if (aim && self->target == NULL) + { + return; + } + // [RH] Andy Baker's stealth monsters + if (self->flags & MF_STEALTH) + { + self->visdir = 1; + } + + self->flags &= ~MF_AMBUSH; + + + if (aim) + { + self->angle = R_PointToAngle2 (self->x, + self->y, + self->target->x, + self->target->y); + } + self->pitch = P_AimLineAttack (self, self->angle, MISSILERANGE, &linetarget, ANGLE_1*60, 0, aim ? self->target : NULL); + if (linetarget == NULL && aim) + { + // We probably won't hit the target, but aim at it anyway so we don't look stupid. + FVector2 xydiff(self->target->x - self->x, self->target->y - self->y); + double zdiff = (self->target->z + (self->target->height>>1)) - + (self->z + (self->height>>1) - self->floorclip); + self->pitch = int(atan2(zdiff, xydiff.Length()) * ANGLE_180 / -M_PI); + } + // Let the aim trail behind the player + if (aim) + { + saved_angle = self->angle = R_PointToAngle2 (self->x, self->y, + self->target->x - self->target->velx * 3, + self->target->y - self->target->vely * 3); + + if (aim == CRF_AIMDIRECT) + { + // Tricky: We must offset to the angle of the current position + // but then change the angle again to ensure proper aim. + self->x += Spawnofs_XY * finecosine[self->angle]; + self->y += Spawnofs_XY * finesine[self->angle]; + Spawnofs_XY = 0; + self->angle = R_PointToAngle2 (self->x, self->y, + self->target->x - self->target->velx * 3, + self->target->y - self->target->vely * 3); + } + + if (self->target->flags & MF_SHADOW) + { + angle_t rnd = pr_crailgun.Random2() << 21; + self->angle += rnd; + saved_angle = rnd; + } + } + + angle_t angle = (self->angle - ANG90) >> ANGLETOFINESHIFT; + + angle_t angleoffset; + angle_t slopeoffset; + + if (Flags & CRF_EXPLICITANGLE) + { + angleoffset = Spread_XY; + slopeoffset = Spread_Z; + } + else + { + angleoffset = pr_crailgun.Random2() * (Spread_XY / 255); + slopeoffset = pr_crailgun.Random2() * (Spread_Z / 255); + } + + P_RailAttack (self, Damage, Spawnofs_XY, Spawnofs_Z, Color1, Color2, MaxDiff, Flags, PuffType, angleoffset, slopeoffset, Range, Duration, Sparsity, DriftSpeed, SpawnClass); + + self->x = saved_x; + self->y = saved_y; + self->angle = saved_angle; + self->pitch = saved_pitch; +} + +//=========================================================================== +// +// DoGiveInventory +// +//=========================================================================== + +static void DoGiveInventory(AActor * receiver, DECLARE_PARAMINFO) +{ + ACTION_PARAM_START(3); + ACTION_PARAM_CLASS(mi, 0); + ACTION_PARAM_INT(amount, 1); + ACTION_PARAM_INT(setreceiver, 2); + + COPY_AAPTR_NOT_NULL(receiver, receiver, setreceiver); + + bool res=true; + + if (amount==0) amount=1; + if (mi) + { + AInventory *item = static_cast(Spawn (mi, 0, 0, 0, NO_REPLACE)); + if (item->IsKindOf(RUNTIME_CLASS(AHealth))) + { + item->Amount *= amount; + } + else + { + item->Amount = amount; + } + item->flags |= MF_DROPPED; + item->ClearCounters(); + if (!item->CallTryPickup (receiver)) + { + item->Destroy (); + res = false; + } + else res = true; + } + else res = false; + ACTION_SET_RESULT(res); + +} + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveInventory) +{ + DoGiveInventory(self, PUSH_PARAMINFO); +} + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToTarget) +{ + DoGiveInventory(self->target, PUSH_PARAMINFO); +} + +//=========================================================================== +// +// A_TakeInventory +// +//=========================================================================== + +enum +{ + TIF_NOTAKEINFINITE = 1, +}; + +void DoTakeInventory(AActor * receiver, DECLARE_PARAMINFO) +{ + ACTION_PARAM_START(4); + ACTION_PARAM_CLASS(item, 0); + ACTION_PARAM_INT(amount, 1); + ACTION_PARAM_INT(flags, 2); + ACTION_PARAM_INT(setreceiver, 3); + + if (!item) return; + COPY_AAPTR_NOT_NULL(receiver, receiver, setreceiver); + + bool res = false; + + AInventory * inv = receiver->FindInventory(item); + + if (inv && !inv->IsKindOf(RUNTIME_CLASS(AHexenArmor))) + { + if (inv->Amount > 0) + { + res = true; + } + // Do not take ammo if the "no take infinite/take as ammo depletion" flag is set + // and infinite ammo is on + if (flags & TIF_NOTAKEINFINITE && + ((dmflags & DF_INFINITE_AMMO) || (receiver->player->cheats & CF_INFINITEAMMO)) && + inv->IsKindOf(RUNTIME_CLASS(AAmmo))) + { + // Nothing to do here, except maybe res = false;? Would it make sense? + } + else if (!amount || amount>=inv->Amount) + { + if (inv->ItemFlags&IF_KEEPDEPLETED) inv->Amount=0; + else inv->Destroy(); + } + else inv->Amount-=amount; + } + ACTION_SET_RESULT(res); +} + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeInventory) +{ + DoTakeInventory(self, PUSH_PARAMINFO); +} + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeFromTarget) +{ + DoTakeInventory(self->target, PUSH_PARAMINFO); +} + +//=========================================================================== +// +// Common code for A_SpawnItem and A_SpawnItemEx +// +//=========================================================================== + +enum SIX_Flags +{ + SIXF_TRANSFERTRANSLATION = 1 << 0, + SIXF_ABSOLUTEPOSITION = 1 << 1, + SIXF_ABSOLUTEANGLE = 1 << 2, + SIXF_ABSOLUTEVELOCITY = 1 << 3, + SIXF_SETMASTER = 1 << 4, + SIXF_NOCHECKPOSITION = 1 << 5, + SIXF_TELEFRAG = 1 << 6, + SIXF_CLIENTSIDE = 1 << 7, // only used by Skulldronum + SIXF_TRANSFERAMBUSHFLAG = 1 << 8, + SIXF_TRANSFERPITCH = 1 << 9, + SIXF_TRANSFERPOINTERS = 1 << 10, + SIXF_USEBLOODCOLOR = 1 << 11, + SIXF_CLEARCALLERTID = 1 << 12, + SIXF_MULTIPLYSPEED = 1 << 13, + SIXF_TRANSFERSCALE = 1 << 14, + SIXF_TRANSFERSPECIAL = 1 << 15, + SIXF_CLEARCALLERSPECIAL = 1 << 16, + SIXF_TRANSFERSTENCILCOL = 1 << 17, + SIXF_TRANSFERALPHA = 1 << 18, + SIXF_TRANSFERRENDERSTYLE = 1 << 19, + SIXF_SETTARGET = 1 << 20, + SIXF_SETTRACER = 1 << 21, + SIXF_NOPOINTERS = 1 << 22, +}; + +static bool InitSpawnedItem(AActor *self, AActor *mo, int flags) +{ + if (mo == NULL) + { + return false; + } + AActor *originator = self; + + if (!(mo->flags2 & MF2_DONTTRANSLATE)) + { + if (flags & SIXF_TRANSFERTRANSLATION) + { + mo->Translation = self->Translation; + } + else if (flags & SIXF_USEBLOODCOLOR) + { + // [XA] Use the spawning actor's BloodColor to translate the newly-spawned object. + PalEntry bloodcolor = self->GetBloodColor(); + mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a); + } + } + if (flags & SIXF_TRANSFERPOINTERS) + { + mo->target = self->target; + mo->master = self->master; // This will be overridden later if SIXF_SETMASTER is set + mo->tracer = self->tracer; + } + + mo->angle = self->angle; + if (flags & SIXF_TRANSFERPITCH) + { + mo->pitch = self->pitch; + } + while (originator && originator->isMissile()) + { + originator = originator->target; + } + + if (flags & SIXF_TELEFRAG) + { + P_TeleportMove(mo, mo->x, mo->y, mo->z, true); + // This is needed to ensure consistent behavior. + // Otherwise it will only spawn if nothing gets telefragged + flags |= SIXF_NOCHECKPOSITION; + } + if (mo->flags3 & MF3_ISMONSTER) + { + if (!(flags & SIXF_NOCHECKPOSITION) && !P_TestMobjLocation(mo)) + { + // The monster is blocked so don't spawn it at all! + mo->ClearCounters(); + mo->Destroy(); + return false; + } + else if (originator && !(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) + { + mo->master = originator; + } + if (flags & SIXF_SETTARGET) + { + mo->target = originator; + } + if (flags & SIXF_SETTRACER) + { + mo->tracer = originator; + } + if (flags & SIXF_TRANSFERSCALE) + { + mo->scaleX = self->scaleX; + mo->scaleY = self->scaleY; + } + if (flags & SIXF_TRANSFERAMBUSHFLAG) + { + mo->flags = (mo->flags & ~MF_AMBUSH) | (self->flags & MF_AMBUSH); + } + if (flags & SIXF_CLEARCALLERTID) + { + self->RemoveFromHash(); + self->tid = 0; + } + if (flags & SIXF_TRANSFERSPECIAL) + { + mo->special = self->special; + memcpy(mo->args, self->args, sizeof(self->args)); + } + if (flags & SIXF_CLEARCALLERSPECIAL) + { + self->special = 0; + memset(self->args, 0, sizeof(self->args)); + } + if (flags & SIXF_TRANSFERSTENCILCOL) + { + mo->fillcolor = self->fillcolor; + } + if (flags & SIXF_TRANSFERALPHA) + { + mo->alpha = self->alpha; + } + if (flags & SIXF_TRANSFERRENDERSTYLE) + { + mo->RenderStyle = self->RenderStyle; + } + + return true; +} + +//=========================================================================== +// +// A_SpawnItem +// +// Spawns an item in front of the caller like Heretic's time bomb +// +//=========================================================================== + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItem) +{ + ACTION_PARAM_START(5); + ACTION_PARAM_CLASS(missile, 0); + ACTION_PARAM_FIXED(distance, 1); + ACTION_PARAM_FIXED(zheight, 2); + ACTION_PARAM_BOOL(useammo, 3); + ACTION_PARAM_BOOL(transfer_translation, 4); + + if (!missile) + { + ACTION_SET_RESULT(false); + return; + } + + // Don't spawn monsters if this actor has been massacred + if (self->DamageType == NAME_Massacre && GetDefaultByType(missile)->flags3&MF3_ISMONSTER) return; + + if (distance==0) + { + // use the minimum distance that does not result in an overlap + distance=(self->radius+GetDefaultByType(missile)->radius)>>FRACBITS; + } + + if (ACTION_CALL_FROM_WEAPON()) + { + // Used from a weapon so use some ammo + AWeapon * weapon=self->player->ReadyWeapon; + + if (!weapon) return; + if (useammo && !weapon->DepleteAmmo(weapon->bAltFire)) return; + } + + AActor * mo = Spawn( missile, + self->x + FixedMul(distance, finecosine[self->angle>>ANGLETOFINESHIFT]), + self->y + FixedMul(distance, finesine[self->angle>>ANGLETOFINESHIFT]), + self->z - self->floorclip + self->GetBobOffset() + zheight, ALLOW_REPLACE); + + int flags = (transfer_translation ? SIXF_TRANSFERTRANSLATION : 0) + (useammo ? SIXF_SETMASTER : 0); + bool res = InitSpawnedItem(self, mo, flags); + ACTION_SET_RESULT(res); // for an inventory item's use state +} + +//=========================================================================== +// +// A_SpawnItemEx +// +// Enhanced spawning function +// +//=========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItemEx) +{ + ACTION_PARAM_START(11); + ACTION_PARAM_CLASS(missile, 0); + ACTION_PARAM_FIXED(xofs, 1); + ACTION_PARAM_FIXED(yofs, 2); + ACTION_PARAM_FIXED(zofs, 3); + ACTION_PARAM_FIXED(xvel, 4); + ACTION_PARAM_FIXED(yvel, 5); + ACTION_PARAM_FIXED(zvel, 6); + ACTION_PARAM_ANGLE(Angle, 7); + ACTION_PARAM_INT(flags, 8); + ACTION_PARAM_INT(chance, 9); + ACTION_PARAM_INT(tid, 10); + + if (!missile) + { + ACTION_SET_RESULT(false); + return; + } + + if (chance > 0 && pr_spawnitemex()DamageType == NAME_Massacre && GetDefaultByType(missile)->flags3&MF3_ISMONSTER) return; + + fixed_t x,y; + + if (!(flags & SIXF_ABSOLUTEANGLE)) + { + Angle += self->angle; + } + + angle_t ang = Angle >> ANGLETOFINESHIFT; + + if (flags & SIXF_ABSOLUTEPOSITION) + { + x = self->x + xofs; + y = self->y + yofs; + } + else + { + // in relative mode negative y values mean 'left' and positive ones mean 'right' + // This is the inverse orientation of the absolute mode! + x = self->x + FixedMul(xofs, finecosine[ang]) + FixedMul(yofs, finesine[ang]); + y = self->y + FixedMul(xofs, finesine[ang]) - FixedMul(yofs, finecosine[ang]); + } + + if (!(flags & SIXF_ABSOLUTEVELOCITY)) + { + // Same orientation issue here! + fixed_t newxvel = FixedMul(xvel, finecosine[ang]) + FixedMul(yvel, finesine[ang]); + yvel = FixedMul(xvel, finesine[ang]) - FixedMul(yvel, finecosine[ang]); + xvel = newxvel; + } + + AActor *mo = Spawn(missile, x, y, self->z - self->floorclip + self->GetBobOffset() + zofs, ALLOW_REPLACE); + bool res = InitSpawnedItem(self, mo, flags); + ACTION_SET_RESULT(res); // for an inventory item's use state + if (res) + { + if (tid != 0) + { + assert(mo->tid == 0); + mo->tid = tid; + mo->AddToHash(); + } + if (flags & SIXF_MULTIPLYSPEED) + { + mo->velx = FixedMul(xvel, mo->Speed); + mo->vely = FixedMul(yvel, mo->Speed); + mo->velz = FixedMul(zvel, mo->Speed); + } + else + { + mo->velx = xvel; + mo->vely = yvel; + mo->velz = zvel; + } + mo->angle = Angle; + } +} + +//=========================================================================== +// +// A_ThrowGrenade +// +// Throws a grenade (like Hexen's fighter flechette) +// +//=========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ThrowGrenade) +{ + ACTION_PARAM_START(5); + ACTION_PARAM_CLASS(missile, 0); + ACTION_PARAM_FIXED(zheight, 1); + ACTION_PARAM_FIXED(xyvel, 2); + ACTION_PARAM_FIXED(zvel, 3); + ACTION_PARAM_BOOL(useammo, 4); + + if (missile == NULL) return; + + if (ACTION_CALL_FROM_WEAPON()) + { + // Used from a weapon, so use some ammo + AWeapon *weapon = self->player->ReadyWeapon; + + if (!weapon) return; + if (useammo && !weapon->DepleteAmmo(weapon->bAltFire)) return; + } + + + AActor * bo; + + bo = Spawn(missile, self->x, self->y, + self->z - self->floorclip + self->GetBobOffset() + zheight + 35*FRACUNIT + (self->player? self->player->crouchoffset : 0), + ALLOW_REPLACE); + if (bo) + { + P_PlaySpawnSound(bo, self); + if (xyvel != 0) + bo->Speed = xyvel; + bo->angle = self->angle + (((pr_grenade()&7) - 4) << 24); + + angle_t pitch = angle_t(-self->pitch) >> ANGLETOFINESHIFT; + angle_t angle = bo->angle >> ANGLETOFINESHIFT; + + // There are two vectors we are concerned about here: xy and z. We rotate + // them separately according to the shooter's pitch and then sum them to + // get the final velocity vector to shoot with. + + fixed_t xy_xyscale = FixedMul(bo->Speed, finecosine[pitch]); + fixed_t xy_velz = FixedMul(bo->Speed, finesine[pitch]); + fixed_t xy_velx = FixedMul(xy_xyscale, finecosine[angle]); + fixed_t xy_vely = FixedMul(xy_xyscale, finesine[angle]); + + pitch = angle_t(self->pitch) >> ANGLETOFINESHIFT; + fixed_t z_xyscale = FixedMul(zvel, finesine[pitch]); + fixed_t z_velz = FixedMul(zvel, finecosine[pitch]); + fixed_t z_velx = FixedMul(z_xyscale, finecosine[angle]); + fixed_t z_vely = FixedMul(z_xyscale, finesine[angle]); + + bo->velx = xy_velx + z_velx + (self->velx >> 1); + bo->vely = xy_vely + z_vely + (self->vely >> 1); + bo->velz = xy_velz + z_velz; + + bo->target = self; + P_CheckMissileSpawn (bo, self->radius); + } + else ACTION_SET_RESULT(false); +} + + +//=========================================================================== +// +// A_Recoil +// +//=========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Recoil) +{ + ACTION_PARAM_START(1); + ACTION_PARAM_FIXED(xyvel, 0); + + angle_t angle = self->angle + ANG180; + angle >>= ANGLETOFINESHIFT; + self->velx += FixedMul (xyvel, finecosine[angle]); + self->vely += FixedMul (xyvel, finesine[angle]); +} + + +//=========================================================================== +// +// A_SelectWeapon +// +//=========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SelectWeapon) +{ + ACTION_PARAM_START(1); + ACTION_PARAM_CLASS(cls, 0); + + if (cls == NULL || self->player == NULL) + { + ACTION_SET_RESULT(false); + return; + } + + AWeapon * weaponitem = static_cast(self->FindInventory(cls)); + + if (weaponitem != NULL && weaponitem->IsKindOf(RUNTIME_CLASS(AWeapon))) + { + if (self->player->ReadyWeapon != weaponitem) + { + self->player->PendingWeapon = weaponitem; + } + } + else ACTION_SET_RESULT(false); + +} + + +//=========================================================================== +// +// A_Print +// +//=========================================================================== +EXTERN_CVAR(Float, con_midtime) + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Print) +{ + ACTION_PARAM_START(3); + ACTION_PARAM_STRING(text, 0); + ACTION_PARAM_FLOAT(time, 1); + ACTION_PARAM_NAME(fontname, 2); + + if (text[0] == '$') text = GStrings(text+1); + if (self->CheckLocalView (consoleplayer) || + (self->target!=NULL && self->target->CheckLocalView (consoleplayer))) + { + float saved = con_midtime; + FFont *font = NULL; + + if (fontname != NAME_None) + { + font = V_GetFont(fontname); + } + if (time > 0) + { + con_midtime = time; + } + + FString formatted = strbin1(text); + C_MidPrint(font != NULL ? font : SmallFont, formatted.GetChars()); + con_midtime = saved; + } + ACTION_SET_RESULT(false); // Prints should never set the result for inventory state chains! +} + +//=========================================================================== +// +// A_PrintBold +// +//=========================================================================== + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PrintBold) +{ + ACTION_PARAM_START(3); + ACTION_PARAM_STRING(text, 0); + ACTION_PARAM_FLOAT(time, 1); + ACTION_PARAM_NAME(fontname, 2); + + float saved = con_midtime; + FFont *font = NULL; + + if (text[0] == '$') text = GStrings(text+1); + if (fontname != NAME_None) + { + font = V_GetFont(fontname); + } + if (time > 0) + { + con_midtime = time; + } + + FString formatted = strbin1(text); + C_MidPrintBold(font != NULL ? font : SmallFont, formatted.GetChars()); + con_midtime = saved; + ACTION_SET_RESULT(false); // Prints should never set the result for inventory state chains! +} + +//=========================================================================== +// +// A_Log +// +//=========================================================================== + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Log) +{ + ACTION_PARAM_START(1); + ACTION_PARAM_STRING(text, 0); + + if (text[0] == '$') text = GStrings(text+1); + FString formatted = strbin1(text); + Printf("%s\n", formatted.GetChars()); + ACTION_SET_RESULT(false); // Prints should never set the result for inventory state chains! +} + +//========================================================================= +// +// A_LogInt +// +//=========================================================================== + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LogInt) +{ + ACTION_PARAM_START(1); + ACTION_PARAM_INT(num, 0); + Printf("%d\n", num); + ACTION_SET_RESULT(false); // Prints should never set the result for inventory state chains! +} + +//=========================================================================== +// +// A_SetTranslucent +// +//=========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetTranslucent) +{ + ACTION_PARAM_START(2); + ACTION_PARAM_FIXED(alpha, 0); + ACTION_PARAM_INT(mode, 1); + + mode = mode == 0 ? STYLE_Translucent : mode == 2 ? STYLE_Fuzzy : STYLE_Add; + + self->RenderStyle.Flags &= ~STYLEF_Alpha1; + self->alpha = clamp(alpha, 0, FRACUNIT); + self->RenderStyle = ERenderStyle(mode); +} + +//=========================================================================== +// +// A_FadeIn +// +// Fades the actor in +// +//=========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeIn) +{ + ACTION_PARAM_START(1); + ACTION_PARAM_FIXED(reduce, 0); + + if (reduce == 0) + { + reduce = FRACUNIT/10; + } + self->RenderStyle.Flags &= ~STYLEF_Alpha1; + self->alpha += reduce; + // Should this clamp alpha to 1.0? +} + +//=========================================================================== +// +// A_FadeOut +// +// fades the actor out and destroys it when done +// +//=========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeOut) +{ + ACTION_PARAM_START(2); + ACTION_PARAM_FIXED(reduce, 0); + ACTION_PARAM_BOOL(remove, 1); + + if (reduce == 0) + { + reduce = FRACUNIT/10; + } + self->RenderStyle.Flags &= ~STYLEF_Alpha1; + self->alpha -= reduce; + if (self->alpha <= 0 && remove) + { + self->Destroy(); + } +} + +//=========================================================================== +// +// A_FadeTo +// +// fades the actor to a specified transparency by a specified amount and +// destroys it if so desired +// +//=========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeTo) +{ + ACTION_PARAM_START(3); + ACTION_PARAM_FIXED(target, 0); + ACTION_PARAM_FIXED(amount, 1); + ACTION_PARAM_BOOL(remove, 2); + + self->RenderStyle.Flags &= ~STYLEF_Alpha1; + + if (self->alpha > target) + { + self->alpha -= amount; + + if (self->alpha < target) + { + self->alpha = target; + } + } + else if (self->alpha < target) + { + self->alpha += amount; + + if (self->alpha > target) + { + self->alpha = target; + } + } + if (self->alpha == target && remove) + { + self->Destroy(); + } +} + +//=========================================================================== +// +// A_Scale(float scalex, optional float scaley) +// +// Scales the actor's graphics. If scaley is 0, use scalex. +// +//=========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetScale) +{ + ACTION_PARAM_START(2); + ACTION_PARAM_FIXED(scalex, 0); + ACTION_PARAM_FIXED(scaley, 1); + + self->scaleX = scalex; + self->scaleY = scaley ? scaley : scalex; +} + +//=========================================================================== +// +// A_SetMass(int mass) +// +// Sets the actor's mass. +// +//=========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetMass) +{ + ACTION_PARAM_START(2); + ACTION_PARAM_INT(mass, 0); + + self->Mass = mass; +} + +//=========================================================================== +// +// A_SpawnDebris +// +//=========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnDebris) +{ + int i; + AActor * mo; + + ACTION_PARAM_START(4); + ACTION_PARAM_CLASS(debris, 0); + ACTION_PARAM_BOOL(transfer_translation, 1); + ACTION_PARAM_FIXED(mult_h, 2); + ACTION_PARAM_FIXED(mult_v, 3); + + if (debris == NULL) return; + + // only positive values make sense here + if (mult_v<=0) mult_v=FRACUNIT; + if (mult_h<=0) mult_h=FRACUNIT; + + for (i = 0; i < GetDefaultByType(debris)->health; i++) + { + mo = Spawn(debris, self->x+((pr_spawndebris()-128)<<12), + self->y + ((pr_spawndebris()-128)<<12), + self->z + (pr_spawndebris()*self->height/256+self->GetBobOffset()), ALLOW_REPLACE); + if (mo) + { + if (transfer_translation) + { + mo->Translation = self->Translation; + } + if (i < mo->GetClass()->ActorInfo->NumOwnedStates) + { + mo->SetState(mo->GetClass()->ActorInfo->OwnedStates + i); + } + mo->velz = FixedMul(mult_v, ((pr_spawndebris()&7)+5)*FRACUNIT); + mo->velx = FixedMul(mult_h, pr_spawndebris.Random2()<<(FRACBITS-6)); + mo->vely = FixedMul(mult_h, pr_spawndebris.Random2()<<(FRACBITS-6)); + } + } +} + + +//=========================================================================== +// +// A_CheckSight +// jumps if no player can see this actor +// +//=========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSight) +{ + ACTION_PARAM_START(1); + ACTION_PARAM_STATE(jump, 0); + + ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! + + for (int i = 0; i < MAXPLAYERS; i++) + { + if (playeringame[i]) + { + // Always check sight from each player. + if (P_CheckSight(players[i].mo, self, SF_IGNOREVISIBILITY)) + { + return; + } + // If a player is viewing from a non-player, then check that too. + if (players[i].camera != NULL && players[i].camera->player == NULL && + P_CheckSight(players[i].camera, self, SF_IGNOREVISIBILITY)) + { + return; + } + } + } + + ACTION_JUMP(jump); +} + +//=========================================================================== +// +// A_CheckSightOrRange +// Jumps if this actor is out of range of all players *and* out of sight. +// Useful for maps with many multi-actor special effects. +// +//=========================================================================== +static bool DoCheckSightOrRange(AActor *self, AActor *camera, double range) +{ + if (camera == NULL) + { + return false; + } + // Check distance first, since it's cheaper than checking sight. + double dx = self->x - camera->x; + double dy = self->y - camera->y; + double dz; + fixed_t eyez = (camera->z + camera->height - (camera->height>>2)); // same eye height as P_CheckSight + if (eyez > self->z + self->height) + { + dz = self->z + self->height - eyez; + } + else if (eyez < self->z) + { + dz = self->z - eyez; + } + else + { + dz = 0; + } + if ((dx*dx) + (dy*dy) + (dz*dz) <= range) + { // Within range + return true; + } + + // Now check LOS. + if (P_CheckSight(camera, self, SF_IGNOREVISIBILITY)) + { // Visible + return true; + } + return false; +} + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSightOrRange) +{ + ACTION_PARAM_START(2); + double range = EvalExpressionF(ParameterIndex+0, self); + ACTION_PARAM_STATE(jump, 1); + + ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! + + range = range * range * (double(FRACUNIT) * FRACUNIT); // no need for square roots + for (int i = 0; i < MAXPLAYERS; ++i) + { + if (playeringame[i]) + { + // Always check from each player. + if (DoCheckSightOrRange(self, players[i].mo, range)) + { + return; + } + // If a player is viewing from a non-player, check that too. + if (players[i].camera != NULL && players[i].camera->player == NULL && + DoCheckSightOrRange(self, players[i].camera, range)) + { + return; + } + } + } + ACTION_JUMP(jump); +} + +//=========================================================================== +// +// A_CheckRange +// Jumps if this actor is out of range of all players. +// +//=========================================================================== +static bool DoCheckRange(AActor *self, AActor *camera, double range) +{ + if (camera == NULL) + { + return false; + } + // Check distance first, since it's cheaper than checking sight. + double dx = self->x - camera->x; + double dy = self->y - camera->y; + double dz; + fixed_t eyez = (camera->z + camera->height - (camera->height>>2)); // same eye height as P_CheckSight + if (eyez > self->z + self->height){ + dz = self->z + self->height - eyez; + } + else if (eyez < self->z){ + dz = self->z - eyez; + } + else{ + dz = 0; + } + if ((dx*dx) + (dy*dy) + (dz*dz) <= range){ + // Within range + return true; + } + return false; +} + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckRange) +{ + ACTION_PARAM_START(2); + double range = EvalExpressionF(ParameterIndex+0, self); + ACTION_PARAM_STATE(jump, 1); + + ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! + + range = range * range * (double(FRACUNIT) * FRACUNIT); // no need for square roots + for (int i = 0; i < MAXPLAYERS; ++i) + { + if (playeringame[i]) + { + // Always check from each player. + if (DoCheckRange(self, players[i].mo, range)) + { + return; + } + // If a player is viewing from a non-player, check that too. + if (players[i].camera != NULL && players[i].camera->player == NULL && + DoCheckRange(self, players[i].camera, range)) + { + return; + } + } + } + ACTION_JUMP(jump); +} + + +//=========================================================================== +// +// Inventory drop +// +//=========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropInventory) +{ + ACTION_PARAM_START(1); + ACTION_PARAM_CLASS(drop, 0); + + if (drop) + { + AInventory * inv = self->FindInventory(drop); + if (inv) + { + self->DropInventory(inv); + } + } +} + + +//=========================================================================== +// +// A_SetBlend +// +//=========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetBlend) +{ + ACTION_PARAM_START(4); + ACTION_PARAM_COLOR(color, 0); + ACTION_PARAM_FLOAT(alpha, 1); + ACTION_PARAM_INT(tics, 2); + ACTION_PARAM_COLOR(color2, 3); + + if (color == MAKEARGB(255,255,255,255)) color=0; + if (color2 == MAKEARGB(255,255,255,255)) color2=0; + if (!color2.a) + color2 = color; + + new DFlashFader(color.r/255.0f, color.g/255.0f, color.b/255.0f, alpha, + color2.r/255.0f, color2.g/255.0f, color2.b/255.0f, 0, + (float)tics/TICRATE, self); +} + + +//=========================================================================== +// +// A_JumpIf +// +//=========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIf) +{ + ACTION_PARAM_START(2); + ACTION_PARAM_BOOL(expression, 0); + ACTION_PARAM_STATE(jump, 1); + + ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! + if (expression) ACTION_JUMP(jump); + +} + +//=========================================================================== +// +// A_CountdownArg +// +//=========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CountdownArg) +{ + ACTION_PARAM_START(2); + ACTION_PARAM_INT(cnt, 0); + ACTION_PARAM_STATE(state, 1); + + if (cnt<0 || cnt>=5) return; + if (!self->args[cnt]--) + { + if (self->flags&MF_MISSILE) + { + P_ExplodeMissile(self, NULL, NULL); + } + else if (self->flags&MF_SHOOTABLE) + { + P_DamageMobj (self, NULL, NULL, self->health, NAME_None, DMG_FORCED); + } + else + { + // can't use "Death" as default parameter with current DECORATE parser. + if (state == NULL) state = self->FindState(NAME_Death); + self->SetState(state); + } + } + +} + +//============================================================================ +// +// A_Burst +// +//============================================================================ + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Burst) +{ + ACTION_PARAM_START(1); + ACTION_PARAM_CLASS(chunk, 0); + + int i, numChunks; + AActor * mo; + + if (chunk == NULL) return; + + self->velx = self->vely = self->velz = 0; + self->height = self->GetDefault()->height; + + // [RH] In Hexen, this creates a random number of shards (range [24,56]) + // with no relation to the size of the self shattering. I think it should + // base the number of shards on the size of the dead thing, so bigger + // things break up into more shards than smaller things. + // An self with radius 20 and height 64 creates ~40 chunks. + numChunks = MAX (4, (self->radius>>FRACBITS)*(self->height>>FRACBITS)/32); + i = (pr_burst.Random2()) % (numChunks/4); + for (i = MAX (24, numChunks + i); i >= 0; i--) + { + mo = Spawn(chunk, + self->x + (((pr_burst()-128)*self->radius)>>7), + self->y + (((pr_burst()-128)*self->radius)>>7), + self->z + (pr_burst()*self->height/255 + self->GetBobOffset()), ALLOW_REPLACE); + + if (mo) + { + mo->velz = FixedDiv(mo->z - self->z, self->height)<<2; + mo->velx = pr_burst.Random2 () << (FRACBITS-7); + mo->vely = pr_burst.Random2 () << (FRACBITS-7); + mo->RenderStyle = self->RenderStyle; + mo->alpha = self->alpha; + mo->CopyFriendliness(self, true); + } + } + + // [RH] Do some stuff to make this more useful outside Hexen + if (self->flags4 & MF4_BOSSDEATH) + { + CALL_ACTION(A_BossDeath, self); + } + A_Unblock(self, true); + + self->Destroy (); +} + +//=========================================================================== +// +// A_CheckFloor +// [GRB] Jumps if actor is standing on floor +// +//=========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckFloor) +{ + ACTION_PARAM_START(1); + ACTION_PARAM_STATE(jump, 0); + + ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! + if (self->z <= self->floorz) + { + ACTION_JUMP(jump); + } + +} + +//=========================================================================== +// +// A_CheckCeiling +// [GZ] Totally copied on A_CheckFloor, jumps if actor touches ceiling +// + +//=========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckCeiling) +{ + ACTION_PARAM_START(1); + ACTION_PARAM_STATE(jump, 0); + + ACTION_SET_RESULT(false); + if (self->z+self->height >= self->ceilingz) // Height needs to be counted + { + ACTION_JUMP(jump); + } + +} + +//=========================================================================== +// +// A_Stop +// resets all velocity of the actor to 0 +// +//=========================================================================== +DEFINE_ACTION_FUNCTION(AActor, A_Stop) +{ + self->velx = self->vely = self->velz = 0; + if (self->player && self->player->mo == self && !(self->player->cheats & CF_PREDICTING)) + { + self->player->mo->PlayIdle(); + self->player->velx = self->player->vely = 0; + } +} + +static void CheckStopped(AActor *self) +{ + if (self->player != NULL && + self->player->mo == self && + !(self->player->cheats & CF_PREDICTING) && + !(self->velx | self->vely | self->velz)) + { + self->player->mo->PlayIdle(); + self->player->velx = self->player->vely = 0; + } +} + +//=========================================================================== +// +// A_Respawn +// +//=========================================================================== + +extern void AF_A_RestoreSpecialPosition(DECLARE_PARAMINFO); + +enum RS_Flags +{ + RSF_FOG=1, + RSF_KEEPTARGET=2, + RSF_TELEFRAG=4, +}; + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Respawn) +{ + ACTION_PARAM_START(1); + ACTION_PARAM_INT(flags, 0); + + bool oktorespawn = false; + + self->flags |= MF_SOLID; + self->height = self->GetDefault()->height; + CALL_ACTION(A_RestoreSpecialPosition, self); + + if (flags & RSF_TELEFRAG) + { + // [KS] DIE DIE DIE DIE erm *ahem* =) + oktorespawn = P_TeleportMove(self, self->x, self->y, self->z, true); + if (oktorespawn) + { // Need to do this over again, since P_TeleportMove() will redo + // it with the proper point-on-side calculation. + self->UnlinkFromWorld(); + self->LinkToWorld(true); + sector_t *sec = self->Sector; + self->dropoffz = + self->floorz = sec->floorplane.ZatPoint(self->x, self->y); + self->ceilingz = sec->ceilingplane.ZatPoint(self->x, self->y); + P_FindFloorCeiling(self, FFCF_ONLYSPAWNPOS); + } + } + else + { + oktorespawn = P_CheckPosition(self, self->x, self->y, true); + } + + if (oktorespawn) + { + AActor *defs = self->GetDefault(); + self->health = defs->health; + + // [KS] Don't keep target, because it could be self if the monster committed suicide + // ...Actually it's better off an option, so you have better control over monster behavior. + if (!(flags & RSF_KEEPTARGET)) + { + self->target = NULL; + self->LastHeard = NULL; + self->lastenemy = NULL; + } + else + { + // Don't attack yourself (Re: "Marine targets itself after suicide") + if (self->target == self) self->target = NULL; + if (self->lastenemy == self) self->lastenemy = NULL; + } + + self->flags = (defs->flags & ~MF_FRIENDLY) | (self->flags & MF_FRIENDLY); + self->flags2 = defs->flags2; + self->flags3 = (defs->flags3 & ~(MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS)) | (self->flags3 & (MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS)); + self->flags4 = (defs->flags4 & ~MF4_NOHATEPLAYERS) | (self->flags4 & MF4_NOHATEPLAYERS); + self->flags5 = defs->flags5; + self->SetState (self->SpawnState); + self->renderflags &= ~RF_INVISIBLE; + + if (flags & RSF_FOG) + { + Spawn (self->x, self->y, self->z + TELEFOGHEIGHT, ALLOW_REPLACE); + } + if (self->CountsAsKill()) + { + level.total_monsters++; + } + } + else + { + self->flags &= ~MF_SOLID; + } +} + + +//========================================================================== +// +// A_PlayerSkinCheck +// +//========================================================================== + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlayerSkinCheck) +{ + ACTION_PARAM_START(1); + ACTION_PARAM_STATE(jump, 0); + + ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! + if (self->player != NULL && + skins[self->player->userinfo.GetSkin()].othergame) + { + ACTION_JUMP(jump); + } +} + +//=========================================================================== +// +// A_SetGravity +// +//=========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetGravity) +{ + ACTION_PARAM_START(1); + ACTION_PARAM_FIXED(val, 0); + + self->gravity = clamp (val, 0, FRACUNIT*10); +} + + +// [KS] *** Start of my modifications *** + +//=========================================================================== +// +// A_ClearTarget +// +//=========================================================================== + +DEFINE_ACTION_FUNCTION(AActor, A_ClearTarget) +{ + self->target = NULL; + self->LastHeard = NULL; + self->lastenemy = NULL; +} + +//========================================================================== +// +// A_CheckLOF (state jump, int flags = CRF_AIM_VERT|CRF_AIM_HOR, +// fixed range = 0, angle angle = 0, angle pitch = 0, +// fixed offsetheight = 32, fixed offsetwidth = 0, +// int ptr_target = AAPTR_DEFAULT (target) ) +// +//========================================================================== + +enum CLOF_flags +{ + CLOFF_NOAIM_VERT = 0x1, + CLOFF_NOAIM_HORZ = 0x2, + + CLOFF_JUMPENEMY = 0x4, + CLOFF_JUMPFRIEND = 0x8, + CLOFF_JUMPOBJECT = 0x10, + CLOFF_JUMPNONHOSTILE = 0x20, + + CLOFF_SKIPENEMY = 0x40, + CLOFF_SKIPFRIEND = 0x80, + CLOFF_SKIPOBJECT = 0x100, + CLOFF_SKIPNONHOSTILE = 0x200, + + CLOFF_MUSTBESHOOTABLE = 0x400, + + CLOFF_SKIPTARGET = 0x800, + CLOFF_ALLOWNULL = 0x1000, + CLOFF_CHECKPARTIAL = 0x2000, + + CLOFF_MUSTBEGHOST = 0x4000, + CLOFF_IGNOREGHOST = 0x8000, + + CLOFF_MUSTBESOLID = 0x10000, + CLOFF_BEYONDTARGET = 0x20000, + + CLOFF_FROMBASE = 0x40000, + CLOFF_MUL_HEIGHT = 0x80000, + CLOFF_MUL_WIDTH = 0x100000, + + CLOFF_JUMP_ON_MISS = 0x200000, + CLOFF_AIM_VERT_NOOFFSET = 0x400000, +}; + +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; + fixed_t + x1, y1, z1, + vx, vy, vz; + + ACTION_PARAM_START(9); + + ACTION_PARAM_STATE(jump, 0); + ACTION_PARAM_INT(flags, 1); + ACTION_PARAM_FIXED(range, 2); + ACTION_PARAM_FIXED(minrange, 3); + { + ACTION_PARAM_ANGLE(angle, 4); + ACTION_PARAM_ANGLE(pitch, 5); + ACTION_PARAM_FIXED(offsetheight, 6); + ACTION_PARAM_FIXED(offsetwidth, 7); + ACTION_PARAM_INT(ptr_target, 8); + + ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! + + target = COPY_AAPTR(self, ptr_target == AAPTR_DEFAULT ? AAPTR_TARGET|AAPTR_PLAYER_GETTARGET|AAPTR_NULL : ptr_target); // no player-support by default + + if (flags & CLOFF_MUL_HEIGHT) + { + if (self->player != NULL) + { + // Synced with hitscan: self->player->mo->height is strangely conscientious about getting the right actor for player + offsetheight = FixedMul(offsetheight, FixedMul (self->player->mo->height, self->player->crouchfactor)); + } + else + { + offsetheight = FixedMul(offsetheight, self->height); + } + } + if (flags & CLOFF_MUL_WIDTH) + { + offsetwidth = FixedMul(self->radius, offsetwidth); + } + + x1 = self->x; + y1 = self->y; + z1 = self->z + offsetheight - self->floorclip; + + if (!(flags & CLOFF_FROMBASE)) + { // default to hitscan origin + + // Synced with hitscan: self->height is strangely NON-conscientious about getting the right actor for player + z1 += (self->height >> 1); + if (self->player != NULL) + { + z1 += FixedMul (self->player->mo->AttackZOffset, self->player->crouchfactor); + } + else + { + z1 += 8*FRACUNIT; + } + } + + if (target) + { + FVector2 xyvec(target->x - x1, target->y - y1); + fixed_t distance = P_AproxDistance((fixed_t)xyvec.Length(), target->z - z1); + + if (range && !(flags & CLOFF_CHECKPARTIAL)) + { + if (distance > range) return; + } + + { + angle_t ang; + + if (flags & CLOFF_NOAIM_HORZ) + { + ang = self->angle; + } + else ang = R_PointToAngle2 (x1, y1, target->x, target->y); + + angle += ang; + + ang >>= ANGLETOFINESHIFT; + x1 += FixedMul(offsetwidth, finesine[ang]); + y1 -= FixedMul(offsetwidth, finecosine[ang]); + } + + if (flags & CLOFF_NOAIM_VERT) + { + pitch += self->pitch; + } + else if (flags & CLOFF_AIM_VERT_NOOFFSET) + { + pitch += R_PointToAngle2 (0,0, (fixed_t)xyvec.Length(), target->z - z1 + offsetheight + target->height / 2); + } + else + { + pitch += R_PointToAngle2 (0,0, (fixed_t)xyvec.Length(), target->z - z1 + target->height / 2); + } + } + else if (flags & CLOFF_ALLOWNULL) + { + angle += self->angle; + pitch += self->pitch; + + angle_t ang = self->angle >> ANGLETOFINESHIFT; + x1 += FixedMul(offsetwidth, finesine[ang]); + y1 -= FixedMul(offsetwidth, finecosine[ang]); + } + else return; + + angle >>= ANGLETOFINESHIFT; + pitch = (0-pitch)>>ANGLETOFINESHIFT; + + vx = FixedMul (finecosine[pitch], finecosine[angle]); + vy = FixedMul (finecosine[pitch], finesine[angle]); + vz = -finesine[pitch]; + } + + /* Variable set: + + jump, flags, target + x1,y1,z1 (trace point of origin) + vx,vy,vz (trace unit vector) + range + */ + + sector_t *sec = P_PointInSector(x1, y1); + + 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(x1, y1, z1, sec, vx, vy, vz, range, 0xFFFFFFFF, ML_BLOCKEVERYTHING, self, trace, 0, + CheckLOFTraceFunc, &lof_data); + + if (trace.HitType == TRACE_HitActor || + ((flags & CLOFF_JUMP_ON_MISS) && !lof_data.BadActor && trace.HitType != TRACE_HitNone)) + { + if (minrange > 0 && trace.Distance < minrange) + { + return; + } + ACTION_JUMP(jump); + } +} + +//========================================================================== +// +// A_JumpIfTargetInLOS (state label, optional fixed fov, optional int flags, +// optional fixed dist_max, optional fixed dist_close) +// +// Jumps if the actor can see its target, or if the player has a linetarget. +// ProjectileTarget affects how projectiles are treated. If set, it will use +// the target of the projectile for seekers, and ignore the target for +// normal projectiles. If not set, it will use the missile's owner instead +// (the default). ProjectileTarget is now flag JLOSF_PROJECTILE. dist_max +// sets the maximum distance that actor can see, 0 means forever. dist_close +// uses special behavior if certain flags are set, 0 means no checks. +// +//========================================================================== + +enum JLOS_flags +{ + JLOSF_PROJECTILE=1, + JLOSF_NOSIGHT=2, + JLOSF_CLOSENOFOV=4, + JLOSF_CLOSENOSIGHT=8, + JLOSF_CLOSENOJUMP=16, + JLOSF_DEADNOJUMP=32, + JLOSF_CHECKMASTER=64, + JLOSF_TARGETLOS=128, + JLOSF_FLIPFOV=256, + JLOSF_ALLYNOJUMP=512, + JLOSF_COMBATANTONLY=1024, + JLOSF_NOAUTOAIM=2048, +}; + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS) +{ + ACTION_PARAM_START(5); + ACTION_PARAM_STATE(jump, 0); + ACTION_PARAM_ANGLE(fov, 1); + ACTION_PARAM_INT(flags, 2); + ACTION_PARAM_FIXED(dist_max, 3); + ACTION_PARAM_FIXED(dist_close, 4); + + angle_t an; + AActor *target, *viewport; + + ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! + + bool doCheckSight; + + if (!self->player) + { + if (flags & JLOSF_CHECKMASTER) + { + target = self->master; + } + else if (self->flags & MF_MISSILE && (flags & JLOSF_PROJECTILE)) + { + if (self->flags2 & MF2_SEEKERMISSILE) + target = self->tracer; + else + target = NULL; + } + else + { + target = self->target; + } + + if (!target) return; // [KS] Let's not call P_CheckSight unnecessarily in this case. + + if ((flags & JLOSF_DEADNOJUMP) && (target->health <= 0)) return; + + doCheckSight = !(flags & JLOSF_NOSIGHT); + } + else + { + // Does the player aim at something that can be shot? + P_AimLineAttack(self, self->angle, MISSILERANGE, &target, (flags & JLOSF_NOAUTOAIM) ? ANGLE_1/2 : 0); + + if (!target) return; + + switch (flags & (JLOSF_TARGETLOS|JLOSF_FLIPFOV)) + { + case JLOSF_TARGETLOS|JLOSF_FLIPFOV: + // target makes sight check, player makes fov check; player has verified fov + fov = 0; + // fall-through + case JLOSF_TARGETLOS: + doCheckSight = !(flags & JLOSF_NOSIGHT); // The target is responsible for sight check and fov + break; + default: + // player has verified sight and fov + fov = 0; + // fall-through + case JLOSF_FLIPFOV: // Player has verified sight, but target must verify fov + doCheckSight = false; + break; + } + } + + // [FDARI] If target is not a combatant, don't jump + if ( (flags & JLOSF_COMBATANTONLY) && (!target->player) && !(target->flags3 & MF3_ISMONSTER)) return; + + // [FDARI] If actors share team, don't jump + if ((flags & JLOSF_ALLYNOJUMP) && self->IsFriend(target)) return; + + fixed_t distance = P_AproxDistance(target->x - self->x, target->y - self->y); + distance = P_AproxDistance(distance, target->z - self->z); + + if (dist_max && (distance > dist_max)) return; + + if (dist_close && (distance < dist_close)) + { + if (flags & JLOSF_CLOSENOJUMP) + return; + + if (flags & JLOSF_CLOSENOFOV) + fov = 0; + + if (flags & JLOSF_CLOSENOSIGHT) + doCheckSight = false; + } + + if (flags & JLOSF_TARGETLOS) { viewport = target; target = self; } + else { viewport = self; } + + if (doCheckSight && !P_CheckSight (viewport, target, SF_IGNOREVISIBILITY)) + return; + + if (flags & JLOSF_FLIPFOV) + { + if (viewport == self) { viewport = target; target = self; } + else { target = viewport; viewport = self; } + } + + if (fov && (fov < ANGLE_MAX)) + { + an = R_PointToAngle2 (viewport->x, + viewport->y, + target->x, + target->y) + - viewport->angle; + + if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2))) + { + return; // [KS] Outside of FOV - return + } + + } + + ACTION_JUMP(jump); +} + + +//========================================================================== +// +// A_JumpIfInTargetLOS (state label, optional fixed fov, optional int flags +// optional fixed dist_max, optional fixed dist_close) +// +//========================================================================== + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetLOS) +{ + ACTION_PARAM_START(5); + ACTION_PARAM_STATE(jump, 0); + ACTION_PARAM_ANGLE(fov, 1); + ACTION_PARAM_INT(flags, 2); + ACTION_PARAM_FIXED(dist_max, 3); + ACTION_PARAM_FIXED(dist_close, 4); + + angle_t an; + AActor *target; + + ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! + + if (flags & JLOSF_CHECKMASTER) + { + target = self->master; + } + else if (self->flags & MF_MISSILE && (flags & JLOSF_PROJECTILE)) + { + if (self->flags2 & MF2_SEEKERMISSILE) + target = self->tracer; + else + target = NULL; + } + else + { + target = self->target; + } + + if (!target) return; // [KS] Let's not call P_CheckSight unnecessarily in this case. + + if ((flags & JLOSF_DEADNOJUMP) && (target->health <= 0)) return; + + fixed_t distance = P_AproxDistance(target->x - self->x, target->y - self->y); + distance = P_AproxDistance(distance, target->z - self->z); + + if (dist_max && (distance > dist_max)) return; + + bool doCheckSight = !(flags & JLOSF_NOSIGHT); + + if (dist_close && (distance < dist_close)) + { + if (flags & JLOSF_CLOSENOJUMP) + return; + + if (flags & JLOSF_CLOSENOFOV) + fov = 0; + + if (flags & JLOSF_CLOSENOSIGHT) + doCheckSight = false; + } + + if (fov && (fov < ANGLE_MAX)) + { + an = R_PointToAngle2 (target->x, + target->y, + self->x, + self->y) + - target->angle; + + if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2))) + { + return; // [KS] Outside of FOV - return + } + } + + if (doCheckSight && !P_CheckSight (target, self, SF_IGNOREVISIBILITY)) + return; + + ACTION_JUMP(jump); +} + +//=========================================================================== +// +// Modified code pointer from Skulltag +// +//=========================================================================== + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckForReload) +{ + if ( self->player == NULL || self->player->ReadyWeapon == NULL ) + return; + + ACTION_PARAM_START(2); + ACTION_PARAM_INT(count, 0); + ACTION_PARAM_STATE(jump, 1); + ACTION_PARAM_BOOL(dontincrement, 2) + + if (count <= 0) return; + + AWeapon *weapon = self->player->ReadyWeapon; + + int ReloadCounter = weapon->ReloadCounter; + if(!dontincrement || ReloadCounter != 0) + ReloadCounter = (weapon->ReloadCounter+1) % count; + else // 0 % 1 = 1? So how do we check if the weapon was never fired? We should only do this when we're not incrementing the counter though. + ReloadCounter = 1; + + // If we have not made our last shot... + if (ReloadCounter != 0) + { + // Go back to the refire frames, instead of continuing on to the reload frames. + ACTION_JUMP(jump); + } + else + { + // We need to reload. However, don't reload if we're out of ammo. + weapon->CheckAmmo( false, false ); + } + + if(!dontincrement) + weapon->ReloadCounter = ReloadCounter; +} + +//=========================================================================== +// +// Resets the counter for the above function +// +//=========================================================================== + +DEFINE_ACTION_FUNCTION(AActor, A_ResetReloadCounter) +{ + if ( self->player == NULL || self->player->ReadyWeapon == NULL ) + return; + + AWeapon *weapon = self->player->ReadyWeapon; + weapon->ReloadCounter = 0; +} + +//=========================================================================== +// +// A_ChangeFlag +// +//=========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeFlag) +{ + ACTION_PARAM_START(2); + ACTION_PARAM_STRING(flagname, 0); + ACTION_PARAM_BOOL(expression, 1); + + const char *dot = strchr (flagname, '.'); + FFlagDef *fd; + const PClass *cls = self->GetClass(); + + if (dot != NULL) + { + FString part1(flagname, dot-flagname); + fd = FindFlag (cls, part1, dot+1); + } + else + { + fd = FindFlag (cls, flagname, NULL); + } + + if (fd != NULL) + { + bool kill_before, kill_after; + INTBOOL item_before, item_after; + INTBOOL secret_before, secret_after; + + kill_before = self->CountsAsKill(); + item_before = self->flags & MF_COUNTITEM; + secret_before = self->flags5 & MF5_COUNTSECRET; + + if (fd->structoffset == -1) + { + HandleDeprecatedFlags(self, cls->ActorInfo, expression, fd->flagbit); + } + else + { + DWORD *flagp = (DWORD*) (((char*)self) + fd->structoffset); + + // If these 2 flags get changed we need to update the blockmap and sector links. + bool linkchange = flagp == &self->flags && (fd->flagbit == MF_NOBLOCKMAP || fd->flagbit == MF_NOSECTOR); + + if (linkchange) self->UnlinkFromWorld(); + ModActorFlag(self, fd, expression); + if (linkchange) self->LinkToWorld(); + } + kill_after = self->CountsAsKill(); + item_after = self->flags & MF_COUNTITEM; + secret_after = self->flags5 & MF5_COUNTSECRET; + // Was this monster previously worth a kill but no longer is? + // Or vice versa? + if (kill_before != kill_after) + { + if (kill_after) + { // It counts as a kill now. + level.total_monsters++; + } + else + { // It no longer counts as a kill. + level.total_monsters--; + } + } + // same for items + if (item_before != item_after) + { + if (item_after) + { // It counts as an item now. + level.total_items++; + } + else + { // It no longer counts as an item + level.total_items--; + } + } + // and secretd + if (secret_before != secret_after) + { + if (secret_after) + { // It counts as an secret now. + level.total_secrets++; + } + else + { // It no longer counts as an secret + level.total_secrets--; + } + } + } + else + { + Printf("Unknown flag '%s' in '%s'\n", flagname, cls->TypeName.GetChars()); + } +} + +//=========================================================================== +// +// A_CheckFlag +// +//=========================================================================== + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckFlag) +{ + ACTION_PARAM_START(3); + ACTION_PARAM_STRING(flagname, 0); + ACTION_PARAM_STATE(jumpto, 1); + ACTION_PARAM_INT(checkpointer, 2); + + ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! + + AActor *owner; + + COPY_AAPTR_NOT_NULL(self, owner, checkpointer); + + if (CheckActorFlag(owner, flagname)) + { + ACTION_JUMP(jumpto); + } +} + + +//=========================================================================== +// +// A_RemoveMaster +// +//=========================================================================== +DEFINE_ACTION_FUNCTION(AActor, A_RemoveMaster) +{ + if (self->master != NULL) + { + P_RemoveThing(self->master); + } +} + +//=========================================================================== +// +// A_RemoveChildren +// +//=========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveChildren) +{ + TThinkerIterator it; + AActor *mo; + ACTION_PARAM_START(1); + ACTION_PARAM_BOOL(removeall,0); + + while ((mo = it.Next()) != NULL) + { + if (mo->master == self && (mo->health <= 0 || removeall)) + { + P_RemoveThing(mo); + } + } +} + +//=========================================================================== +// +// A_RemoveSiblings +// +//=========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveSiblings) +{ + TThinkerIterator it; + AActor *mo; + ACTION_PARAM_START(1); + ACTION_PARAM_BOOL(removeall,0); + + if (self->master != NULL) + { + while ((mo = it.Next()) != NULL) + { + if (mo->master == self->master && mo != self && (mo->health <= 0 || removeall)) + { + P_RemoveThing(mo); + } + } + } +} + +//=========================================================================== +// +// A_RaiseMaster +// +//=========================================================================== +DEFINE_ACTION_FUNCTION(AActor, A_RaiseMaster) +{ + if (self->master != NULL) + { + P_Thing_Raise(self->master); + } +} + +//=========================================================================== +// +// A_RaiseChildren +// +//=========================================================================== +DEFINE_ACTION_FUNCTION(AActor, A_RaiseChildren) +{ + TThinkerIterator it; + AActor *mo; + + while ((mo = it.Next()) != NULL) + { + if (mo->master == self) + { + P_Thing_Raise(mo); + } + } +} + +//=========================================================================== +// +// A_RaiseSiblings +// +//=========================================================================== +DEFINE_ACTION_FUNCTION(AActor, A_RaiseSiblings) +{ + TThinkerIterator it; + AActor *mo; + + if (self->master != NULL) + { + while ((mo = it.Next()) != NULL) + { + if (mo->master == self->master && mo != self) + { + P_Thing_Raise(mo); + } + } + } +} + +//=========================================================================== +// +// A_MonsterRefire +// +// Keep firing unless target got out of sight +// +//=========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_MonsterRefire) +{ + ACTION_PARAM_START(2); + ACTION_PARAM_INT(prob, 0); + ACTION_PARAM_STATE(jump, 1); + + ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! + A_FaceTarget (self); + + if (pr_monsterrefire() < prob) + return; + + if (!self->target + || P_HitFriend (self) + || self->target->health <= 0 + || !P_CheckSight (self, self->target, SF_SEEPASTBLOCKEVERYTHING|SF_SEEPASTSHOOTABLELINES) ) + { + ACTION_JUMP(jump); + } +} + +//=========================================================================== +// +// A_SetAngle +// +// Set actor's angle (in degrees). +// +//=========================================================================== +enum +{ + SPF_FORCECLAMP = 1, // players always clamp + SPF_INTERPOLATE = 2, +}; + + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetAngle) +{ + ACTION_PARAM_START(2); + ACTION_PARAM_ANGLE(angle, 0); + ACTION_PARAM_INT(flags, 1) + self->SetAngle(angle, !!(flags & SPF_INTERPOLATE)); +} + +//=========================================================================== +// +// A_SetPitch +// +// Set actor's pitch (in degrees). +// +//=========================================================================== + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPitch) +{ + ACTION_PARAM_START(2); + ACTION_PARAM_ANGLE(pitch, 0); + ACTION_PARAM_INT(flags, 1); + + if (self->player != NULL || (flags & SPF_FORCECLAMP)) + { // clamp the pitch we set + int min, max; + + if (self->player != NULL) + { + min = self->player->MinPitch; + max = self->player->MaxPitch; + } + else + { + min = -ANGLE_90 + (1 << ANGLETOFINESHIFT); + max = ANGLE_90 - (1 << ANGLETOFINESHIFT); + } + pitch = clamp(pitch, min, max); + } + self->SetPitch(pitch, !!(flags & SPF_INTERPOLATE)); +} + +//=========================================================================== +// +// A_ScaleVelocity +// +// Scale actor's velocity. +// +//=========================================================================== + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ScaleVelocity) +{ + ACTION_PARAM_START(1); + ACTION_PARAM_FIXED(scale, 0); + + INTBOOL was_moving = self->velx | self->vely | self->velz; + + self->velx = FixedMul(self->velx, scale); + self->vely = FixedMul(self->vely, scale); + self->velz = FixedMul(self->velz, scale); + + // If the actor was previously moving but now is not, and is a player, + // update its player variables. (See A_Stop.) + if (was_moving) + { + CheckStopped(self); + } +} + +//=========================================================================== +// +// A_ChangeVelocity +// +//=========================================================================== + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeVelocity) +{ + ACTION_PARAM_START(4); + ACTION_PARAM_FIXED(x, 0); + ACTION_PARAM_FIXED(y, 1); + ACTION_PARAM_FIXED(z, 2); + ACTION_PARAM_INT(flags, 3); + + INTBOOL was_moving = self->velx | self->vely | self->velz; + + fixed_t vx = x, vy = y, vz = z; + fixed_t sina = finesine[self->angle >> ANGLETOFINESHIFT]; + fixed_t cosa = finecosine[self->angle >> ANGLETOFINESHIFT]; + + if (flags & 1) // relative axes - make x, y relative to actor's current angle + { + vx = DMulScale16(x, cosa, -y, sina); + vy = DMulScale16(x, sina, y, cosa); + } + if (flags & 2) // discard old velocity - replace old velocity with new velocity + { + self->velx = vx; + self->vely = vy; + self->velz = vz; + } + else // add new velocity to old velocity + { + self->velx += vx; + self->vely += vy; + self->velz += vz; + } + + if (was_moving) + { + CheckStopped(self); + } +} + +//=========================================================================== +// +// A_SetArg +// +//=========================================================================== + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetArg) +{ + ACTION_PARAM_START(2); + ACTION_PARAM_INT(pos, 0); + ACTION_PARAM_INT(value, 1); + + // Set the value of the specified arg + if ((size_t)pos < countof(self->args)) + { + self->args[pos] = value; + } +} + +//=========================================================================== +// +// A_SetSpecial +// +//=========================================================================== + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpecial) +{ + ACTION_PARAM_START(6); + ACTION_PARAM_INT(spec, 0); + ACTION_PARAM_INT(arg0, 1); + ACTION_PARAM_INT(arg1, 2); + ACTION_PARAM_INT(arg2, 3); + ACTION_PARAM_INT(arg3, 4); + ACTION_PARAM_INT(arg4, 5); + + self->special = spec; + self->args[0] = arg0; + self->args[1] = arg1; + self->args[2] = arg2; + self->args[3] = arg3; + self->args[4] = arg4; +} + +//=========================================================================== +// +// A_SetUserVar +// +//=========================================================================== + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserVar) +{ + ACTION_PARAM_START(2); + ACTION_PARAM_NAME(varname, 0); + ACTION_PARAM_INT(value, 1); + + PSymbol *sym = self->GetClass()->Symbols.FindSymbol(varname, true); + PSymbolVariable *var; + + if (sym == NULL || sym->SymbolType != SYM_Variable || + !(var = static_cast(sym))->bUserVar || + var->ValueType.Type != VAL_Int) + { + Printf("%s is not a user variable in class %s\n", varname.GetChars(), + self->GetClass()->TypeName.GetChars()); + return; + } + // Set the value of the specified user variable. + *(int *)(reinterpret_cast(self) + var->offset) = value; +} + +//=========================================================================== +// +// A_SetUserArray +// +//=========================================================================== + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserArray) +{ + ACTION_PARAM_START(3); + ACTION_PARAM_NAME(varname, 0); + ACTION_PARAM_INT(pos, 1); + ACTION_PARAM_INT(value, 2); + + PSymbol *sym = self->GetClass()->Symbols.FindSymbol(varname, true); + PSymbolVariable *var; + + if (sym == NULL || sym->SymbolType != SYM_Variable || + !(var = static_cast(sym))->bUserVar || + var->ValueType.Type != VAL_Array || var->ValueType.BaseType != VAL_Int) + { + Printf("%s is not a user array in class %s\n", varname.GetChars(), + self->GetClass()->TypeName.GetChars()); + return; + } + if (pos < 0 || pos >= var->ValueType.size) + { + Printf("%d is out of bounds in array %s in class %s\n", pos, varname.GetChars(), + self->GetClass()->TypeName.GetChars()); + return; + } + // Set the value of the specified user array at index pos. + ((int *)(reinterpret_cast(self) + var->offset))[pos] = value; +} + +//=========================================================================== +// +// A_Teleport(optional state teleportstate, optional class targettype, +// optional class fogtype, optional int flags, optional fixed mindist, +// optional fixed maxdist) +// +// Attempts to teleport to a targettype at least mindist away and at most +// maxdist away (0 means unlimited). If successful, spawn a fogtype at old +// location and place calling actor in teleportstate. +// +//=========================================================================== +enum T_Flags +{ + TF_TELEFRAG = 1, // Allow telefrag in order to teleport. + TF_RANDOMDECIDE = 2, // Randomly fail based on health. (A_Srcr2Decide) +}; + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Teleport) +{ + ACTION_PARAM_START(6); + ACTION_PARAM_STATE(TeleportState, 0); + ACTION_PARAM_CLASS(TargetType, 1); + ACTION_PARAM_CLASS(FogType, 2); + ACTION_PARAM_INT(Flags, 3); + ACTION_PARAM_FIXED(MinDist, 4); + ACTION_PARAM_FIXED(MaxDist, 5); + + // Randomly choose not to teleport like A_Srcr2Decide. + if (Flags & TF_RANDOMDECIDE) + { + static const int chance[] = + { + 192, 120, 120, 120, 64, 64, 32, 16, 0 + }; + + unsigned int chanceindex = self->health / ((self->SpawnHealth()/8 == 0) ? 1 : self->SpawnHealth()/8); + + if (chanceindex >= countof(chance)) + { + chanceindex = countof(chance) - 1; + } + + if (pr_teleport() >= chance[chanceindex]) return; + } + + if (TeleportState == NULL) + { + // Default to Teleport. + TeleportState = self->FindState("Teleport"); + // If still nothing, then return. + if (!TeleportState) return; + } + + DSpotState *state = DSpotState::GetSpotState(); + if (state == NULL) return; + + if (!TargetType) TargetType = PClass::FindClass("BossSpot"); + + AActor * spot = state->GetSpotWithMinMaxDistance(TargetType, self->x, self->y, MinDist, MaxDist); + if (spot == NULL) return; + + fixed_t prevX = self->x; + fixed_t prevY = self->y; + fixed_t prevZ = self->z; + if (P_TeleportMove (self, spot->x, spot->y, spot->z, Flags & TF_TELEFRAG)) + { + ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! + + if (FogType) + { + Spawn(FogType, prevX, prevY, prevZ, ALLOW_REPLACE); + } + + ACTION_JUMP(TeleportState); + + self->z = self->floorz; + self->angle = spot->angle; + self->velx = self->vely = self->velz = 0; + } +} + +//=========================================================================== +// +// A_Turn +// +//=========================================================================== + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Turn) +{ + ACTION_PARAM_START(1); + ACTION_PARAM_ANGLE(angle, 0); + self->angle += angle; +} + +//=========================================================================== +// +// A_Quake +// +//=========================================================================== + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Quake) +{ + ACTION_PARAM_START(5); + ACTION_PARAM_INT(intensity, 0); + ACTION_PARAM_INT(duration, 1); + ACTION_PARAM_INT(damrad, 2); + ACTION_PARAM_INT(tremrad, 3); + ACTION_PARAM_SOUND(sound, 4); + P_StartQuake(self, 0, intensity, duration, damrad, tremrad, sound); +} + +//=========================================================================== +// +// A_Weave +// +//=========================================================================== + +void A_Weave(AActor *self, int xyspeed, int zspeed, fixed_t xydist, fixed_t zdist) +{ + fixed_t newX, newY; + int weaveXY, weaveZ; + int angle; + fixed_t dist; + + weaveXY = self->WeaveIndexXY & 63; + weaveZ = self->WeaveIndexZ & 63; + angle = (self->angle + ANG90) >> ANGLETOFINESHIFT; + + if (xydist != 0 && xyspeed != 0) + { + dist = MulScale13(finesine[weaveXY << BOBTOFINESHIFT], xydist); + newX = self->x - FixedMul (finecosine[angle], dist); + newY = self->y - FixedMul (finesine[angle], dist); + weaveXY = (weaveXY + xyspeed) & 63; + dist = MulScale13(finesine[weaveXY << BOBTOFINESHIFT], xydist); + newX += FixedMul (finecosine[angle], dist); + newY += FixedMul (finesine[angle], dist); + if (!(self->flags5 & MF5_NOINTERACTION)) + { + P_TryMove (self, newX, newY, true); + } + else + { + self->UnlinkFromWorld (); + self->flags |= MF_NOBLOCKMAP; + self->x = newX; + self->y = newY; + self->LinkToWorld (); + } + self->WeaveIndexXY = weaveXY; + } + if (zdist != 0 && zspeed != 0) + { + self->z -= MulScale13(finesine[weaveZ << BOBTOFINESHIFT], zdist); + weaveZ = (weaveZ + zspeed) & 63; + self->z += MulScale13(finesine[weaveZ << BOBTOFINESHIFT], zdist); + self->WeaveIndexZ = weaveZ; + } +} + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Weave) +{ + ACTION_PARAM_START(4); + ACTION_PARAM_INT(xspeed, 0); + ACTION_PARAM_INT(yspeed, 1); + ACTION_PARAM_FIXED(xdist, 2); + ACTION_PARAM_FIXED(ydist, 3); + A_Weave(self, xspeed, yspeed, xdist, ydist); +} + + + + +//=========================================================================== +// +// A_LineEffect +// +// This allows linedef effects to be activated inside deh frames. +// +//=========================================================================== + + +void P_TranslateLineDef (line_t *ld, maplinedef_t *mld); +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LineEffect) +{ + ACTION_PARAM_START(2); + ACTION_PARAM_INT(special, 0); + ACTION_PARAM_INT(tag, 1); + + line_t junk; maplinedef_t oldjunk; + bool res = false; + if (!(self->flags6 & MF6_LINEDONE)) // Unless already used up + { + if ((oldjunk.special = special)) // Linedef type + { + oldjunk.tag = tag; // Sector tag for linedef + P_TranslateLineDef(&junk, &oldjunk); // Turn into native type + res = !!P_ExecuteSpecial(junk.special, NULL, self, false, junk.args[0], + junk.args[1], junk.args[2], junk.args[3], junk.args[4]); + if (res && !(junk.flags & ML_REPEAT_SPECIAL)) // If only once, + self->flags6 |= MF6_LINEDONE; // no more for this thing + } + } + ACTION_SET_RESULT(res); +} + +//========================================================================== +// +// A Wolf3D-style attack codepointer +// +//========================================================================== +enum WolfAttackFlags +{ + WAF_NORANDOM = 1, + WAF_USEPUFF = 2, +}; + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_WolfAttack) +{ + ACTION_PARAM_START(9); + ACTION_PARAM_INT(flags, 0); + ACTION_PARAM_SOUND(sound, 1); + ACTION_PARAM_FIXED(snipe, 2); + ACTION_PARAM_INT(maxdamage, 3); + ACTION_PARAM_INT(blocksize, 4); + ACTION_PARAM_INT(pointblank, 5); + ACTION_PARAM_INT(longrange, 6); + ACTION_PARAM_FIXED(runspeed, 7); + ACTION_PARAM_CLASS(pufftype, 8); + + if (!self->target) + return; + + // Enemy can't see target + if (!P_CheckSight(self, self->target)) + return; + + A_FaceTarget (self); + + + // Target can dodge if it can see enemy + angle_t angle = R_PointToAngle2(self->target->x, self->target->y, self->x, self->y) - self->target->angle; + angle >>= 24; + bool dodge = (P_CheckSight(self->target, self) && (angle>226 || angle<30)); + + // Distance check is simplistic + fixed_t dx = abs (self->x - self->target->x); + fixed_t dy = abs (self->y - self->target->y); + fixed_t dz; + fixed_t dist = dx > dy ? dx : dy; + + // Some enemies are more precise + dist = FixedMul(dist, snipe); + + // Convert distance into integer number of blocks + dist >>= FRACBITS; + dist /= blocksize; + + // Now for the speed accuracy thingie + fixed_t speed = FixedMul(self->target->velx, self->target->velx) + + FixedMul(self->target->vely, self->target->vely) + + FixedMul(self->target->velz, self->target->velz); + int hitchance = speed < runspeed ? 256 : 160; + + // Distance accuracy (factoring dodge) + hitchance -= dist * (dodge ? 16 : 8); + + // While we're here, we may as well do something for this: + if (self->target->flags & MF_SHADOW) + { + hitchance >>= 2; + } + + // The attack itself + if (pr_cabullet() < hitchance) + { + // Compute position for spawning blood/puff + dx = self->target->x; + dy = self->target->y; + dz = self->target->z + (self->target->height>>1); + angle = R_PointToAngle2(dx, dy, self->x, self->y); + + dx += FixedMul(self->target->radius, finecosine[angle>>ANGLETOFINESHIFT]); + dy += FixedMul(self->target->radius, finesine[angle>>ANGLETOFINESHIFT]); + + int damage = flags & WAF_NORANDOM ? maxdamage : (1 + (pr_cabullet() % maxdamage)); + if (dist >= pointblank) + damage >>= 1; + if (dist >= longrange) + damage >>= 1; + FName mod = NAME_None; + bool spawnblood = !((self->target->flags & MF_NOBLOOD) + || (self->target->flags2 & (MF2_INVULNERABLE|MF2_DORMANT))); + if (flags & WAF_USEPUFF && pufftype) + { + AActor * dpuff = GetDefaultByType(pufftype->GetReplacement()); + mod = dpuff->DamageType; + + if (dpuff->flags2 & MF2_THRUGHOST && self->target->flags3 & MF3_GHOST) + damage = 0; + + if ((0 && dpuff->flags3 & MF3_PUFFONACTORS) || !spawnblood) + { + spawnblood = false; + P_SpawnPuff(self, pufftype, dx, dy, dz, angle, 0); + } + } + else if (self->target->flags3 & MF3_GHOST) + damage >>= 2; + if (damage) + { + int newdam = P_DamageMobj(self->target, self, self, damage, mod, DMG_THRUSTLESS); + if (spawnblood) + { + P_SpawnBlood(dx, dy, dz, angle, newdam > 0 ? newdam : damage, self->target); + P_TraceBleed(newdam > 0 ? newdam : damage, self->target, R_PointToAngle2(self->x, self->y, dx, dy), 0); + } + } + } + + // And finally, let's play the sound + S_Sound (self, CHAN_WEAPON, sound, 1, ATTN_NORM); +} + + +//========================================================================== +// +// A_Warp +// +//========================================================================== + +enum WARPF +{ + WARPF_ABSOLUTEOFFSET = 0x1, + WARPF_ABSOLUTEANGLE = 0x2, + WARPF_USECALLERANGLE = 0x4, + + WARPF_NOCHECKPOSITION = 0x8, + + WARPF_INTERPOLATE = 0x10, + WARPF_WARPINTERPOLATION = 0x20, + WARPF_COPYINTERPOLATION = 0x40, + + WARPF_STOP = 0x80, + WARPF_TOFLOOR = 0x100, + WARPF_TESTONLY = 0x200, + WARPF_ABSOLUTEPOSITION = 0x400, +}; + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp) +{ + ACTION_PARAM_START(7); + + ACTION_PARAM_INT(destination_selector, 0); + ACTION_PARAM_FIXED(xofs, 1); + ACTION_PARAM_FIXED(yofs, 2); + ACTION_PARAM_FIXED(zofs, 3); + ACTION_PARAM_ANGLE(angle, 4); + ACTION_PARAM_INT(flags, 5); + ACTION_PARAM_STATE(success_state, 6); + + fixed_t + + oldx, + oldy, + oldz; + + AActor *reference = COPY_AAPTR(self, destination_selector); + + if (!reference) + { + ACTION_SET_RESULT(false); + return; + } + + if (!(flags & WARPF_ABSOLUTEANGLE)) + { + angle += (flags & WARPF_USECALLERANGLE) ? self->angle : reference->angle; + } + if (!(flags & WARPF_ABSOLUTEPOSITION)) + { + if (!(flags & WARPF_ABSOLUTEOFFSET)) + { + angle_t fineangle = angle >> ANGLETOFINESHIFT; + oldx = xofs; + + // (borrowed from A_SpawnItemEx, assumed workable) + // in relative mode negative y values mean 'left' and positive ones mean 'right' + // This is the inverse orientation of the absolute mode! + + xofs = FixedMul(oldx, finecosine[fineangle]) + FixedMul(yofs, finesine[fineangle]); + yofs = FixedMul(oldx, finesine[fineangle]) - FixedMul(yofs, finecosine[fineangle]); + } + + oldx = self->x; + oldy = self->y; + oldz = self->z; + + if (flags & WARPF_TOFLOOR) + { + // set correct xy + + self->SetOrigin( + reference->x + xofs, + reference->y + yofs, + reference->z); + + // now the caller's floorz should be appropriate for the assigned xy-position + // assigning position again with + + if (zofs) + { + // extra unlink, link and environment calculation + self->SetOrigin( + self->x, + self->y, + self->floorz + zofs); + } + else + { + // if there is no offset, there should be no ill effect from moving down to the + // already identified floor + + // A_Teleport does the same thing anyway + self->z = self->floorz; + } + } + else + { + self->SetOrigin( + reference->x + xofs, + reference->y + yofs, + reference->z + zofs); + } + } + else //[MC] The idea behind "absolute" is meant to be "absolute". Override everything, just like A_SpawnItemEx's. + { + if (flags & WARPF_TOFLOOR) + { + self->SetOrigin(xofs, yofs, self->floorz + zofs); + } + else + { + self->SetOrigin(xofs, yofs, zofs); + } + } + + if ((flags & WARPF_NOCHECKPOSITION) || P_TestMobjLocation(self)) + { + if (flags & WARPF_TESTONLY) + { + self->SetOrigin(oldx, oldy, oldz); + } + else + { + self->angle = angle; + + if (flags & WARPF_STOP) + { + self->velx = 0; + self->vely = 0; + self->velz = 0; + } + + if (flags & WARPF_WARPINTERPOLATION) + { + self->PrevX += self->x - oldx; + self->PrevY += self->y - oldy; + self->PrevZ += self->z - oldz; + } + else if (flags & WARPF_COPYINTERPOLATION) + { + self->PrevX = self->x + reference->PrevX - reference->x; + self->PrevY = self->y + reference->PrevY - reference->y; + self->PrevZ = self->z + reference->PrevZ - reference->z; + } + else if (! (flags & WARPF_INTERPOLATE)) + { + self->PrevX = self->x; + self->PrevY = self->y; + self->PrevZ = self->z; + } + } + + if (success_state) + { + ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! + // in this case, you have the statejump to help you handle all the success anyway. + ACTION_JUMP(success_state); + return; + } + + ACTION_SET_RESULT(true); + } + else + { + self->SetOrigin(oldx, oldy, oldz); + ACTION_SET_RESULT(false); + } + +} + +//========================================================================== +// +// ACS_Named* stuff + +// +// These are exactly like their un-named line special equivalents, except +// they take strings instead of integers to indicate which script to run. +// Some of these probably aren't very useful, but they are included for +// the sake of completeness. +// +//========================================================================== + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedExecuteWithResult) +{ + ACTION_PARAM_START(5); + + ACTION_PARAM_NAME(scriptname, 0); + ACTION_PARAM_INT(arg1, 1); + ACTION_PARAM_INT(arg2, 2); + ACTION_PARAM_INT(arg3, 3); + ACTION_PARAM_INT(arg4, 4); + + bool res = !!P_ExecuteSpecial(ACS_ExecuteWithResult, NULL, self, false, -scriptname, arg1, arg2, arg3, arg4); + + ACTION_SET_RESULT(res); +} + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedExecute) +{ + ACTION_PARAM_START(5); + + ACTION_PARAM_NAME(scriptname, 0); + ACTION_PARAM_INT(mapnum, 1); + ACTION_PARAM_INT(arg1, 2); + ACTION_PARAM_INT(arg2, 3); + ACTION_PARAM_INT(arg3, 4); + + bool res = !!P_ExecuteSpecial(ACS_Execute, NULL, self, false, -scriptname, mapnum, arg1, arg2, arg3); + + ACTION_SET_RESULT(res); +} + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedExecuteAlways) +{ + ACTION_PARAM_START(5); + + ACTION_PARAM_NAME(scriptname, 0); + ACTION_PARAM_INT(mapnum, 1); + ACTION_PARAM_INT(arg1, 2); + ACTION_PARAM_INT(arg2, 3); + ACTION_PARAM_INT(arg3, 4); + + bool res = !!P_ExecuteSpecial(ACS_ExecuteAlways, NULL, self, false, -scriptname, mapnum, arg1, arg2, arg3); + + ACTION_SET_RESULT(res); +} + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedLockedExecute) +{ + ACTION_PARAM_START(5); + + ACTION_PARAM_NAME(scriptname, 0); + ACTION_PARAM_INT(mapnum, 1); + ACTION_PARAM_INT(arg1, 2); + ACTION_PARAM_INT(arg2, 3); + ACTION_PARAM_INT(lock, 4); + + bool res = !!P_ExecuteSpecial(ACS_LockedExecute, NULL, self, false, -scriptname, mapnum, arg1, arg2, lock); + + ACTION_SET_RESULT(res); +} + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedLockedExecuteDoor) +{ + ACTION_PARAM_START(5); + + ACTION_PARAM_NAME(scriptname, 0); + ACTION_PARAM_INT(mapnum, 1); + ACTION_PARAM_INT(arg1, 2); + ACTION_PARAM_INT(arg2, 3); + ACTION_PARAM_INT(lock, 4); + + bool res = !!P_ExecuteSpecial(ACS_LockedExecuteDoor, NULL, self, false, -scriptname, mapnum, arg1, arg2, lock); + + ACTION_SET_RESULT(res); +} + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedSuspend) +{ + ACTION_PARAM_START(2); + + ACTION_PARAM_NAME(scriptname, 0); + ACTION_PARAM_INT(mapnum, 1); + + bool res = !!P_ExecuteSpecial(ACS_Suspend, NULL, self, false, -scriptname, mapnum, 0, 0, 0); + + ACTION_SET_RESULT(res); +} + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedTerminate) +{ + ACTION_PARAM_START(2); + + ACTION_PARAM_NAME(scriptname, 0); + ACTION_PARAM_INT(mapnum, 1); + + bool res = !!P_ExecuteSpecial(ACS_Terminate, NULL, self, false, -scriptname, mapnum, 0, 0, 0); + + ACTION_SET_RESULT(res); +} + + +//========================================================================== +// +// A_RadiusGive +// +// 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, + RGF_PLAYERS = 2, + RGF_MONSTERS = 4, + RGF_OBJECTS = 8, + RGF_VOODOO = 16, + RGF_CORPSES = 32, + RGF_MASK = 63, + RGF_NOTARGET = 64, + RGF_NOTRACER = 128, + RGF_NOMASTER = 256, + RGF_CUBE = 512, +}; + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive) +{ + ACTION_PARAM_START(7); + ACTION_PARAM_CLASS(item, 0); + ACTION_PARAM_FIXED(distance, 1); + ACTION_PARAM_INT(flags, 2); + ACTION_PARAM_INT(amount, 3); + + // We need a valid item, valid targets, and a valid range + if (item == NULL || (flags & RGF_MASK) == 0 || distance <= 0) + { + return; + } + if (amount == 0) + { + amount = 1; + } + FBlockThingsIterator it(FBoundingBox(self->x, self->y, distance)); + double distsquared = double(distance) * double(distance); + + AActor *thing; + while ((thing = it.Next())) + { + // Don't give to inventory items + if (thing->flags & MF_SPECIAL) + { + continue; + } + // Avoid giving to self unless requested + if (thing == self && !(flags & RGF_GIVESELF)) + { + continue; + } + // Avoiding special pointers if requested + if (((thing == self->target) && (flags & RGF_NOTARGET)) || + ((thing == self->tracer) && (flags & RGF_NOTRACER)) || + ((thing == self->master) && (flags & RGF_NOMASTER))) + { + continue; + } + // Don't give to dead thing unless requested + if (thing->flags & MF_CORPSE) + { + if (!(flags & RGF_CORPSES)) + { + continue; + } + } + else if (thing->health <= 0 || thing->flags6 & MF6_KILLED) + { + continue; + } + // Players, monsters, and other shootable objects + if (thing->player) + { + if ((thing->player->mo == thing) && !(flags & RGF_PLAYERS)) + { + continue; + } + if ((thing->player->mo != thing) && !(flags & RGF_VOODOO)) + { + continue; + } + } + else if (thing->flags3 & MF3_ISMONSTER) + { + if (!(flags & RGF_MONSTERS)) + { + continue; + } + } + else if (thing->flags & MF_SHOOTABLE || thing->flags6 & MF6_VULNERABLE) + { + if (!(flags & RGF_OBJECTS)) + { + continue; + } + } + else + { + continue; + } + + if (flags & RGF_CUBE) + { // check if inside a cube + if (abs(thing->x - self->x) > distance || + abs(thing->y - self->y) > distance || + abs((thing->z + thing->height/2) - (self->z + self->height/2)) > distance) + { + continue; + } + } + else + { // check if inside a sphere + TVector3 tpos(thing->x, thing->y, thing->z + thing->height/2); + TVector3 spos(self->x, self->y, self->z + self->height/2); + if ((tpos - spos).LengthSquared() > distsquared) + { + continue; + } + } + fixed_t dz = abs ((thing->z + thing->height/2) - (self->z + self->height/2)); + + if (P_CheckSight (thing, self, SF_IGNOREVISIBILITY|SF_IGNOREWATERBOUNDARY)) + { // OK to give; target is in direct path + AInventory *gift = static_cast(Spawn (item, 0, 0, 0, NO_REPLACE)); + if (gift->IsKindOf(RUNTIME_CLASS(AHealth))) + { + gift->Amount *= amount; + } + else + { + gift->Amount = amount; + } + gift->flags |= MF_DROPPED; + gift->ClearCounters(); + if (!gift->CallTryPickup (thing)) + { + gift->Destroy (); + } + } + } +} + + +//========================================================================== +// +// A_SetTics +// +//========================================================================== + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetTics) +{ + ACTION_PARAM_START(1); + ACTION_PARAM_INT(tics_to_set, 0); + + if (stateowner != self && self->player != NULL && stateowner->IsKindOf(RUNTIME_CLASS(AWeapon))) + { // Is this a weapon? Need to check psp states for a match, then. Blah. + for (int i = 0; i < NUMPSPRITES; ++i) + { + if (self->player->psprites[i].state == CallingState) + { + self->player->psprites[i].tics = tics_to_set; + return; + } + } + } + // Just set tics for self. + self->tics = tics_to_set; +} + +//========================================================================== +// +// A_SetDamageType +// +//========================================================================== + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetDamageType) +{ + ACTION_PARAM_START(1); + ACTION_PARAM_NAME(damagetype, 0); + + self->DamageType = damagetype; +} + +//========================================================================== +// +// A_DropItem +// +//========================================================================== + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropItem) +{ + ACTION_PARAM_START(3); + ACTION_PARAM_CLASS(spawntype, 0); + ACTION_PARAM_INT(amount, 1); + ACTION_PARAM_INT(chance, 2); + + P_DropItem(self, spawntype, amount, chance); +} + +//========================================================================== +// +// A_SetSpeed +// +//========================================================================== + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpeed) +{ + ACTION_PARAM_START(1); + ACTION_PARAM_FIXED(speed, 0); + + self->Speed = speed; +} + +//=========================================================================== +// +// Common A_Damage handler +// +// A_Damage* (int amount, str damagetype, int flags) +// Damages the specified actor by the specified amount. Negative values heal. +// +//=========================================================================== + +enum DMSS +{ + DMSS_FOILINVUL = 1, + DMSS_AFFECTARMOR = 2, + DMSS_KILL = 4, +}; + +static void DoDamage(AActor *dmgtarget, AActor *self, int amount, FName DamageType, int flags) +{ + if ((amount > 0) || (flags & DMSS_KILL)) + { + if (!(dmgtarget->flags2 & MF2_INVULNERABLE) || (flags & DMSS_FOILINVUL)) + { + if (flags & DMSS_KILL) + { + P_DamageMobj(dmgtarget, self, self, dmgtarget->health, DamageType, DMG_NO_FACTOR | DMG_NO_ARMOR | DMG_FOILINVUL); + } + if (flags & DMSS_AFFECTARMOR) + { + P_DamageMobj(dmgtarget, self, self, amount, DamageType, DMG_FOILINVUL); + } + else + { + //[MC] DMG_FOILINVUL is needed for making the damage occur on the actor. + P_DamageMobj(dmgtarget, self, self, amount, DamageType, DMG_FOILINVUL | DMG_NO_ARMOR); + } + } + } + else if (amount < 0) + { + amount = -amount; + P_GiveBody(dmgtarget, amount); + } +} + +//=========================================================================== +// +// +// +//=========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageSelf) +{ + ACTION_PARAM_START(3); + ACTION_PARAM_INT(amount, 0); + ACTION_PARAM_NAME(DamageType, 1); + ACTION_PARAM_INT(flags, 2); + + DoDamage(self, self, amount, DamageType, flags); +} + +//=========================================================================== +// +// +// +//=========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageTarget) +{ + ACTION_PARAM_START(3); + ACTION_PARAM_INT(amount, 0); + ACTION_PARAM_NAME(DamageType, 1); + ACTION_PARAM_INT(flags, 2); + + if (self->target != NULL) DoDamage(self->target, self, amount, DamageType, flags); +} + +//=========================================================================== +// +// +// +//=========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageTracer) +{ + ACTION_PARAM_START(3); + ACTION_PARAM_INT(amount, 0); + ACTION_PARAM_NAME(DamageType, 1); + ACTION_PARAM_INT(flags, 2); + + if (self->tracer != NULL) DoDamage(self->tracer, self, amount, DamageType, flags); +} + +//=========================================================================== +// +// +// +//=========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageMaster) +{ + ACTION_PARAM_START(3); + ACTION_PARAM_INT(amount, 0); + ACTION_PARAM_NAME(DamageType, 1); + ACTION_PARAM_INT(flags, 2); + + if (self->master != NULL) DoDamage(self->master, self, amount, DamageType, flags); +} + +//=========================================================================== +// +// +// +//=========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageChildren) +{ + ACTION_PARAM_START(3); + ACTION_PARAM_INT(amount, 0); + ACTION_PARAM_NAME(DamageType, 1); + ACTION_PARAM_INT(flags, 2); + + TThinkerIterator it; + AActor * mo; + + while ( (mo = it.Next()) ) + { + if (mo->master == self) DoDamage(mo, self, amount, DamageType, flags); + } +} + +//=========================================================================== +// +// +// +//=========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageSiblings) +{ + ACTION_PARAM_START(3); + ACTION_PARAM_INT(amount, 0); + ACTION_PARAM_NAME(DamageType, 1); + ACTION_PARAM_INT(flags, 2); + + TThinkerIterator it; + AActor * mo; + + if (self->master != NULL) + { + while ((mo = it.Next())) + { + if (mo->master == self->master && mo != self) DoDamage(mo, self, amount, DamageType, flags); + } + } +} + + +//=========================================================================== +// +// A_Kill*(damagetype, int flags) +// +//=========================================================================== +enum KILS +{ + KILS_FOILINVUL = 1 << 0, + KILS_KILLMISSILES = 1 << 1, + KILS_NOMONSTERS = 1 << 2, +}; + +static void DoKill(AActor *killtarget, AActor *self, FName damagetype, int flags) +{ + 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->flags5 & MF5_NODAMAGE)) + { + P_ExplodeMissile(self->target, NULL, NULL); + } + } + if (!(flags & KILS_NOMONSTERS)) + { + if (flags & KILS_FOILINVUL) + { + P_DamageMobj(killtarget, self, self, killtarget->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR | DMG_FOILINVUL); + } + else + { + P_DamageMobj(killtarget, self, self, killtarget->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR); + } + } +} + + + +//=========================================================================== +// +// A_KillTarget(damagetype, int flags) +// +//=========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillTarget) +{ + ACTION_PARAM_START(2); + ACTION_PARAM_NAME(damagetype, 0); + ACTION_PARAM_INT(flags, 1); + + if (self->target != NULL) DoKill(self->target, self, damagetype, flags); +} + +//=========================================================================== +// +// A_KillTracer(damagetype, int flags) +// +//=========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillTracer) +{ + ACTION_PARAM_START(2); + ACTION_PARAM_NAME(damagetype, 0); + ACTION_PARAM_INT(flags, 1); + + if (self->tracer != NULL) DoKill(self->tracer, self, damagetype, flags); +} + +//=========================================================================== +// +// A_KillMaster(damagetype, int flags) +// +//=========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillMaster) +{ + ACTION_PARAM_START(2); + ACTION_PARAM_NAME(damagetype, 0); + ACTION_PARAM_INT(flags, 1); + + if (self->master != NULL) DoKill(self->master, self, damagetype, flags); +} + +//=========================================================================== +// +// A_KillChildren(damagetype, int flags) +// +//=========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillChildren) +{ + ACTION_PARAM_START(2); + ACTION_PARAM_NAME(damagetype, 0); + ACTION_PARAM_INT(flags, 1); + + TThinkerIterator it; + AActor *mo; + + while ( (mo = it.Next()) ) + { + if (mo->master == self) DoKill(mo, self, damagetype, flags); + } +} + +//=========================================================================== +// +// A_KillSiblings(damagetype, int flags) +// +//=========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillSiblings) +{ + ACTION_PARAM_START(2); + ACTION_PARAM_NAME(damagetype, 0); + ACTION_PARAM_INT(flags, 1); + + TThinkerIterator it; + AActor *mo; + + if (self->master != NULL) + { + while ( (mo = it.Next()) ) + { + if (mo->master == self->master && mo != self) DoKill(mo, self, damagetype, flags); + } + } +} + + +//=========================================================================== +// +// A_RemoveTarget +// +//=========================================================================== +DEFINE_ACTION_FUNCTION(AActor, A_RemoveTarget) +{ + if (self->target != NULL) + { + P_RemoveThing(self->target); + } +} + +//=========================================================================== +// +// A_RemoveTracer +// +//=========================================================================== +DEFINE_ACTION_FUNCTION(AActor, A_RemoveTracer) +{ + if (self->tracer != NULL) + { + P_RemoveThing(self->tracer); + } +} \ No newline at end of file diff --git a/src/thingdef/thingdef_function.cpp b/src/thingdef/thingdef_function.cpp index 2858e9a86e..9bf80dcaaf 100644 --- a/src/thingdef/thingdef_function.cpp +++ b/src/thingdef/thingdef_function.cpp @@ -43,6 +43,8 @@ #include "tarray.h" #include "thingdef.h" #include "thingdef_exp.h" +#include "actor.h" +#include "actorptrselect.h" static TMap CreatorMap; @@ -185,3 +187,77 @@ public: GLOBALFUNCTION_ADDER(Sqrt); +//========================================================================== +// +// Function: checkclass +// +//========================================================================== + +class FxGlobalFunctionCall_CheckClass : public FxGlobalFunctionCall +{ + public: + GLOBALFUNCTION_DEFINE(CheckClass); + + FxExpression *Resolve(FCompileContext& ctx) + { + CHECKRESOLVED(); + + if (!ResolveArgs(ctx, 1, 3, false)) + return NULL; + + for (int i = ArgList->Size(); i > 1;) + { + if (!(*ArgList)[--i]->ValueType.isNumeric()) + { + ScriptPosition.Message(MSG_ERROR, "numeric value expected for parameter"); + delete this; + return NULL; + } + } + + switch ((*ArgList)[0]->ValueType.Type) + { + case VAL_Class: case VAL_Name:break; + default: + ScriptPosition.Message(MSG_ERROR, "actor class expected for parameter"); + delete this; + return NULL; + } + + ValueType = VAL_Float; + return this; + } + + ExpVal EvalExpression(AActor *self) + { + ExpVal ret; + ret.Type = VAL_Int; + + const PClass * checkclass; + { + ExpVal v = (*ArgList)[0]->EvalExpression(self); + checkclass = v.GetClass(); + if (!checkclass) + { + checkclass = PClass::FindClass(v.GetName()); + if (!checkclass) { ret.Int = 0; return ret; } + } + } + + bool match_superclass = false; + int pick_pointer = AAPTR_DEFAULT; + + switch (ArgList->Size()) + { + case 3: match_superclass = (*ArgList)[2]->EvalExpression(self).GetBool(); + case 2: pick_pointer = (*ArgList)[1]->EvalExpression(self).GetInt(); + } + + self = COPY_AAPTR(self, pick_pointer); + if (!self){ ret.Int = 0; return ret; } + ret.Int = match_superclass ? checkclass->IsAncestorOf(self->GetClass()) : checkclass == self->GetClass(); + return ret; + } + }; + +GLOBALFUNCTION_ADDER(CheckClass); \ No newline at end of file diff --git a/src/version.h b/src/version.h index f6bd916ee5..45ecb794a1 100644 --- a/src/version.h +++ b/src/version.h @@ -51,7 +51,7 @@ const char *GetVersionString(); // Version identifier for network games. // Bump it every time you do a release unless you're certain you // didn't change anything that will affect sync. -#define NETGAMEVERSION 230 +#define NETGAMEVERSION 231 // Version stored in the ini's [LastRun] section. // Bump it if you made some configuration change that you want to diff --git a/wadsrc/static/actors/actor.txt b/wadsrc/static/actors/actor.txt index e66226c1ed..d404f23a2d 100644 --- a/wadsrc/static/actors/actor.txt +++ b/wadsrc/static/actors/actor.txt @@ -70,7 +70,7 @@ ACTOR Actor native //: Thinker // End of MBF redundant functions. action native A_MonsterRail(); - action native A_BFGSpray(class spraytype = "BFGExtra", int numrays = 40, int damagecount = 15); + action native A_BFGSpray(class spraytype = "BFGExtra", int numrays = 40, int damagecount = 15, float angle = 90, float distance = 16*64, float vrange = 32, int damage = 0); action native A_Pain(); action native A_NoBlocking(); action native A_XScream(); @@ -204,7 +204,7 @@ ACTOR Actor native //: Thinker action native A_CustomMissile(class 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 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 pufftype = "BulletPuff", float spread_xy = 0, float spread_z = 0, float range = 0, int duration = 0, float sparsity = 1.0, float driftspeed = 1.0, class spawnclass = "none", float spawnofs_z = 0); - action native A_JumpIfHealthLower(int health, state label); + action native A_JumpIfHealthLower(int health, state label, int ptr_selector = AAPTR_DEFAULT); action native A_JumpIfCloser(float distance, state label); action native A_JumpIfTracerCloser(float distance, state label); action native A_JumpIfMasterCloser(float distance, state label); @@ -237,9 +237,9 @@ ACTOR Actor native //: Thinker action native A_RemoveMaster(); action native A_RemoveChildren(bool removeall = false); action native A_RemoveSiblings(bool removeall = false); - action native A_KillMaster(name damagetype = "none"); - action native A_KillChildren(name damagetype = "none"); - action native A_KillSiblings(name damagetype = "none"); + action native A_KillMaster(name damagetype = "none", int flags = 0); + action native A_KillChildren(name damagetype = "none", int flags = 0); + action native A_KillSiblings(name damagetype = "none", int flags = 0); action native A_RaiseMaster(); action native A_RaiseChildren(); action native A_RaiseSiblings(); @@ -275,9 +275,9 @@ ACTOR Actor native //: Thinker action native A_CheckLOF(state jump, int flags = 0, float range = 0, float minrange = 0, float angle = 0, float pitch = 0, float offsetheight = 0, float offsetwidth = 0, int ptr_target = AAPTR_DEFAULT); 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, int flags = 0, float dist_max = 0, float dist_close = 0); - action native A_DamageMaster(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_DamageMaster(int amount, name damagetype = "none", int flags = 0); + action native A_DamageChildren(int amount, name damagetype = "none", int flags = 0); + action native A_DamageSiblings(int amount, name damagetype = "none", int flags = 0); action native A_SelectWeapon(class whichweapon); action native A_Punch(); action native A_Feathers(); @@ -304,6 +304,13 @@ ACTOR Actor native //: Thinker action native A_SetDamageType(name damagetype); action native A_DropItem(class item, int dropamount = -1, int chance = 256); action native A_SetSpeed(float speed); + action native A_DamageSelf(int amount, name damagetype = "none", int flags = 0); + action native A_DamageTarget(int amount, name damagetype = "none", int flags = 0); + action native A_DamageTracer(int amount, name damagetype = "none", int flags = 0); + action native A_KillTarget(name damagetype = "none", int flags = 0); + action native A_KillTracer(name damagetype = "none", int flags = 0); + action native A_RemoveTarget(); + action native A_RemoveTracer(); action native A_CheckSightOrRange(float distance, state label); action native A_CheckRange(float distance, state label); diff --git a/wadsrc/static/actors/constants.txt b/wadsrc/static/actors/constants.txt index bf998e6b07..3419561f8b 100644 --- a/wadsrc/static/actors/constants.txt +++ b/wadsrc/static/actors/constants.txt @@ -46,27 +46,30 @@ const int FBF_NOFLASH = 16; const int FBF_NORANDOMPUFFZ = 32; // Flags for A_SpawnItemEx -const int SXF_TRANSFERTRANSLATION = 1; -const int SXF_ABSOLUTEPOSITION = 2; -const int SXF_ABSOLUTEANGLE = 4; -const int SXF_ABSOLUTEMOMENTUM = 8; -const int SXF_ABSOLUTEVELOCITY = 8; -const int SXF_SETMASTER = 16; -const int SXF_NOCHECKPOSITION = 32; -const int SXF_TELEFRAG = 64; -const int SXF_CLIENTSIDE = 128; // only used by Skulltag -const int SXF_TRANSFERAMBUSHFLAG = 256; -const int SXF_TRANSFERPITCH = 512; -const int SXF_TRANSFERPOINTERS = 1024; -const int SXF_USEBLOODCOLOR = 2048; -const int SXF_CLEARCALLERTID = 4096; -const int SXF_MULTIPLYSPEED = 8192; -const int SXF_TRANSFERSCALE = 16384; -const int SXF_TRANSFERSPECIAL = 32768; -const int SXF_CLEARCALLERSPECIAL = 65536; -const int SXF_TRANSFERSTENCILCOL = 131072; -const int SXF_TRANSFERALPHA = 262144; -const int SXF_TRANSFERRENDERSTYLE = 524288; +const int SXF_TRANSFERTRANSLATION = 1 << 0; +const int SXF_ABSOLUTEPOSITION = 1 << 1; +const int SXF_ABSOLUTEANGLE = 1 << 2; +const int SXF_ABSOLUTEMOMENTUM = 1 << 3; //Since "momentum" is declared to be deprecated in the expressions, for compatibility +const int SXF_ABSOLUTEVELOCITY = 1 << 3; //purposes, this was made. It does the same thing though. Do not change the value. +const int SXF_SETMASTER = 1 << 4; +const int SXF_NOCHECKPOSITION = 1 << 5; +const int SXF_TELEFRAG = 1 << 6; +const int SXF_CLIENTSIDE = 1 << 7; // only used by Skulltag +const int SXF_TRANSFERAMBUSHFLAG = 1 << 8; +const int SXF_TRANSFERPITCH = 1 << 9; +const int SXF_TRANSFERPOINTERS = 1 << 10; +const int SXF_USEBLOODCOLOR = 1 << 11; +const int SXF_CLEARCALLERTID = 1 << 12; +const int SXF_MULTIPLYSPEED = 1 << 13; +const int SXF_TRANSFERSCALE = 1 << 14; +const int SXF_TRANSFERSPECIAL = 1 << 15; +const int SXF_CLEARCALLERSPECIAL = 1 << 16; +const int SXF_TRANSFERSTENCILCOL = 1 << 17; +const int SXF_TRANSFERALPHA = 1 << 18; +const int SXF_TRANSFERRENDERSTYLE = 1 << 19; +const int SXF_SETTARGET = 1 << 20; +const int SXF_SETTRACER = 1 << 21; +const int SXF_NOPOINTERS = 1 << 22; // Flags for A_Chase const int CHF_FASTCHASE = 1; @@ -314,6 +317,7 @@ Const Int WARPF_COPYINTERPOLATION = 0x40; Const Int WARPF_STOP = 0x80; Const Int WARPF_TOFLOOR = 0x100; Const Int WARPF_TESTONLY = 0x200; +Const Int WAPRF_ABSOLUTEPOSITION = 0x400; // flags for A_SetPitch/SetAngle const int SPF_FORCECLAMP = 1; @@ -360,6 +364,16 @@ enum CLOFF_NOAIM = CLOFF_NOAIM_VERT|CLOFF_NOAIM_HORZ }; +// Flags for A_Kill (Master/Target/Tracer/Children/Siblings) series + +const int KILS_FOILINVUL = 1; +const int KILS_KILLMISSILES = 2; +const int KILS_NOMONSTERS = 4; + +// Flags for A_Damage (Master/Target/Tracer/Children/Siblings/Self) series +const int DMSS_FOILINVUL = 1; +const int DMSS_AFFECTARMOR = 2; +const int DMSS_KILL = 4; // Flags for A_AlertMonsters const int AMF_TARGETEMITTER = 1; diff --git a/wadsrc/static/language.enu b/wadsrc/static/language.enu index 4990cb4172..a92e22dfec 100644 --- a/wadsrc/static/language.enu +++ b/wadsrc/static/language.enu @@ -836,6 +836,7 @@ SCORE_BONUS = "BONUS"; SCORE_COLOR = "COLOR"; SCORE_SECRET = "SECRET"; SCORE_NAME = "NAME"; +SCORE_DELAY = "DELAY(ms)"; SCORE_KILLS = "KILLS"; SCORE_FRAGS = "FRAGS"; SCORE_DEATHS = "DEATHS"; diff --git a/wadsrc/static/menudef.txt b/wadsrc/static/menudef.txt index 324c94e6b2..6d313faf14 100644 --- a/wadsrc/static/menudef.txt +++ b/wadsrc/static/menudef.txt @@ -341,6 +341,7 @@ OptionMenu "OptionsMenu" Submenu "Automap Options", "AutomapOptions" Submenu "HUD Options", "HUDOptions" Submenu "Miscellaneous Options", "MiscOptions" + Submenu "Network Options", "NetworkOptions" Submenu "Sound Options", "SoundOptions" Submenu "Display Options", "VideoOptions" Submenu "Set video mode", "VideoModeMenu" @@ -805,6 +806,13 @@ OptionValue "AltHUDTime" 9, "System" } +OptionValue "AltHUDLag" +{ + 0, "Off" + 1, "Netgames only" + 2, "Always" +} + OptionMenu "AltHUDOptions" { Title "Alternative HUD" @@ -819,6 +827,7 @@ OptionMenu "AltHUDOptions" Option "Show weapons", "hud_showweapons", "OnOff" Option "Show time", "hud_showtime", "AltHUDTime" Option "Time color", "hud_timecolor", "TextColors" + Option "Show network latency", "hud_showlag", "AltHUDLag" Slider "Red ammo display below %", "hud_ammo_red", 0, 100, 1, 0 Slider "Yellow ammo display below %", "hud_ammo_yellow", 0, 100, 1, 0 Slider "Red health display below", "hud_health_red", 0, 100, 1, 0 @@ -1591,3 +1600,28 @@ OptionMenu VideoModeMenu class VideoModeMenu } +/*======================================= + * + * Network options menu + * + *=======================================*/ + +OptionMenu NetworkOptions +{ + Title "NETWORK OPTIONS" + StaticText "Local options", 1 + Option "Movement prediction", "cl_noprediction", "OffOn" + Option "Predict line actions", "cl_predict_specials", "OnOff" + StaticText " " + StaticText "Host options", 1 + Option "Extra Tics", "net_extratic", "ExtraTicMode" + Option "Latency balancing", "net_ticbalance", "OnOff" + +} + +OptionValue ExtraTicMode +{ + 0, "None" + 1, "1" + 2, "All unacknowledged" +}