/* ** 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 "r_draw.h" #include "a_pickups.h" #include "s_sound.h" #include "cmdlib.h" #include "p_lnspec.h" #include "p_enemy.h" #include "a_action.h" #include "decallib.h" #include "m_random.h" #include "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" 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"); //========================================================================== // // 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; StateCall.Item = this; 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; } //========================================================================== // // 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); P_DamageMobj (self->target, self, self, damage, NAME_Melee); P_TraceBleed (damage, self->target, self); } else if (domissile && MissileType != NULL) { // This seemingly senseless code is needed for proper aiming. self->z+=MissileHeight-32*FRACUNIT; AActor * missile = P_SpawnMissileXYZ (self->x, self->y, self->z + 32*FRACUNIT, self, self->target, MissileType, false); self->z-=MissileHeight-32*FRACUNIT; if (missile) { // automatic handling of seeker missiles if (missile->flags2&MF2_SEEKERMISSILE) { missile->tracer=self->target; } // set the health value so that the missile works properly if (missile->flags4&MF4_SPECTRAL) { missile->health=-2; } P_CheckMissileSpawn(missile); } } } 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 // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SeekerMissile) { ACTION_PARAM_START(2); ACTION_PARAM_INT(ang1, 0); ACTION_PARAM_INT(ang2, 1); P_SeekerMissile(self, clamp(ang1, 0, 90) * ANGLE_1, clamp(ang2, 0, 90) * ANGLE_1); } //========================================================================== // // 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_None, 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_JumpIfCloser) { ACTION_PARAM_START(2); ACTION_PARAM_FIXED(dist, 0); ACTION_PARAM_STATE(jump, 1); AActor *target; if (!self->player) { target=self->target; } else { // Does the player aim at something that can be shot? P_BulletSlope(self, &target); } ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! // No target - no jump if (target==NULL) return; if (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); } } //========================================================================== // // State jump function // //========================================================================== void DoJumpIfInventory(AActor * owner, DECLARE_PARAMINFO) { ACTION_PARAM_START(3); ACTION_PARAM_CLASS(Type, 0); ACTION_PARAM_INT(ItemAmount, 1); ACTION_PARAM_STATE(JumpOffset, 2); ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! if (!Type || owner == NULL) return; AInventory * Item=owner->FindInventory(Type); if (Item) { if (ItemAmount>0 && 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 // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode) { ACTION_PARAM_START(5); ACTION_PARAM_INT(damage, 0); ACTION_PARAM_INT(distance, 1); ACTION_PARAM_BOOL(hurtSource, 2); ACTION_PARAM_BOOL(alert, 3); ACTION_PARAM_INT(fulldmgdistance, 4); if (damage < 0) // get parameters from metadata { damage = self->GetClass()->Meta.GetMetaInt (ACMETA_ExplosionDamage, 128); distance = self->GetClass()->Meta.GetMetaInt (ACMETA_ExplosionRadius, damage); hurtSource = !self->GetClass()->Meta.GetMetaInt (ACMETA_DontHurtShooter); alert = false; } else { if (distance <= 0) distance = damage; } P_RadiusAttack (self, self->target, damage, distance, self->DamageType, hurtSource, true, fulldmgdistance); if (self->z <= self->floorz + (distance<target != NULL && self->target->player != NULL) { validcount++; P_RecursiveSound (self->Sector, self->target, false, 0); } } //========================================================================== // // A_RadiusThrust // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusThrust) { ACTION_PARAM_START(3); ACTION_PARAM_INT(force, 0); ACTION_PARAM_FIXED(distance, 1); ACTION_PARAM_BOOL(affectSource, 2); if (force <= 0) force = 128; if (distance <= 0) distance = force; P_RadiusAttack (self, self->target, force, distance, self->DamageType, affectSource, false); if (self->z <= self->floorz + (distance<flags&MF_MISSILE || (precise && self->GetDefault()->flags&MF_MISSILE); } //========================================================================== // // The ultimate code pointer: Fully customizable missiles! // //========================================================================== enum CM_Flags { CMF_AIMMODE = 3, CMF_TRACKOWNER = 4, CMF_CHECKTARGETDEAD = 8, }; 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 - 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+SpawnHeight, self, self->target, ti, false); break; case 2: self->x+=x; self->y+=y; missile = P_SpawnMissileAngleZSpeed(self, self->z+SpawnHeight, ti, self->angle, 0, GetDefaultByType(ti)->Speed, self, false); self->x-=x; self->y-=y; // It is not necessary to use the correct angle here. // The only important thing is that the horizontal velocity is correct. // Therefore use 0 as the missile's angle and simplify the calculations accordingly. // The actual velocity vector is set below. if (missile) { fixed_t vx = finecosine[pitch>>ANGLETOFINESHIFT]; fixed_t vz = finesine[pitch>>ANGLETOFINESHIFT]; missile->velx = FixedMul (vx, missile->Speed); missile->vely = 0; missile->velz = FixedMul (vz, missile->Speed); } 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. FVector3 velocity (missile->velx, missile->vely, 0); fixed_t missilespeed = (fixed_t)velocity.Length(); 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 (isMissile(self, !!(flags & CMF_TRACKOWNER))) { AActor * owner=self ;//->target; while (isMissile(owner, !!(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; } // set the health value so that the missile works properly if (missile->flags4&MF4_SPECTRAL) { missile->health=-2; } P_CheckMissileSpawn(missile); } } } else if (flags & CMF_CHECKTARGETDEAD) { // Target is dead and the attack shall be aborted. if (self->SeeState != NULL) self->SetState(self->SeeState); } } //========================================================================== // // An even more customizable hitscan attack // //========================================================================== 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_BOOL(AimFacing, 6); if(Range==0) Range=MISSILERANGE; int i; int bangle; int bslope; if (self->target || AimFacing) { if (!AimFacing) A_FaceTarget (self); bangle = self->angle; if (!pufftype) pufftype = PClass::FindClass(NAME_BulletPuff); bslope = P_AimLineAttack (self, bangle, MISSILERANGE); S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM); for (i=0 ; iDamageType, pufftype); } } } //========================================================================== // // A fully customizable melee attack // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMeleeAttack) { ACTION_PARAM_START(5); ACTION_PARAM_INT(damage, 0); ACTION_PARAM_SOUND(MeleeSound, 1); ACTION_PARAM_SOUND(MissSound, 2); ACTION_PARAM_NAME(DamageType, 3); ACTION_PARAM_BOOL(bleed, 4); if (DamageType==NAME_None) DamageType = NAME_Melee; // Melee is the default type if (!self->target) return; A_FaceTarget (self); if (self->CheckMeleeRange ()) { if (MeleeSound) S_Sound (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM); P_DamageMobj (self->target, self, self, damage, DamageType); if (bleed) P_TraceBleed (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); P_DamageMobj (self->target, self, self, damage, DamageType); if (bleed) P_TraceBleed (damage, self->target, self); } else if (ti) { // This seemingly senseless code is needed for proper aiming. self->z+=SpawnHeight-32*FRACUNIT; AActor * missile = P_SpawnMissileXYZ (self->x, self->y, self->z + 32*FRACUNIT, self, self->target, ti, false); self->z-=SpawnHeight-32*FRACUNIT; if (missile) { // automatic handling of seeker missiles if (missile->flags2&MF2_SEEKERMISSILE) { missile->tracer=self->target; } // set the health value so that the missile works properly if (missile->flags4&MF4_SPECTRAL) { missile->health=-2; } P_CheckMissileSpawn(missile); } } } //========================================================================== // // 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 // //========================================================================== 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_BOOL(UseAmmo, 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; if (UseAmmo && weapon) { if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo } if (Range == 0) Range = PLAYERMISSILERANGE; static_cast(self)->PlayAttacking2 (); bslope = P_BulletSlope(self); bangle = self->angle; if (!PuffType) PuffType = PClass::FindClass(NAME_BulletPuff); S_Sound (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM); if ((NumberOfBullets==1 && !player->refire) || NumberOfBullets==0) { int damage = ((pr_cwbullet()%3)+1)*DamagePerBullet; P_LineAttack(self, bangle, Range, bslope, damage, GetDefaultByType(PuffType)->DamageType, PuffType); } else { if (NumberOfBullets == -1) NumberOfBullets = 1; for (i=0 ; iDamageType, PuffType); } } } //========================================================================== // // A_FireProjectile // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireCustomMissile) { ACTION_PARAM_START(7); ACTION_PARAM_CLASS(ti, 0); ACTION_PARAM_ANGLE(Angle, 1); ACTION_PARAM_BOOL(UseAmmo, 2); ACTION_PARAM_INT(SpawnOfs_XY, 3); ACTION_PARAM_FIXED(SpawnHeight, 4); ACTION_PARAM_BOOL(AimAtAngle, 5); ACTION_PARAM_ANGLE(pitch, 6); if (!self->player) 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 (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 (linetarget && misl->flags2&MF2_SEEKERMISSILE) misl->tracer=linetarget; if (!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 // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch) { ACTION_PARAM_START(5); ACTION_PARAM_INT(Damage, 0); ACTION_PARAM_BOOL(norandom, 1); ACTION_PARAM_BOOL(UseAmmo, 2); ACTION_PARAM_CLASS(PuffType, 3); ACTION_PARAM_FIXED(Range, 4); if (!self->player) return; player_t *player=self->player; AWeapon * weapon=player->ReadyWeapon; angle_t angle; int pitch; AActor * linetarget; 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 (UseAmmo && linetarget && weapon) { if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo } if (!PuffType) PuffType = PClass::FindClass(NAME_BulletPuff); P_LineAttack (self, angle, Range, pitch, Damage, GetDefaultByType(PuffType)->DamageType, PuffType, true); // turn to face target if (linetarget) { S_Sound (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM); self->angle = R_PointToAngle2 (self->x, self->y, linetarget->x, linetarget->y); } } //========================================================================== // // customizable railgun attack function // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RailAttack) { ACTION_PARAM_START(8); 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_BOOL(Silent, 5); ACTION_PARAM_FLOAT(MaxDiff, 6); ACTION_PARAM_CLASS(PuffType, 7); 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 } P_RailAttack (self, Damage, Spawnofs_XY, Color1, Color2, MaxDiff, Silent, PuffType); } //========================================================================== // // also for monsters // //========================================================================== enum { CRF_DONTAIM = 0, CRF_AIMPARALLEL = 1, CRF_AIMDIRECT = 2 }; DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun) { ACTION_PARAM_START(8); ACTION_PARAM_INT(Damage, 0); ACTION_PARAM_INT(Spawnofs_XY, 1); ACTION_PARAM_COLOR(Color1, 2); ACTION_PARAM_COLOR(Color2, 3); ACTION_PARAM_BOOL(Silent, 4); ACTION_PARAM_INT(aim, 5); ACTION_PARAM_FLOAT(MaxDiff, 6); ACTION_PARAM_CLASS(PuffType, 7); fixed_t saved_x = self->x; fixed_t saved_y = self->y; angle_t saved_angle = self->angle; 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); // 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; P_RailAttack (self, Damage, Spawnofs_XY, Color1, Color2, MaxDiff, Silent, PuffType); self->x = saved_x; self->y = saved_y; self->angle = saved_angle; } //=========================================================================== // // DoGiveInventory // //=========================================================================== static void DoGiveInventory(AActor * receiver, DECLARE_PARAMINFO) { ACTION_PARAM_START(2); ACTION_PARAM_CLASS(mi, 0); ACTION_PARAM_INT(amount, 1); bool res=true; if (receiver == NULL) return; 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; if (item->flags & MF_COUNTITEM) { item->flags&=~MF_COUNTITEM; level.total_items--; } 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 // //=========================================================================== void DoTakeInventory(AActor * receiver, DECLARE_PARAMINFO) { ACTION_PARAM_START(2); ACTION_PARAM_CLASS(item, 0); ACTION_PARAM_INT(amount, 1); if (item == NULL || receiver == NULL) return; bool res = false; AInventory * inv = receiver->FindInventory(item); if (inv && !inv->IsKindOf(RUNTIME_CLASS(AHexenArmor))) { if (inv->Amount > 0) { res = true; } 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, SIXF_ABSOLUTEPOSITION=2, SIXF_ABSOLUTEANGLE=4, SIXF_ABSOLUTEVELOCITY=8, SIXF_SETMASTER=16, SIXF_NOCHECKPOSITION=32, SIXF_TELEFRAG=64, // 128 is used by Skulltag! SIXF_TRANSFERAMBUSHFLAG=256, SIXF_TRANSFERPITCH=512, SIXF_TRANSFERPOINTERS=1024, }; static bool InitSpawnedItem(AActor *self, AActor *mo, int flags) { if (mo) { AActor * originator = self; if ((flags & SIXF_TRANSFERTRANSLATION) && !(mo->flags2 & MF2_DONTTRANSLATE)) { mo->Translation = self->Translation; } 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 && isMissile(originator)) 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! if (mo->CountsAsKill()) level.total_monsters--; 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->FriendPlayer = int(originator->player-players+1); AActor * attacker=originator->player->attacker; if (attacker) { if (!(attacker->flags&MF_FRIENDLY) || (deathmatch && attacker->FriendPlayer!=0 && attacker->FriendPlayer!=mo->FriendPlayer)) { // Target the monster which last attacked the player mo->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; } } 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 + 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(10); 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); 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 + zofs, ALLOW_REPLACE); bool res = InitSpawnedItem(self, mo, flags); ACTION_SET_RESULT(res); // for an inventory item's use state if (mo) { mo->velx = xvel; mo->vely = yvel; mo->velz = zvel; mo->angle = Angle; if (flags & SIXF_TRANSFERAMBUSHFLAG) mo->flags = (mo->flags&~MF_AMBUSH) | (self->flags & MF_AMBUSH); } } //=========================================================================== // // 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 + zheight + 35*FRACUNIT + (self->player? self->player->crouchoffset : 0), ALLOW_REPLACE); if (bo) { int pitch = self->pitch; P_PlaySpawnSound(bo, self); if (xyvel) bo->Speed = xyvel; bo->angle = self->angle + (((pr_grenade()&7) - 4) << 24); bo->velz = zvel + 2*finesine[pitch>>ANGLETOFINESHIFT]; bo->z += 2 * finesine[pitch>>ANGLETOFINESHIFT]; P_ThrustMobj(bo, bo->angle, bo->Speed); bo->velx += self->velx >> 1; bo->vely += self->vely >> 1; bo->target= self; if (bo->flags4&MF4_RANDOMIZE) { bo->tics -= pr_grenade() & 3; if (bo->tics < 1) bo->tics = 1; } P_CheckMissileSpawn (bo); } 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 (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; } C_MidPrint(font != NULL ? font : SmallFont, text); con_midtime = saved; } } //=========================================================================== // // 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; //if (self->alpha<=0) self->Destroy(); } //=========================================================================== // // 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_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), ALLOW_REPLACE); if (mo && transfer_translation) { mo->Translation = self->Translation; } if (mo && 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;iFindInventory(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(AActor, A_KillMaster) { if (self->master != NULL) { P_DamageMobj(self->master, self, self, self->master->health, NAME_None, DMG_NO_ARMOR); } } //=========================================================================== // // A_KillChildren // //=========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_KillChildren) { TThinkerIterator it; AActor * mo; while ( (mo = it.Next()) ) { if (mo->master == self) { P_DamageMobj(mo, self, self, mo->health, NAME_None, DMG_NO_ARMOR); } } } //=========================================================================== // // A_KillSiblings // //=========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_KillSiblings) { TThinkerIterator it; AActor * mo; while ( (mo = it.Next()) ) { if (mo->master == self->master && mo != self) { P_DamageMobj(mo, self, self, mo->health, NAME_None, DMG_NO_ARMOR); } } } //=========================================================================== // // A_CountdownArg // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CountdownArg) { ACTION_PARAM_START(1); ACTION_PARAM_INT(cnt, 0); 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 { self->SetState(self->FindState(NAME_Death)); } } } //============================================================================ // // 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), 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); } CALL_ACTION(A_NoBlocking, self); 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 // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Respawn) { ACTION_PARAM_START(1); ACTION_PARAM_BOOL(fog, 0); fixed_t x = self->SpawnPoint[0]; fixed_t y = self->SpawnPoint[1]; sector_t *sec; self->flags |= MF_SOLID; sec = P_PointInSector (x, y); self->SetOrigin (x, y, sec->floorplane.ZatPoint (x, y)); self->height = self->GetDefault()->height; if (P_TestMobjLocation (self)) { AActor *defs = self->GetDefault(); self->health = defs->health; 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 (fog) { Spawn (x, 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.skin].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_JumpIfTargetInLOS (state label, optional fixed fov, optional bool // projectiletarget) // // 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). // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS) { ACTION_PARAM_START(3); ACTION_PARAM_STATE(jump, 0); ACTION_PARAM_ANGLE(fov, 1); ACTION_PARAM_BOOL(projtarg, 2); angle_t an; AActor *target; ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! if (!self->player) { if (self->flags & MF_MISSILE && projtarg) { 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 (!P_CheckSight (self, target, 1)) return; if (fov && (fov < ANGLE_MAX)) { an = R_PointToAngle2 (self->x, self->y, target->x, target->y) - self->angle; if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2))) { return; // [KS] Outside of FOV - return } } } else { // Does the player aim at something that can be shot? P_BulletSlope(self, &target); } if (!target) return; ACTION_JUMP(jump); } //========================================================================== // // A_JumpIfInTargetLOS (state label, optional fixed fov, optional bool // projectiletarget) // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetLOS) { ACTION_PARAM_START(3); ACTION_PARAM_STATE(jump, 0); ACTION_PARAM_ANGLE(fov, 1); ACTION_PARAM_BOOL(projtarg, 2); angle_t an; AActor *target; ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! if (self->flags & MF_MISSILE && projtarg) { 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 (!P_CheckSight (target, self, 1)) return; if (fov && (fov < ANGLE_MAX)) { an = R_PointToAngle2 (self->x, self->y, target->x, target->y) - self->angle; if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2))) { return; // [KS] Outside of FOV - 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); 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; kill_before = self->CountsAsKill(); item_before = self->flags & MF_COUNTITEM; 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(); if (expression) { *flagp |= fd->flagbit; } else { *flagp &= ~fd->flagbit; } if (linkchange) self->LinkToWorld(); } kill_after = self->CountsAsKill(); item_after = self->flags & MF_COUNTITEM; // 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--; } } } else { Printf("Unknown flag '%s' in '%s'\n", flagname, cls->TypeName.GetChars()); } } //=========================================================================== // // 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()) ) { if ( ( mo->master == self ) && ( ( mo->health <= 0 ) || removeall) ) { P_RemoveThing(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, 0) ) { ACTION_JUMP(jump); } } //=========================================================================== // // A_SetAngle // // Set actor's angle (in degrees). // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetAngle) { ACTION_PARAM_START(1); ACTION_PARAM_ANGLE(angle, 0); self->angle = angle; } //=========================================================================== // // A_SetPitch // // Set actor's pitch (in degrees). // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPitch) { ACTION_PARAM_START(1); ACTION_PARAM_ANGLE(pitch, 0); self->pitch = pitch; } //=========================================================================== // // 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); } }