/* ** thingdef_codeptr.cpp ** ** Code pointers for Actor definitions ** **--------------------------------------------------------------------------- ** Copyright 2002-2006 Christoph Oelckers ** Copyright 2004-2006 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be ** covered by the terms of the GNU General Public License as published by ** the Free Software Foundation; either version 2 of the License, or (at ** your option) any later version. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "gi.h" #include "g_level.h" #include "actor.h" #include "info.h" #include "sc_man.h" #include "tarray.h" #include "w_wad.h" #include "templates.h" #include "r_defs.h" #include "a_pickups.h" #include "s_sound.h" #include "cmdlib.h" #include "p_lnspec.h" #include "p_effect.h" #include "p_enemy.h" #include "a_action.h" #include "decallib.h" #include "m_random.h" #include "i_system.h" #include "p_local.h" #include "c_console.h" #include "doomerrors.h" #include "a_sharedglobal.h" #include "thingdef/thingdef.h" #include "v_video.h" #include "v_font.h" #include "doomstat.h" #include "v_palette.h" #include "g_shared/a_specialspot.h" #include "actorptrselect.h" #include "m_bbox.h" #include "r_data/r_translate.h" #include "p_trace.h" #include "p_setup.h" #include "gstrings.h" #include "d_player.h" #include "p_maputl.h" #include "p_spec.h" #include "math/cmath.h" AActor *SingleActorFromTID(int tid, AActor *defactor); static FRandom pr_camissile ("CustomActorfire"); static FRandom pr_camelee ("CustomMelee"); static FRandom pr_cabullet ("CustomBullet"); static FRandom pr_cajump ("CustomJump"); static FRandom pr_cwbullet ("CustomWpBullet"); static FRandom pr_cwjump ("CustomWpJump"); static FRandom pr_cwpunch ("CustomWpPunch"); static FRandom pr_grenade ("ThrowGrenade"); static FRandom pr_crailgun ("CustomRailgun"); static FRandom pr_spawndebris ("SpawnDebris"); static FRandom pr_spawnitemex ("SpawnItemEx"); static FRandom pr_burst ("Burst"); static FRandom pr_monsterrefire ("MonsterRefire"); static FRandom pr_teleport("A_Teleport"); //========================================================================== // // ACustomInventory :: CallStateChain // // Executes the code pointers in a chain of states // until there is no next state // //========================================================================== bool ACustomInventory::CallStateChain (AActor *actor, FState *state) { INTBOOL result = false; int counter = 0; VMValue params[3] = { actor, this, 0 }; // We accept return types of `state`, `(int|bool)` or `state, (int|bool)`. // The last one is for the benefit of A_Warp and A_Teleport. int retval, numret; FState *nextstate; VMReturn ret[2]; ret[0].PointerAt((void **)&nextstate); ret[1].IntAt(&retval); this->flags5 |= MF5_INSTATECALL; FState *savedstate = this->state; while (state != NULL) { this->state = state; nextstate = NULL; // assume no jump if (state->ActionFunc != NULL) { VMFrameStack stack; PPrototype *proto = state->ActionFunc->Proto; VMReturn *wantret; params[2] = VMValue(state, ATAG_STATE); retval = true; // assume success wantret = NULL; // assume no return value wanted numret = 0; // For functions that return nothing (or return some type // we don't care about), we pretend they return true, // thanks to the values set just above. if (proto->ReturnTypes.Size() == 1) { if (proto->ReturnTypes[0] == TypeState) { // Function returns a state wantret = &ret[0]; retval = false; // this is a jump function which never affects the success state. } else if (proto->ReturnTypes[0] == TypeSInt32 || proto->ReturnTypes[0] == TypeBool) { // Function returns an int or bool wantret = &ret[1]; } numret = 1; } else if (proto->ReturnTypes.Size() == 2) { if (proto->ReturnTypes[0] == TypeState && (proto->ReturnTypes[1] == TypeSInt32 || proto->ReturnTypes[1] == TypeBool)) { // Function returns a state and an int or bool wantret = &ret[0]; numret = 2; } } stack.Call(state->ActionFunc, params, countof(params), wantret, numret); // As long as even one state succeeds, the whole chain succeeds unless aborted below. // A state that wants to jump does not count as "succeeded". if (nextstate == NULL) { result |= retval; } } // Since there are no delays it is a good idea to check for infinite loops here! counter++; if (counter >= 10000) break; if (nextstate == NULL) { nextstate = state->GetNextState(); if (state == nextstate) { // Abort immediately if the state jumps to itself! result = false; break; } } state = nextstate; } this->flags5 &= ~MF5_INSTATECALL; this->state = savedstate; return !!result; } //========================================================================== // // CheckClass // // NON-ACTION function to check a pointer's class. // //========================================================================== DEFINE_ACTION_FUNCTION(AActor, CheckClass) { if (numret > 0) { assert(ret != NULL); PARAM_SELF_PROLOGUE(AActor); PARAM_CLASS (checktype, AActor); PARAM_INT_OPT (pick_pointer) { pick_pointer = AAPTR_DEFAULT; } PARAM_BOOL_OPT (match_superclass) { match_superclass = false; } self = COPY_AAPTR(self, pick_pointer); if (self == NULL) { ret->SetInt(false); } else if (match_superclass) { ret->SetInt(self->IsKindOf(checktype)); } else { ret->SetInt(self->GetClass() == checktype); } return 1; } return 0; } //========================================================================== // // IsPointerEqual // // NON-ACTION function to check if two pointers are equal. // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, IsPointerEqual) { if (numret > 0) { assert(ret != NULL); PARAM_SELF_PROLOGUE(AActor); PARAM_INT (ptr_select1); PARAM_INT (ptr_select2); ret->SetInt(COPY_AAPTR(self, ptr_select1) == COPY_AAPTR(self, ptr_select2)); return 1; } return 0; } //========================================================================== // // CountInv // // NON-ACTION function to return the inventory count of an item. // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, CountInv) { if (numret > 0) { assert(ret != NULL); PARAM_SELF_PROLOGUE(AActor); PARAM_CLASS(itemtype, AInventory); PARAM_INT_OPT(pick_pointer) { pick_pointer = AAPTR_DEFAULT; } self = COPY_AAPTR(self, pick_pointer); if (self == NULL || itemtype == NULL) { ret->SetInt(0); } else { AInventory *item = self->FindInventory(itemtype); ret->SetInt(item ? item->Amount : 0); } return 1; } return 0; } //========================================================================== // // GetDistance // // NON-ACTION function to get the distance in double. // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetDistance) { if (numret > 0) { assert(ret != NULL); PARAM_SELF_PROLOGUE(AActor); PARAM_BOOL(checkz); PARAM_INT_OPT(ptr) { ptr = AAPTR_TARGET; } AActor *target = COPY_AAPTR(self, ptr); if (!target || target == self) { ret->SetFloat(0); } else { DVector3 diff = self->Vec3To(target); if (checkz) diff.Z += (target->Height - self->Height) / 2; ret->SetFloat(diff.Length()); } return 1; } return 0; } //========================================================================== // // GetAngle // // NON-ACTION function to get the angle in degrees (normalized to -180..180) // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetAngle) { if (numret > 0) { assert(ret != NULL); PARAM_SELF_PROLOGUE(AActor); PARAM_BOOL(relative); PARAM_INT_OPT(ptr) { ptr = AAPTR_TARGET; } AActor *target = COPY_AAPTR(self, ptr); if (!target || target == self) { ret->SetFloat(0); } else { DVector3 diff = self->Vec3To(target); DAngle angto = diff.Angle(); if (relative) angto = deltaangle(self->Angles.Yaw, angto); ret->SetFloat(angto.Degrees); } return 1; } return 0; } //========================================================================== // // GetSpawnHealth // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetSpawnHealth) { if (numret > 0) { PARAM_SELF_PROLOGUE(AActor); ret->SetInt(self->SpawnHealth()); return 1; } return 0; } //========================================================================== // // GetGibHealth // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetGibHealth) { if (numret > 0) { PARAM_SELF_PROLOGUE(AActor); ret->SetInt(self->GetGibHealth()); return 1; } return 0; } //=========================================================================== // // __decorate_internal_state__ // __decorate_internal_int__ // __decorate_internal_bool__ // __decorate_internal_float__ // // Placeholders for forcing DECORATE to cast numbers. If actually called, // returns whatever was passed. // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, __decorate_internal_state__) { PARAM_SELF_PROLOGUE(AActor); PARAM_STATE(returnme); ACTION_RETURN_STATE(returnme); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, __decorate_internal_int__) { PARAM_SELF_PROLOGUE(AActor); PARAM_INT(returnme); ACTION_RETURN_INT(returnme); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, __decorate_internal_bool__) { PARAM_SELF_PROLOGUE(AActor); PARAM_BOOL(returnme); ACTION_RETURN_BOOL(returnme); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, __decorate_internal_float__) { PARAM_SELF_PROLOGUE(AActor); PARAM_FLOAT(returnme); if (numret > 0) { ret->SetFloat(returnme); return 1; } return 0; } //========================================================================== // // A_RearrangePointers // // Allow an actor to change its relationship to other actors by // copying pointers freely between TARGET MASTER and TRACER. // Can also assign null value, but does not duplicate A_ClearTarget. // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RearrangePointers) { PARAM_SELF_PROLOGUE(AActor); PARAM_INT (ptr_target); PARAM_INT_OPT (ptr_master) { ptr_master = AAPTR_DEFAULT; } PARAM_INT_OPT (ptr_tracer) { ptr_tracer = AAPTR_TRACER; } PARAM_INT_OPT (flags) { flags = 0; } // Rearrange pointers internally // Fetch all values before modification, so that all fields can get original values AActor *gettarget = self->target, *getmaster = self->master, *gettracer = self->tracer; switch (ptr_target) // pick the new target { case AAPTR_MASTER: self->target = getmaster; if (!(PTROP_UNSAFETARGET & flags)) VerifyTargetChain(self); break; case AAPTR_TRACER: self->target = gettracer; if (!(PTROP_UNSAFETARGET & flags)) VerifyTargetChain(self); break; case AAPTR_NULL: self->target = NULL; // THIS IS NOT "A_ClearTarget", so no other targeting info is removed break; } // presently permitting non-monsters to set master switch (ptr_master) // pick the new master { case AAPTR_TARGET: self->master = gettarget; if (!(PTROP_UNSAFEMASTER & flags)) VerifyMasterChain(self); break; case AAPTR_TRACER: self->master = gettracer; if (!(PTROP_UNSAFEMASTER & flags)) VerifyMasterChain(self); break; case AAPTR_NULL: self->master = NULL; break; } switch (ptr_tracer) // pick the new tracer { case AAPTR_TARGET: self->tracer = gettarget; break; // no verification deemed necessary; the engine never follows a tracer chain(?) case AAPTR_MASTER: self->tracer = getmaster; break; // no verification deemed necessary; the engine never follows a tracer chain(?) case AAPTR_NULL: self->tracer = NULL; break; } return 0; } //========================================================================== // // A_TransferPointer // // Copy one pointer (MASTER, TARGET or TRACER) from this actor (SELF), // or from this actor's MASTER, TARGET or TRACER. // // You can copy any one of that actor's pointers // // Assign the copied pointer to any one pointer in SELF, // MASTER, TARGET or TRACER. // // Any attempt to make an actor point to itself will replace the pointer // with a null value. // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TransferPointer) { PARAM_SELF_PROLOGUE(AActor); PARAM_INT (ptr_source); PARAM_INT (ptr_recipient); PARAM_INT (ptr_sourcefield); PARAM_INT_OPT (ptr_recipientfield) { ptr_recipientfield = AAPTR_DEFAULT; } PARAM_INT_OPT (flags) { flags = 0; } AActor *source, *recipient; // Exchange pointers with actors to whom you have pointers (or with yourself, if you must) source = COPY_AAPTR(self, ptr_source); recipient = COPY_AAPTR(self, ptr_recipient); // pick an actor to store the provided pointer value if (recipient == NULL) { return 0; } // convert source from dataprovider to data source = COPY_AAPTR(source, ptr_sourcefield); if (source == recipient) { // The recepient should not acquire a pointer to itself; will write NULL} source = NULL; } if (ptr_recipientfield == AAPTR_DEFAULT) { // If default: Write to same field as data was read from ptr_recipientfield = ptr_sourcefield; } ASSIGN_AAPTR(recipient, ptr_recipientfield, source, flags); return 0; } //========================================================================== // // A_CopyFriendliness // // Join forces with one of the actors you are pointing to (MASTER by default) // // Normal CopyFriendliness reassigns health. This function will not. // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CopyFriendliness) { PARAM_ACTION_PROLOGUE; PARAM_INT_OPT (ptr_source) { ptr_source = AAPTR_MASTER; } if (self->player != NULL) { return 0; } AActor *source = COPY_AAPTR(self, ptr_source); if (source != NULL) { // No change in current target or health self->CopyFriendliness(source, false, false); } return 0; } //========================================================================== // // Simple flag changers // //========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_SetSolid) { PARAM_ACTION_PROLOGUE; self->flags |= MF_SOLID; return 0; } DEFINE_ACTION_FUNCTION(AActor, A_UnsetSolid) { PARAM_ACTION_PROLOGUE; self->flags &= ~MF_SOLID; return 0; } DEFINE_ACTION_FUNCTION(AActor, A_SetFloat) { PARAM_ACTION_PROLOGUE; self->flags |= MF_FLOAT; return 0; } DEFINE_ACTION_FUNCTION(AActor, A_UnsetFloat) { PARAM_ACTION_PROLOGUE; self->flags &= ~(MF_FLOAT|MF_INFLOAT); return 0; } //========================================================================== // // Customizable attack functions which use actor parameters. // //========================================================================== static void DoAttack (AActor *self, bool domelee, bool domissile, int MeleeDamage, FSoundID MeleeSound, PClassActor *MissileType,double MissileHeight) { if (self->target == NULL) return; A_FaceTarget (self); if (domelee && MeleeDamage>0 && self->CheckMeleeRange ()) { int damage = pr_camelee.HitDice(MeleeDamage); if (MeleeSound) S_Sound (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM); int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee); P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self); } else if (domissile && MissileType != NULL) { // This seemingly senseless code is needed for proper aiming. double add = MissileHeight + self->GetBobOffset() - 32; self->AddZ(add); AActor *missile = P_SpawnMissileXYZ (self->PosPlusZ(32.), self, self->target, MissileType, false); self->AddZ(-add); if (missile) { // automatic handling of seeker missiles if (missile->flags2&MF2_SEEKERMISSILE) { missile->tracer=self->target; } P_CheckMissileSpawn(missile, self->radius); } } } DEFINE_ACTION_FUNCTION(AActor, A_MeleeAttack) { PARAM_ACTION_PROLOGUE; int MeleeDamage = self->GetClass()->MeleeDamage; FSoundID MeleeSound = self->GetClass()->MeleeSound; DoAttack(self, true, false, MeleeDamage, MeleeSound, NULL, 0); return 0; } DEFINE_ACTION_FUNCTION(AActor, A_MissileAttack) { PARAM_ACTION_PROLOGUE; PClassActor *MissileType = PClass::FindActor(self->GetClass()->MissileName); DoAttack(self, false, true, 0, 0, MissileType, self->GetClass()->MissileHeight); return 0; } DEFINE_ACTION_FUNCTION(AActor, A_ComboAttack) { PARAM_ACTION_PROLOGUE; int MeleeDamage = self->GetClass()->MeleeDamage; FSoundID MeleeSound = self->GetClass()->MeleeSound; PClassActor *MissileType = PClass::FindActor(self->GetClass()->MissileName); DoAttack(self, true, true, MeleeDamage, MeleeSound, MissileType, self->GetClass()->MissileHeight); return 0; } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BasicAttack) { PARAM_SELF_PROLOGUE(AActor); PARAM_INT (melee_damage); PARAM_SOUND (melee_sound); PARAM_CLASS (missile_type, AActor); PARAM_FLOAT (missile_height); if (missile_type != NULL) { DoAttack(self, true, true, melee_damage, melee_sound, missile_type, missile_height); } return 0; } //========================================================================== // // Custom sound functions. // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlaySound) { PARAM_ACTION_PROLOGUE; PARAM_SOUND_OPT (soundid) { soundid = "weapons/pistol"; } PARAM_INT_OPT (channel) { channel = CHAN_BODY; } PARAM_FLOAT_OPT (volume) { volume = 1; } PARAM_BOOL_OPT (looping) { looping = false; } PARAM_FLOAT_OPT (attenuation) { attenuation = ATTN_NORM; } if (!looping) { S_Sound (self, channel, soundid, (float)volume, (float)attenuation); } else { if (!S_IsActorPlayingSomething (self, channel&7, soundid)) { S_Sound (self, channel | CHAN_LOOP, soundid, (float)volume, (float)attenuation); } } return 0; } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_StopSound) { PARAM_ACTION_PROLOGUE; PARAM_INT_OPT(slot) { slot = CHAN_VOICE; } S_StopSound(self, slot); return 0; } //========================================================================== // // These come from a time when DECORATE constants did not exist yet and // the sound interface was less flexible. As a result the parameters are // not optimal and these functions have been deprecated in favor of extending // A_PlaySound and A_StopSound. // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlayWeaponSound) { PARAM_SELF_PROLOGUE(AActor); PARAM_SOUND(soundid); S_Sound(self, CHAN_WEAPON, soundid, 1, ATTN_NORM); return 0; } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlaySoundEx) { PARAM_SELF_PROLOGUE(AActor); PARAM_SOUND (soundid); PARAM_NAME (channel); PARAM_BOOL_OPT (looping) { looping = false; } PARAM_INT_OPT (attenuation_raw) { attenuation_raw = 0; } float attenuation; switch (attenuation_raw) { case -1: attenuation = ATTN_STATIC; break; // drop off rapidly default: case 0: attenuation = ATTN_NORM; break; // normal case 1: case 2: attenuation = ATTN_NONE; break; // full volume } if (channel < NAME_Auto || channel > NAME_SoundSlot7) { channel = NAME_Auto; } if (!looping) { S_Sound (self, int(channel) - NAME_Auto, soundid, 1, attenuation); } else { if (!S_IsActorPlayingSomething (self, int(channel) - NAME_Auto, soundid)) { S_Sound (self, (int(channel) - NAME_Auto) | CHAN_LOOP, soundid, 1, attenuation); } } return 0; } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_StopSoundEx) { PARAM_SELF_PROLOGUE(AActor); PARAM_NAME(channel); if (channel > NAME_Auto && channel <= NAME_SoundSlot7) { S_StopSound (self, int(channel) - NAME_Auto); } return 0; } //========================================================================== // // Generic seeker missile function // //========================================================================== static FRandom pr_seekermissile ("SeekerMissile"); enum { SMF_LOOK = 1, SMF_PRECISE = 2, SMF_CURSPEED = 4, }; DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SeekerMissile) { PARAM_SELF_PROLOGUE(AActor); PARAM_INT(ang1); PARAM_INT(ang2); PARAM_INT_OPT(flags) { flags = 0; } PARAM_INT_OPT(chance) { chance = 50; } PARAM_INT_OPT(distance) { distance = 10; } if ((flags & SMF_LOOK) && (self->tracer == 0) && (pr_seekermissile()tracer = P_RoughMonsterSearch (self, distance, true); } if (!P_SeekerMissile(self, clamp(ang1, 0, 90), clamp(ang2, 0, 90), !!(flags & SMF_PRECISE), !!(flags & SMF_CURSPEED))) { if (flags & SMF_LOOK) { // This monster is no longer seekable, so let us look for another one next time. self->tracer = NULL; } } return 0; } //========================================================================== // // Hitscan attack with a customizable amount of bullets (specified in damage) // //========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_BulletAttack) { PARAM_ACTION_PROLOGUE; int i; if (!self->target) return 0; A_FaceTarget (self); DAngle slope = P_AimLineAttack (self, self->Angles.Yaw, MISSILERANGE); S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM); for (i = self->GetMissileDamage (0, 1); i > 0; --i) { DAngle angle = self->Angles.Yaw + pr_cabullet.Random2() * (5.625 / 256.); int damage = ((pr_cabullet()%5)+1)*3; P_LineAttack(self, angle, MISSILERANGE, slope, damage, NAME_Hitscan, NAME_BulletPuff); } return 0; } //========================================================================== // // State jump function // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Jump) { PARAM_SELF_PROLOGUE(AActor); PARAM_INT_OPT(maxchance) { maxchance = 256; } paramnum++; // Increment paramnum to point at the first jump target int count = numparam - paramnum; if (count > 0 && (maxchance >= 256 || pr_cajump() < maxchance)) { int jumpnum = (count == 1 ? 0 : (pr_cajump() % count)); PARAM_STATE_AT(paramnum + jumpnum, jumpto); ACTION_RETURN_STATE(jumpto); } ACTION_RETURN_STATE(NULL); } //========================================================================== // // State jump function // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfHealthLower) { PARAM_SELF_PROLOGUE(AActor); PARAM_INT (health); PARAM_STATE (jump); PARAM_INT_OPT (ptr_selector) { ptr_selector = AAPTR_DEFAULT; } AActor *measured; measured = COPY_AAPTR(self, ptr_selector); if (measured != NULL && measured->health < health) { ACTION_RETURN_STATE(jump); } ACTION_RETURN_STATE(NULL); } //========================================================================== // // State jump function // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetOutsideMeleeRange) { PARAM_SELF_PROLOGUE(AActor); PARAM_STATE(jump); if (!self->CheckMeleeRange()) { ACTION_RETURN_STATE(jump); } ACTION_RETURN_STATE(NULL); } //========================================================================== // // State jump function // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInsideMeleeRange) { PARAM_SELF_PROLOGUE(AActor); PARAM_STATE(jump); if (self->CheckMeleeRange()) { ACTION_RETURN_STATE(jump); } ACTION_RETURN_STATE(NULL); } //========================================================================== // // State jump function // //========================================================================== static int DoJumpIfCloser(AActor *target, VM_ARGS) { PARAM_SELF_PROLOGUE(AActor); PARAM_FLOAT (dist); PARAM_STATE (jump); PARAM_BOOL_OPT(noz) { noz = false; } if (!target) { // No target - no jump ACTION_RETURN_STATE(NULL); } if (self->Distance2D(target) < dist && (noz || ((self->Z() > target->Z() && self->Z() - target->Top() < dist) || (self->Z() <= target->Z() && target->Z() - self->Top() < dist)))) { ACTION_RETURN_STATE(jump); } ACTION_RETURN_STATE(NULL); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfCloser) { PARAM_SELF_PROLOGUE(AActor); AActor *target; if (self->player == NULL) { target = self->target; } else { // Does the player aim at something that can be shot? FTranslatedLineTarget t; P_BulletSlope(self, &t, ALF_PORTALRESTRICT); target = t.linetarget; } return DoJumpIfCloser(target, VM_ARGS_NAMES); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTracerCloser) { PARAM_SELF_PROLOGUE(AActor); return DoJumpIfCloser(self->tracer, VM_ARGS_NAMES); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfMasterCloser) { PARAM_SELF_PROLOGUE(AActor); return DoJumpIfCloser(self->master, VM_ARGS_NAMES); } //========================================================================== // // State jump function // //========================================================================== int DoJumpIfInventory(AActor *owner, AActor *self, VMValue *param, int numparam, VMReturn *ret, int numret) { int paramnum = 0; PARAM_CLASS (itemtype, AInventory); PARAM_INT (itemamount); PARAM_STATE (label); PARAM_INT_OPT (setowner) { setowner = AAPTR_DEFAULT; } if (itemtype == NULL) { ACTION_RETURN_STATE(NULL); } owner = COPY_AAPTR(owner, setowner); if (owner == NULL) { ACTION_RETURN_STATE(NULL); } AInventory *item = owner->FindInventory(itemtype); if (item) { if (itemamount > 0) { if (item->Amount >= itemamount) { ACTION_RETURN_STATE(label); } } else if (item->Amount >= item->MaxAmount) { ACTION_RETURN_STATE(label); } } ACTION_RETURN_STATE(NULL); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInventory) { PARAM_SELF_PROLOGUE(AActor); return DoJumpIfInventory(self, self, param, numparam, ret, numret); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetInventory) { PARAM_SELF_PROLOGUE(AActor); return DoJumpIfInventory(self->target, self, param, numparam, ret, numret); } //========================================================================== // // State jump function // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfArmorType) { PARAM_SELF_PROLOGUE(AActor); PARAM_NAME (type); PARAM_STATE (label); PARAM_INT_OPT(amount) { amount = 1; } ABasicArmor *armor = (ABasicArmor *)self->FindInventory(NAME_BasicArmor); if (armor && armor->ArmorType == type && armor->Amount >= amount) { ACTION_RETURN_STATE(label); } ACTION_RETURN_STATE(NULL); } //========================================================================== // // Parameterized version of A_Explode // //========================================================================== enum { XF_HURTSOURCE = 1, XF_NOTMISSILE = 4, }; DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode) { PARAM_ACTION_PROLOGUE; PARAM_INT_OPT (damage) { damage = -1; } PARAM_INT_OPT (distance) { distance = -1; } PARAM_INT_OPT (flags) { flags = XF_HURTSOURCE; } PARAM_BOOL_OPT (alert) { alert = false; } PARAM_INT_OPT (fulldmgdistance) { fulldmgdistance = 0; } PARAM_INT_OPT (nails) { nails = 0; } PARAM_INT_OPT (naildamage) { naildamage = 10; } PARAM_CLASS_OPT (pufftype, AActor) { pufftype = PClass::FindActor(NAME_BulletPuff); } if (damage < 0) // get parameters from metadata { damage = self->GetClass()->ExplosionDamage; distance = self->GetClass()->ExplosionRadius; flags = !self->GetClass()->DontHurtShooter; alert = false; } if (distance <= 0) distance = damage; // NailBomb effect, from SMMU but not from its source code: instead it was implemented and // generalized from the documentation at http://www.doomworld.com/eternity/engine/codeptrs.html if (nails) { DAngle ang; for (int i = 0; i < nails; i++) { ang = i*360./nails; // Comparing the results of a test wad with Eternity, it seems A_NailBomb does not aim P_LineAttack (self, ang, MISSILERANGE, 0., //P_AimLineAttack (self, ang, MISSILERANGE), naildamage, NAME_Hitscan, pufftype); } } P_RadiusAttack (self, self->target, damage, distance, self->DamageType, flags, fulldmgdistance); P_CheckSplash(self, distance); if (alert && self->target != NULL && self->target->player != NULL) { validcount++; P_RecursiveSound (self->Sector, self->target, false, 0); } return 0; } //========================================================================== // // A_RadiusThrust // //========================================================================== enum { RTF_AFFECTSOURCE = 1, RTF_NOIMPACTDAMAGE = 2, RTF_NOTMISSILE = 4, }; DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusThrust) { PARAM_ACTION_PROLOGUE; PARAM_INT_OPT (force) { force = 128; } PARAM_INT_OPT (distance) { distance = -1; } PARAM_INT_OPT (flags) { flags = RTF_AFFECTSOURCE; } PARAM_INT_OPT (fullthrustdistance) { fullthrustdistance = 0; } bool sourcenothrust = false; if (force == 0) force = 128; if (distance <= 0) distance = abs(force); // Temporarily negate MF2_NODMGTHRUST on the shooter, since it renders this function useless. if (!(flags & RTF_NOTMISSILE) && self->target != NULL && self->target->flags2 & MF2_NODMGTHRUST) { sourcenothrust = true; self->target->flags2 &= ~MF2_NODMGTHRUST; } P_RadiusAttack (self, self->target, force, distance, self->DamageType, flags | RADF_NODAMAGE, fullthrustdistance); P_CheckSplash(self, distance); if (sourcenothrust) { self->target->flags2 |= MF2_NODMGTHRUST; } return 0; } //========================================================================== // // Execute a line special / script // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CallSpecial) { PARAM_SELF_PROLOGUE(AActor); PARAM_INT (special); PARAM_INT_OPT (arg1) { arg1 = 0; } PARAM_INT_OPT (arg2) { arg2 = 0; } PARAM_INT_OPT (arg3) { arg3 = 0; } PARAM_INT_OPT (arg4) { arg4 = 0; } PARAM_INT_OPT (arg5) { arg5 = 0; } bool res = !!P_ExecuteSpecial(special, NULL, self, false, arg1, arg2, arg3, arg4, arg5); ACTION_RETURN_BOOL(res); } //========================================================================== // // The ultimate code pointer: Fully customizable missiles! // //========================================================================== enum CM_Flags { CMF_AIMMODE = 3, CMF_TRACKOWNER = 4, CMF_CHECKTARGETDEAD = 8, CMF_ABSOLUTEPITCH = 16, CMF_OFFSETPITCH = 32, CMF_SAVEPITCH = 64, CMF_ABSOLUTEANGLE = 128 }; DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile) { PARAM_SELF_PROLOGUE(AActor); PARAM_CLASS (ti, AActor); PARAM_FLOAT_OPT (Spawnheight) { Spawnheight = 32; } PARAM_FLOAT_OPT (Spawnofs_xy) { Spawnofs_xy = 0; } PARAM_ANGLE_OPT (Angle) { Angle = 0.; } PARAM_INT_OPT (flags) { flags = 0; } PARAM_ANGLE_OPT (Pitch) { Pitch = 0.; } PARAM_INT_OPT (ptr) { ptr = AAPTR_TARGET; } AActor *ref = COPY_AAPTR(self, ptr); int aimmode = flags & CMF_AIMMODE; AActor * targ; AActor * missile; if (ref != NULL || aimmode == 2) { if (ti) { DAngle angle = self->Angles.Yaw - 90; double x = Spawnofs_xy * angle.Cos(); double y = Spawnofs_xy * angle.Sin(); double z = Spawnheight + self->GetBobOffset() - 32 + (self->player? self->player->crouchoffset : 0.); DVector3 pos = self->Pos(); switch (aimmode) { case 0: default: // same adjustment as above (in all 3 directions this time) - for better aiming! self->SetXYZ(self->Vec3Offset(x, y, z)); missile = P_SpawnMissileXYZ(self->PosPlusZ(32.), self, ref, ti, false); self->SetXYZ(pos); break; case 1: missile = P_SpawnMissileXYZ(self->Vec3Offset(x, y, self->GetBobOffset() + Spawnheight), self, ref, ti, false); break; case 2: self->SetXYZ(self->Vec3Offset(x, y, 0.)); missile = P_SpawnMissileAngleZSpeed(self, self->Z() + self->GetBobOffset() + Spawnheight, ti, self->Angles.Yaw, 0, GetDefaultByType(ti)->Speed, self, false); self->SetXYZ(pos); flags |= CMF_ABSOLUTEPITCH; break; } if (missile != NULL) { // Use the actual velocity instead of the missile's Speed property // so that this can handle missiles with a high vertical velocity // component properly. double missilespeed; if ( (CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH) & flags) { if (CMF_OFFSETPITCH & flags) { Pitch += missile->Vel.Pitch(); } missilespeed = fabs(Pitch.Cos() * missile->Speed); missile->Vel.Z = Pitch.Sin() * missile->Speed; } else { missilespeed = missile->VelXYToSpeed(); } if (CMF_SAVEPITCH & flags) { missile->Angles.Pitch = Pitch; // In aimmode 0 and 1 without absolutepitch or offsetpitch, the pitch parameter // contains the unapplied parameter. In that case, it is set as pitch without // otherwise affecting the spawned actor. } missile->Angles.Yaw = (CMF_ABSOLUTEANGLE & flags) ? Angle : missile->Angles.Yaw + Angle; missile->VelFromAngle(missilespeed); // handle projectile shooting projectiles - track the // links back to a real owner if (self->isMissile(!!(flags & CMF_TRACKOWNER))) { AActor *owner = self ;//->target; while (owner->isMissile(!!(flags & CMF_TRACKOWNER)) && owner->target) owner = owner->target; targ = owner; missile->target = owner; // automatic handling of seeker missiles if (self->flags2 & missile->flags2 & MF2_SEEKERMISSILE) { missile->tracer = self->tracer; } } else if (missile->flags2 & MF2_SEEKERMISSILE) { // automatic handling of seeker missiles missile->tracer = self->target; } // we must redo the spectral check here because the owner is set after spawning so the FriendPlayer value may be wrong if (missile->flags4 & MF4_SPECTRAL) { if (missile->target != NULL) { missile->SetFriendPlayer(missile->target->player); } else { missile->FriendPlayer = 0; } } P_CheckMissileSpawn(missile, self->radius); } } } else if (flags & CMF_CHECKTARGETDEAD) { // Target is dead and the attack shall be aborted. if (self->SeeState != NULL && (self->health > 0 || !(self->flags3 & MF3_ISMONSTER))) self->SetState(self->SeeState); } return 0; } //========================================================================== // // An even more customizable hitscan attack // //========================================================================== enum CBA_Flags { CBAF_AIMFACING = 1, CBAF_NORANDOM = 2, CBAF_EXPLICITANGLE = 4, CBAF_NOPITCH = 8, CBAF_NORANDOMPUFFZ = 16, }; DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomBulletAttack) { PARAM_SELF_PROLOGUE(AActor); PARAM_ANGLE (spread_xy); PARAM_ANGLE (spread_z); PARAM_INT (numbullets); PARAM_INT (damageperbullet); PARAM_CLASS_OPT (pufftype, AActor) { pufftype = PClass::FindActor(NAME_BulletPuff); } PARAM_FLOAT_OPT (range) { range = 0; } PARAM_INT_OPT (flags) { flags = 0; } PARAM_INT_OPT (ptr) { ptr = AAPTR_TARGET; } AActor *ref = COPY_AAPTR(self, ptr); if (range == 0) range = MISSILERANGE; int i; DAngle bangle; DAngle bslope = 0.; int laflags = (flags & CBAF_NORANDOMPUFFZ)? LAF_NORANDOMPUFFZ : 0; if (ref != NULL || (flags & CBAF_AIMFACING)) { if (!(flags & CBAF_AIMFACING)) { A_Face(self, ref); } bangle = self->Angles.Yaw; if (!(flags & CBAF_NOPITCH)) bslope = P_AimLineAttack (self, bangle, MISSILERANGE); S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM); for (i = 0; i < numbullets; i++) { DAngle angle = bangle; DAngle slope = bslope; if (flags & CBAF_EXPLICITANGLE) { angle += spread_xy; slope += spread_z; } else { angle += spread_xy * (pr_cwbullet.Random2() / 255.); slope += spread_z * (pr_cwbullet.Random2() / 255.); } int damage = damageperbullet; if (!(flags & CBAF_NORANDOM)) damage *= ((pr_cabullet()%3)+1); P_LineAttack(self, angle, range, slope, damage, NAME_Hitscan, pufftype, laflags); } } return 0; } //========================================================================== // // A fully customizable melee attack // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMeleeAttack) { PARAM_ACTION_PROLOGUE; PARAM_INT_OPT (damage) { damage = 0; } PARAM_SOUND_OPT (meleesound) { meleesound = 0; } PARAM_SOUND_OPT (misssound) { misssound = 0; } PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; } PARAM_BOOL_OPT (bleed) { bleed = true; } if (damagetype == NAME_None) damagetype = NAME_Melee; // Melee is the default type if (!self->target) return 0; A_FaceTarget (self); if (self->CheckMeleeRange ()) { if (meleesound) S_Sound (self, CHAN_WEAPON, meleesound, 1, ATTN_NORM); int newdam = P_DamageMobj (self->target, self, self, damage, damagetype); if (bleed) P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self); } else { if (misssound) S_Sound (self, CHAN_WEAPON, misssound, 1, ATTN_NORM); } return 0; } //========================================================================== // // A fully customizable combo attack // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomComboAttack) { PARAM_SELF_PROLOGUE(AActor); PARAM_CLASS (ti, AActor); PARAM_FLOAT (spawnheight); PARAM_INT (damage); PARAM_SOUND_OPT (meleesound) { meleesound = 0; } PARAM_NAME_OPT (damagetype) { damagetype = NAME_Melee; } PARAM_BOOL_OPT (bleed) { bleed = true; } if (!self->target) return 0; A_FaceTarget (self); if (self->CheckMeleeRange()) { if (damagetype == NAME_None) damagetype = NAME_Melee; // Melee is the default type if (meleesound) S_Sound (self, CHAN_WEAPON, meleesound, 1, ATTN_NORM); int newdam = P_DamageMobj (self->target, self, self, damage, damagetype); if (bleed) P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self); } else if (ti) { // This seemingly senseless code is needed for proper aiming. double add = spawnheight + self->GetBobOffset() - 32; self->AddZ(add); AActor *missile = P_SpawnMissileXYZ (self->PosPlusZ(32.), self, self->target, ti, false); self->AddZ(-add); if (missile) { // automatic handling of seeker missiles if (missile->flags2 & MF2_SEEKERMISSILE) { missile->tracer = self->target; } P_CheckMissileSpawn(missile, self->radius); } } return 0; } //========================================================================== // // State jump function // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfNoAmmo) { PARAM_ACTION_PROLOGUE; PARAM_STATE(jump); if (!ACTION_CALL_FROM_WEAPON()) { ACTION_RETURN_STATE(NULL); } if (!self->player->ReadyWeapon->CheckAmmo(self->player->ReadyWeapon->bAltFire, false, true)) { ACTION_RETURN_STATE(jump); } ACTION_RETURN_STATE(NULL); } //========================================================================== // // An even more customizable hitscan attack // //========================================================================== enum FB_Flags { FBF_USEAMMO = 1, FBF_NORANDOM = 2, FBF_EXPLICITANGLE = 4, FBF_NOPITCH = 8, FBF_NOFLASH = 16, FBF_NORANDOMPUFFZ = 32, }; DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireBullets) { PARAM_ACTION_PROLOGUE; PARAM_ANGLE (spread_xy); PARAM_ANGLE (spread_z); PARAM_INT (numbullets); PARAM_INT (damageperbullet); PARAM_CLASS_OPT (pufftype, AActor) { pufftype = NULL; } PARAM_INT_OPT (flags) { flags = FBF_USEAMMO; } PARAM_FLOAT_OPT (range) { range = 0; } if (!self->player) return 0; player_t *player = self->player; AWeapon *weapon = player->ReadyWeapon; int i; DAngle bangle; DAngle bslope = 0.; int laflags = (flags & FBF_NORANDOMPUFFZ)? LAF_NORANDOMPUFFZ : 0; if ((flags & FBF_USEAMMO) && weapon && ACTION_CALL_FROM_WEAPON()) { if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return 0; // out of ammo } if (range == 0) range = PLAYERMISSILERANGE; if (!(flags & FBF_NOFLASH)) static_cast(self)->PlayAttacking2 (); if (!(flags & FBF_NOPITCH)) bslope = P_BulletSlope(self); bangle = self->Angles.Yaw; if (pufftype == NULL) pufftype = PClass::FindActor(NAME_BulletPuff); if (weapon != NULL) { S_Sound(self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM); } if ((numbullets == 1 && !player->refire) || numbullets == 0) { int damage = damageperbullet; if (!(flags & FBF_NORANDOM)) damage *= ((pr_cwbullet()%3)+1); P_LineAttack(self, bangle, range, bslope, damage, NAME_Hitscan, pufftype, laflags); } else { if (numbullets < 0) numbullets = 1; for (i = 0; i < numbullets; i++) { DAngle angle = bangle; DAngle slope = bslope; if (flags & FBF_EXPLICITANGLE) { angle += spread_xy; slope += spread_z; } else { angle += spread_xy * (pr_cwbullet.Random2() / 255.); slope += spread_z * (pr_cwbullet.Random2() / 255.); } int damage = damageperbullet; if (!(flags & FBF_NORANDOM)) damage *= ((pr_cwbullet()%3)+1); P_LineAttack(self, angle, range, slope, damage, NAME_Hitscan, pufftype, laflags); } } return 0; } //========================================================================== // // A_FireProjectile // //========================================================================== enum FP_Flags { FPF_AIMATANGLE = 1, FPF_TRANSFERTRANSLATION = 2, FPF_NOAUTOAIM = 4, }; DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireCustomMissile) { PARAM_ACTION_PROLOGUE; PARAM_CLASS (ti, AActor); PARAM_ANGLE_OPT (angle) { angle = 0.; } PARAM_BOOL_OPT (useammo) { useammo = true; } PARAM_FLOAT_OPT (spawnofs_xy) { spawnofs_xy = 0; } PARAM_FLOAT_OPT (spawnheight) { spawnheight = 0; } PARAM_INT_OPT (flags) { flags = 0; } PARAM_ANGLE_OPT (pitch) { pitch = 0.; } if (!self->player) return 0; player_t *player = self->player; AWeapon *weapon = player->ReadyWeapon; FTranslatedLineTarget t; // Only use ammo if called from a weapon if (useammo && ACTION_CALL_FROM_WEAPON() && weapon) { if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return 0; // out of ammo } if (ti) { DAngle ang = self->Angles.Yaw - 90; DVector2 ofs = ang.ToVector(spawnofs_xy); DAngle shootangle = self->Angles.Yaw; if (flags & FPF_AIMATANGLE) shootangle += angle; // Temporarily adjusts the pitch DAngle saved_player_pitch = self->Angles.Pitch; self->Angles.Pitch -= pitch; AActor * misl=P_SpawnPlayerMissile (self, ofs.X, ofs.Y, spawnheight, ti, shootangle, &t, NULL, false, (flags & FPF_NOAUTOAIM) != 0); self->Angles.Pitch = saved_player_pitch; // automatic handling of seeker missiles if (misl) { if (flags & FPF_TRANSFERTRANSLATION) misl->Translation = self->Translation; if (t.linetarget && !t.unlinked && (misl->flags2 & MF2_SEEKERMISSILE)) misl->tracer = t.linetarget; if (!(flags & FPF_AIMATANGLE)) { // This original implementation is to aim straight ahead and then offset // the angle from the resulting direction. misl->Angles.Yaw += angle; misl->VelFromAngle(misl->VelXYToSpeed()); } } } return 0; } //========================================================================== // // A_CustomPunch // // Berserk is not handled here. That can be done with A_CheckIfInventory // //========================================================================== enum { CPF_USEAMMO = 1, CPF_DAGGER = 2, CPF_PULLIN = 4, CPF_NORANDOMPUFFZ = 8, CPF_NOTURN = 16, CPF_STEALARMOR = 32, }; DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch) { PARAM_ACTION_PROLOGUE; PARAM_INT (damage); PARAM_BOOL_OPT (norandom) { norandom = false; } PARAM_INT_OPT (flags) { flags = CPF_USEAMMO; } PARAM_CLASS_OPT (pufftype, AActor) { pufftype = NULL; } PARAM_FLOAT_OPT (range) { range = 0; } PARAM_FLOAT_OPT (lifesteal) { lifesteal = 0; } PARAM_INT_OPT (lifestealmax) { lifestealmax = 0; } PARAM_CLASS_OPT (armorbonustype, ABasicArmorBonus) { armorbonustype = NULL; } PARAM_SOUND_OPT (MeleeSound) { MeleeSound = ""; } PARAM_SOUND_OPT (MissSound) { MissSound = ""; } if (!self->player) return 0; player_t *player = self->player; AWeapon *weapon = player->ReadyWeapon; DAngle angle; DAngle pitch; FTranslatedLineTarget t; int actualdamage; if (!norandom) damage *= pr_cwpunch() % 8 + 1; angle = self->Angles.Yaw + pr_cwpunch.Random2() * (5.625 / 256); if (range == 0) range = MELEERANGE; pitch = P_AimLineAttack (self, angle, range, &t); // only use ammo when actually hitting something! if ((flags & CPF_USEAMMO) && t.linetarget && weapon && ACTION_CALL_FROM_WEAPON()) { if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return 0; // out of ammo } if (pufftype == NULL) pufftype = PClass::FindActor(NAME_BulletPuff); int puffFlags = LAF_ISMELEEATTACK | ((flags & CPF_NORANDOMPUFFZ) ? LAF_NORANDOMPUFFZ : 0); P_LineAttack (self, angle, range, pitch, damage, NAME_Melee, pufftype, puffFlags, &t, &actualdamage); if (!t.linetarget) { if (MissSound) S_Sound(self, CHAN_WEAPON, MissSound, 1, ATTN_NORM); } else { if (lifesteal > 0 && !(t.linetarget->flags5 & MF5_DONTDRAIN)) { if (flags & CPF_STEALARMOR) { if (armorbonustype == NULL) { armorbonustype = dyn_cast(PClass::FindClass("ArmorBonus")); } if (armorbonustype != NULL) { assert(armorbonustype->IsDescendantOf(RUNTIME_CLASS(ABasicArmorBonus))); ABasicArmorBonus *armorbonus = static_cast(Spawn(armorbonustype)); armorbonus->SaveAmount *= int(actualdamage * lifesteal); armorbonus->MaxSaveAmount = lifestealmax <= 0 ? armorbonus->MaxSaveAmount : lifestealmax; armorbonus->flags |= MF_DROPPED; armorbonus->ClearCounters(); if (!armorbonus->CallTryPickup(self)) { armorbonus->Destroy (); } } } else { P_GiveBody (self, int(actualdamage * lifesteal), lifestealmax); } } if (weapon != NULL) { if (MeleeSound) S_Sound(self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM); else S_Sound (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM); } if (!(flags & CPF_NOTURN)) { // turn to face target self->Angles.Yaw = t.angleFromSource; } if (flags & CPF_PULLIN) self->flags |= MF_JUSTATTACKED; if (flags & CPF_DAGGER) P_DaggerAlert (self, t.linetarget); } return 0; } //========================================================================== // // customizable railgun attack function // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RailAttack) { PARAM_ACTION_PROLOGUE; PARAM_INT (damage); PARAM_INT_OPT (spawnofs_xy) { spawnofs_xy = 0; } PARAM_BOOL_OPT (useammo) { useammo = true; } PARAM_COLOR_OPT (color1) { color1 = 0; } PARAM_COLOR_OPT (color2) { color2 = 0; } PARAM_INT_OPT (flags) { flags = 0; } PARAM_FLOAT_OPT (maxdiff) { maxdiff = 0; } PARAM_CLASS_OPT (pufftype, AActor) { pufftype = PClass::FindActor(NAME_BulletPuff); } PARAM_ANGLE_OPT (spread_xy) { spread_xy = 0.; } PARAM_ANGLE_OPT (spread_z) { spread_z = 0.; } PARAM_FLOAT_OPT (range) { range = 0; } PARAM_INT_OPT (duration) { duration = 0; } PARAM_FLOAT_OPT (sparsity) { sparsity = 1; } PARAM_FLOAT_OPT (driftspeed) { driftspeed = 1; } PARAM_CLASS_OPT (spawnclass, AActor){ spawnclass = NULL; } PARAM_FLOAT_OPT (spawnofs_z) { spawnofs_z = 0; } PARAM_INT_OPT (SpiralOffset) { SpiralOffset = 270; } if (range == 0) range = 8192; if (sparsity == 0) sparsity=1.0; if (self->player == NULL) return 0; AWeapon *weapon = self->player->ReadyWeapon; // only use ammo when actually hitting something! if (useammo && weapon != NULL && ACTION_CALL_FROM_WEAPON()) { if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return 0; // out of ammo } if (!(flags & RAF_EXPLICITANGLE)) { spread_xy = spread_xy * pr_crailgun.Random2() / 255; spread_z = spread_z * pr_crailgun.Random2() / 255; } FRailParams p; p.source = self; p.damage = damage; p.offset_xy = spawnofs_xy; p.offset_z = spawnofs_z; p.color1 = color1; p.color2 = color2; p.maxdiff = maxdiff; p.flags = flags; p.puff = pufftype; p.angleoffset = spread_xy; p.pitchoffset = spread_z; p.distance = range; p.duration = duration; p.sparsity = sparsity; p.drift = driftspeed; p.spawnclass = spawnclass; p.SpiralOffset = SpiralOffset; P_RailAttack(&p); return 0; } //========================================================================== // // also for monsters // //========================================================================== enum { CRF_DONTAIM = 0, CRF_AIMPARALLEL = 1, CRF_AIMDIRECT = 2, CRF_EXPLICITANGLE = 4, }; DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun) { PARAM_SELF_PROLOGUE(AActor); PARAM_INT (damage); PARAM_INT_OPT (spawnofs_xy) { spawnofs_xy = 0; } PARAM_COLOR_OPT (color1) { color1 = 0; } PARAM_COLOR_OPT (color2) { color2 = 0; } PARAM_INT_OPT (flags) { flags = 0; } PARAM_INT_OPT (aim) { aim = CRF_DONTAIM; } PARAM_FLOAT_OPT (maxdiff) { maxdiff = 0; } PARAM_CLASS_OPT (pufftype, AActor) { pufftype = PClass::FindActor(NAME_BulletPuff); } PARAM_ANGLE_OPT (spread_xy) { spread_xy = 0.; } PARAM_ANGLE_OPT (spread_z) { spread_z = 0.; } PARAM_FLOAT_OPT (range) { range = 0; } PARAM_INT_OPT (duration) { duration = 0; } PARAM_FLOAT_OPT (sparsity) { sparsity = 1; } PARAM_FLOAT_OPT (driftspeed) { driftspeed = 1; } PARAM_CLASS_OPT (spawnclass, AActor){ spawnclass = NULL; } PARAM_FLOAT_OPT (spawnofs_z) { spawnofs_z = 0; } PARAM_INT_OPT (SpiralOffset) { SpiralOffset = 270; } if (range == 0) range = 8192.; if (sparsity == 0) sparsity = 1; FTranslatedLineTarget t; DVector3 savedpos = self->Pos(); DAngle saved_angle = self->Angles.Yaw; DAngle saved_pitch = self->Angles.Pitch; if (aim && self->target == NULL) { return 0; } // [RH] Andy Baker's stealth monsters if (self->flags & MF_STEALTH) { self->visdir = 1; } self->flags &= ~MF_AMBUSH; if (aim) { self->Angles.Yaw = self->AngleTo(self->target); } self->Angles.Pitch = P_AimLineAttack (self, self->Angles.Yaw, MISSILERANGE, &t, 60., 0, aim ? self->target : NULL); if (t.linetarget == NULL && aim) { // We probably won't hit the target, but aim at it anyway so we don't look stupid. DVector2 xydiff = self->Vec2To(self->target); double zdiff = self->target->Center() - self->Center() - self->Floorclip; self->Angles.Pitch = VecToAngle(xydiff.Length(), zdiff); } // Let the aim trail behind the player if (aim) { saved_angle = self->Angles.Yaw = self->AngleTo(self->target, -self->target->Vel.X * 3, -self->target->Vel.Y * 3); if (aim == CRF_AIMDIRECT) { // Tricky: We must offset to the angle of the current position // but then change the angle again to ensure proper aim. self->SetXY(self->Vec2Offset( spawnofs_xy * self->Angles.Yaw.Cos(), spawnofs_xy * self->Angles.Yaw.Sin())); spawnofs_xy = 0; self->Angles.Yaw = self->AngleTo(self->target,- self->target->Vel.X * 3, -self->target->Vel.Y * 3); } if (self->target->flags & MF_SHADOW) { DAngle rnd = pr_crailgun.Random2() * (45. / 256.); self->Angles.Yaw += rnd; } } if (!(flags & CRF_EXPLICITANGLE)) { spread_xy = spread_xy * pr_crailgun.Random2() / 255; spread_z = spread_z * pr_crailgun.Random2() / 255; } FRailParams p; p.source = self; p.damage = damage; p.offset_xy = spawnofs_xy; p.offset_z = spawnofs_z; p.color1 = color1; p.color2 = color2; p.maxdiff = maxdiff; p.flags = flags; p.puff = pufftype; p.angleoffset = spread_xy; p.pitchoffset = spread_z; p.distance = range; p.duration = duration; p.sparsity = sparsity; p.drift = driftspeed; p.spawnclass = spawnclass; p.SpiralOffset = SpiralOffset; P_RailAttack(&p); self->SetXYZ(savedpos); self->Angles.Yaw = saved_angle; self->Angles.Pitch = saved_pitch; return 0; } //=========================================================================== // // DoGiveInventory // //=========================================================================== static bool DoGiveInventory(AActor *receiver, bool orresult, VM_ARGS) { int paramnum = 0; PARAM_CLASS (mi, AInventory); PARAM_INT_OPT (amount) { amount = 1; } if (!orresult) { PARAM_INT_OPT(setreceiver) { setreceiver = AAPTR_DEFAULT; } receiver = COPY_AAPTR(receiver, setreceiver); } if (receiver == NULL) { // If there's nothing to receive it, it's obviously a fail, right? return false; } if (amount <= 0) { amount = 1; } if (mi) { AInventory *item = static_cast(Spawn(mi)); if (item == NULL) { return false; } if (item->IsKindOf(RUNTIME_CLASS(AHealth))) { item->Amount *= amount; } else { item->Amount = amount; } item->flags |= MF_DROPPED; item->ClearCounters(); if (!item->CallTryPickup(receiver)) { item->Destroy(); return false; } else { return true; } } return false; } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveInventory) { PARAM_SELF_PROLOGUE(AActor); ACTION_RETURN_BOOL(DoGiveInventory(self, false, VM_ARGS_NAMES)); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToTarget) { PARAM_SELF_PROLOGUE(AActor); ACTION_RETURN_BOOL(DoGiveInventory(self->target, false, VM_ARGS_NAMES)); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToChildren) { PARAM_SELF_PROLOGUE(AActor); TThinkerIterator it; AActor *mo; int count = 0; while ((mo = it.Next())) { if (mo->master == self) { count += DoGiveInventory(mo, true, VM_ARGS_NAMES); } } ACTION_RETURN_INT(count); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToSiblings) { PARAM_SELF_PROLOGUE(AActor); TThinkerIterator it; AActor *mo; int count = 0; if (self->master != NULL) { while ((mo = it.Next())) { if (mo->master == self->master && mo != self) { count += DoGiveInventory(mo, true, VM_ARGS_NAMES); } } } ACTION_RETURN_INT(count); } //=========================================================================== // // A_TakeInventory // //=========================================================================== enum { TIF_NOTAKEINFINITE = 1, }; bool DoTakeInventory(AActor *receiver, bool orresult, VM_ARGS) { int paramnum = 0; PARAM_CLASS (itemtype, AInventory); PARAM_INT_OPT (amount) { amount = 0; } PARAM_INT_OPT (flags) { flags = 0; } if (itemtype == NULL) { return false; } if (!orresult) { PARAM_INT_OPT(setreceiver) { setreceiver = AAPTR_DEFAULT; } receiver = COPY_AAPTR(receiver, setreceiver); } if (receiver == NULL) { return false; } return receiver->TakeInventory(itemtype, amount, true, (flags & TIF_NOTAKEINFINITE) != 0); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeInventory) { PARAM_SELF_PROLOGUE(AActor); ACTION_RETURN_BOOL(DoTakeInventory(self, false, VM_ARGS_NAMES)); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeFromTarget) { PARAM_SELF_PROLOGUE(AActor); ACTION_RETURN_BOOL(DoTakeInventory(self->target, false, VM_ARGS_NAMES)); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeFromChildren) { PARAM_SELF_PROLOGUE(AActor); TThinkerIterator it; AActor *mo; int count = 0; while ((mo = it.Next())) { if (mo->master == self) { count += DoTakeInventory(mo, true, VM_ARGS_NAMES); } } ACTION_RETURN_INT(count); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeFromSiblings) { PARAM_SELF_PROLOGUE(AActor); TThinkerIterator it; AActor *mo; int count = 0; if (self->master != NULL) { while ((mo = it.Next())) { if (mo->master == self->master && mo != self) { count += DoTakeInventory(mo, true, VM_ARGS_NAMES); } } } ACTION_RETURN_INT(count); } //=========================================================================== // // Common code for A_SpawnItem and A_SpawnItemEx // //=========================================================================== enum SIX_Flags { SIXF_TRANSFERTRANSLATION = 0x00000001, SIXF_ABSOLUTEPOSITION = 0x00000002, SIXF_ABSOLUTEANGLE = 0x00000004, SIXF_ABSOLUTEVELOCITY = 0x00000008, SIXF_SETMASTER = 0x00000010, SIXF_NOCHECKPOSITION = 0x00000020, SIXF_TELEFRAG = 0x00000040, SIXF_CLIENTSIDE = 0x00000080, // only used by Skulldronum SIXF_TRANSFERAMBUSHFLAG = 0x00000100, SIXF_TRANSFERPITCH = 0x00000200, SIXF_TRANSFERPOINTERS = 0x00000400, SIXF_USEBLOODCOLOR = 0x00000800, SIXF_CLEARCALLERTID = 0x00001000, SIXF_MULTIPLYSPEED = 0x00002000, SIXF_TRANSFERSCALE = 0x00004000, SIXF_TRANSFERSPECIAL = 0x00008000, SIXF_CLEARCALLERSPECIAL = 0x00010000, SIXF_TRANSFERSTENCILCOL = 0x00020000, SIXF_TRANSFERALPHA = 0x00040000, SIXF_TRANSFERRENDERSTYLE = 0x00080000, SIXF_SETTARGET = 0x00100000, SIXF_SETTRACER = 0x00200000, SIXF_NOPOINTERS = 0x00400000, SIXF_ORIGINATOR = 0x00800000, SIXF_TRANSFERSPRITEFRAME = 0x01000000, SIXF_TRANSFERROLL = 0x02000000, SIXF_ISTARGET = 0x04000000, SIXF_ISMASTER = 0x08000000, SIXF_ISTRACER = 0x10000000, }; static bool InitSpawnedItem(AActor *self, AActor *mo, int flags) { if (mo == NULL) { return false; } AActor *originator = self; if (!(mo->flags2 & MF2_DONTTRANSLATE)) { if (flags & SIXF_TRANSFERTRANSLATION) { mo->Translation = self->Translation; } else if (flags & SIXF_USEBLOODCOLOR) { // [XA] Use the spawning actor's BloodColor to translate the newly-spawned object. PalEntry bloodcolor = self->GetBloodColor(); mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a); } } if (flags & SIXF_TRANSFERPOINTERS) { mo->target = self->target; mo->master = self->master; // This will be overridden later if SIXF_SETMASTER is set mo->tracer = self->tracer; } mo->Angles.Yaw = self->Angles.Yaw; if (flags & SIXF_TRANSFERPITCH) { mo->Angles.Pitch = self->Angles.Pitch; } if (!(flags & SIXF_ORIGINATOR)) { while (originator && originator->isMissile()) { originator = originator->target; } } if (flags & SIXF_TELEFRAG) { P_TeleportMove(mo, mo->Pos(), true); // This is needed to ensure consistent behavior. // Otherwise it will only spawn if nothing gets telefragged flags |= SIXF_NOCHECKPOSITION; } if (mo->flags3 & MF3_ISMONSTER) { if (!(flags & SIXF_NOCHECKPOSITION) && !P_TestMobjLocation(mo)) { // The monster is blocked so don't spawn it at all! mo->ClearCounters(); mo->Destroy(); return false; } else if (originator && !(flags & SIXF_NOPOINTERS)) { if (originator->flags3 & MF3_ISMONSTER) { // If this is a monster transfer all friendliness information mo->CopyFriendliness(originator, true); } else if (originator->player) { // A player always spawns a monster friendly to him mo->flags |= MF_FRIENDLY; mo->SetFriendPlayer(originator->player); AActor * attacker=originator->player->attacker; if (attacker) { if (!(attacker->flags&MF_FRIENDLY) || (deathmatch && attacker->FriendPlayer!=0 && attacker->FriendPlayer!=mo->FriendPlayer)) { // Target the monster which last attacked the player mo->LastHeard = mo->target = attacker; } } } } } else if (!(flags & SIXF_TRANSFERPOINTERS)) { // If this is a missile or something else set the target to the originator mo->target = originator ? originator : self; } if (flags & SIXF_NOPOINTERS) { //[MC]Intentionally eliminate pointers. Overrides TRANSFERPOINTERS, but is overridden by SETMASTER/TARGET/TRACER. mo->LastHeard = NULL; //Sanity check. mo->target = NULL; mo->master = NULL; mo->tracer = NULL; } if (flags & SIXF_SETMASTER) { // don't let it attack you (optional)! mo->master = originator; } if (flags & SIXF_SETTARGET) { mo->target = originator; } if (flags & SIXF_SETTRACER) { mo->tracer = originator; } if (flags & SIXF_TRANSFERSCALE) { mo->Scale = self->Scale; } if (flags & SIXF_TRANSFERAMBUSHFLAG) { mo->flags = (mo->flags & ~MF_AMBUSH) | (self->flags & MF_AMBUSH); } if (flags & SIXF_CLEARCALLERTID) { self->RemoveFromHash(); self->tid = 0; } if (flags & SIXF_TRANSFERSPECIAL) { mo->special = self->special; memcpy(mo->args, self->args, sizeof(self->args)); } if (flags & SIXF_CLEARCALLERSPECIAL) { self->special = 0; memset(self->args, 0, sizeof(self->args)); } if (flags & SIXF_TRANSFERSTENCILCOL) { mo->fillcolor = self->fillcolor; } if (flags & SIXF_TRANSFERALPHA) { mo->Alpha = self->Alpha; } if (flags & SIXF_TRANSFERRENDERSTYLE) { mo->RenderStyle = self->RenderStyle; } if (flags & SIXF_TRANSFERSPRITEFRAME) { mo->sprite = self->sprite; mo->frame = self->frame; } if (flags & SIXF_TRANSFERROLL) { mo->Angles.Roll = self->Angles.Roll; } if (flags & SIXF_ISTARGET) { self->target = mo; } if (flags & SIXF_ISMASTER) { self->master = mo; } if (flags & SIXF_ISTRACER) { self->tracer = mo; } return true; } //=========================================================================== // // A_SpawnItem // // Spawns an item in front of the caller like Heretic's time bomb // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItem) { PARAM_ACTION_PROLOGUE; PARAM_CLASS_OPT (missile, AActor) { missile = PClass::FindActor("Unknown"); } PARAM_FLOAT_OPT (distance) { distance = 0; } PARAM_FLOAT_OPT (zheight) { zheight = 0; } PARAM_BOOL_OPT (useammo) { useammo = true; } PARAM_BOOL_OPT (transfer_translation) { transfer_translation = false; } if (missile == NULL) { ACTION_RETURN_BOOL(false); } // Don't spawn monsters if this actor has been massacred if (self->DamageType == NAME_Massacre && (GetDefaultByType(missile)->flags3 & MF3_ISMONSTER)) { ACTION_RETURN_BOOL(true); } if (distance == 0) { // use the minimum distance that does not result in an overlap distance = (self->radius + GetDefaultByType(missile)->radius); } if (ACTION_CALL_FROM_WEAPON()) { // Used from a weapon, so use some ammo AWeapon *weapon = self->player->ReadyWeapon; if (weapon == NULL) { ACTION_RETURN_BOOL(true); } if (useammo && !weapon->DepleteAmmo(weapon->bAltFire)) { ACTION_RETURN_BOOL(true); } } AActor *mo = Spawn( missile, self->Vec3Angle(distance, self->Angles.Yaw, -self->Floorclip + self->GetBobOffset() + zheight), ALLOW_REPLACE); int flags = (transfer_translation ? SIXF_TRANSFERTRANSLATION : 0) + (useammo ? SIXF_SETMASTER : 0); ACTION_RETURN_BOOL(InitSpawnedItem(self, mo, flags)); // for an inventory item's use state } //=========================================================================== // // A_SpawnItemEx // // Enhanced spawning function // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItemEx) { PARAM_SELF_PROLOGUE(AActor); PARAM_CLASS (missile, AActor); PARAM_FLOAT_OPT (xofs) { xofs = 0; } PARAM_FLOAT_OPT (yofs) { yofs = 0; } PARAM_FLOAT_OPT (zofs) { zofs = 0; } PARAM_FLOAT_OPT (xvel) { xvel = 0; } PARAM_FLOAT_OPT (yvel) { yvel = 0; } PARAM_FLOAT_OPT (zvel) { zvel = 0; } PARAM_ANGLE_OPT (angle) { angle = 0.; } PARAM_INT_OPT (flags) { flags = 0; } PARAM_INT_OPT (chance) { chance = 0; } PARAM_INT_OPT (tid) { tid = 0; } if (missile == NULL) { ACTION_RETURN_BOOL(false); } if (chance > 0 && pr_spawnitemex() < chance) { ACTION_RETURN_BOOL(true); } // Don't spawn monsters if this actor has been massacred if (self->DamageType == NAME_Massacre && (GetDefaultByType(missile)->flags3 & MF3_ISMONSTER)) { ACTION_RETURN_BOOL(true); } DVector2 pos; if (!(flags & SIXF_ABSOLUTEANGLE)) { angle += self->Angles.Yaw; } double s = angle.Sin(); double c = angle.Cos(); if (flags & SIXF_ABSOLUTEPOSITION) { pos = self->Vec2Offset(xofs, yofs); } else { // in relative mode negative y values mean 'left' and positive ones mean 'right' // This is the inverse orientation of the absolute mode! pos = self->Vec2Offset(xofs * c + yofs * s, xofs * s - yofs*c); } if (!(flags & SIXF_ABSOLUTEVELOCITY)) { // Same orientation issue here! double newxvel = xvel * c + yvel * s; yvel = xvel * s - yvel * c; xvel = newxvel; } AActor *mo = Spawn(missile, DVector3(pos, self->Z() - self->Floorclip + self->GetBobOffset() + zofs), ALLOW_REPLACE); bool res = InitSpawnedItem(self, mo, flags); if (res) { if (tid != 0) { assert(mo->tid == 0); mo->tid = tid; mo->AddToHash(); } mo->Vel = {xvel, yvel, zvel}; if (flags & SIXF_MULTIPLYSPEED) { mo->Vel *= mo->Speed; } mo->Angles.Yaw = angle; } ACTION_RETURN_BOOL(res); // for an inventory item's use state } //=========================================================================== // // A_ThrowGrenade // // Throws a grenade (like Hexen's fighter flechette) // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ThrowGrenade) { PARAM_ACTION_PROLOGUE; PARAM_CLASS (missile, AActor); PARAM_FLOAT_OPT (zheight) { zheight = 0; } PARAM_FLOAT_OPT (xyvel) { xyvel = 0; } PARAM_FLOAT_OPT (zvel) { zvel = 0; } PARAM_BOOL_OPT (useammo) { useammo = true; } if (missile == NULL) { ACTION_RETURN_BOOL(true); } if (ACTION_CALL_FROM_WEAPON()) { // Used from a weapon, so use some ammo AWeapon *weapon = self->player->ReadyWeapon; if (weapon == NULL) { ACTION_RETURN_BOOL(true); } if (useammo && !weapon->DepleteAmmo(weapon->bAltFire)) { ACTION_RETURN_BOOL(true); } } AActor *bo; bo = Spawn(missile, self->PosPlusZ(-self->Floorclip + self->GetBobOffset() + zheight + 35 + (self->player? self->player->crouchoffset : 0.)), ALLOW_REPLACE); if (bo) { P_PlaySpawnSound(bo, self); if (xyvel != 0) bo->Speed = xyvel; bo->Angles.Yaw = self->Angles.Yaw + (((pr_grenade()&7) - 4) * (360./256.)); DAngle pitch = -self->Angles.Pitch; DAngle angle = bo->Angles.Yaw; // There are two vectors we are concerned about here: xy and z. We rotate // them separately according to the shooter's pitch and then sum them to // get the final velocity vector to shoot with. double xy_xyscale = bo->Speed * pitch.Cos(); double xy_velz = bo->Speed * pitch.Sin(); double xy_velx = xy_xyscale * angle.Cos(); double xy_vely = xy_xyscale * angle.Sin(); pitch = self->Angles.Pitch; double z_xyscale = zvel * pitch.Sin(); double z_velz = zvel * pitch.Cos(); double z_velx = z_xyscale * angle.Cos(); double z_vely = z_xyscale * angle.Sin(); bo->Vel.X = xy_velx + z_velx + self->Vel.X / 2; bo->Vel.Y = xy_vely + z_vely + self->Vel.Y / 2; bo->Vel.Z = xy_velz + z_velz; bo->target = self; P_CheckMissileSpawn (bo, self->radius); } else { ACTION_RETURN_BOOL(false); } ACTION_RETURN_BOOL(true); } //=========================================================================== // // A_Recoil // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Recoil) { PARAM_SELF_PROLOGUE(AActor); PARAM_FLOAT(xyvel); self->Thrust(self->Angles.Yaw + 180., xyvel); return 0; } //=========================================================================== // // A_SelectWeapon // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SelectWeapon) { PARAM_SELF_PROLOGUE(AActor); PARAM_CLASS(cls, AWeapon); if (cls == NULL || self->player == NULL) { ACTION_RETURN_BOOL(false); } AWeapon *weaponitem = static_cast(self->FindInventory(cls)); if (weaponitem != NULL && weaponitem->IsKindOf(RUNTIME_CLASS(AWeapon))) { if (self->player->ReadyWeapon != weaponitem) { self->player->PendingWeapon = weaponitem; } ACTION_RETURN_BOOL(true); } else { ACTION_RETURN_BOOL(false); } } //=========================================================================== // // A_Print // //=========================================================================== EXTERN_CVAR(Float, con_midtime) DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Print) { PARAM_SELF_PROLOGUE(AActor); PARAM_STRING (text); PARAM_FLOAT_OPT (time) { time = 0; } PARAM_NAME_OPT (fontname) { fontname = NAME_None; } if (text[0] == '$') text = GStrings(&text[1]); if (self->CheckLocalView (consoleplayer) || (self->target != NULL && self->target->CheckLocalView (consoleplayer))) { float saved = con_midtime; FFont *font = NULL; if (fontname != NAME_None) { font = V_GetFont(fontname); } if (time > 0) { con_midtime = float(time); } FString formatted = strbin1(text); C_MidPrint(font != NULL ? font : SmallFont, formatted.GetChars()); con_midtime = saved; } return 0; } //=========================================================================== // // A_PrintBold // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PrintBold) { PARAM_SELF_PROLOGUE(AActor); PARAM_STRING (text); PARAM_FLOAT_OPT (time) { time = 0; } PARAM_NAME_OPT (fontname) { fontname = NAME_None; } float saved = con_midtime; FFont *font = NULL; if (text[0] == '$') text = GStrings(&text[1]); if (fontname != NAME_None) { font = V_GetFont(fontname); } if (time > 0) { con_midtime = float(time); } FString formatted = strbin1(text); C_MidPrintBold(font != NULL ? font : SmallFont, formatted.GetChars()); con_midtime = saved; return 0; } //=========================================================================== // // A_Log // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Log) { PARAM_SELF_PROLOGUE(AActor); PARAM_STRING(text); if (text[0] == '$') text = GStrings(&text[1]); FString formatted = strbin1(text); Printf("%s\n", formatted.GetChars()); return 0; } //========================================================================= // // A_LogInt // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LogInt) { PARAM_SELF_PROLOGUE(AActor); PARAM_INT(num); Printf("%d\n", num); return 0; } //========================================================================= // // A_LogFloat // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LogFloat) { PARAM_SELF_PROLOGUE(AActor); PARAM_FLOAT(num); IGNORE_FORMAT_PRE Printf("%H\n", num); IGNORE_FORMAT_POST return 0; } //=========================================================================== // // A_SetTranslucent // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetTranslucent) { PARAM_SELF_PROLOGUE(AActor); PARAM_FLOAT (alpha); PARAM_INT_OPT (mode) { mode = 0; } mode = mode == 0 ? STYLE_Translucent : mode == 2 ? STYLE_Fuzzy : STYLE_Add; self->RenderStyle.Flags &= ~STYLEF_Alpha1; self->Alpha = clamp(alpha, 0., 1.); self->RenderStyle = ERenderStyle(mode); return 0; } //=========================================================================== // // A_FadeIn // // Fades the actor in // //=========================================================================== enum FadeFlags { FTF_REMOVE = 1 << 0, FTF_CLAMP = 1 << 1, }; DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeIn) { PARAM_ACTION_PROLOGUE; PARAM_FLOAT_OPT(reduce) { reduce = 0.1; } PARAM_INT_OPT(flags) { flags = 0; } if (reduce == 0) { reduce = 0.1; } self->RenderStyle.Flags &= ~STYLEF_Alpha1; self->Alpha += reduce; if (self->Alpha >= 1.) { if (flags & FTF_CLAMP) { self->Alpha = 1.; } if (flags & FTF_REMOVE) { P_RemoveThing(self); } } return 0; } //=========================================================================== // // A_FadeOut // // fades the actor out and destroys it when done // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeOut) { PARAM_ACTION_PROLOGUE; PARAM_FLOAT_OPT(reduce) { reduce = 0.1; } PARAM_INT_OPT(flags) { flags = FTF_REMOVE; } if (reduce == 0) { reduce = 0.1; } self->RenderStyle.Flags &= ~STYLEF_Alpha1; self->Alpha -= reduce; if (self->Alpha <= 0) { if (flags & FTF_CLAMP) { self->Alpha = 0; } if (flags & FTF_REMOVE) { P_RemoveThing(self); } } return 0; } //=========================================================================== // // A_FadeTo // // fades the actor to a specified transparency by a specified amount and // destroys it if so desired // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeTo) { PARAM_SELF_PROLOGUE(AActor); PARAM_FLOAT (target); PARAM_FLOAT_OPT (amount) { amount = 0.1; } PARAM_INT_OPT (flags) { flags = 0; } self->RenderStyle.Flags &= ~STYLEF_Alpha1; if (self->Alpha > target) { self->Alpha -= amount; if (self->Alpha < target) { self->Alpha = target; } } else if (self->Alpha < target) { self->Alpha += amount; if (self->Alpha > target) { self->Alpha = target; } } if (flags & FTF_CLAMP) { self->Alpha = clamp(self->Alpha, 0., 1.); } if (self->Alpha == target && (flags & FTF_REMOVE)) { P_RemoveThing(self); } return 0; } //=========================================================================== // // A_Scale(float scalex, optional float scaley) // // Scales the actor's graphics. If scaley is 0, use scalex. // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetScale) { PARAM_SELF_PROLOGUE(AActor); PARAM_FLOAT (scalex); PARAM_FLOAT_OPT (scaley) { scaley = scalex; } PARAM_INT_OPT (ptr) { ptr = AAPTR_DEFAULT; } PARAM_BOOL_OPT (usezero) { usezero = false; } AActor *ref = COPY_AAPTR(self, ptr); if (ref != NULL) { if (scaley == 0 && !usezero) { scaley = scalex; } ref->Scale = { scalex, scaley }; } return 0; } //=========================================================================== // // A_SetMass(int mass) // // Sets the actor's mass. // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetMass) { PARAM_SELF_PROLOGUE(AActor); PARAM_INT (mass); self->Mass = mass; return 0; } //=========================================================================== // // A_SpawnDebris // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnDebris) { PARAM_SELF_PROLOGUE(AActor); PARAM_CLASS (debris, AActor); PARAM_BOOL_OPT (transfer_translation) { transfer_translation = false; } PARAM_FLOAT_OPT (mult_h) { mult_h = 1; } PARAM_FLOAT_OPT (mult_v) { mult_v = 1; } int i; AActor *mo; if (debris == NULL) return 0; // only positive values make sense here if (mult_v <= 0) mult_v = 1; if (mult_h <= 0) mult_h = 1; for (i = 0; i < GetDefaultByType(debris)->health; i++) { double xo = (pr_spawndebris() - 128) / 16.; double yo = (pr_spawndebris() - 128) / 16.; double zo = pr_spawndebris()*self->Height / 256 + self->GetBobOffset(); mo = Spawn(debris, self->Vec3Offset(xo, yo, zo), ALLOW_REPLACE); if (mo) { if (transfer_translation) { mo->Translation = self->Translation; } if (i < mo->GetClass()->NumOwnedStates) { mo->SetState (mo->GetClass()->OwnedStates + i); } mo->Vel.X = mult_h * pr_spawndebris.Random2() / 64.; mo->Vel.Y = mult_h * pr_spawndebris.Random2() / 64.; mo->Vel.Z = mult_v * ((pr_spawndebris() & 7) + 5); } } return 0; } //=========================================================================== // // A_SpawnParticle // //=========================================================================== enum SPFflag { SPF_FULLBRIGHT = 1, SPF_RELPOS = 1 << 1, SPF_RELVEL = 1 << 2, SPF_RELACCEL = 1 << 3, SPF_RELANG = 1 << 4, }; DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnParticle) { PARAM_SELF_PROLOGUE(AActor); PARAM_COLOR (color); PARAM_INT_OPT (flags) { flags = 0; } PARAM_INT_OPT (lifetime) { lifetime = 35; } PARAM_INT_OPT (size) { size = 1; } PARAM_ANGLE_OPT (angle) { angle = 0.; } PARAM_FLOAT_OPT (xoff) { xoff = 0; } PARAM_FLOAT_OPT (yoff) { yoff = 0; } PARAM_FLOAT_OPT (zoff) { zoff = 0; } PARAM_FLOAT_OPT (xvel) { xvel = 0; } PARAM_FLOAT_OPT (yvel) { yvel = 0; } PARAM_FLOAT_OPT (zvel) { zvel = 0; } PARAM_FLOAT_OPT (accelx) { accelx = 0; } PARAM_FLOAT_OPT (accely) { accely = 0; } PARAM_FLOAT_OPT (accelz) { accelz = 0; } PARAM_FLOAT_OPT (startalpha) { startalpha = 1.; } PARAM_FLOAT_OPT (fadestep) { fadestep = -1.; } startalpha = clamp(startalpha, 0., 1.); if (fadestep > 0) fadestep = clamp(fadestep, 0., 1.); size = clamp(size, 0, 65535); // Clamp to word if (lifetime != 0) { if (flags & SPF_RELANG) angle += self->Angles.Yaw; double s = angle.Sin(); double c = angle.Cos(); DVector3 pos(xoff, yoff, zoff); DVector3 vel(xvel, yvel, zvel); DVector3 acc(accelx, accely, accelz); //[MC] Code ripped right out of A_SpawnItemEx. if (flags & SPF_RELPOS) { // in relative mode negative y values mean 'left' and positive ones mean 'right' // This is the inverse orientation of the absolute mode! pos.X = xoff * c + yoff * s; pos.Y = xoff * s - yoff * c; } if (flags & SPF_RELVEL) { vel.X = xvel * c + yvel * s; vel.Y = xvel * s - yvel * c; } if (flags & SPF_RELACCEL) { acc.X = accelx * c + accely * s; acc.Y = accelx * s - accely * c; } P_SpawnParticle(self->Vec3Offset(pos), vel, acc, color, !!(flags & SPF_FULLBRIGHT), startalpha, lifetime, size, fadestep); } return 0; } //=========================================================================== // // A_CheckSight // jumps if no player can see this actor // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSight) { PARAM_SELF_PROLOGUE(AActor); PARAM_STATE(jump); for (int i = 0; i < MAXPLAYERS; i++) { if (playeringame[i]) { // Always check sight from each player. if (P_CheckSight(players[i].mo, self, SF_IGNOREVISIBILITY)) { ACTION_RETURN_STATE(NULL); } // If a player is viewing from a non-player, then check that too. if (players[i].camera != NULL && players[i].camera->player == NULL && P_CheckSight(players[i].camera, self, SF_IGNOREVISIBILITY)) { ACTION_RETURN_STATE(NULL); } } } ACTION_RETURN_STATE(jump); } //=========================================================================== // // A_CheckSightOrRange // Jumps if this actor is out of range of all players *and* out of sight. // Useful for maps with many multi-actor special effects. // //=========================================================================== static bool DoCheckSightOrRange(AActor *self, AActor *camera, double range, bool twodi, bool checksight) { if (camera == NULL) { return false; } // Check distance first, since it's cheaper than checking sight. DVector2 pos = camera->Vec2To(self); double dz; double eyez = camera->Center(); if (eyez > self->Top()) { dz = self->Top() - eyez; } else if (eyez < self->Z()) { dz = self->Z() - eyez; } else { dz = 0; } double distance = DVector3(pos, twodi? 0. : dz).LengthSquared(); if (distance <= range) { // Within range return true; } // Now check LOS. if (checksight && P_CheckSight(camera, self, SF_IGNOREVISIBILITY)) { // Visible return true; } return false; } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSightOrRange) { PARAM_SELF_PROLOGUE(AActor); PARAM_FLOAT(range); PARAM_STATE(jump); PARAM_BOOL_OPT(twodi) { twodi = false; } range *= range; for (int i = 0; i < MAXPLAYERS; ++i) { if (playeringame[i]) { // Always check from each player. if (DoCheckSightOrRange(self, players[i].mo, range, twodi, true)) { ACTION_RETURN_STATE(NULL); } // If a player is viewing from a non-player, check that too. if (players[i].camera != NULL && players[i].camera->player == NULL && DoCheckSightOrRange(self, players[i].camera, range, twodi, true)) { ACTION_RETURN_STATE(NULL); } } } ACTION_RETURN_STATE(jump); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckRange) { PARAM_SELF_PROLOGUE(AActor); PARAM_FLOAT(range); PARAM_STATE(jump); PARAM_BOOL_OPT(twodi) { twodi = false; } range *= range; for (int i = 0; i < MAXPLAYERS; ++i) { if (playeringame[i]) { // Always check from each player. if (DoCheckSightOrRange(self, players[i].mo, range, twodi, false)) { ACTION_RETURN_STATE(NULL); } // If a player is viewing from a non-player, check that too. if (players[i].camera != NULL && players[i].camera->player == NULL && DoCheckSightOrRange(self, players[i].camera, range, twodi, false)) { ACTION_RETURN_STATE(NULL); } } } ACTION_RETURN_STATE(jump); } //=========================================================================== // // Inventory drop // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropInventory) { PARAM_SELF_PROLOGUE(AActor); PARAM_CLASS(drop, AInventory); if (drop) { AInventory *inv = self->FindInventory(drop); if (inv) { self->DropInventory(inv); } } return 0; } //=========================================================================== // // A_SetBlend // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetBlend) { PARAM_SELF_PROLOGUE(AActor); PARAM_COLOR (color); PARAM_FLOAT (alpha); PARAM_INT (tics); PARAM_COLOR_OPT (color2) { color2 = 0; } if (color == MAKEARGB(255,255,255,255)) color = 0; if (color2 == MAKEARGB(255,255,255,255)) color2 = 0; if (color2.a == 0) color2 = color; new DFlashFader(color.r/255.f, color.g/255.f, color.b/255.f, float(alpha), color2.r/255.f, color2.g/255.f, color2.b/255.f, 0, float(tics)/TICRATE, self); return 0; } //=========================================================================== // // A_JumpIf // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIf) { PARAM_SELF_PROLOGUE(AActor); PARAM_BOOL (condition); PARAM_STATE (jump); ACTION_RETURN_STATE(condition ? jump : NULL); } //=========================================================================== // // A_CountdownArg // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CountdownArg) { PARAM_SELF_PROLOGUE(AActor); PARAM_INT(cnt); PARAM_STATE_OPT(state) { state = self->FindState(NAME_Death); } if (cnt<0 || cnt >= 5) return 0; if (!self->args[cnt]--) { if (self->flags&MF_MISSILE) { P_ExplodeMissile(self, NULL, NULL); } else if (self->flags&MF_SHOOTABLE) { P_DamageMobj(self, NULL, NULL, self->health, NAME_None, DMG_FORCED); } else { self->SetState(state); } } return 0; } //============================================================================ // // A_Burst // //============================================================================ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Burst) { PARAM_SELF_PROLOGUE(AActor); PARAM_CLASS(chunk, AActor); int i, numChunks; AActor * mo; if (chunk == NULL) { return 0; } self->Vel.Zero(); self->Height = self->GetDefault()->Height; // [RH] In Hexen, this creates a random number of shards (range [24,56]) // with no relation to the size of the self shattering. I think it should // base the number of shards on the size of the dead thing, so bigger // things break up into more shards than smaller things. // An self with radius 20 and height 64 creates ~40 chunks. numChunks = MAX (4, int(self->radius * self->Height)/32); i = (pr_burst.Random2()) % (numChunks/4); for (i = MAX (24, numChunks + i); i >= 0; i--) { double xo = (pr_burst() - 128) * self->radius / 128; double yo = (pr_burst() - 128) * self->radius / 128; double zo = (pr_burst() * self->Height / 255); mo = Spawn(chunk, self->Vec3Offset(xo, yo, zo), ALLOW_REPLACE); if (mo) { mo->Vel.Z = 4 * (mo->Z() - self->Z()) * self->Height; mo->Vel.X = pr_burst.Random2() / 128.; mo->Vel.Y = pr_burst.Random2() / 128.; mo->RenderStyle = self->RenderStyle; mo->Alpha = self->Alpha; mo->CopyFriendliness(self, true); } } // [RH] Do some stuff to make this more useful outside Hexen if (self->flags4 & MF4_BOSSDEATH) { A_BossDeath(self); } A_Unblock(self, true); self->Destroy (); return 0; } //=========================================================================== // // A_CheckFloor // [GRB] Jumps if actor is standing on floor // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckFloor) { PARAM_SELF_PROLOGUE(AActor); PARAM_STATE(jump); if (self->Z() <= self->floorz) { ACTION_RETURN_STATE(jump); } ACTION_RETURN_STATE(NULL); } //=========================================================================== // // A_CheckCeiling // [GZ] Totally copied from A_CheckFloor, jumps if actor touches ceiling // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckCeiling) { PARAM_SELF_PROLOGUE(AActor); PARAM_STATE(jump); if (self->Top() >= self->ceilingz) // Height needs to be counted { ACTION_RETURN_STATE(jump); } ACTION_RETURN_STATE(NULL); } //=========================================================================== // // A_Stop // resets all velocity of the actor to 0 // //=========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_Stop) { PARAM_ACTION_PROLOGUE; self->Vel.Zero(); if (self->player && self->player->mo == self && !(self->player->cheats & CF_PREDICTING)) { self->player->mo->PlayIdle(); self->player->Vel.Zero(); } return 0; } static void CheckStopped(AActor *self) { if (self->player != NULL && self->player->mo == self && !(self->player->cheats & CF_PREDICTING) && !self->Vel.isZero()) { self->player->mo->PlayIdle(); self->player->Vel.Zero(); } } //=========================================================================== // // A_Respawn // //=========================================================================== DECLARE_ACTION(A_RestoreSpecialPosition) enum RS_Flags { RSF_FOG=1, RSF_KEEPTARGET=2, RSF_TELEFRAG=4, }; DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Respawn) { PARAM_ACTION_PROLOGUE; PARAM_INT_OPT(flags) { flags = RSF_FOG; } bool oktorespawn = false; DVector3 pos = self->Pos(); self->flags |= MF_SOLID; self->Height = self->GetDefault()->Height; self->radius = self->GetDefault()->radius; CALL_ACTION(A_RestoreSpecialPosition, self); if (flags & RSF_TELEFRAG) { // [KS] DIE DIE DIE DIE erm *ahem* =) oktorespawn = P_TeleportMove(self, self->Pos(), true, false); } else { oktorespawn = P_CheckPosition(self, self->Pos(), true); } if (oktorespawn) { AActor *defs = self->GetDefault(); self->health = defs->health; // [KS] Don't keep target, because it could be self if the monster committed suicide // ...Actually it's better off an option, so you have better control over monster behavior. if (!(flags & RSF_KEEPTARGET)) { self->target = NULL; self->LastHeard = NULL; self->lastenemy = NULL; } else { // Don't attack yourself (Re: "Marine targets itself after suicide") if (self->target == self) self->target = NULL; if (self->lastenemy == self) self->lastenemy = NULL; } self->flags = (defs->flags & ~MF_FRIENDLY) | (self->flags & MF_FRIENDLY); self->flags2 = defs->flags2; self->flags3 = (defs->flags3 & ~(MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS)) | (self->flags3 & (MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS)); self->flags4 = (defs->flags4 & ~MF4_NOHATEPLAYERS) | (self->flags4 & MF4_NOHATEPLAYERS); self->flags5 = defs->flags5; self->flags6 = defs->flags6; self->flags7 = defs->flags7; self->SetState (self->SpawnState); self->renderflags &= ~RF_INVISIBLE; if (flags & RSF_FOG) { P_SpawnTeleportFog(self, pos, true, true); P_SpawnTeleportFog(self, self->Pos(), false, true); } if (self->CountsAsKill()) { level.total_monsters++; } } else { self->flags &= ~MF_SOLID; } return 0; } //========================================================================== // // A_PlayerSkinCheck // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlayerSkinCheck) { PARAM_SELF_PROLOGUE(AActor); PARAM_STATE(jump); if (self->player != NULL && skins[self->player->userinfo.GetSkin()].othergame) { ACTION_RETURN_STATE(jump); } ACTION_RETURN_STATE(NULL); } //=========================================================================== // // A_SetGravity // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetGravity) { PARAM_SELF_PROLOGUE(AActor); PARAM_FLOAT(gravity); self->Gravity = clamp(gravity, 0., 10.); return 0; } // [KS] *** Start of my modifications *** //=========================================================================== // // A_ClearTarget // //=========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_ClearTarget) { PARAM_ACTION_PROLOGUE; self->target = NULL; self->LastHeard = NULL; self->lastenemy = NULL; return 0; } //========================================================================== // // A_CheckLOF (state jump, int flags = CRF_AIM_VERT|CRF_AIM_HOR, // fixed range = 0, angle angle = 0, angle pitch = 0, // fixed offsetheight = 32, fixed offsetwidth = 0, // int ptr_target = AAPTR_DEFAULT (target) ) // //========================================================================== enum CLOF_flags { CLOFF_NOAIM_VERT = 0x00000001, CLOFF_NOAIM_HORZ = 0x00000002, CLOFF_JUMPENEMY = 0x00000004, CLOFF_JUMPFRIEND = 0x00000008, CLOFF_JUMPOBJECT = 0x00000010, CLOFF_JUMPNONHOSTILE = 0x00000020, CLOFF_SKIPENEMY = 0x00000040, CLOFF_SKIPFRIEND = 0x00000080, CLOFF_SKIPOBJECT = 0x00000100, CLOFF_SKIPNONHOSTILE = 0x00000200, CLOFF_MUSTBESHOOTABLE = 0x00000400, CLOFF_SKIPTARGET = 0x00000800, CLOFF_ALLOWNULL = 0x00001000, CLOFF_CHECKPARTIAL = 0x00002000, CLOFF_MUSTBEGHOST = 0x00004000, CLOFF_IGNOREGHOST = 0x00008000, CLOFF_MUSTBESOLID = 0x00010000, CLOFF_BEYONDTARGET = 0x00020000, CLOFF_FROMBASE = 0x00040000, CLOFF_MUL_HEIGHT = 0x00080000, CLOFF_MUL_WIDTH = 0x00100000, CLOFF_JUMP_ON_MISS = 0x00200000, CLOFF_AIM_VERT_NOOFFSET = 0x00400000, CLOFF_SETTARGET = 0x00800000, CLOFF_SETMASTER = 0x01000000, CLOFF_SETTRACER = 0x02000000, }; struct LOFData { AActor *Self; AActor *Target; int Flags; bool BadActor; }; ETraceStatus CheckLOFTraceFunc(FTraceResults &trace, void *userdata) { LOFData *data = (LOFData *)userdata; int flags = data->Flags; if (trace.HitType != TRACE_HitActor) { return TRACE_Stop; } if (trace.Actor == data->Target) { if (flags & CLOFF_SKIPTARGET) { if (flags & CLOFF_BEYONDTARGET) { return TRACE_Skip; } return TRACE_Abort; } return TRACE_Stop; } if (flags & CLOFF_MUSTBESHOOTABLE) { // all shootability checks go here if (!(trace.Actor->flags & MF_SHOOTABLE)) { return TRACE_Skip; } if (trace.Actor->flags2 & MF2_NONSHOOTABLE) { return TRACE_Skip; } } if ((flags & CLOFF_MUSTBESOLID) && !(trace.Actor->flags & MF_SOLID)) { return TRACE_Skip; } if (flags & CLOFF_MUSTBEGHOST) { if (!(trace.Actor->flags3 & MF3_GHOST)) { return TRACE_Skip; } } else if (flags & CLOFF_IGNOREGHOST) { if (trace.Actor->flags3 & MF3_GHOST) { return TRACE_Skip; } } if ( ((flags & CLOFF_JUMPENEMY) && data->Self->IsHostile(trace.Actor)) || ((flags & CLOFF_JUMPFRIEND) && data->Self->IsFriend(trace.Actor)) || ((flags & CLOFF_JUMPOBJECT) && !(trace.Actor->flags3 & MF3_ISMONSTER)) || ((flags & CLOFF_JUMPNONHOSTILE) && (trace.Actor->flags3 & MF3_ISMONSTER) && !data->Self->IsHostile(trace.Actor)) ) { return TRACE_Stop; } if ( ((flags & CLOFF_SKIPENEMY) && data->Self->IsHostile(trace.Actor)) || ((flags & CLOFF_SKIPFRIEND) && data->Self->IsFriend(trace.Actor)) || ((flags & CLOFF_SKIPOBJECT) && !(trace.Actor->flags3 & MF3_ISMONSTER)) || ((flags & CLOFF_SKIPNONHOSTILE) && (trace.Actor->flags3 & MF3_ISMONSTER) && !data->Self->IsHostile(trace.Actor)) ) { return TRACE_Skip; } data->BadActor = true; return TRACE_Abort; } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckLOF) { // Check line of fire /* Not accounted for / I don't know how it works: FLOORCLIP */ AActor *target; DVector3 pos; DVector3 vel; PARAM_SELF_PROLOGUE(AActor); PARAM_STATE (jump); PARAM_INT_OPT (flags) { flags = 0; } PARAM_FLOAT_OPT (range) { range = 0; } PARAM_FLOAT_OPT (minrange) { minrange = 0; } PARAM_ANGLE_OPT (angle) { angle = 0.; } PARAM_ANGLE_OPT (pitch) { pitch = 0.; } PARAM_FLOAT_OPT (offsetheight) { offsetheight = 0; } PARAM_FLOAT_OPT (offsetwidth) { offsetwidth = 0; } PARAM_INT_OPT (ptr_target) { ptr_target = AAPTR_DEFAULT; } PARAM_FLOAT_OPT (offsetforward) { offsetforward = 0; } DAngle ang; 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 *= self->player->mo->Height * self->player->crouchfactor; } else { offsetheight *= self->Height; } } if (flags & CLOFF_MUL_WIDTH) { offsetforward *= self->radius; offsetwidth *= self->radius; } pos = self->PosPlusZ(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 pos.Z += self->Height *0.5; if (self->player != NULL) { pos.Z += self->player->mo->AttackZOffset * self->player->crouchfactor; } else { pos.Z += 8; } } if (target) { if (range > 0 && !(flags & CLOFF_CHECKPARTIAL)) { double distance = self->Distance3D(target); if (distance > range) { ACTION_RETURN_STATE(NULL); } } if (flags & CLOFF_NOAIM_HORZ) { ang = self->Angles.Yaw; } else ang = self->AngleTo (target); angle += ang; double s = ang.Sin(); double c = ang.Cos(); DVector2 xy = self->Vec2Offset(offsetforward * c + offsetwidth * s, offsetforward * s - offsetwidth * c); pos.X = xy.X; pos.Y = xy.Y; double xydist = self->Distance2D(target); if (flags & CLOFF_NOAIM_VERT) { pitch += self->Angles.Pitch; } else if (flags & CLOFF_AIM_VERT_NOOFFSET) { pitch -= VecToAngle(xydist, target->Center() - pos.Z + offsetheight); } else { pitch -= VecToAngle(xydist, target->Center() - pos.Z); } } else if (flags & CLOFF_ALLOWNULL) { angle += self->Angles.Yaw; pitch += self->Angles.Pitch; double s = angle.Sin(); double c = angle.Cos(); DVector2 xy = self->Vec2Offset(offsetforward * c + offsetwidth * s, offsetforward * s - offsetwidth * c); pos.X = xy.X; pos.Y = xy.Y; } else { ACTION_RETURN_STATE(NULL); } double cp = pitch.Cos(); vel = { cp * angle.Cos(), cp * angle.Sin(), -pitch.Sin() }; /* Variable set: jump, flags, target pos (trace point of origin) vel (trace unit vector) range */ sector_t *sec = P_PointInSector(pos); if (range == 0) { range = (self->player != NULL) ? PLAYERMISSILERANGE : MISSILERANGE; } FTraceResults trace; LOFData lof_data; lof_data.Self = self; lof_data.Target = target; lof_data.Flags = flags; lof_data.BadActor = false; Trace(pos, sec, vel, range, ActorFlags::FromInt(0xFFFFFFFF), ML_BLOCKEVERYTHING, self, trace, TRACE_PortalRestrict, CheckLOFTraceFunc, &lof_data); if (trace.HitType == TRACE_HitActor || ((flags & CLOFF_JUMP_ON_MISS) && !lof_data.BadActor && trace.HitType != TRACE_HitNone)) { if (minrange > 0 && trace.Distance < minrange) { ACTION_RETURN_STATE(NULL); } if ((trace.HitType == TRACE_HitActor) && (trace.Actor != NULL) && !(lof_data.BadActor)) { if (flags & (CLOFF_SETTARGET)) self->target = trace.Actor; if (flags & (CLOFF_SETMASTER)) self->master = trace.Actor; if (flags & (CLOFF_SETTRACER)) self->tracer = trace.Actor; } ACTION_RETURN_STATE(jump); } ACTION_RETURN_STATE(NULL); } //========================================================================== // // A_JumpIfTargetInLOS (state label, optional fixed fov, optional int flags, // optional fixed dist_max, optional fixed dist_close) // // Jumps if the actor can see its target, or if the player has a linetarget. // ProjectileTarget affects how projectiles are treated. If set, it will use // the target of the projectile for seekers, and ignore the target for // normal projectiles. If not set, it will use the missile's owner instead // (the default). ProjectileTarget is now flag JLOSF_PROJECTILE. dist_max // sets the maximum distance that actor can see, 0 means forever. dist_close // uses special behavior if certain flags are set, 0 means no checks. // //========================================================================== enum JLOS_flags { JLOSF_PROJECTILE = 1 << 0, JLOSF_NOSIGHT = 1 << 1, JLOSF_CLOSENOFOV = 1 << 2, JLOSF_CLOSENOSIGHT = 1 << 3, JLOSF_CLOSENOJUMP = 1 << 4, JLOSF_DEADNOJUMP = 1 << 5, JLOSF_CHECKMASTER = 1 << 6, JLOSF_TARGETLOS = 1 << 7, JLOSF_FLIPFOV = 1 << 8, JLOSF_ALLYNOJUMP = 1 << 9, JLOSF_COMBATANTONLY = 1 << 10, JLOSF_NOAUTOAIM = 1 << 11, JLOSF_CHECKTRACER = 1 << 12, }; DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS) { PARAM_SELF_PROLOGUE(AActor); PARAM_STATE (jump); PARAM_ANGLE_OPT (fov) { fov = 0.; } PARAM_INT_OPT (flags) { flags = 0; } PARAM_FLOAT_OPT (dist_max) { dist_max = 0; } PARAM_FLOAT_OPT (dist_close) { dist_close = 0; } AActor *target, *viewport; FTranslatedLineTarget t; bool doCheckSight; if (!self->player) { if (flags & JLOSF_CHECKMASTER) { target = self->master; } else if ((self->flags & MF_MISSILE && (flags & JLOSF_PROJECTILE)) || (flags & JLOSF_CHECKTRACER)) { if ((self->flags2 & MF2_SEEKERMISSILE) || (flags & JLOSF_CHECKTRACER)) target = self->tracer; else target = NULL; } else { target = self->target; } if (target == NULL) { // [KS] Let's not call P_CheckSight unnecessarily in this case. ACTION_RETURN_STATE(NULL); } if ((flags & JLOSF_DEADNOJUMP) && (target->health <= 0)) { ACTION_RETURN_STATE(NULL); } doCheckSight = !(flags & JLOSF_NOSIGHT); } else { // Does the player aim at something that can be shot? P_AimLineAttack(self, self->Angles.Yaw, MISSILERANGE, &t, (flags & JLOSF_NOAUTOAIM) ? 0.5 : 0., ALF_PORTALRESTRICT); if (!t.linetarget) { ACTION_RETURN_STATE(NULL); } target = t.linetarget; switch (flags & (JLOSF_TARGETLOS|JLOSF_FLIPFOV)) { case JLOSF_TARGETLOS|JLOSF_FLIPFOV: // target makes sight check, player makes fov check; player has verified fov fov = 0.; // fall-through case JLOSF_TARGETLOS: doCheckSight = !(flags & JLOSF_NOSIGHT); // The target is responsible for sight check and fov break; default: // player has verified sight and fov fov = 0.; // fall-through case JLOSF_FLIPFOV: // Player has verified sight, but target must verify fov doCheckSight = false; break; } } // [FDARI] If target is not a combatant, don't jump if ( (flags & JLOSF_COMBATANTONLY) && (!target->player) && !(target->flags3 & MF3_ISMONSTER)) { ACTION_RETURN_STATE(NULL); } // [FDARI] If actors share team, don't jump if ((flags & JLOSF_ALLYNOJUMP) && self->IsFriend(target)) { ACTION_RETURN_STATE(NULL); } double distance = self->Distance3D(target); if (dist_max && (distance > dist_max)) { ACTION_RETURN_STATE(NULL); } if (dist_close && (distance < dist_close)) { if (flags & JLOSF_CLOSENOJUMP) { ACTION_RETURN_STATE(NULL); } if (flags & JLOSF_CLOSENOFOV) fov = 0.; if (flags & JLOSF_CLOSENOSIGHT) doCheckSight = false; } if (flags & JLOSF_TARGETLOS) { viewport = target; target = self; } else { viewport = self; } if (doCheckSight && !P_CheckSight (viewport, target, SF_IGNOREVISIBILITY)) { ACTION_RETURN_STATE(NULL); } if (flags & JLOSF_FLIPFOV) { if (viewport == self) { viewport = target; target = self; } else { target = viewport; viewport = self; } } if (fov > 0 && (fov < 360.)) { DAngle an = absangle(viewport->AngleTo(target), viewport->Angles.Yaw); if (an > (fov / 2)) { ACTION_RETURN_STATE(NULL); // [KS] Outside of FOV - return } } ACTION_RETURN_STATE(jump); } //========================================================================== // // A_JumpIfInTargetLOS (state label, optional fixed fov, optional int flags // optional fixed dist_max, optional fixed dist_close) // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetLOS) { PARAM_SELF_PROLOGUE(AActor); PARAM_STATE (jump); PARAM_ANGLE_OPT (fov) { fov = 0.; } PARAM_INT_OPT (flags) { flags = 0; } PARAM_FLOAT_OPT (dist_max) { dist_max = 0; } PARAM_FLOAT_OPT (dist_close) { dist_close = 0; } AActor *target; if (flags & JLOSF_CHECKMASTER) { target = self->master; } else if (self->flags & MF_MISSILE && (flags & JLOSF_PROJECTILE)) { if (self->flags2 & MF2_SEEKERMISSILE) target = self->tracer; else target = NULL; } else { target = self->target; } if (target == NULL) { // [KS] Let's not call P_CheckSight unnecessarily in this case. ACTION_RETURN_STATE(NULL); } if ((flags & JLOSF_DEADNOJUMP) && (target->health <= 0)) { ACTION_RETURN_STATE(NULL); } double distance = self->Distance3D(target); if (dist_max && (distance > dist_max)) { ACTION_RETURN_STATE(NULL); } bool doCheckSight = !(flags & JLOSF_NOSIGHT); if (dist_close && (distance < dist_close)) { if (flags & JLOSF_CLOSENOJUMP) { ACTION_RETURN_STATE(NULL); } if (flags & JLOSF_CLOSENOFOV) fov = 0.; if (flags & JLOSF_CLOSENOSIGHT) doCheckSight = false; } if (fov > 0 && (fov < 360.)) { DAngle an = absangle(target->AngleTo(self), target->Angles.Yaw); if (an > (fov / 2)) { ACTION_RETURN_STATE(NULL); // [KS] Outside of FOV - return } } if (doCheckSight && !P_CheckSight (target, self, SF_IGNOREVISIBILITY)) { ACTION_RETURN_STATE(NULL); } ACTION_RETURN_STATE(jump); } //=========================================================================== // // Modified code pointer from Skulltag // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckForReload) { PARAM_ACTION_PROLOGUE; if ( self->player == NULL || self->player->ReadyWeapon == NULL ) { ACTION_RETURN_STATE(NULL); } PARAM_INT (count); PARAM_STATE (jump); PARAM_BOOL_OPT (dontincrement) { dontincrement = false; } if (numret > 0) { ret->SetPointer(NULL, ATAG_STATE); numret = 1; } AWeapon *weapon = self->player->ReadyWeapon; int ReloadCounter = weapon->ReloadCounter; if (!dontincrement || ReloadCounter != 0) ReloadCounter = (weapon->ReloadCounter+1) % count; else // 0 % 1 = 1? So how do we check if the weapon was never fired? We should only do this when we're not incrementing the counter though. ReloadCounter = 1; // If we have not made our last shot... if (ReloadCounter != 0) { // Go back to the refire frames, instead of continuing on to the reload frames. if (numret != 0) { ret->SetPointer(jump, ATAG_STATE); } } else { // We need to reload. However, don't reload if we're out of ammo. weapon->CheckAmmo(false, false); } if (!dontincrement) { weapon->ReloadCounter = ReloadCounter; } return numret; } //=========================================================================== // // Resets the counter for the above function // //=========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_ResetReloadCounter) { PARAM_ACTION_PROLOGUE; if (self->player == NULL || self->player->ReadyWeapon == NULL) return 0; AWeapon *weapon = self->player->ReadyWeapon; weapon->ReloadCounter = 0; return 0; } //=========================================================================== // // A_ChangeFlag // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeFlag) { PARAM_SELF_PROLOGUE(AActor); PARAM_STRING (flagname); PARAM_BOOL (value); const char *dot = strchr(flagname, '.'); FFlagDef *fd; PClassActor *cls = self->GetClass(); if (dot != NULL) { FString part1(flagname.GetChars(), dot - flagname); fd = FindFlag(cls, part1, dot + 1); } else { fd = FindFlag(cls, flagname, NULL); } if (fd != NULL) { bool kill_before, kill_after; INTBOOL item_before, item_after; INTBOOL secret_before, secret_after; kill_before = self->CountsAsKill(); item_before = self->flags & MF_COUNTITEM; secret_before = self->flags5 & MF5_COUNTSECRET; if (fd->structoffset == -1) { HandleDeprecatedFlags(self, cls, value, fd->flagbit); } else { ActorFlags *flagp = (ActorFlags*) (((char*)self) + fd->structoffset); // If these 2 flags get changed we need to update the blockmap and sector links. bool linkchange = flagp == &self->flags && (fd->flagbit == MF_NOBLOCKMAP || fd->flagbit == MF_NOSECTOR); if (linkchange) self->UnlinkFromWorld(); ModActorFlag(self, fd, value); if (linkchange) self->LinkToWorld(); } kill_after = self->CountsAsKill(); item_after = self->flags & MF_COUNTITEM; secret_after = self->flags5 & MF5_COUNTSECRET; // Was this monster previously worth a kill but no longer is? // Or vice versa? if (kill_before != kill_after) { if (kill_after) { // It counts as a kill now. level.total_monsters++; } else { // It no longer counts as a kill. level.total_monsters--; } } // same for items if (item_before != item_after) { if (item_after) { // It counts as an item now. level.total_items++; } else { // It no longer counts as an item level.total_items--; } } // and secretd if (secret_before != secret_after) { if (secret_after) { // It counts as an secret now. level.total_secrets++; } else { // It no longer counts as an secret level.total_secrets--; } } } else { Printf("Unknown flag '%s' in '%s'\n", flagname.GetChars(), cls->TypeName.GetChars()); } return 0; } //=========================================================================== // // A_CheckFlag // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckFlag) { PARAM_SELF_PROLOGUE(AActor); PARAM_STRING (flagname); PARAM_STATE (jumpto); PARAM_INT_OPT (checkpointer) { checkpointer = AAPTR_DEFAULT; } AActor *owner = COPY_AAPTR(self, checkpointer); if (owner == NULL) { ACTION_RETURN_STATE(NULL); } if (CheckActorFlag(owner, flagname)) { ACTION_RETURN_STATE(jumpto); } ACTION_RETURN_STATE(NULL); } //=========================================================================== // // A_RaiseMaster // //=========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_RaiseMaster) { PARAM_ACTION_PROLOGUE; PARAM_BOOL_OPT(copy) { copy = false; } if (self->master != NULL) { P_Thing_Raise(self->master, copy ? self : NULL); } return 0; } //=========================================================================== // // A_RaiseChildren // //=========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_RaiseChildren) { PARAM_ACTION_PROLOGUE; PARAM_BOOL_OPT(copy) { copy = false; } TThinkerIterator it; AActor *mo; while ((mo = it.Next()) != NULL) { if (mo->master == self) { P_Thing_Raise(mo, copy ? self : NULL); } } return 0; } //=========================================================================== // // A_RaiseSiblings // //=========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_RaiseSiblings) { PARAM_ACTION_PROLOGUE; PARAM_BOOL_OPT(copy) { copy = false; } TThinkerIterator it; AActor *mo; if (self->master != NULL) { while ((mo = it.Next()) != NULL) { if (mo->master == self->master && mo != self) { P_Thing_Raise(mo, copy ? self : NULL); } } } return 0; } //=========================================================================== // // [TP] A_FaceConsolePlayer // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS (AActor, A_FaceConsolePlayer) { // NOTE: It does nothing for ZDoom, since in a multiplayer game, each // node has its own console player. return 0; } //=========================================================================== // // A_MonsterRefire // // Keep firing unless target got out of sight // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_MonsterRefire) { PARAM_SELF_PROLOGUE(AActor); PARAM_INT (prob); PARAM_STATE (jump); A_FaceTarget(self); if (pr_monsterrefire() < prob) { ACTION_RETURN_STATE(NULL); } if (self->target == NULL || P_HitFriend (self) || self->target->health <= 0 || !P_CheckSight (self, self->target, SF_SEEPASTBLOCKEVERYTHING|SF_SEEPASTSHOOTABLELINES) ) { ACTION_RETURN_STATE(jump); } ACTION_RETURN_STATE(NULL); } //=========================================================================== // // A_SetAngle // // Set actor's angle (in degrees). // //=========================================================================== enum { SPF_FORCECLAMP = 1, // players always clamp SPF_INTERPOLATE = 2, }; DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetAngle) { PARAM_ACTION_PROLOGUE; PARAM_FLOAT_OPT(angle) { angle = 0; } PARAM_INT_OPT(flags) { flags = 0; } PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; } AActor *ref = COPY_AAPTR(self, ptr); if (ref != NULL) { ref->SetAngle(angle, !!(flags & SPF_INTERPOLATE)); } return 0; } //=========================================================================== // // A_SetPitch // // Set actor's pitch (in degrees). // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPitch) { PARAM_SELF_PROLOGUE(AActor); PARAM_FLOAT(pitch); PARAM_INT_OPT(flags) { flags = 0; } PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; } AActor *ref = COPY_AAPTR(self, ptr); if (ref != NULL) { ref->SetPitch(pitch, !!(flags & SPF_INTERPOLATE), !!(flags & SPF_FORCECLAMP)); } return 0; } //=========================================================================== // // [Nash] A_SetRoll // // Set actor's roll (in degrees). // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRoll) { PARAM_SELF_PROLOGUE(AActor); PARAM_FLOAT (roll); PARAM_INT_OPT (flags) { flags = 0; } PARAM_INT_OPT (ptr) { ptr = AAPTR_DEFAULT; } AActor *ref = COPY_AAPTR(self, ptr); if (ref != NULL) { ref->SetRoll(roll, !!(flags & SPF_INTERPOLATE)); } return 0; } //=========================================================================== // // A_ScaleVelocity // // Scale actor's velocity. // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ScaleVelocity) { PARAM_SELF_PROLOGUE(AActor); PARAM_FLOAT(scale); PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; } AActor *ref = COPY_AAPTR(self, ptr); if (ref == NULL) { return 0; } bool was_moving = !ref->Vel.isZero(); ref->Vel *= scale; // If the actor was previously moving but now is not, and is a player, // update its player variables. (See A_Stop.) if (was_moving) { CheckStopped(ref); } return 0; } //=========================================================================== // // A_ChangeVelocity // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeVelocity) { PARAM_ACTION_PROLOGUE; PARAM_FLOAT_OPT (x) { x = 0; } PARAM_FLOAT_OPT (y) { y = 0; } PARAM_FLOAT_OPT (z) { z = 0; } PARAM_INT_OPT (flags) { flags = 0; } PARAM_INT_OPT (ptr) { ptr = AAPTR_DEFAULT; } AActor *ref = COPY_AAPTR(self, ptr); if (ref == NULL) { return 0; } INTBOOL was_moving = !ref->Vel.isZero(); DVector3 vel(x, y, z); double sina = ref->Angles.Yaw.Sin(); double cosa = ref->Angles.Yaw.Cos(); if (flags & 1) // relative axes - make x, y relative to actor's current angle { vel.X = x*cosa - y*sina; vel.Y = x*sina + y*cosa; } if (flags & 2) // discard old velocity - replace old velocity with new velocity { ref->Vel = vel; } else // add new velocity to old velocity { ref->Vel += vel; } if (was_moving) { CheckStopped(ref); } return 0; } //=========================================================================== // // A_SetArg // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetArg) { PARAM_SELF_PROLOGUE(AActor); PARAM_INT(pos); PARAM_INT(value); // Set the value of the specified arg if ((size_t)pos < countof(self->args)) { self->args[pos] = value; } return 0; } //=========================================================================== // // A_SetSpecial // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpecial) { PARAM_SELF_PROLOGUE(AActor); PARAM_INT (spec); PARAM_INT_OPT (arg0) { arg0 = 0; } PARAM_INT_OPT (arg1) { arg1 = 0; } PARAM_INT_OPT (arg2) { arg2 = 0; } PARAM_INT_OPT (arg3) { arg3 = 0; } PARAM_INT_OPT (arg4) { arg4 = 0; } self->special = spec; self->args[0] = arg0; self->args[1] = arg1; self->args[2] = arg2; self->args[3] = arg3; self->args[4] = arg4; return 0; } //=========================================================================== // // A_SetUserVar // //=========================================================================== static PField *GetVar(DObject *self, FName varname) { PField *var = dyn_cast(self->GetClass()->Symbols.FindSymbol(varname, true)); if (var == NULL || (var->Flags & VARF_Native) || !var->Type->IsKindOf(RUNTIME_CLASS(PBasicType))) { Printf("%s is not a user variable in class %s\n", varname.GetChars(), self->GetClass()->TypeName.GetChars()); return nullptr; } return var; } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserVar) { PARAM_SELF_PROLOGUE(DObject); PARAM_NAME (varname); PARAM_INT (value); // Set the value of the specified user variable. PField *var = GetVar(self, varname); if (var != nullptr) { var->Type->SetValue(reinterpret_cast(self) + var->Offset, value); } return 0; } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserVarFloat) { PARAM_SELF_PROLOGUE(DObject); PARAM_NAME (varname); PARAM_FLOAT (value); // Set the value of the specified user variable. PField *var = GetVar(self, varname); if (var != nullptr) { var->Type->SetValue(reinterpret_cast(self) + var->Offset, value); } return 0; } //=========================================================================== // // A_SetUserArray // //=========================================================================== static PField *GetArrayVar(DObject *self, FName varname, int pos) { PField *var = dyn_cast(self->GetClass()->Symbols.FindSymbol(varname, true)); if (var == NULL || (var->Flags & VARF_Native) || !var->Type->IsKindOf(RUNTIME_CLASS(PArray)) || !static_cast(var->Type)->ElementType->IsKindOf(RUNTIME_CLASS(PBasicType))) { Printf("%s is not a user array in class %s\n", varname.GetChars(), self->GetClass()->TypeName.GetChars()); return nullptr; } if ((unsigned)pos >= static_cast(var->Type)->ElementCount) { Printf("%d is out of bounds in array %s in class %s\n", pos, varname.GetChars(), self->GetClass()->TypeName.GetChars()); return nullptr; } return var; } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserArray) { PARAM_SELF_PROLOGUE(DObject); PARAM_NAME (varname); PARAM_INT (pos); PARAM_INT (value); // Set the value of the specified user array at index pos. PField *var = GetArrayVar(self, varname, pos); if (var != nullptr) { PArray *arraytype = static_cast(var->Type); arraytype->ElementType->SetValue(reinterpret_cast(self) + var->Offset + arraytype->ElementSize * pos, value); } return 0; } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserArrayFloat) { PARAM_SELF_PROLOGUE(DObject); PARAM_NAME (varname); PARAM_INT (pos); PARAM_FLOAT (value); // Set the value of the specified user array at index pos. PField *var = GetArrayVar(self, varname, pos); if (var != nullptr) { PArray *arraytype = static_cast(var->Type); arraytype->ElementType->SetValue(reinterpret_cast(self) + var->Offset + arraytype->ElementSize * pos, value); } return 0; } //=========================================================================== // // A_Teleport([state teleportstate, [class targettype, // [class fogtype, [int flags, [fixed mindist, // [fixed maxdist]]]]]]) // // Attempts to teleport to a targettype at least mindist away and at most // maxdist away (0 means unlimited). If successful, spawn a fogtype at old // location and place calling actor in teleportstate. // //=========================================================================== enum T_Flags { TF_TELEFRAG = 0x00000001, // Allow telefrag in order to teleport. TF_RANDOMDECIDE = 0x00000002, // Randomly fail based on health. (A_Srcr2Decide) TF_FORCED = 0x00000004, // Forget what's in the way. TF_Telefrag takes precedence though. TF_KEEPVELOCITY = 0x00000008, // Preserve velocity. TF_KEEPANGLE = 0x00000010, // Keep angle. TF_USESPOTZ = 0x00000020, // Set the z to the spot's z, instead of the floor. TF_NOSRCFOG = 0x00000040, // Don't leave any fog behind when teleporting. TF_NODESTFOG = 0x00000080, // Don't spawn any fog at the arrival position. TF_USEACTORFOG = 0x00000100, // Use the actor's TeleFogSourceType and TeleFogDestType fogs. TF_NOJUMP = 0x00000200, // Don't jump after teleporting. TF_OVERRIDE = 0x00000400, // Ignore NOTELEPORT. TF_SENSITIVEZ = 0x00000800, // Fail if the actor wouldn't fit in the position (for Z). }; DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Teleport) { PARAM_ACTION_PROLOGUE; PARAM_STATE_OPT (teleport_state) { teleport_state = NULL; } PARAM_CLASS_OPT (target_type, ASpecialSpot) { target_type = PClass::FindActor("BossSpot"); } PARAM_CLASS_OPT (fog_type, AActor) { fog_type = PClass::FindActor("TeleportFog"); } PARAM_INT_OPT (flags) { flags = 0; } PARAM_FLOAT_OPT (mindist) { mindist = 128; } PARAM_FLOAT_OPT (maxdist) { maxdist = 0; } PARAM_INT_OPT (ptr) { ptr = AAPTR_DEFAULT; } AActor *ref = COPY_AAPTR(self, ptr); // A_Teleport and A_Warp were the only codepointers that can state jump // *AND* have a meaningful inventory state chain result. Grrr. if (numret > 1) { ret[1].SetInt(false); numret = 2; } if (numret > 0) { ret[0].SetPointer(NULL, ATAG_STATE); } if (!ref) { return numret; } if ((ref->flags2 & MF2_NOTELEPORT) && !(flags & TF_OVERRIDE)) { return numret; } // Randomly choose not to teleport like A_Srcr2Decide. if (flags & TF_RANDOMDECIDE) { static const int chance[] = { 192, 120, 120, 120, 64, 64, 32, 16, 0 }; unsigned int chanceindex = ref->health / ((ref->SpawnHealth()/8 == 0) ? 1 : ref->SpawnHealth()/8); if (chanceindex >= countof(chance)) { chanceindex = countof(chance) - 1; } if (pr_teleport() >= chance[chanceindex]) { return numret; } } DSpotState *state = DSpotState::GetSpotState(); if (state == NULL) { return numret; } if (target_type == NULL) { target_type = PClass::FindActor("BossSpot"); } AActor *spot = state->GetSpotWithMinMaxDistance(target_type, ref->X(), ref->Y(), mindist, maxdist); if (spot == NULL) { return numret; } // [MC] By default, the function adjusts the actor's Z if it's below the floor or above the ceiling. // This can be an issue as actors designed to maintain specific z positions wind up teleporting // anyway when they should not, such as a floor rising above or ceiling lowering below the position // of the spot. if (flags & TF_SENSITIVEZ) { double posz = (flags & TF_USESPOTZ) ? spot->Z() : spot->floorz; if ((posz + ref->Height > spot->ceilingz) || (posz < spot->floorz)) { return numret; } } DVector3 prev = ref->Pos(); double aboveFloor = spot->Z() - spot->floorz; double finalz = spot->floorz + aboveFloor; if (spot->Top() > spot->ceilingz) finalz = spot->ceilingz - ref->Height; else if (spot->Z() < spot->floorz) finalz = spot->floorz; DVector3 tpos = spot->PosAtZ(finalz); //Take precedence and cooperate with telefragging first. bool tele_result = P_TeleportMove(ref, tpos, !!(flags & TF_TELEFRAG)); if (!tele_result && (flags & TF_FORCED)) { //If for some reason the original move didn't work, regardless of telefrag, force it to move. ref->SetOrigin(tpos, false); tele_result = true; } AActor *fog1 = NULL, *fog2 = NULL; if (tele_result) { //If a fog type is defined in the parameter, or the user wants to use the actor's predefined fogs, //and if there's no desire to be fogless, spawn a fog based upon settings. if (fog_type || (flags & TF_USEACTORFOG)) { if (!(flags & TF_NOSRCFOG)) { if (flags & TF_USEACTORFOG) P_SpawnTeleportFog(ref, prev, true, true); else { fog1 = Spawn(fog_type, prev, ALLOW_REPLACE); if (fog1 != NULL) fog1->target = ref; } } if (!(flags & TF_NODESTFOG)) { if (flags & TF_USEACTORFOG) P_SpawnTeleportFog(ref, ref->Pos(), false, true); else { fog2 = Spawn(fog_type, ref->Pos(), ALLOW_REPLACE); if (fog2 != NULL) fog2->target = ref; } } } ref->SetZ((flags & TF_USESPOTZ) ? spot->Z() : ref->floorz, false); if (!(flags & TF_KEEPANGLE)) ref->Angles.Yaw = spot->Angles.Yaw; if (!(flags & TF_KEEPVELOCITY)) ref->Vel.Zero(); if (!(flags & TF_NOJUMP)) //The state jump should only happen with the calling actor. { if (teleport_state == NULL) { // Default to Teleport. teleport_state = self->FindState("Teleport"); // If still nothing, then return. if (teleport_state == NULL) { return numret; } } if (numret > 0) { ret[0].SetPointer(teleport_state, ATAG_STATE); } return numret; } } if (numret > 1) { ret[1].SetInt(tele_result); } return numret; } //=========================================================================== // // A_Turn // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Turn) { PARAM_ACTION_PROLOGUE; PARAM_FLOAT_OPT(angle) { angle = 0; } self->Angles.Yaw += angle; return 0; } //=========================================================================== // // A_Quake // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Quake) { PARAM_SELF_PROLOGUE(AActor); PARAM_INT (intensity); PARAM_INT (duration); PARAM_INT (damrad); PARAM_INT (tremrad); PARAM_SOUND_OPT (sound) { sound = "world/quake"; } P_StartQuake(self, 0, intensity, duration, damrad, tremrad, sound); return 0; } //=========================================================================== // // A_QuakeEx // // Extended version of A_Quake. Takes individual axis into account and can // take flags. //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_QuakeEx) { PARAM_SELF_PROLOGUE(AActor); PARAM_INT(intensityX); PARAM_INT(intensityY); PARAM_INT(intensityZ); PARAM_INT(duration); PARAM_INT(damrad); PARAM_INT(tremrad); PARAM_SOUND_OPT (sound) { sound = "world/quake"; } PARAM_INT_OPT(flags) { flags = 0; } PARAM_FLOAT_OPT(mulWaveX) { mulWaveX = 1.; } PARAM_FLOAT_OPT(mulWaveY) { mulWaveY = 1.; } PARAM_FLOAT_OPT(mulWaveZ) { mulWaveZ = 1.; } PARAM_INT_OPT(falloff) { falloff = 0; } PARAM_INT_OPT(highpoint) { highpoint = 0; } PARAM_FLOAT_OPT(rollIntensity) { rollIntensity = 0.; } PARAM_FLOAT_OPT(rollWave) { rollWave = 0.; } P_StartQuakeXYZ(self, 0, intensityX, intensityY, intensityZ, duration, damrad, tremrad, sound, flags, mulWaveX, mulWaveY, mulWaveZ, falloff, highpoint, rollIntensity, rollWave); return 0; } //=========================================================================== // // A_Weave // //=========================================================================== void A_Weave(AActor *self, int xyspeed, int zspeed, double xydist, double zdist) { DVector2 newpos; int weaveXY, weaveZ; DAngle angle; double dist; weaveXY = self->WeaveIndexXY & 63; weaveZ = self->WeaveIndexZ & 63; angle = self->Angles.Yaw + 90; if (xydist != 0 && xyspeed != 0) { dist = BobSin(weaveXY) * xydist; newpos = self->Pos().XY() - angle.ToVector(dist); weaveXY = (weaveXY + xyspeed) & 63; dist = BobSin(weaveXY) * xydist; newpos += angle.ToVector(dist); if (!(self->flags5 & MF5_NOINTERACTION)) { P_TryMove (self, newpos, true); } else { self->UnlinkFromWorld (); self->flags |= MF_NOBLOCKMAP; // We need to do portal offsetting here explicitly, because SetXY cannot do that. newpos -= self->Pos().XY(); self->SetXY(self->Vec2Offset(newpos.X, newpos.Y)); self->LinkToWorld (); } self->WeaveIndexXY = weaveXY; } if (zdist != 0 && zspeed != 0) { self->AddZ(-BobSin(weaveZ) * zdist); weaveZ = (weaveZ + zspeed) & 63; self->AddZ(BobSin(weaveZ) * zdist); self->WeaveIndexZ = weaveZ; } } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Weave) { PARAM_SELF_PROLOGUE(AActor); PARAM_INT (xspeed); PARAM_INT (yspeed); PARAM_FLOAT (xdist); PARAM_FLOAT (ydist); A_Weave(self, xspeed, yspeed, xdist, ydist); return 0; } //=========================================================================== // // A_LineEffect // // This allows linedef effects to be activated inside deh frames. // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LineEffect) { PARAM_ACTION_PROLOGUE; PARAM_INT_OPT(special) { special = 0; } PARAM_INT_OPT(tag) { tag = 0; } line_t junk; maplinedef_t oldjunk; bool res = false; if (!(self->flags6 & MF6_LINEDONE)) // Unless already used up { if ((oldjunk.special = special)) // Linedef type { oldjunk.tag = tag; // Sector tag for linedef P_TranslateLineDef(&junk, &oldjunk); // Turn into native type res = !!P_ExecuteSpecial(junk.special, NULL, self, false, junk.args[0], junk.args[1], junk.args[2], junk.args[3], junk.args[4]); if (res && !(junk.flags & ML_REPEAT_SPECIAL)) // If only once, self->flags6 |= MF6_LINEDONE; // no more for this thing } } ACTION_RETURN_BOOL(res); } //========================================================================== // // A Wolf3D-style attack codepointer // //========================================================================== enum WolfAttackFlags { WAF_NORANDOM = 1, WAF_USEPUFF = 2, }; DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_WolfAttack) { PARAM_ACTION_PROLOGUE; PARAM_INT_OPT (flags) { flags = 0; } PARAM_SOUND_OPT (sound) { sound = "weapons/pistol"; } PARAM_FLOAT_OPT (snipe) { snipe = 1.; } PARAM_INT_OPT (maxdamage) { maxdamage = 64; } PARAM_INT_OPT (blocksize) { blocksize = 128; } PARAM_INT_OPT (pointblank) { pointblank = 2; } PARAM_INT_OPT (longrange) { longrange = 4; } PARAM_FLOAT_OPT (runspeed) { runspeed = 160; } PARAM_CLASS_OPT (pufftype, AActor) { pufftype = PClass::FindActor(NAME_BulletPuff); } if (!self->target) return 0; // Enemy can't see target if (!P_CheckSight(self, self->target)) return 0; A_FaceTarget (self); // Target can dodge if it can see enemy DAngle angle = absangle(self->target->Angles.Yaw, self->target->AngleTo(self)); bool dodge = (P_CheckSight(self->target, self) && angle < 30. * 256. / 360.); // 30 byteangles ~ 21° // Distance check is simplistic DVector2 vec = self->Vec2To(self->target); double dx = fabs (vec.X); double dy = fabs (vec.Y); double dist = dx > dy ? dx : dy; // Some enemies are more precise dist *= snipe; // Convert distance into integer number of blocks int idist = int(dist / blocksize); // Now for the speed accuracy thingie double speed = self->target->Vel.LengthSquared(); int hitchance = speed < runspeed ? 256 : 160; // Distance accuracy (factoring dodge) hitchance -= idist * (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 DAngle angle = self->target->AngleTo(self); DVector3 BloodPos = self->target->Vec3Angle(self->target->radius, angle, self->target->Height/2); int damage = flags & WAF_NORANDOM ? maxdamage : (1 + (pr_cabullet() % maxdamage)); if (dist >= pointblank) damage >>= 1; if (dist >= longrange) damage >>= 1; FName mod = NAME_None; bool spawnblood = !((self->target->flags & MF_NOBLOOD) || (self->target->flags2 & (MF2_INVULNERABLE|MF2_DORMANT))); if (flags & WAF_USEPUFF && pufftype) { AActor *dpuff = GetDefaultByType(pufftype->GetReplacement()); mod = dpuff->DamageType; if (dpuff->flags2 & MF2_THRUGHOST && self->target->flags3 & MF3_GHOST) damage = 0; if ((0 && dpuff->flags3 & MF3_PUFFONACTORS) || !spawnblood) { spawnblood = false; P_SpawnPuff(self, pufftype, BloodPos, angle, angle, 0); } } else if (self->target->flags3 & MF3_GHOST) damage >>= 2; if (damage) { int newdam = P_DamageMobj(self->target, self, self, damage, mod, DMG_THRUSTLESS); if (spawnblood) { P_SpawnBlood(BloodPos, angle, newdam > 0 ? newdam : damage, self->target); P_TraceBleed(newdam > 0 ? newdam : damage, self->target, self); } } } // And finally, let's play the sound S_Sound (self, CHAN_WEAPON, sound, 1, ATTN_NORM); return 0; } //========================================================================== // // A_Warp // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp) { PARAM_ACTION_PROLOGUE; PARAM_INT(destination_selector); PARAM_FLOAT_OPT(xofs) { xofs = 0; } PARAM_FLOAT_OPT(yofs) { yofs = 0; } PARAM_FLOAT_OPT(zofs) { zofs = 0; } PARAM_ANGLE_OPT(angle) { angle = 0.; } PARAM_INT_OPT(flags) { flags = 0; } PARAM_STATE_OPT(success_state) { success_state = NULL; } PARAM_FLOAT_OPT(heightoffset) { heightoffset = 0; } PARAM_FLOAT_OPT(radiusoffset) { radiusoffset = 0; } PARAM_ANGLE_OPT(pitch) { pitch = 0.; } AActor *reference; // A_Teleport and A_Warp were the only codepointers that can state jump // *AND* have a meaningful inventory state chain result. Grrr. if (numret > 1) { ret[1].SetInt(false); numret = 2; } if (numret > 0) { ret[0].SetPointer(NULL, ATAG_STATE); } if ((flags & WARPF_USETID)) { reference = SingleActorFromTID(destination_selector, self); } else { reference = COPY_AAPTR(self, destination_selector); } //If there is no actor to warp to, fail. if (!reference) { return numret; } if (P_Thing_Warp(self, reference, xofs, yofs, zofs, angle, flags, heightoffset, radiusoffset, pitch)) { if (success_state) { // Jumps should never set the result for inventory state chains! // in this case, you have the statejump to help you handle all the success anyway. if (numret > 0) { ret[0].SetPointer(success_state, ATAG_STATE); } } else if (numret > 1) { ret[1].SetInt(true); } } return numret; } //========================================================================== // // ACS_Named* stuff // // These are exactly like their un-named line special equivalents, except // they take strings instead of integers to indicate which script to run. // Some of these probably aren't very useful, but they are included for // the sake of completeness. // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedExecuteWithResult) { PARAM_SELF_PROLOGUE(AActor); PARAM_NAME (scriptname); PARAM_INT_OPT (arg1) { arg1 = 0; } PARAM_INT_OPT (arg2) { arg2 = 0; } PARAM_INT_OPT (arg3) { arg3 = 0; } PARAM_INT_OPT (arg4) { arg4 = 0; } int res = P_ExecuteSpecial(ACS_ExecuteWithResult, NULL, self, false, -scriptname, arg1, arg2, arg3, arg4); ACTION_RETURN_INT(res); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedExecute) { PARAM_SELF_PROLOGUE(AActor); PARAM_NAME (scriptname); PARAM_INT_OPT (mapnum) { mapnum = 0; } PARAM_INT_OPT (arg1) { arg1 = 0; } PARAM_INT_OPT (arg2) { arg2 = 0; } PARAM_INT_OPT (arg3) { arg3 = 0; } int res = P_ExecuteSpecial(ACS_Execute, NULL, self, false, -scriptname, mapnum, arg1, arg2, arg3); ACTION_RETURN_INT(res); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedExecuteAlways) { PARAM_SELF_PROLOGUE(AActor); PARAM_NAME (scriptname); PARAM_INT_OPT (mapnum) { mapnum = 0; } PARAM_INT_OPT (arg1) { arg1 = 0; } PARAM_INT_OPT (arg2) { arg2 = 0; } PARAM_INT_OPT (arg3) { arg3 = 0; } int res = P_ExecuteSpecial(ACS_ExecuteAlways, NULL, self, false, -scriptname, mapnum, arg1, arg2, arg3); ACTION_RETURN_INT(res); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedLockedExecute) { PARAM_SELF_PROLOGUE(AActor); PARAM_NAME (scriptname); PARAM_INT_OPT (mapnum) { mapnum = 0; } PARAM_INT_OPT (arg1) { arg1 = 0; } PARAM_INT_OPT (arg2) { arg2 = 0; } PARAM_INT_OPT (lock) { lock = 0; } int res = P_ExecuteSpecial(ACS_LockedExecute, NULL, self, false, -scriptname, mapnum, arg1, arg2, lock); ACTION_RETURN_INT(res); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedLockedExecuteDoor) { PARAM_SELF_PROLOGUE(AActor); PARAM_NAME (scriptname); PARAM_INT_OPT (mapnum) { mapnum = 0; } PARAM_INT_OPT (arg1) { arg1 = 0; } PARAM_INT_OPT (arg2) { arg2 = 0; } PARAM_INT_OPT (lock) { lock = 0; } int res = P_ExecuteSpecial(ACS_LockedExecuteDoor, NULL, self, false, -scriptname, mapnum, arg1, arg2, lock); ACTION_RETURN_INT(res); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedSuspend) { PARAM_SELF_PROLOGUE(AActor); PARAM_NAME (scriptname); PARAM_INT_OPT (mapnum) { mapnum = 0; } int res = P_ExecuteSpecial(ACS_Suspend, NULL, self, false, -scriptname, mapnum, 0, 0, 0); ACTION_RETURN_INT(res); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedTerminate) { PARAM_SELF_PROLOGUE(AActor); PARAM_NAME (scriptname); PARAM_INT_OPT (mapnum) { mapnum = 0; } int res = P_ExecuteSpecial(ACS_Terminate, NULL, self, false, -scriptname, mapnum, 0, 0, 0); ACTION_RETURN_INT(res); } static bool DoCheckSpecies(AActor *mo, FName filterSpecies, bool exclude) { FName actorSpecies = mo->GetSpecies(); if (filterSpecies == NAME_None) return true; return exclude ? (actorSpecies != filterSpecies) : (actorSpecies == filterSpecies); } static bool DoCheckClass(AActor *mo, PClassActor *filterClass, bool exclude) { const PClass *actorClass = mo->GetClass(); if (filterClass == NULL) return true; return exclude ? (actorClass != filterClass) : (actorClass == filterClass); } //========================================================================== // // A_RadiusGive(item, distance, flags, amount, filter, species) // // Uses code roughly similar to A_Explode (but without all the compatibility // baggage and damage computation code) to give an item to all eligible mobjs // in range. // //========================================================================== enum RadiusGiveFlags { RGF_GIVESELF = 1 << 0, RGF_PLAYERS = 1 << 1, RGF_MONSTERS = 1 << 2, RGF_OBJECTS = 1 << 3, RGF_VOODOO = 1 << 4, RGF_CORPSES = 1 << 5, RGF_NOTARGET = 1 << 6, RGF_NOTRACER = 1 << 7, RGF_NOMASTER = 1 << 8, RGF_CUBE = 1 << 9, RGF_NOSIGHT = 1 << 10, RGF_MISSILES = 1 << 11, RGF_INCLUSIVE = 1 << 12, RGF_ITEMS = 1 << 13, RGF_KILLED = 1 << 14, RGF_EXFILTER = 1 << 15, RGF_EXSPECIES = 1 << 16, RGF_EITHER = 1 << 17, RGF_MASK = /*2111*/ RGF_GIVESELF | RGF_PLAYERS | RGF_MONSTERS | RGF_OBJECTS | RGF_VOODOO | RGF_CORPSES | RGF_MISSILES, }; static bool DoRadiusGive(AActor *self, AActor *thing, PClassActor *item, int amount, double distance, int flags, PClassActor *filter, FName species, double mindist) { // [MC] We only want to make an exception for missiles here. Nothing else. bool missilePass = !!((flags & RGF_MISSILES) && thing->flags & MF_MISSILE); if (thing == self) { if (!(flags & RGF_GIVESELF)) return false; } else if (thing->flags & MF_MISSILE) { if (!missilePass) return false; } //[MC] Check for a filter, species, and the related exfilter/expecies/either flag(s). bool filterpass = DoCheckClass(thing, filter, !!(flags & RGF_EXFILTER)), speciespass = DoCheckSpecies(thing, species, !!(flags & RGF_EXSPECIES)); if ((flags & RGF_EITHER) ? (!(filterpass || speciespass)) : (!(filterpass && speciespass))) { if (thing != self) //Don't let filter and species obstruct RGF_GIVESELF. return false; } //Check for target, master, and tracer flagging. bool targetPass = true; bool masterPass = true; bool tracerPass = true; bool ptrPass = false; if ((thing != self) && (flags & (RGF_NOTARGET | RGF_NOMASTER | RGF_NOTRACER))) { if ((thing == self->target) && (flags & RGF_NOTARGET)) targetPass = false; if ((thing == self->master) && (flags & RGF_NOMASTER)) masterPass = false; if ((thing == self->tracer) && (flags & RGF_NOTRACER)) tracerPass = false; ptrPass = (flags & RGF_INCLUSIVE) ? (targetPass || masterPass || tracerPass) : (targetPass && masterPass && tracerPass); //We should not care about what the actor is here. It's safe to abort this actor. if (!ptrPass) return false; } //Next, actor flag checking. bool selfPass = !!((flags & RGF_GIVESELF) && thing == self); bool corpsePass = !!((flags & RGF_CORPSES) && thing->flags & MF_CORPSE); bool killedPass = !!((flags & RGF_KILLED) && thing->flags6 & MF6_KILLED); bool monsterPass = !!((flags & RGF_MONSTERS) && thing->flags3 & MF3_ISMONSTER); bool objectPass = !!((flags & RGF_OBJECTS) && (thing->player == NULL) && (!(thing->flags3 & MF3_ISMONSTER)) && ((thing->flags & MF_SHOOTABLE) || (thing->flags6 & MF6_VULNERABLE))); bool playerPass = !!((flags & RGF_PLAYERS) && (thing->player != NULL) && (thing->player->mo == thing)); bool voodooPass = !!((flags & RGF_VOODOO) && (thing->player != NULL) && (thing->player->mo != thing)); //Self calls priority over the rest of this. if (!selfPass) { //If it's specifically a monster/object/player/voodoo... Can be either or... if (monsterPass || objectPass || playerPass || voodooPass) { //...and is dead, without desire to give to the dead... if (((thing->health <= 0) && !(corpsePass || killedPass))) { //Skip! return false; } } } bool itemPass = !!((flags & RGF_ITEMS) && thing->IsKindOf(RUNTIME_CLASS(AInventory))); if (selfPass || monsterPass || corpsePass || killedPass || itemPass || objectPass || missilePass || playerPass || voodooPass) { DVector3 diff = self->Vec3To(thing); diff.Z += thing->Height *0.5; if (flags & RGF_CUBE) { // check if inside a cube double dx = fabs(diff.X); double dy = fabs(diff.Y); double dz = fabs(diff.Z); if ((dx > distance || dy > distance || dz > distance) || (mindist && (dx < mindist && dy < mindist && dz < mindist))) { return false; } } else { // check if inside a sphere double lengthsquared = diff.LengthSquared(); if (lengthsquared > distance*distance || (mindist && (lengthsquared < mindist*mindist))) { return false; } } if ((flags & RGF_NOSIGHT) || P_CheckSight(thing, self, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY)) { // OK to give; target is in direct path, or the monster doesn't care about it being in line of sight. AInventory *gift = static_cast(Spawn(item)); if (gift->IsKindOf(RUNTIME_CLASS(AHealth))) { gift->Amount *= amount; } else { gift->Amount = amount; } gift->flags |= MF_DROPPED; gift->ClearCounters(); if (!gift->CallTryPickup(thing)) { gift->Destroy(); return false; } else { return true; } } } return false; } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive) { PARAM_SELF_PROLOGUE(AActor); PARAM_CLASS (item, AInventory); PARAM_FLOAT (distance); PARAM_INT (flags); PARAM_INT_OPT (amount) { amount = 0; } PARAM_CLASS_OPT (filter, AActor) { filter = NULL; } PARAM_NAME_OPT (species) { species = NAME_None; } PARAM_FLOAT_OPT (mindist) { mindist = 0; } // We need a valid item, valid targets, and a valid range if (item == NULL || (flags & RGF_MASK) == 0 || !flags || distance <= 0 || mindist >= distance) { ACTION_RETURN_INT(0); } if (amount == 0) { amount = 1; } AActor *thing; int given = 0; if (flags & RGF_MISSILES) { TThinkerIterator it; while ((thing = it.Next())) { given += DoRadiusGive(self, thing, item, amount, distance, flags, filter, species, mindist); } } else { FPortalGroupArray check(FPortalGroupArray::PGA_Full3d); double mid = self->Center(); FMultiBlockThingsIterator it(check, self->X(), self->Y(), mid-distance, mid+distance, distance, false, self->Sector); FMultiBlockThingsIterator::CheckResult cres; while ((it.Next(&cres))) { given += DoRadiusGive(self, cres.thing, item, amount, distance, flags, filter, species, mindist); } } ACTION_RETURN_INT(given); } //=========================================================================== // // A_CheckSpecies // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSpecies) { PARAM_SELF_PROLOGUE(AActor); PARAM_STATE(jump); PARAM_NAME_OPT(species) { species = NAME_None; } PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; } AActor *mobj = COPY_AAPTR(self, ptr); if (mobj != NULL && jump && mobj->GetSpecies() == species) { ACTION_RETURN_STATE(jump); } ACTION_RETURN_STATE(NULL); } //========================================================================== // // A_SetTics // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetTics) { PARAM_ACTION_PROLOGUE; PARAM_INT(tics_to_set); if (stateowner != self && self->player != NULL && stateowner->IsKindOf(RUNTIME_CLASS(AWeapon))) { // Is this a weapon? Need to check psp states for a match, then. Blah. for (int i = 0; i < NUMPSPRITES; ++i) { if (self->player->psprites[i].state == callingstate) { self->player->psprites[i].tics = tics_to_set; return 0; } } } // Just set tics for self. self->tics = tics_to_set; return 0; } //========================================================================== // // A_SetDamageType // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetDamageType) { PARAM_SELF_PROLOGUE(AActor); PARAM_NAME(damagetype); self->DamageType = damagetype; return 0; } //========================================================================== // // A_DropItem // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropItem) { PARAM_SELF_PROLOGUE(AActor); PARAM_CLASS (spawntype, AActor); PARAM_INT_OPT (amount) { amount = -1; } PARAM_INT_OPT (chance) { chance = 256; } P_DropItem(self, spawntype, amount, chance); return 0; } //========================================================================== // // A_SetSpeed // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpeed) { PARAM_SELF_PROLOGUE(AActor); PARAM_FLOAT(speed); PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; } AActor *ref = COPY_AAPTR(self, ptr); if (ref != NULL) { ref->Speed = speed; } return 0; } //========================================================================== // // A_SetFloatSpeed // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetFloatSpeed) { PARAM_SELF_PROLOGUE(AActor); PARAM_FLOAT(speed); PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; } AActor *ref = COPY_AAPTR(self, ptr); if (!ref) { return 0; } ref->FloatSpeed = speed; return 0; } //========================================================================== // // A_SetPainThreshold // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPainThreshold) { PARAM_SELF_PROLOGUE(AActor); PARAM_INT(threshold); PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; } AActor *ref = COPY_AAPTR(self, ptr); if (!ref) { return 0; } ref->PainThreshold = threshold; return 0; } //=========================================================================== // // Common A_Damage handler // // A_Damage* (int amount, str damagetype, int flags, str filter, str species) // Damages the specified actor by the specified amount. Negative values heal. // Flags: See below. // Filter: Specified actor is the only type allowed to be affected. // Species: Specified species is the only type allowed to be affected. // // Examples: // A_Damage(20,"Normal",DMSS_FOILINVUL,0,"DemonicSpecies") <--Only actors // with a species "DemonicSpecies" will be affected. Use 0 to not filter by actor. // //=========================================================================== enum DMSS { DMSS_FOILINVUL = 1, //Foil invulnerability DMSS_AFFECTARMOR = 2, //Make it affect armor DMSS_KILL = 4, //Damages them for their current health DMSS_NOFACTOR = 8, //Ignore DamageFactors DMSS_FOILBUDDHA = 16, //Can kill actors with Buddha flag, except the player. DMSS_NOPROTECT = 32, //Ignores PowerProtection entirely DMSS_EXFILTER = 64, //Changes filter into a blacklisted class instead of whitelisted. DMSS_EXSPECIES = 128, // ^ but with species instead. DMSS_EITHER = 256, //Allow either type or species to be affected. }; static void DoDamage(AActor *dmgtarget, AActor *self, int amount, FName DamageType, int flags, PClassActor *filter, FName species) { bool filterpass = DoCheckClass(dmgtarget, filter, !!(flags & DMSS_EXFILTER)), speciespass = DoCheckSpecies(dmgtarget, species, !!(flags & DMSS_EXSPECIES)); if ((flags & DMSS_EITHER) ? (filterpass || speciespass) : (filterpass && speciespass)) { int dmgFlags = 0; if (flags & DMSS_FOILINVUL) dmgFlags |= DMG_FOILINVUL; if (flags & DMSS_FOILBUDDHA) dmgFlags |= DMG_FOILBUDDHA; if (flags & (DMSS_KILL | DMSS_NOFACTOR)) //Kill implies NoFactor dmgFlags |= DMG_NO_FACTOR; if (!(flags & DMSS_AFFECTARMOR) || (flags & DMSS_KILL)) //Kill overrides AffectArmor dmgFlags |= DMG_NO_ARMOR; if (flags & DMSS_KILL) //Kill adds the value of the damage done to it. Allows for more controlled extreme death types. amount += dmgtarget->health; if (flags & DMSS_NOPROTECT) //Ignore PowerProtection. dmgFlags |= DMG_NO_PROTECT; if (amount > 0) { //Should wind up passing them through just fine. P_DamageMobj(dmgtarget, self, self, amount, DamageType, dmgFlags); } else if (amount < 0) { amount = -amount; P_GiveBody(dmgtarget, amount); } } } //=========================================================================== // // // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageSelf) { PARAM_SELF_PROLOGUE(AActor); PARAM_INT (amount); PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; } PARAM_INT_OPT (flags) { flags = 0; } PARAM_CLASS_OPT (filter, AActor){ filter = NULL; } PARAM_NAME_OPT (species) { species = NAME_None; } DoDamage(self, self, amount, damagetype, flags, filter, species); return 0; } //=========================================================================== // // // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageTarget) { PARAM_SELF_PROLOGUE(AActor); PARAM_INT (amount); PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; } PARAM_INT_OPT (flags) { flags = 0; } PARAM_CLASS_OPT (filter, AActor){ filter = NULL; } PARAM_NAME_OPT (species) { species = NAME_None; } if (self->target != NULL) DoDamage(self->target, self, amount, damagetype, flags, filter, species); return 0; } //=========================================================================== // // // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageTracer) { PARAM_SELF_PROLOGUE(AActor); PARAM_INT (amount); PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; } PARAM_INT_OPT (flags) { flags = 0; } PARAM_CLASS_OPT (filter, AActor){ filter = NULL; } PARAM_NAME_OPT (species) { species = NAME_None; } if (self->tracer != NULL) DoDamage(self->tracer, self, amount, damagetype, flags, filter, species); return 0; } //=========================================================================== // // // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageMaster) { PARAM_SELF_PROLOGUE(AActor); PARAM_INT (amount); PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; } PARAM_INT_OPT (flags) { flags = 0; } PARAM_CLASS_OPT (filter, AActor){ filter = NULL; } PARAM_NAME_OPT (species) { species = NAME_None; } if (self->master != NULL) DoDamage(self->master, self, amount, damagetype, flags, filter, species); return 0; } //=========================================================================== // // // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageChildren) { PARAM_SELF_PROLOGUE(AActor); PARAM_INT (amount); PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; } PARAM_INT_OPT (flags) { flags = 0; } PARAM_CLASS_OPT (filter, AActor){ filter = NULL; } PARAM_NAME_OPT (species) { species = NAME_None; } TThinkerIterator it; AActor *mo; while ( (mo = it.Next()) ) { if (mo->master == self) DoDamage(mo, self, amount, damagetype, flags, filter, species); } return 0; } //=========================================================================== // // // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageSiblings) { PARAM_SELF_PROLOGUE(AActor); PARAM_INT (amount); PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; } PARAM_INT_OPT (flags) { flags = 0; } PARAM_CLASS_OPT (filter, AActor){ filter = NULL; } PARAM_NAME_OPT (species) { species = NAME_None; } TThinkerIterator it; AActor *mo; if (self->master != NULL) { while ((mo = it.Next())) { if (mo->master == self->master && mo != self) DoDamage(mo, self, amount, damagetype, flags, filter, species); } } return 0; } //=========================================================================== // // A_Kill*(damagetype, int flags) // //=========================================================================== enum KILS { KILS_FOILINVUL = 1 << 0, KILS_KILLMISSILES = 1 << 1, KILS_NOMONSTERS = 1 << 2, KILS_FOILBUDDHA = 1 << 3, KILS_EXFILTER = 1 << 4, KILS_EXSPECIES = 1 << 5, KILS_EITHER = 1 << 6, }; static void DoKill(AActor *killtarget, AActor *self, FName damagetype, int flags, PClassActor *filter, FName species) { bool filterpass = DoCheckClass(killtarget, filter, !!(flags & KILS_EXFILTER)), speciespass = DoCheckSpecies(killtarget, species, !!(flags & KILS_EXSPECIES)); if ((flags & KILS_EITHER) ? (filterpass || speciespass) : (filterpass && speciespass)) //Check this first. I think it'll save the engine a lot more time this way. { int dmgFlags = DMG_NO_ARMOR | DMG_NO_FACTOR; if (KILS_FOILINVUL) dmgFlags |= DMG_FOILINVUL; if (KILS_FOILBUDDHA) dmgFlags |= DMG_FOILBUDDHA; if ((killtarget->flags & MF_MISSILE) && (flags & KILS_KILLMISSILES)) { //[MC] Now that missiles can set masters, lets put in a check to properly destroy projectiles. BUT FIRST! New feature~! //Check to see if it's invulnerable. Disregarded if foilinvul is on, but never works on a missile with NODAMAGE //since that's the whole point of it. if ((!(killtarget->flags2 & MF2_INVULNERABLE) || (flags & KILS_FOILINVUL)) && (!(killtarget->flags7 & MF7_BUDDHA) || (flags & KILS_FOILBUDDHA)) && !(killtarget->flags5 & MF5_NODAMAGE)) { P_ExplodeMissile(killtarget, NULL, NULL); } } if (!(flags & KILS_NOMONSTERS)) { P_DamageMobj(killtarget, self, self, killtarget->health, damagetype, dmgFlags); } } } //=========================================================================== // // A_KillTarget(damagetype, int flags) // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillTarget) { PARAM_ACTION_PROLOGUE; PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; } PARAM_INT_OPT (flags) { flags = 0; } PARAM_CLASS_OPT (filter, AActor){ filter = NULL; } PARAM_NAME_OPT (species) { species = NAME_None; } if (self->target != NULL) DoKill(self->target, self, damagetype, flags, filter, species); return 0; } //=========================================================================== // // A_KillTracer(damagetype, int flags) // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillTracer) { PARAM_ACTION_PROLOGUE; PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; } PARAM_INT_OPT (flags) { flags = 0; } PARAM_CLASS_OPT (filter, AActor){ filter = NULL; } PARAM_NAME_OPT (species) { species = NAME_None; } if (self->tracer != NULL) DoKill(self->tracer, self, damagetype, flags, filter, species); return 0; } //=========================================================================== // // A_KillMaster(damagetype, int flags) // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillMaster) { PARAM_ACTION_PROLOGUE; PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; } PARAM_INT_OPT (flags) { flags = 0; } PARAM_CLASS_OPT (filter, AActor){ filter = NULL; } PARAM_NAME_OPT (species) { species = NAME_None; } if (self->master != NULL) DoKill(self->master, self, damagetype, flags, filter, species); return 0; } //=========================================================================== // // A_KillChildren(damagetype, int flags) // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillChildren) { PARAM_ACTION_PROLOGUE; PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; } PARAM_INT_OPT (flags) { flags = 0; } PARAM_CLASS_OPT (filter, AActor){ filter = NULL; } PARAM_NAME_OPT (species) { species = NAME_None; } TThinkerIterator it; AActor *mo; while ( (mo = it.Next()) ) { if (mo->master == self) { DoKill(mo, self, damagetype, flags, filter, species); } } return 0; } //=========================================================================== // // A_KillSiblings(damagetype, int flags) // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillSiblings) { PARAM_ACTION_PROLOGUE; PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; } PARAM_INT_OPT (flags) { flags = 0; } PARAM_CLASS_OPT (filter, AActor){ filter = NULL; } PARAM_NAME_OPT (species) { species = NAME_None; } TThinkerIterator it; AActor *mo; if (self->master != NULL) { while ( (mo = it.Next()) ) { if (mo->master == self->master && mo != self) { DoKill(mo, self, damagetype, flags, filter, species); } } } return 0; } //=========================================================================== // // DoRemove // //=========================================================================== enum RMVF_flags { RMVF_MISSILES = 1 << 0, RMVF_NOMONSTERS = 1 << 1, RMVF_MISC = 1 << 2, RMVF_EVERYTHING = 1 << 3, RMVF_EXFILTER = 1 << 4, RMVF_EXSPECIES = 1 << 5, RMVF_EITHER = 1 << 6, }; static void DoRemove(AActor *removetarget, int flags, PClassActor *filter, FName species) { bool filterpass = DoCheckClass(removetarget, filter, !!(flags & RMVF_EXFILTER)), speciespass = DoCheckSpecies(removetarget, species, !!(flags & RMVF_EXSPECIES)); if ((flags & RMVF_EITHER) ? (filterpass || speciespass) : (filterpass && speciespass)) { if ((flags & RMVF_EVERYTHING)) { P_RemoveThing(removetarget); } if ((flags & RMVF_MISC) && !((removetarget->flags3 & MF3_ISMONSTER) && (removetarget->flags & MF_MISSILE))) { P_RemoveThing(removetarget); } if ((removetarget->flags3 & MF3_ISMONSTER) && !(flags & RMVF_NOMONSTERS)) { P_RemoveThing(removetarget); } if ((removetarget->flags & MF_MISSILE) && (flags & RMVF_MISSILES)) { P_RemoveThing(removetarget); } } } //=========================================================================== // // A_RemoveTarget // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveTarget) { PARAM_ACTION_PROLOGUE; PARAM_INT_OPT(flags) { flags = 0; } PARAM_CLASS_OPT (filter, AActor){ filter = NULL; } PARAM_NAME_OPT (species) { species = NAME_None; } if (self->target != NULL) { DoRemove(self->target, flags, filter, species); } return 0; } //=========================================================================== // // A_RemoveTracer // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveTracer) { PARAM_ACTION_PROLOGUE; PARAM_INT_OPT(flags) { flags = 0; } PARAM_CLASS_OPT (filter, AActor){ filter = NULL; } PARAM_NAME_OPT (species) { species = NAME_None; } if (self->tracer != NULL) { DoRemove(self->tracer, flags, filter, species); } return 0; } //=========================================================================== // // A_RemoveMaster // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveMaster) { PARAM_ACTION_PROLOGUE; PARAM_INT_OPT (flags) { flags = 0; } PARAM_CLASS_OPT (filter, AActor){ filter = NULL; } PARAM_NAME_OPT (species) { species = NAME_None; } if (self->master != NULL) { DoRemove(self->master, flags, filter, species); } return 0; } //=========================================================================== // // A_RemoveChildren // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveChildren) { PARAM_ACTION_PROLOGUE; PARAM_BOOL_OPT (removeall) { removeall = false; } PARAM_INT_OPT (flags) { flags = 0; } PARAM_CLASS_OPT (filter, AActor){ filter = NULL; } PARAM_NAME_OPT (species) { species = NAME_None; } TThinkerIterator it; AActor *mo; while ((mo = it.Next()) != NULL) { if (mo->master == self && (mo->health <= 0 || removeall)) { DoRemove(mo, flags, filter, species); } } return 0; } //=========================================================================== // // A_RemoveSiblings // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveSiblings) { PARAM_ACTION_PROLOGUE; PARAM_BOOL_OPT (removeall) { removeall = false; } PARAM_INT_OPT (flags) { flags = 0; } PARAM_CLASS_OPT (filter, AActor){ filter = NULL; } PARAM_NAME_OPT (species) { species = NAME_None; } TThinkerIterator it; AActor *mo; if (self->master != NULL) { while ((mo = it.Next()) != NULL) { if (mo->master == self->master && mo != self && (mo->health <= 0 || removeall)) { DoRemove(mo, flags, filter, species); } } } return 0; } //=========================================================================== // // A_Remove // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Remove) { PARAM_SELF_PROLOGUE(AActor); PARAM_INT (removee); PARAM_INT_OPT (flags) { flags = 0; } PARAM_CLASS_OPT (filter, AActor){ filter = NULL; } PARAM_NAME_OPT (species) { species = NAME_None; } AActor *reference = COPY_AAPTR(self, removee); if (reference != NULL) { DoRemove(reference, flags, filter, species); } return 0; } //=========================================================================== // // A_SetTeleFog // // Sets the teleport fog(s) for the calling actor. // Takes a name of the classes for the source and destination. //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetTeleFog) { PARAM_SELF_PROLOGUE(AActor); PARAM_CLASS(oldpos, AActor); PARAM_CLASS(newpos, AActor); self->TeleFogSourceType = oldpos; self->TeleFogDestType = newpos; return 0; } //=========================================================================== // // A_SwapTeleFog // // Switches the source and dest telefogs around. //=========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_SwapTeleFog) { PARAM_ACTION_PROLOGUE; if ((self->TeleFogSourceType != self->TeleFogDestType)) //Does nothing if they're the same. { PClassActor *temp = self->TeleFogSourceType; self->TeleFogSourceType = self->TeleFogDestType; self->TeleFogDestType = temp; } return 0; } //=========================================================================== // // A_SetFloatBobPhase // // Changes the FloatBobPhase of the actor. //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetFloatBobPhase) { PARAM_SELF_PROLOGUE(AActor); PARAM_INT(bob); //Respect float bob phase limits. if (self && (bob >= 0 && bob <= 63)) { self->FloatBobPhase = bob; } return 0; } //=========================================================================== // A_SetHealth // // Changes the health of the actor. // Takes a pointer as well. //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetHealth) { PARAM_SELF_PROLOGUE(AActor); PARAM_INT (health); PARAM_INT_OPT (ptr) { ptr = AAPTR_DEFAULT; } AActor *mobj = COPY_AAPTR(self, ptr); if (!mobj) { return 0; } player_t *player = mobj->player; if (player) { if (health <= 0) player->mo->health = mobj->health = player->health = 1; //Copied from the buddha cheat. else player->mo->health = mobj->health = player->health = health; } else if (mobj) { if (health <= 0) mobj->health = 1; else mobj->health = health; } return 0; } //=========================================================================== // A_ResetHealth // // Resets the health of the actor to default, except if their dead. // Takes a pointer. //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ResetHealth) { PARAM_ACTION_PROLOGUE; PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; } AActor *mobj = COPY_AAPTR(self, ptr); if (!mobj) { return 0; } player_t *player = mobj->player; if (player && (player->mo->health > 0)) { player->health = player->mo->health = player->mo->GetDefault()->health; //Copied from the resurrect cheat. } else if (mobj && (mobj->health > 0)) { mobj->health = mobj->SpawnHealth(); } return 0; } //=========================================================================== // A_JumpIfHigherOrLower // // Jumps if a target, master, or tracer is higher or lower than the calling // actor. Can also specify how much higher/lower the actor needs to be than // itself. Can also take into account the height of the actor in question, // depending on which it's checking. This means adding height of the // calling actor's self if the pointer is higher, or height of the pointer // if its lower. //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfHigherOrLower) { PARAM_SELF_PROLOGUE(AActor); PARAM_STATE(high); PARAM_STATE(low); PARAM_FLOAT_OPT(offsethigh) { offsethigh = 0; } PARAM_FLOAT_OPT(offsetlow) { offsetlow = 0; } PARAM_BOOL_OPT(includeHeight) { includeHeight = true; } PARAM_INT_OPT(ptr) { ptr = AAPTR_TARGET; } AActor *mobj = COPY_AAPTR(self, ptr); if (mobj != NULL && mobj != self) //AAPTR_DEFAULT is completely useless in this regard. { if ((high) && (mobj->Z() > ((includeHeight ? self->Height : 0) + self->Z() + offsethigh))) { ACTION_RETURN_STATE(high); } else if ((low) && (mobj->Z() + (includeHeight ? mobj->Height : 0)) < (self->Z() + offsetlow)) { ACTION_RETURN_STATE(low); } } ACTION_RETURN_STATE(NULL); } //=========================================================================== // A_SetSpecies(str species, ptr) // // Sets the species of the calling actor('s pointer). //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpecies) { PARAM_SELF_PROLOGUE(AActor); PARAM_NAME(species); PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; } AActor *mobj = COPY_AAPTR(self, ptr); if (!mobj) { return 0; } mobj->Species = species; return 0; } //=========================================================================== // // A_SetRipperLevel(int level) // // Sets the ripper level of the calling actor. //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRipperLevel) { PARAM_SELF_PROLOGUE(AActor); PARAM_INT(level); self->RipperLevel = level; return 0; } //=========================================================================== // // A_SetRipMin(int min) // // Sets the minimum level a ripper must be in order to rip through this actor. //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRipMin) { PARAM_SELF_PROLOGUE(AActor); PARAM_INT(min); self->RipLevelMin = min; return 0; } //=========================================================================== // // A_SetRipMax(int max) // // Sets the minimum level a ripper must be in order to rip through this actor. //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRipMax) { PARAM_SELF_PROLOGUE(AActor); PARAM_INT(max); self->RipLevelMax = max; return 0; } //=========================================================================== // // A_SetChaseThreshold(int threshold, bool def, int ptr) // // Sets the current chase threshold of the actor (pointer). If def is true, // changes the default threshold which the actor resets to once it switches // targets and doesn't have the +QUICKTORETALIATE flag. //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetChaseThreshold) { PARAM_SELF_PROLOGUE(AActor); PARAM_INT(threshold); PARAM_BOOL_OPT(def) { def = false; } PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; } AActor *mobj = COPY_AAPTR(self, ptr); if (!mobj) { return 0; } if (def) mobj->DefThreshold = (threshold >= 0) ? threshold : 0; else mobj->threshold = (threshold >= 0) ? threshold : 0; return 0; } //========================================================================== // // A_CheckProximity(jump, classname, distance, count, flags, ptr) // // Checks to see if a certain actor class is close to the // actor/pointer within distance, in numbers. //========================================================================== enum CPXFflags { CPXF_ANCESTOR = 1 << 0, CPXF_LESSOREQUAL = 1 << 1, CPXF_NOZ = 1 << 2, CPXF_COUNTDEAD = 1 << 3, CPXF_DEADONLY = 1 << 4, CPXF_EXACT = 1 << 5, CPXF_SETTARGET = 1 << 6, CPXF_SETMASTER = 1 << 7, CPXF_SETTRACER = 1 << 8, CPXF_FARTHEST = 1 << 9, CPXF_CLOSEST = 1 << 10, CPXF_SETONPTR = 1 << 11, CPXF_CHECKSIGHT = 1 << 12, }; DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckProximity) { PARAM_SELF_PROLOGUE(AActor); PARAM_STATE(jump); PARAM_CLASS(classname, AActor); PARAM_FLOAT(distance); PARAM_INT_OPT(count) { count = 1; } PARAM_INT_OPT(flags) { flags = 0; } PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; } if (!jump) { if (!(flags & (CPXF_SETTARGET | CPXF_SETMASTER | CPXF_SETTRACER))) { ACTION_RETURN_STATE(NULL); } } AActor *ref = COPY_AAPTR(self, ptr); // We need these to check out. if (!ref || !classname || distance <= 0) { ACTION_RETURN_STATE(NULL); } int counter = 0; bool result = false; double closer = distance, farther = 0, current = distance; const bool ptrWillChange = !!(flags & (CPXF_SETTARGET | CPXF_SETMASTER | CPXF_SETTRACER)); const bool ptrDistPref = !!(flags & (CPXF_CLOSEST | CPXF_FARTHEST)); TThinkerIterator it; AActor *mo, *dist = NULL; //[MC] Process of elimination, I think, will get through this as quickly and //efficiently as possible. while ((mo = it.Next())) { if (mo == ref) //Don't count self. continue; // no unmorphed versions of currently morphed players. if (mo->flags & MF_UNMORPHED) continue; //Check inheritance for the classname. Taken partly from CheckClass DECORATE function. if (flags & CPXF_ANCESTOR) { if (!(mo->IsKindOf(classname))) continue; } //Otherwise, just check for the regular class name. else if (classname != mo->GetClass()) continue; //[MC]Make sure it's in range and respect the desire for Z or not. The function forces it to use //Z later for ensuring CLOSEST and FARTHEST flags are respected perfectly. //Ripped from sphere checking in A_RadiusGive (along with a number of things). if ((ref->Distance2D(mo) < distance && ((flags & CPXF_NOZ) || ((ref->Z() > mo->Z() && ref->Z() - mo->Top() < distance) || (ref->Z() <= mo->Z() && mo->Z() - ref->Top() < distance))))) { if ((flags & CPXF_CHECKSIGHT) && !(P_CheckSight(mo, ref, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY))) continue; if (ptrWillChange) { current = ref->Distance2D(mo); if ((flags & CPXF_CLOSEST) && (current < closer)) { dist = mo; closer = current; //This actor's closer. Set the new standard. } else if ((flags & CPXF_FARTHEST) && (current > farther)) { dist = mo; farther = current; } else if (!dist) dist = mo; //Just get the first one and call it quits if there's nothing selected. } if (mo->flags6 & MF6_KILLED) { if (!(flags & (CPXF_COUNTDEAD | CPXF_DEADONLY))) continue; counter++; } else { if (flags & CPXF_DEADONLY) continue; counter++; } //Abort if the number of matching classes nearby is greater, we have obviously succeeded in our goal. if (counter > count) { result = (flags & (CPXF_LESSOREQUAL | CPXF_EXACT)) ? false : true; //However, if we have one SET* flag and either the closest or farthest flags, keep the function going. if (ptrWillChange && ptrDistPref) continue; else break; } } } if (ptrWillChange && dist != NULL) { if (flags & CPXF_SETONPTR) { if (flags & CPXF_SETTARGET) ref->target = dist; if (flags & CPXF_SETMASTER) ref->master = dist; if (flags & CPXF_SETTRACER) ref->tracer = dist; } else { if (flags & CPXF_SETTARGET) self->target = dist; if (flags & CPXF_SETMASTER) self->master = dist; if (flags & CPXF_SETTRACER) self->tracer = dist; } } if (counter == count) result = true; else if (counter < count) result = !!((flags & CPXF_LESSOREQUAL) && !(flags & CPXF_EXACT)); if (result && jump) { ACTION_RETURN_STATE(jump); } ACTION_RETURN_STATE(NULL); } /*=========================================================================== A_CheckBlock (state block, int flags, int ptr) Checks if something is blocking the actor('s pointer) 'ptr'. The SET pointer flags only affect the caller, not the pointer. ===========================================================================*/ enum CBF { CBF_NOLINES = 1 << 0, //Don't check lines. CBF_SETTARGET = 1 << 1, //Sets the caller/pointer's target to the actor blocking it. Actors only. CBF_SETMASTER = 1 << 2, //^ but with master. CBF_SETTRACER = 1 << 3, //^ but with tracer. CBF_SETONPTR = 1 << 4, //Sets the pointer change on the actor doing the checking instead of self. CBF_DROPOFF = 1 << 5, //Check for dropoffs. CBF_NOACTORS = 1 << 6, //Don't check actors. CBF_ABSOLUTEPOS = 1 << 7, //Absolute position for offsets. CBF_ABSOLUTEANGLE = 1 << 8, //Absolute angle for offsets. }; DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckBlock) { PARAM_SELF_PROLOGUE(AActor); PARAM_STATE(block) PARAM_INT_OPT(flags) { flags = 0; } PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; } PARAM_FLOAT_OPT(xofs) { xofs = 0; } PARAM_FLOAT_OPT(yofs) { yofs = 0; } PARAM_FLOAT_OPT(zofs) { zofs = 0; } PARAM_ANGLE_OPT(angle) { angle = 0.; } AActor *mobj = COPY_AAPTR(self, ptr); //Needs at least one state jump to work. if (!mobj) { ACTION_RETURN_STATE(NULL); } if (!(flags & CBF_ABSOLUTEANGLE)) { angle += self->Angles.Yaw; } DVector3 oldpos = mobj->Pos(); DVector3 pos; if (flags & CBF_ABSOLUTEPOS) { pos = { xofs, yofs, zofs }; } else { double s = angle.Sin(); double c = angle.Cos(); pos = mobj->Vec3Offset(xofs * c + yofs * s, xofs * s - yofs * c, zofs); } // Next, try checking the position based on the sensitivity desired. // If checking for dropoffs, set the z so we can have maximum flexibility. // Otherwise, set origin and set it back after testing. bool checker = false; if (flags & CBF_DROPOFF) { // Unfortunately, whenever P_CheckMove returned false, that means it could // ignore a variety of flags mainly because of P_CheckPosition. This // results in picking up false positives due to actors or lines being in the way // when they clearly should not be. int fpass = PCM_DROPOFF; if (flags & CBF_NOACTORS) fpass |= PCM_NOACTORS; if (flags & CBF_NOLINES) fpass |= PCM_NOLINES; mobj->SetZ(pos.Z); checker = P_CheckMove(mobj, pos, fpass); mobj->SetZ(oldpos.Z); } else { mobj->SetOrigin(pos, true); checker = P_TestMobjLocation(mobj); mobj->SetOrigin(oldpos, true); } if (checker) { ACTION_RETURN_STATE(NULL); } if (mobj->BlockingMobj) { AActor *setter = (flags & CBF_SETONPTR) ? mobj : self; if (setter) { if (flags & CBF_SETTARGET) setter->target = mobj->BlockingMobj; if (flags & CBF_SETMASTER) setter->master = mobj->BlockingMobj; if (flags & CBF_SETTRACER) setter->tracer = mobj->BlockingMobj; } } //[MC] If modders don't want jumping, but just getting the pointer, only abort at //this point. I.e. A_CheckBlock("",CBF_SETTRACER) is like having CBF_NOLINES. //It gets the mobj blocking, if any, and doesn't jump at all. if (!block) { ACTION_RETURN_STATE(NULL); } //[MC] I don't know why I let myself be persuaded not to include a flag. //If an actor is loaded with pointers, they don't really have any options to spare. //Also, fail if a dropoff or a step is too great to pass over when checking for dropoffs. if ((!(flags & CBF_NOACTORS) && (mobj->BlockingMobj)) || (!(flags & CBF_NOLINES) && mobj->BlockingLine != NULL) || ((flags & CBF_DROPOFF) && !checker)) { ACTION_RETURN_STATE(block); } ACTION_RETURN_STATE(NULL); } //=========================================================================== // // A_FaceMovementDirection(angle offset, bool pitch, ptr) // // Sets the actor('s pointer) to face the direction of travel. //=========================================================================== enum FMDFlags { FMDF_NOPITCH = 1 << 0, FMDF_INTERPOLATE = 1 << 1, FMDF_NOANGLE = 1 << 2, }; DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceMovementDirection) { PARAM_ACTION_PROLOGUE; PARAM_ANGLE_OPT(offset) { offset = 0.; } PARAM_ANGLE_OPT(anglelimit) { anglelimit = 0.; } PARAM_ANGLE_OPT(pitchlimit) { pitchlimit = 0.; } PARAM_INT_OPT(flags) { flags = 0; } PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; } AActor *mobj = COPY_AAPTR(self, ptr); //Need an actor. if (!mobj || ((flags & FMDF_NOPITCH) && (flags & FMDF_NOANGLE))) { ACTION_RETURN_BOOL(false); } //Don't bother calculating this if we don't have any horizontal movement. if (!(flags & FMDF_NOANGLE) && (mobj->Vel.X != 0 || mobj->Vel.Y != 0)) { DAngle current = mobj->Angles.Yaw; DAngle angle = mobj->Vel.Angle(); //Done because using anglelimit directly causes a signed/unsigned mismatch. //Code borrowed from A_Face*. if (anglelimit > 0) { DAngle delta = -deltaangle(current, angle); if (fabs(delta) > anglelimit) { if (delta < 0) { current += anglelimit + offset; } else if (delta > 0) { current -= anglelimit + offset; } else // huh??? { current = angle + 180. + offset; } mobj->SetAngle(current, !!(flags & FMDF_INTERPOLATE)); } } else mobj->SetAngle(angle + offset, !!(flags & FMDF_INTERPOLATE)); } if (!(flags & FMDF_NOPITCH)) { DAngle current = mobj->Angles.Pitch; const DVector2 velocity = mobj->Vel.XY(); DAngle pitch = VecToAngle(velocity.Length(), -mobj->Vel.Z); if (pitchlimit > 0) { DAngle pdelta = deltaangle(current, pitch); if (fabs(pdelta) > pitchlimit) { if (pdelta > 0) { current -= MIN(pitchlimit, pdelta); } else //if (pdelta < 0) { current += MIN(pitchlimit, -pdelta); } mobj->SetPitch(current, !!(flags & FMDF_INTERPOLATE)); } else { mobj->SetPitch(pitch, !!(flags & FMDF_INTERPOLATE)); } } else { mobj->SetPitch(pitch, !!(flags & FMDF_INTERPOLATE)); } } ACTION_RETURN_BOOL(true); }