gzdoom/src/p_actionfunctions.cpp
Christoph Oelckers 1ab3d4dd09 - fixed: When A_SpawnProjectile got fixed, this fix broke the old A_CustomMissile function because the added workaround was overlooked.
This now separates the code more clearly into the twp paths to make the differences easier to see and compare.
2019-01-27 14:02:06 +01:00

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/*
** 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 "r_defs.h"
#include "a_pickups.h"
#include "cmdlib.h"
#include "p_lnspec.h"
#include "p_effect.h"
#include "p_enemy.h"
#include "decallib.h"
#include "p_local.h"
#include "c_console.h"
#include "doomerrors.h"
#include "a_sharedglobal.h"
#include "v_font.h"
#include "doomstat.h"
#include "g_shared/a_specialspot.h"
#include "actorptrselect.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 "v_text.h"
#include "thingdef.h"
#include "g_levellocals.h"
#include "r_utility.h"
#include "sbar.h"
#include "actorinlines.h"
#include "types.h"
AActor *SingleActorFromTID(int tid, AActor *defactor);
static FRandom pr_camissile ("CustomActorfire");
static FRandom pr_cabullet ("CustomBullet");
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");
static FRandom pr_bfgselfdamage("BFGSelfDamage");
FRandom pr_cajump("CustomJump");
//==========================================================================
//
// ACustomInventory :: CallStateChain
//
// Executes the code pointers in a chain of states
// until there is no next state
//
//==========================================================================
extern TArray<VMValue> actionParams; // this can use the same storage as CallAction
static int CallStateChain (AActor *self, AActor *actor, FState *state)
{
INTBOOL result = false;
int counter = 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);
FState *savedstate = self->state;
while (state != NULL)
{
if (!(state->UseFlags & SUF_ITEM))
{
Printf(TEXTCOLOR_RED "State %s not flagged for use in CustomInventory state chains.\n", FState::StaticGetStateName(state).GetChars());
return false;
}
self->state = state;
nextstate = NULL; // assume no jump
if (state->ActionFunc != NULL)
{
if (state->ActionFunc->Unsafe)
{
// If an unsafe function (i.e. one that accesses user variables) is being detected, print a warning once and remove the bogus function. We may not call it because that would inevitably crash.
auto owner = FState::StaticFindStateOwner(state);
Printf(TEXTCOLOR_RED "Unsafe state call in state %s to %s which accesses user variables. The action function has been removed from this state\n",
FState::StaticGetStateName(state).GetChars(), state->ActionFunc->PrintableName.GetChars());
state->ActionFunc = nullptr;
}
PPrototype *proto = state->ActionFunc->Proto;
VMReturn *wantret;
FStateParamInfo stp = { state, STATE_StateChain, PSP_WEAPON };
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() >= 2 &&
proto->ReturnTypes[0] == TypeState &&
(proto->ReturnTypes[1] == TypeSInt32 || proto->ReturnTypes[0] == TypeUInt32 || proto->ReturnTypes[1] == TypeBool))
{ // Function returns a state and an int or bool
wantret = &ret[0];
numret = 2;
}
else if (proto->ReturnTypes.Size() == 1 && proto->ReturnTypes[0] == TypeState)
{ // Function returns a state
wantret = &ret[0];
retval = false; // this is a jump function which never affects the success state.
numret = 1;
}
else if (proto->ReturnTypes.Size() >= 1 &&
(proto->ReturnTypes[0] == TypeSInt32 || proto->ReturnTypes[0] == TypeUInt32 || proto->ReturnTypes[0] == TypeBool))
{ // Function returns an int or bool
wantret = &ret[1];
numret = 1;
}
try
{
state->CheckCallerType(actor, self);
if (state->ActionFunc->DefaultArgs.Size() > 0)
{
auto defs = state->ActionFunc->DefaultArgs;
auto index = actionParams.Reserve(defs.Size());
for (unsigned i = 0; i < defs.Size(); i++)
{
actionParams[i + index] = defs[i];
}
if (state->ActionFunc->ImplicitArgs >= 1)
{
actionParams[index] = actor;
}
if (state->ActionFunc->ImplicitArgs == 3)
{
actionParams[index + 1] = self;
actionParams[index + 2] = VMValue(&stp);
}
VMCallAction(state->ActionFunc, &actionParams[index], state->ActionFunc->DefaultArgs.Size(), wantret, numret);
actionParams.Clamp(index);
}
else
{
VMValue params[3] = { actor, self, VMValue(&stp) };
VMCallAction(state->ActionFunc, params, state->ActionFunc->ImplicitArgs, wantret, numret);
}
}
catch (CVMAbortException &err)
{
err.MaybePrintMessage();
err.stacktrace.AppendFormat("Called from state %s in inventory state chain in %s\n", FState::StaticGetStateName(state).GetChars(), self->GetClass()->TypeName.GetChars());
throw;
}
// 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;
}
self->state = savedstate;
return !!result;
}
DEFINE_ACTION_FUNCTION_NATIVE(ACustomInventory, CallStateChain, CallStateChain)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(affectee, AActor);
PARAM_POINTER(state, FState);
ACTION_RETURN_BOOL(CallStateChain(self, affectee, state));
}
//==========================================================================
//
// GetZAt
//
// NON-ACTION function to get the floor or ceiling z at (x, y) with
// relativity being an option.
//==========================================================================
enum GZFlags
{
GZF_ABSOLUTEPOS = 1, // Use the absolute position instead of an offsetted one.
GZF_ABSOLUTEANG = 1 << 1, // Don't add the actor's angle to the parameter.
GZF_CEILING = 1 << 2, // Check the ceiling instead of the floor.
GZF_3DRESTRICT = 1 << 3, // Ignore midtextures and 3D floors above the pointer's z.
GZF_NOPORTALS = 1 << 4, // Don't pass through any portals.
GZF_NO3DFLOOR = 1 << 5, // Pass all 3D floors.
};
DEFINE_ACTION_FUNCTION(AActor, GetZAt)
{
if (numret > 0)
{
assert(ret != NULL);
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(px);
PARAM_FLOAT(py);
PARAM_ANGLE(angle);
PARAM_INT(flags);
PARAM_INT(pick_pointer);
AActor *mobj = COPY_AAPTR(self, pick_pointer);
if (mobj == nullptr)
{
ret->SetFloat(0);
}
else
{
// [MC] At any time, the NextLowest/Highest functions could be changed to include
// more FFC flags to check. Don't risk it by just passing flags straight to it.
DVector2 pos = { px, py };
double z = 0.;
int pflags = (flags & GZF_3DRESTRICT) ? FFCF_3DRESTRICT : 0;
if (flags & GZF_NOPORTALS) pflags |= FFCF_NOPORTALS;
if (!(flags & GZF_ABSOLUTEPOS))
{
if (!(flags & GZF_ABSOLUTEANG))
{
angle += mobj->Angles.Yaw;
}
double s = angle.Sin();
double c = angle.Cos();
pos = mobj->Vec2Offset(pos.X * c + pos.Y * s, pos.X * s - pos.Y * c);
}
sector_t *sec = P_PointInSector(pos);
if (sec)
{
if (flags & GZF_CEILING)
{
if ((flags & GZF_NO3DFLOOR) && (flags & GZF_NOPORTALS))
{
z = sec->ceilingplane.ZatPoint(pos);
}
else if (flags & GZF_NO3DFLOOR)
{
z = HighestCeilingAt(sec, pos.X, pos.Y);
}
else
{ // [MC] Handle strict 3D floors and portal toggling via the flags passed to it.
z = NextHighestCeilingAt(sec, pos.X, pos.Y, mobj->Z(), mobj->Top(), pflags);
}
}
else
{
if ((flags & GZF_NO3DFLOOR) && (flags & GZF_NOPORTALS))
{
z = sec->floorplane.ZatPoint(pos);
}
else if (flags & GZF_NO3DFLOOR)
{
z = LowestFloorAt(sec, pos.X, pos.Y);
}
else
{
z = NextLowestFloorAt(sec, pos.X, pos.Y, mobj->Z(), pflags, mobj->MaxStepHeight);
}
}
}
ret->SetFloat(z);
return 1;
}
}
return 0;
}
//==========================================================================
//
// GetCrouchFactor
//
// NON-ACTION function to retrieve a player's crouching factor.
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, GetCrouchFactor)
{
if (numret > 0)
{
assert(ret != NULL);
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(ptr);
AActor *mobj = COPY_AAPTR(self, ptr);
if (!mobj || !mobj->player)
{
ret->SetFloat(1);
}
else
{
ret->SetFloat(mobj->player->crouchfactor);
}
return 1;
}
return 0;
}
//==========================================================================
//
// GetCVar
//
// NON-ACTION function that works like ACS's GetCVar.
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, GetCVar)
{
if (numret > 0)
{
assert(ret != nullptr);
PARAM_SELF_PROLOGUE(AActor);
PARAM_STRING(cvarname);
FBaseCVar *cvar = GetCVar(self, cvarname);
if (cvar == nullptr)
{
ret->SetFloat(0);
}
else
{
ret->SetFloat(cvar->GetGenericRep(CVAR_Float).Float);
}
return 1;
}
return 0;
}
//==========================================================================
//
// GetCVar
//
// NON-ACTION function that works like ACS's GetCVar.
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, GetCVarString)
{
if (numret > 0)
{
assert(ret != nullptr);
PARAM_SELF_PROLOGUE(AActor);
PARAM_STRING(cvarname);
FBaseCVar *cvar = GetCVar(self, cvarname);
if (cvar == nullptr)
{
ret->SetString("");
}
else
{
ret->SetString(cvar->GetGenericRep(CVAR_String).String);
}
return 1;
}
return 0;
}
//==========================================================================
//
// GetPlayerInput
//
// NON-ACTION function that works like ACS's GetPlayerInput.
// Takes a pointer as anyone may or may not be a player.
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, GetPlayerInput)
{
if (numret > 0)
{
assert(ret != nullptr);
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT (inputnum);
PARAM_INT(ptr);
AActor *mobj = COPY_AAPTR(self, ptr);
//Need a player.
if (!mobj || !mobj->player)
{
ret->SetInt(0);
}
else
{
ret->SetInt(P_Thing_CheckInputNum(mobj->player, inputnum));
}
return 1;
}
return 0;
}
//==========================================================================
//
// CountProximity
//
// NON-ACTION function of A_CheckProximity that returns how much it counts.
// Takes a pointer as anyone may or may not be a player.
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, CountProximity)
{
if (numret > 0)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS(classname, AActor);
PARAM_FLOAT(distance);
PARAM_INT(flags);
PARAM_INT(ptr);
AActor *mobj = COPY_AAPTR(self, ptr);
if (mobj == nullptr)
{
ret->SetInt(0);
}
else
{
ret->SetInt(P_Thing_CheckProximity(self, classname, distance, 0, flags, ptr, true));
}
return 1;
}
return 0;
}
//===========================================================================
//
// __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(AActor, __decorate_internal_int__)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(returnme);
ACTION_RETURN_INT(returnme);
}
DEFINE_ACTION_FUNCTION(AActor, __decorate_internal_bool__)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_BOOL(returnme);
ACTION_RETURN_BOOL(returnme);
}
DEFINE_ACTION_FUNCTION(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(AActor, A_RearrangePointers)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT (ptr_target);
PARAM_INT (ptr_master);
PARAM_INT (ptr_tracer);
PARAM_INT (flags);
// 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(AActor, A_TransferPointer)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT (ptr_source);
PARAM_INT (ptr_recipient);
PARAM_INT (ptr_sourcefield);
PARAM_INT (ptr_recipientfield);
PARAM_INT (flags);
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(AActor, A_CopyFriendliness)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT (ptr_source);
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;
}
//==========================================================================
//
// 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(AActor, A_PlaySoundEx)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_SOUND (soundid);
PARAM_NAME (channel);
PARAM_BOOL (looping);
PARAM_INT (attenuation_raw);
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(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(AActor, A_SeekerMissile)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(ang1);
PARAM_INT(ang2);
PARAM_INT(flags);
PARAM_INT(chance);
PARAM_INT(distance);
if ((flags & SMF_LOOK) && (self->tracer == nullptr) && (pr_seekermissile()<chance))
{
self->tracer = P_RoughMonsterSearch (self, distance, true);
}
if (!P_SeekerMissile(self, clamp<int>(ang1, 0, 90), clamp<int>(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_SELF_PROLOGUE(AActor);
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(AActor, A_Jump)
{
PARAM_ACTION_PROLOGUE(AActor);
PARAM_INT(maxchance);
PARAM_STATE_ACTION(jumpto);
if (maxchance >= 256 || pr_cajump() < maxchance)
{
ACTION_RETURN_STATE(jumpto);
}
ACTION_RETURN_STATE(NULL);
}
//==========================================================================
//
// A_RadiusDamageSelf
//
//==========================================================================
enum
{
RDSF_BFGDAMAGE = 1,
};
DEFINE_ACTION_FUNCTION(AActor, A_RadiusDamageSelf)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(damage);
PARAM_FLOAT(distance);
PARAM_INT(flags);
PARAM_CLASS(flashtype, AActor);
int i;
int damageSteps;
int actualDamage;
double actualDistance;
actualDistance = self->Distance3D(self->target);
if (actualDistance < distance)
{
// [XA] Decrease damage with distance. Use the BFG damage
// calculation formula if the flag is set (essentially
// a generalization of SMMU's BFG11K behavior, used
// with fraggle's blessing.)
damageSteps = damage - int(damage * actualDistance / distance);
if (flags & RDSF_BFGDAMAGE)
{
actualDamage = 0;
for (i = 0; i < damageSteps; ++i)
actualDamage += (pr_bfgselfdamage() & 7) + 1;
}
else
{
actualDamage = damageSteps;
}
// optional "flash" effect -- spawn an actor on
// the player to indicate bad things happened.
AActor *flash = NULL;
if(flashtype != NULL)
flash = Spawn(flashtype, self->target->PosPlusZ(self->target->Height / 4), ALLOW_REPLACE);
int dmgFlags = 0;
FName dmgType = NAME_BFGSplash;
if (flash != NULL)
{
if (flash->flags5 & MF5_PUFFGETSOWNER) flash->target = self->target;
if (flash->flags3 & MF3_FOILINVUL) dmgFlags |= DMG_FOILINVUL;
if (flash->flags7 & MF7_FOILBUDDHA) dmgFlags |= DMG_FOILBUDDHA;
dmgType = flash->DamageType;
}
int newdam = P_DamageMobj(self->target, self, self->target, actualDamage, dmgType, dmgFlags);
P_TraceBleed(newdam > 0 ? newdam : actualDamage, self->target, self);
}
return 0;
}
//==========================================================================
//
// 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,
CMF_BADPITCH = 256
};
DEFINE_ACTION_FUNCTION(AActor, A_SpawnProjectile)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS (ti, AActor);
PARAM_FLOAT (Spawnheight);
PARAM_FLOAT (Spawnofs_xy);
PARAM_ANGLE (Angle);
PARAM_INT (flags);
PARAM_ANGLE (Pitch);
PARAM_INT (ptr);
AActor *ref = COPY_AAPTR(self, ptr);
int aimmode = flags & CMF_AIMMODE;
AActor * targ;
AActor * missile = nullptr;
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 (!(flags & CMF_BADPITCH))
{
if (CMF_OFFSETPITCH & flags)
{
Pitch += missile->Vel.Pitch();
}
missilespeed = fabs(Pitch.Cos() * missile->Speed);
missile->Vel.Z = -Pitch.Sin() * missile->Speed;
}
else
{
// Replicate the bogus calculation from A_CustomMissile in its entirety.
// This tried to do the right thing but in the process effectively inverted the base pitch.
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);
}
ACTION_RETURN_OBJECT(missile);
}
//==========================================================================
//
// A fully customizable melee attack
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_CustomMeleeAttack)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT (damage);
PARAM_SOUND (meleesound);
PARAM_SOUND (misssound);
PARAM_NAME (damagetype);
PARAM_BOOL (bleed);
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(AActor, A_CustomComboAttack)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS (ti, AActor);
PARAM_FLOAT (spawnheight);
PARAM_INT (damage);
PARAM_SOUND (meleesound);
PARAM_NAME (damagetype);
PARAM_BOOL (bleed);
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;
}
//==========================================================================
//
// also for monsters
//
//==========================================================================
enum
{
CRF_DONTAIM = 0,
CRF_AIMPARALLEL = 1,
CRF_AIMDIRECT = 2,
CRF_EXPLICITANGLE = 4,
};
DEFINE_ACTION_FUNCTION(AActor, A_CustomRailgun)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT (damage);
PARAM_INT (spawnofs_xy)
PARAM_COLOR (color1)
PARAM_COLOR (color2)
PARAM_INT (flags)
PARAM_INT (aim)
PARAM_FLOAT (maxdiff)
PARAM_CLASS (pufftype, AActor)
PARAM_ANGLE (spread_xy)
PARAM_ANGLE (spread_z)
PARAM_FLOAT (range)
PARAM_INT (duration)
PARAM_FLOAT (sparsity)
PARAM_FLOAT (driftspeed)
PARAM_CLASS (spawnclass, AActor)
PARAM_FLOAT (spawnofs_z)
PARAM_INT (SpiralOffset)
PARAM_INT (limit)
PARAM_FLOAT (veleffect)
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 * veleffect, -self->target->Vel.Y * veleffect);
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 * veleffect, -self->target->Vel.Y * veleffect);
}
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.limit = 0;
P_RailAttack(&p);
self->SetXYZ(savedpos);
self->Angles.Yaw = saved_angle;
self->Angles.Pitch = saved_pitch;
return 0;
}
//===========================================================================
//
// A_Recoil
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_Recoil)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(xyvel);
self->Thrust(self->Angles.Yaw + 180., xyvel);
return 0;
}
///===========================================================================
//
// A_Print
//
//===========================================================================
EXTERN_CVAR(Float, con_midtime)
DEFINE_ACTION_FUNCTION(AActor, A_Print)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_STRING_VAL(text);
PARAM_FLOAT (time);
PARAM_NAME (fontname);
if (text[0] == '$') text = GStrings(&text[1]);
if (self->CheckLocalView (consoleplayer) ||
(self->target != NULL && self->target->CheckLocalView (consoleplayer)))
{
float saved = con_midtime;
FFont *font = NULL;
if (fontname != NAME_None)
{
font = V_GetFont(fontname);
}
if (time > 0)
{
con_midtime = float(time);
}
FString formatted = strbin1(text);
C_MidPrint(font != NULL ? font : SmallFont, formatted.GetChars());
con_midtime = saved;
}
return 0;
}
//===========================================================================
//
// A_PrintBold
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_PrintBold)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_STRING_VAL (text);
PARAM_FLOAT (time);
PARAM_NAME (fontname);
float saved = con_midtime;
FFont *font = NULL;
if (text[0] == '$') 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(AActor, A_Log)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_STRING_VAL(text);
PARAM_BOOL(local);
if (local && !self->CheckLocalView(consoleplayer)) return 0;
if (text[0] == '$') text = GStrings(&text[1]);
FString formatted = strbin1(text);
Printf("%s\n", formatted.GetChars());
return 0;
}
//=========================================================================
//
// A_LogInt
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_LogInt)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(num);
PARAM_BOOL(local);
if (local && !self->CheckLocalView(consoleplayer)) return 0;
Printf("%d\n", num);
return 0;
}
//=========================================================================
//
// A_LogFloat
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_LogFloat)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(num);
PARAM_BOOL(local);
if (local && !self->CheckLocalView(consoleplayer)) return 0;
IGNORE_FORMAT_PRE
Printf("%H\n", num);
IGNORE_FORMAT_POST
return 0;
}
//===========================================================================
//
// A_SetTranslucent
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SetTranslucent)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT (alpha);
PARAM_INT (mode);
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_SetRenderStyle
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SetRenderStyle)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(alpha);
PARAM_INT(mode);
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(AActor, A_FadeIn)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(reduce);
PARAM_INT(flags);
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(AActor, A_FadeOut)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(reduce);
PARAM_INT(flags);
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(AActor, A_FadeTo)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT (target);
PARAM_FLOAT (amount);
PARAM_INT (flags);
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_SpawnDebris
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SpawnDebris)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS (debris, AActor);
PARAM_BOOL (transfer_translation)
PARAM_FLOAT (mult_h)
PARAM_FLOAT (mult_v)
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->GetInfo()->NumOwnedStates)
{
mo->SetState (mo->GetInfo()->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,
SPF_NOTIMEFREEZE = 1 << 5,
};
DEFINE_ACTION_FUNCTION(AActor, A_SpawnParticle)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_COLOR (color);
PARAM_INT (flags)
PARAM_INT (lifetime)
PARAM_FLOAT (size)
PARAM_ANGLE (angle)
PARAM_FLOAT (xoff)
PARAM_FLOAT (yoff)
PARAM_FLOAT (zoff)
PARAM_FLOAT (xvel)
PARAM_FLOAT (yvel)
PARAM_FLOAT (zvel)
PARAM_FLOAT (accelx)
PARAM_FLOAT (accely)
PARAM_FLOAT (accelz)
PARAM_FLOAT (startalpha)
PARAM_FLOAT (fadestep)
PARAM_FLOAT (sizestep)
startalpha = clamp(startalpha, 0., 1.);
if (fadestep > 0) fadestep = clamp(fadestep, 0., 1.);
size = fabs(size);
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, startalpha, lifetime, size, fadestep, sizestep, flags);
}
return 0;
}
//===========================================================================
//
// A_CheckSight
// jumps if no player can see this actor
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, CheckIfSeen)
{
PARAM_SELF_PROLOGUE(AActor);
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_BOOL(false);
}
// 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_BOOL(false);
}
}
}
ACTION_RETURN_BOOL(true);
}
//===========================================================================
//
// 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(AActor, CheckSightOrRange)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(range);
PARAM_BOOL(twodi);
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_BOOL(false);
}
// 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_BOOL(false);
}
}
}
ACTION_RETURN_BOOL(true);
}
DEFINE_ACTION_FUNCTION(AActor, CheckRange)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(range);
PARAM_BOOL(twodi);
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_BOOL(false);
}
// 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_BOOL(false);
}
}
}
ACTION_RETURN_BOOL(true);
}
//===========================================================================
//
// Inventory drop
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_DropInventory)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS(drop, AActor);
PARAM_INT(amount);
if (drop)
{
auto inv = self->FindInventory(drop);
if (inv)
{
self->DropInventory(inv, amount);
}
}
return 0;
}
//===========================================================================
//
// A_SetBlend
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SetBlend)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_COLOR (color);
PARAM_FLOAT (alpha);
PARAM_INT (tics);
PARAM_COLOR (color2);
PARAM_FLOAT (alpha2);
if (color == MAKEARGB(255,255,255,255))
color = 0;
if (color2 == MAKEARGB(255,255,255,255))
color2 = 0;
// if (color2.a == 0)
// color2 = color;
Create<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, float(alpha2),
float(tics)/TICRATE, self, true);
return 0;
}
//===========================================================================
//
// A_CountdownArg
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_CountdownArg)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(cnt);
PARAM_STATE(state)
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
{
if (state == nullptr) state = self->FindState(NAME_Death);
self->SetState(state);
}
}
return 0;
}
//============================================================================
//
// A_Burst
//
//============================================================================
DEFINE_ACTION_FUNCTION(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<int> (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_Stop
// resets all velocity of the actor to 0
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_Stop)
{
PARAM_SELF_PROLOGUE(AActor);
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
//
//===========================================================================
enum RS_Flags
{
RSF_FOG=1,
RSF_KEEPTARGET=2,
RSF_TELEFRAG=4,
};
DEFINE_ACTION_FUNCTION(AActor, A_Respawn)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(flags);
bool oktorespawn = false;
DVector3 pos = self->Pos();
self->flags |= MF_SOLID;
self->Height = self->GetDefault()->Height;
self->radius = self->GetDefault()->radius;
self->RestoreSpecialPosition();
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->flags8 = defs->flags8;
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(AActor, PlayerSkinCheck)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_BOOL(self->player != NULL &&
Skins[self->player->userinfo.GetSkin()].othergame);
}
// [KS] *** Start of my modifications ***
//==========================================================================
//
// 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(AActor, 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_INT (flags)
PARAM_FLOAT (range)
PARAM_FLOAT (minrange)
PARAM_ANGLE (angle)
PARAM_ANGLE (pitch)
PARAM_FLOAT (offsetheight)
PARAM_FLOAT (offsetwidth)
PARAM_INT (ptr_target)
PARAM_FLOAT (offsetforward)
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_BOOL(false);
}
}
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_BOOL(false);
}
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_BOOL(false);
}
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_BOOL(true);
}
ACTION_RETURN_BOOL(false);
}
//==========================================================================
//
// 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(AActor, CheckIfTargetInLOS)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ANGLE (fov)
PARAM_INT (flags)
PARAM_FLOAT (dist_max)
PARAM_FLOAT (dist_close)
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_BOOL(false);
}
if ((flags & JLOSF_DEADNOJUMP) && (target->health <= 0))
{
ACTION_RETURN_BOOL(false);
}
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_BOOL(false);
}
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_BOOL(false);
}
// [FDARI] If actors share team, don't jump
if ((flags & JLOSF_ALLYNOJUMP) && self->IsFriend(target))
{
ACTION_RETURN_BOOL(false);
}
double distance = self->Distance3D(target);
if (dist_max && (distance > dist_max))
{
ACTION_RETURN_BOOL(false);
}
if (dist_close && (distance < dist_close))
{
if (flags & JLOSF_CLOSENOJUMP)
{
ACTION_RETURN_BOOL(false);
}
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_BOOL(false);
}
if (flags & JLOSF_FLIPFOV)
{
if (viewport == self) { viewport = target; target = self; }
else { target = viewport; viewport = self; }
}
fov = MIN<DAngle>(fov, 360.);
if (fov > 0)
{
DAngle an = absangle(viewport->AngleTo(target), viewport->Angles.Yaw);
if (an > (fov / 2))
{
ACTION_RETURN_BOOL(false); // [KS] Outside of FOV - return
}
}
ACTION_RETURN_BOOL(true);
}
//==========================================================================
//
// A_JumpIfInTargetLOS (state label, optional fixed fov, optional int flags
// optional fixed dist_max, optional fixed dist_close)
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, CheckIfInTargetLOS)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ANGLE (fov)
PARAM_INT (flags)
PARAM_FLOAT (dist_max)
PARAM_FLOAT (dist_close)
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_BOOL(false);
}
if ((flags & JLOSF_DEADNOJUMP) && (target->health <= 0))
{
ACTION_RETURN_BOOL(false);
}
double distance = self->Distance3D(target);
if (dist_max && (distance > dist_max))
{
ACTION_RETURN_BOOL(false);
}
bool doCheckSight = !(flags & JLOSF_NOSIGHT);
if (dist_close && (distance < dist_close))
{
if (flags & JLOSF_CLOSENOJUMP)
{
ACTION_RETURN_BOOL(false);
}
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_BOOL(false); // [KS] Outside of FOV - return
}
}
if (doCheckSight && !P_CheckSight (target, self, SF_IGNOREVISIBILITY))
{
ACTION_RETURN_BOOL(false);
}
ACTION_RETURN_BOOL(true);
}
//===========================================================================
//
// A_ChangeFlag
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_ChangeFlag)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_STRING (flagname);
PARAM_BOOL (value);
ModActorFlag(self, flagname, value);
return 0;
}
//===========================================================================
//
// A_CheckFlag
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, CheckFlag)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_STRING (flagname);
PARAM_INT (checkpointer);
AActor *owner = COPY_AAPTR(self, checkpointer);
ACTION_RETURN_BOOL(owner != nullptr && CheckActorFlag(owner, flagname));
}
DEFINE_ACTION_FUNCTION(AActor, A_ChangeCountFlags)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(kill);
PARAM_INT(item);
PARAM_INT(secret);
if (self->CountsAsKill() && self->health > 0) --level.total_monsters;
if (self->flags & MF_COUNTITEM) --level.total_items;
if (self->flags5 & MF5_COUNTSECRET) --level.total_secrets;
if (kill != -1)
{
if (kill == 0) self->flags &= ~MF_COUNTKILL;
else self->flags |= MF_COUNTKILL;
}
if (item != -1)
{
if (item == 0) self->flags &= ~MF_COUNTITEM;
else self->flags |= MF_COUNTITEM;
}
if (secret != -1)
{
if (secret == 0) self->flags5 &= ~MF5_COUNTSECRET;
else self->flags5 |= MF5_COUNTSECRET;
}
if (self->CountsAsKill() && self->health > 0) ++level.total_monsters;
if (self->flags & MF_COUNTITEM) ++level.total_items;
if (self->flags5 & MF5_COUNTSECRET) ++level.total_secrets;
return 0;
}
//===========================================================================
//
// A_RaiseMaster
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_RaiseMaster)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(flags);
if (self->master != NULL)
{
P_Thing_Raise(self->master, self, flags);
}
return 0;
}
//===========================================================================
//
// A_RaiseChildren
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_RaiseChildren)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(flags);
TThinkerIterator<AActor> it;
AActor *mo;
while ((mo = it.Next()) != NULL)
{
if (mo->master == self)
{
P_Thing_Raise(mo, self, flags);
}
}
return 0;
}
//===========================================================================
//
// A_RaiseSiblings
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_RaiseSiblings)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(flags);
TThinkerIterator<AActor> it;
AActor *mo;
if (self->master != NULL)
{
while ((mo = it.Next()) != NULL)
{
if (mo->master == self->master && mo != self)
{
P_Thing_Raise(mo, self, flags);
}
}
}
return 0;
}
//===========================================================================
//
// A_RaiseSelf
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_RaiseSelf)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(flags);
ACTION_RETURN_BOOL(P_Thing_Raise(self, self, flags));
}
//===========================================================================
//
// RaiseActor
//
// Generalized version that allows passing pointers for ZScript's sake.
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, RaiseActor)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(other, AActor);
PARAM_INT(flags);
ACTION_RETURN_BOOL(P_Thing_Raise(other, self, flags));
}
//===========================================================================
//
// CanRaise
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, CanRaise)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_BOOL(P_Thing_CanRaise(self));
}
//===========================================================================
//
// A_MonsterRefire
//
// Keep firing unless target got out of sight
//
//===========================================================================
DEFINE_ACTION_FUNCTION(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(AActor, A_SetAngle)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(angle);
PARAM_INT(flags);
PARAM_INT(ptr);
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(AActor, A_SetPitch)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(pitch);
PARAM_INT(flags);
PARAM_INT(ptr);
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(AActor, A_SetRoll)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT (roll);
PARAM_INT (flags);
PARAM_INT (ptr) ;
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(AActor, A_ScaleVelocity)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(scale);
PARAM_INT(ptr);
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(AActor, A_ChangeVelocity)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT (x)
PARAM_FLOAT (y)
PARAM_FLOAT (z)
PARAM_INT (flags)
PARAM_INT (ptr)
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_SetUserVar
//
//===========================================================================
static PField *GetVar(DObject *self, FName varname)
{
PField *var = dyn_cast<PField>(self->GetClass()->FindSymbol(varname, true));
if (var == NULL || (var->Flags & (VARF_Native | VARF_Private | VARF_Protected | VARF_Static)) || !var->Type->isScalar())
{
Printf("%s is not a user variable in class %s\n", varname.GetChars(),
self->GetClass()->TypeName.GetChars());
return nullptr;
}
return var;
}
DEFINE_ACTION_FUNCTION(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<uint8_t *>(self) + var->Offset, value);
}
return 0;
}
DEFINE_ACTION_FUNCTION(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<uint8_t *>(self) + var->Offset, value);
}
return 0;
}
//===========================================================================
//
// A_SetUserArray
//
//===========================================================================
static PField *GetArrayVar(DObject *self, FName varname, int pos)
{
PField *var = dyn_cast<PField>(self->GetClass()->FindSymbol(varname, true));
if (var == NULL || (var->Flags & (VARF_Native | VARF_Private | VARF_Protected | VARF_Static)) ||
!var->Type->isArray() || !static_cast<PArray *>(var->Type)->ElementType->isScalar())
{
Printf("%s is not a user array in class %s\n", varname.GetChars(),
self->GetClass()->TypeName.GetChars());
return nullptr;
}
if ((unsigned)pos >= static_cast<PArray *>(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(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<PArray *>(var->Type);
arraytype->ElementType->SetValue(reinterpret_cast<uint8_t *>(self) + var->Offset + arraytype->ElementSize * pos, value);
}
return 0;
}
DEFINE_ACTION_FUNCTION(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<PArray *>(var->Type);
arraytype->ElementType->SetValue(reinterpret_cast<uint8_t *>(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(AActor, A_Teleport)
{
PARAM_ACTION_PROLOGUE(AActor);
PARAM_STATE_ACTION (teleport_state)
PARAM_CLASS (target_type, AActor)
PARAM_CLASS (fog_type, AActor)
PARAM_INT (flags)
PARAM_FLOAT (mindist)
PARAM_FLOAT (maxdist)
PARAM_INT (ptr)
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);
}
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);
}
return numret;
}
}
if (numret > 1)
{
ret[1].SetInt(tele_result);
}
return numret;
}
//===========================================================================
//
// A_Quake
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_Quake)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT (intensity);
PARAM_INT (duration);
PARAM_INT (damrad);
PARAM_INT (tremrad);
PARAM_SOUND (sound);
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(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(sound);
PARAM_INT(flags);
PARAM_FLOAT(mulWaveX);
PARAM_FLOAT(mulWaveY);
PARAM_FLOAT(mulWaveZ);
PARAM_INT(falloff);
PARAM_INT(highpoint);
PARAM_FLOAT(rollIntensity);
PARAM_FLOAT(rollWave);
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
{
FLinkContext ctx;
self->UnlinkFromWorld (&ctx);
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 (&ctx);
}
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(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(AActor, A_LineEffect)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(special);
PARAM_INT(tag);
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(AActor, A_WolfAttack)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT (flags)
PARAM_SOUND (sound)
PARAM_FLOAT (snipe)
PARAM_INT (maxdamage)
PARAM_INT (blocksize)
PARAM_INT (pointblank)
PARAM_INT (longrange)
PARAM_FLOAT (runspeed)
PARAM_CLASS (pufftype, AActor)
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<32>
// 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(AActor, A_Warp)
{
PARAM_ACTION_PROLOGUE(AActor);
PARAM_INT(destination_selector);
PARAM_FLOAT(xofs)
PARAM_FLOAT(yofs)
PARAM_FLOAT(zofs)
PARAM_ANGLE(angle)
PARAM_INT(flags)
PARAM_STATE_ACTION(success_state)
PARAM_FLOAT(heightoffset)
PARAM_FLOAT(radiusoffset)
PARAM_ANGLE(pitch)
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);
}
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);
}
}
else if (numret > 1)
{
ret[1].SetInt(true);
}
}
return numret;
}
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_KILLED |
RGF_MISSILES |
RGF_ITEMS,
};
static bool DoRadiusGive(AActor *self, AActor *thing, PClassActor *item, int amount, double distance, int flags, PClassActor *filter, FName species, double mindist)
{
bool doPass = false;
// Always allow self to give, no matter what other flags are specified. Otherwise, not at all.
if (thing == self)
{
if (!(flags & RGF_GIVESELF))
return false;
doPass = true;
}
else if (thing->flags & MF_MISSILE)
{
if (!(flags & RGF_MISSILES))
return false;
doPass = true;
}
else if (((flags & RGF_ITEMS) && thing->IsKindOf(NAME_Inventory)) ||
((flags & RGF_CORPSES) && thing->flags & MF_CORPSE) ||
((flags & RGF_KILLED) && thing->flags6 & MF6_KILLED))
{
doPass = true;
}
else if ((flags & (RGF_MONSTERS | RGF_OBJECTS | RGF_PLAYERS | RGF_VOODOO)))
{
// Make sure it's alive as we're not looking for corpses or killed here.
if (!doPass && thing->health > 0)
{
if (thing->player != nullptr)
{
if (((flags & RGF_PLAYERS) && (thing->player->mo == thing)) ||
((flags & RGF_VOODOO) && (thing->player->mo != thing)))
{
doPass = true;
}
}
else
{
if (((flags & RGF_MONSTERS) && (thing->flags3 & MF3_ISMONSTER)) ||
((flags & RGF_OBJECTS) && (!(thing->flags3 & MF3_ISMONSTER)) &&
(thing->flags & MF_SHOOTABLE || thing->flags6 & MF6_VULNERABLE)))
{
doPass = true;
}
}
}
}
// Nothing matched up so don't bother with the rest.
if (!doPass)
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;
}
if ((thing != self) && (flags & (RGF_NOTARGET | RGF_NOMASTER | RGF_NOTRACER)))
{
//Check for target, master, and tracer flagging.
bool targetPass = true;
bool masterPass = true;
bool tracerPass = true;
bool ptrPass = false;
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;
}
if (doPass)
{
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.
auto gift = Spawn(item);
if (gift->IsKindOf(NAME_Health))
{
gift->IntVar(NAME_Amount) *= amount;
}
else
{
gift->IntVar(NAME_Amount) = amount;
}
gift->flags |= MF_DROPPED;
gift->ClearCounters();
if (!CallTryPickup(gift, thing))
{
gift->Destroy();
return false;
}
else
{
return true;
}
}
}
return false;
}
DEFINE_ACTION_FUNCTION(AActor, A_RadiusGive)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS (item, AActor);
PARAM_FLOAT (distance);
PARAM_INT (flags);
PARAM_INT (amount);
PARAM_CLASS (filter, AActor);
PARAM_NAME (species);
PARAM_FLOAT (mindist);
PARAM_INT (limit);
// We need a valid item, valid targets, and a valid range
if (item == nullptr || (flags & RGF_MASK) == 0 || !flags || distance <= 0 || mindist >= distance || !item->IsDescendantOf(NAME_Inventory))
{
ACTION_RETURN_INT(0);
}
bool unlimited = (limit <= 0);
if (amount == 0)
{
amount = 1;
}
AActor *thing;
int given = 0;
if (flags & RGF_MISSILES)
{
TThinkerIterator<AActor> it;
while ((thing = it.Next()) && ((unlimited) || (given < limit)))
{
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)) && ((unlimited) || (given < limit)))
{
given += DoRadiusGive(self, cres.thing, item, amount, distance, flags, filter, species, mindist);
}
}
ACTION_RETURN_INT(given);
}
//==========================================================================
//
// A_SetTics
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SetTics)
{
PARAM_ACTION_PROLOGUE(AActor);
PARAM_INT(tics_to_set);
if (ACTION_CALL_FROM_PSPRITE())
{
DPSprite *pspr = self->player->FindPSprite(stateinfo->mPSPIndex);
if (pspr != nullptr)
{
pspr->Tics = tics_to_set;
return 0;
}
}
else if (ACTION_CALL_FROM_ACTOR())
{
// Just set tics for self.
self->tics = tics_to_set;
}
// for inventory state chains this needs to be ignored.
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.
DMSS_INFLICTORDMGTYPE = 512, //Ignore the passed damagetype and use the inflictor's instead.
};
static void DoDamage(AActor *dmgtarget, AActor *inflictor, AActor *source, 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.
if (flags & DMSS_INFLICTORDMGTYPE)
DamageType = inflictor->DamageType;
P_DamageMobj(dmgtarget, inflictor, source, amount, DamageType, dmgFlags);
}
else if (amount < 0)
{
amount = -amount;
P_GiveBody(dmgtarget, amount);
}
}
}
//===========================================================================
//
//
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_DamageSelf)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT (amount);
PARAM_NAME (damagetype)
PARAM_INT (flags)
PARAM_CLASS (filter, AActor)
PARAM_NAME (species)
PARAM_INT (src)
PARAM_INT (inflict)
AActor *source = COPY_AAPTR(self, src);
AActor *inflictor = COPY_AAPTR(self, inflict);
DoDamage(self, inflictor, source, amount, damagetype, flags, filter, species);
return 0;
}
//===========================================================================
//
//
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_DamageTarget)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT (amount);
PARAM_NAME (damagetype)
PARAM_INT (flags)
PARAM_CLASS (filter, AActor)
PARAM_NAME (species)
PARAM_INT (src)
PARAM_INT (inflict)
AActor *source = COPY_AAPTR(self, src);
AActor *inflictor = COPY_AAPTR(self, inflict);
if (self->target != NULL)
DoDamage(self->target, inflictor, source, amount, damagetype, flags, filter, species);
return 0;
}
//===========================================================================
//
//
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_DamageTracer)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT (amount);
PARAM_NAME (damagetype)
PARAM_INT (flags)
PARAM_CLASS (filter, AActor)
PARAM_NAME (species)
PARAM_INT (src)
PARAM_INT (inflict)
AActor *source = COPY_AAPTR(self, src);
AActor *inflictor = COPY_AAPTR(self, inflict);
if (self->tracer != NULL)
DoDamage(self->tracer, inflictor, source, amount, damagetype, flags, filter, species);
return 0;
}
//===========================================================================
//
//
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_DamageMaster)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT (amount);
PARAM_NAME (damagetype)
PARAM_INT (flags)
PARAM_CLASS (filter, AActor)
PARAM_NAME (species)
PARAM_INT (src)
PARAM_INT (inflict)
AActor *source = COPY_AAPTR(self, src);
AActor *inflictor = COPY_AAPTR(self, inflict);
if (self->master != NULL)
DoDamage(self->master, inflictor, source, amount, damagetype, flags, filter, species);
return 0;
}
//===========================================================================
//
//
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_DamageChildren)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT (amount);
PARAM_NAME (damagetype)
PARAM_INT (flags)
PARAM_CLASS (filter, AActor)
PARAM_NAME (species)
PARAM_INT (src)
PARAM_INT (inflict)
AActor *source = COPY_AAPTR(self, src);
AActor *inflictor = COPY_AAPTR(self, inflict);
TThinkerIterator<AActor> it;
AActor *mo;
while ( (mo = it.Next()) )
{
if (mo->master == self)
DoDamage(mo, inflictor, source, amount, damagetype, flags, filter, species);
}
return 0;
}
//===========================================================================
//
//
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_DamageSiblings)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT (amount);
PARAM_NAME (damagetype)
PARAM_INT (flags)
PARAM_CLASS (filter, AActor)
PARAM_NAME (species)
PARAM_INT (src)
PARAM_INT (inflict)
AActor *source = COPY_AAPTR(self, src);
AActor *inflictor = COPY_AAPTR(self, inflict);
TThinkerIterator<AActor> it;
AActor *mo;
if (self->master != NULL)
{
while ((mo = it.Next()))
{
if (mo->master == self->master && mo != self)
DoDamage(mo, inflictor, source, 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 *inflictor, AActor *source, 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 (flags & KILS_FOILINVUL)
dmgFlags |= DMG_FOILINVUL;
if (flags & 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, inflictor, source, killtarget->health, damagetype, dmgFlags);
}
}
}
//===========================================================================
//
// A_KillTarget(damagetype, int flags)
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_KillTarget)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_NAME (damagetype)
PARAM_INT (flags)
PARAM_CLASS (filter, AActor)
PARAM_NAME (species)
PARAM_INT (src)
PARAM_INT (inflict)
AActor *source = COPY_AAPTR(self, src);
AActor *inflictor = COPY_AAPTR(self, inflict);
if (self->target != NULL)
DoKill(self->target, inflictor, source, damagetype, flags, filter, species);
return 0;
}
//===========================================================================
//
// A_KillTracer(damagetype, int flags)
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_KillTracer)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_NAME (damagetype)
PARAM_INT (flags)
PARAM_CLASS (filter, AActor)
PARAM_NAME (species)
PARAM_INT (src)
PARAM_INT (inflict)
AActor *source = COPY_AAPTR(self, src);
AActor *inflictor = COPY_AAPTR(self, inflict);
if (self->tracer != NULL)
DoKill(self->tracer, inflictor, source, damagetype, flags, filter, species);
return 0;
}
//===========================================================================
//
// A_KillMaster(damagetype, int flags)
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_KillMaster)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_NAME (damagetype)
PARAM_INT (flags)
PARAM_CLASS (filter, AActor)
PARAM_NAME (species)
PARAM_INT (src)
PARAM_INT (inflict)
AActor *source = COPY_AAPTR(self, src);
AActor *inflictor = COPY_AAPTR(self, inflict);
if (self->master != NULL)
DoKill(self->master, inflictor, source, damagetype, flags, filter, species);
return 0;
}
//===========================================================================
//
// A_KillChildren(damagetype, int flags)
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_KillChildren)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_NAME (damagetype)
PARAM_INT (flags)
PARAM_CLASS (filter, AActor)
PARAM_NAME (species)
PARAM_INT (src)
PARAM_INT (inflict)
AActor *source = COPY_AAPTR(self, src);
AActor *inflictor = COPY_AAPTR(self, inflict);
TThinkerIterator<AActor> it;
AActor *mo;
while ( (mo = it.Next()) )
{
if (mo->master == self)
{
DoKill(mo, inflictor, source, damagetype, flags, filter, species);
}
}
return 0;
}
//===========================================================================
//
// A_KillSiblings(damagetype, int flags)
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_KillSiblings)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_NAME (damagetype)
PARAM_INT (flags)
PARAM_CLASS (filter, AActor)
PARAM_NAME (species)
PARAM_INT (src)
PARAM_INT (inflict)
AActor *source = COPY_AAPTR(self, src);
AActor *inflictor = COPY_AAPTR(self, inflict);
TThinkerIterator<AActor> it;
AActor *mo;
if (self->master != NULL)
{
while ( (mo = it.Next()) )
{
if (mo->master == self->master && mo != self)
{
DoKill(mo, inflictor, source, 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(AActor, A_RemoveTarget)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(flags);
PARAM_CLASS(filter, AActor);
PARAM_NAME(species);
if (self->target != NULL)
{
DoRemove(self->target, flags, filter, species);
}
return 0;
}
//===========================================================================
//
// A_RemoveTracer
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_RemoveTracer)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(flags);
PARAM_CLASS(filter, AActor);
PARAM_NAME(species);
if (self->tracer != NULL)
{
DoRemove(self->tracer, flags, filter, species);
}
return 0;
}
//===========================================================================
//
// A_RemoveMaster
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_RemoveMaster)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(flags);
PARAM_CLASS(filter, AActor);
PARAM_NAME(species);
if (self->master != NULL)
{
DoRemove(self->master, flags, filter, species);
}
return 0;
}
//===========================================================================
//
// A_RemoveChildren
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_RemoveChildren)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_BOOL(removeall);
PARAM_INT(flags);
PARAM_CLASS(filter, AActor);
PARAM_NAME(species);
TThinkerIterator<AActor> 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(AActor, A_RemoveSiblings)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_BOOL(removeall);
PARAM_INT(flags);
PARAM_CLASS(filter, AActor);
PARAM_NAME(species);
TThinkerIterator<AActor> 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(AActor, A_Remove)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(removee);
PARAM_INT(flags);
PARAM_CLASS(filter, AActor);
PARAM_NAME(species);
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(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_SELF_PROLOGUE(AActor);
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.
//===========================================================================
//===========================================================================
// A_SetHealth
//
// Changes the health of the actor.
// Takes a pointer as well.
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SetHealth)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT (health);
PARAM_INT (ptr);
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(AActor, A_ResetHealth)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(ptr);
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_SetSpecies(str species, ptr)
//
// Sets the species of the calling actor('s pointer).
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SetSpecies)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_NAME(species);
PARAM_INT(ptr);
AActor *mobj = COPY_AAPTR(self, ptr);
if (!mobj)
{
return 0;
}
mobj->Species = species;
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(AActor, A_SetChaseThreshold)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(threshold);
PARAM_BOOL(def);
PARAM_INT(ptr);
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.
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, CheckProximity)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS(classname, AActor);
PARAM_FLOAT(distance);
PARAM_INT(count);
PARAM_INT(flags);
PARAM_INT(ptr);
ACTION_RETURN_BOOL(!!P_Thing_CheckProximity(self, classname, distance, count, flags, ptr));
}
/*===========================================================================
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(AActor, CheckBlock)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(flags)
PARAM_INT(ptr)
PARAM_FLOAT(xofs)
PARAM_FLOAT(yofs)
PARAM_FLOAT(zofs)
PARAM_ANGLE(angle)
AActor *mobj = COPY_AAPTR(self, ptr);
//Needs at least one state jump to work.
if (!mobj)
{
ACTION_RETURN_BOOL(false);
}
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.
int 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_BOOL(false);
}
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] 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.
ACTION_RETURN_BOOL((!(flags & CBF_NOACTORS) && (mobj->BlockingMobj)) || (!(flags & CBF_NOLINES) && mobj->BlockingLine != NULL) ||
((flags & CBF_DROPOFF) && !checker));
}
//===========================================================================
//
// 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(AActor, A_FaceMovementDirection)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ANGLE(offset)
PARAM_ANGLE(anglelimit)
PARAM_ANGLE(pitchlimit)
PARAM_INT(flags)
PARAM_INT(ptr)
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;
}
mobj->SetAngle(current, !!(flags & FMDF_INTERPOLATE));
}
else
mobj->SetAngle(angle + offset, !!(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);
}
//==========================================================================
//
// A_CopySpriteFrame(from, to, flags)
//
// Copies the sprite and/or frame from one pointer to another.
//==========================================================================
enum CPSFFlags
{
CPSF_NOSPRITE = 1,
CPSF_NOFRAME = 1 << 1,
};
DEFINE_ACTION_FUNCTION(AActor, A_CopySpriteFrame)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(from);
PARAM_INT(to);
PARAM_INT(flags);
AActor *copyfrom = COPY_AAPTR(self, from);
AActor *copyto = COPY_AAPTR(self, to);
if (copyfrom == copyto || copyfrom == nullptr || copyto == nullptr || ((flags & CPSF_NOSPRITE) && (flags & CPSF_NOFRAME)))
{
ACTION_RETURN_BOOL(false);
}
if (!(flags & CPSF_NOSPRITE)) copyto->sprite = copyfrom->sprite;
if (!(flags & CPSF_NOFRAME)) copyto->frame = copyfrom->frame;
ACTION_RETURN_BOOL(true);
}
//==========================================================================
//
// A_SetMaskRotation(anglestart, angleend, pitchstart, pitchend, flags, ptr)
//
// Specifies how much to fake a sprite rotation.
//==========================================================================
enum VRFFlags
{
VRF_NOANGLESTART = 1,
VRF_NOANGLEEND = 1 << 1,
VRF_NOPITCHSTART = 1 << 2,
VRF_NOPITCHEND = 1 << 3,
};
DEFINE_ACTION_FUNCTION(AActor, A_SetVisibleRotation)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ANGLE(anglestart)
PARAM_ANGLE(angleend)
PARAM_ANGLE(pitchstart)
PARAM_ANGLE(pitchend)
PARAM_INT(flags)
PARAM_INT(ptr)
AActor *mobj = COPY_AAPTR(self, ptr);
if (mobj == nullptr)
{
ACTION_RETURN_BOOL(false);
}
if (!(flags & VRF_NOANGLESTART))
{
mobj->VisibleStartAngle = anglestart;
}
if (!(flags & VRF_NOANGLEEND))
{
mobj->VisibleEndAngle = angleend;
}
if (!(flags & VRF_NOPITCHSTART))
{
mobj->VisibleStartPitch = pitchstart;
}
if (!(flags & VRF_NOPITCHEND))
{
mobj->VisibleEndPitch = pitchend;
}
ACTION_RETURN_BOOL(true);
}
//==========================================================================
//
//
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SetTranslation)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_NAME(trname);
self->SetTranslation(trname);
return 0;
}
//==========================================================================
//
//
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_CheckTerrain)
{
PARAM_SELF_PROLOGUE(AActor);
sector_t *sec = self->Sector;
if (self->Z() == sec->floorplane.ZatPoint(self) && sec->PortalBlocksMovement(sector_t::floor))
{
if (sec->special == Damage_InstantDeath)
{
P_DamageMobj(self, NULL, NULL, 999, NAME_InstantDeath);
}
else if (sec->special == Scroll_StrifeCurrent)
{
int anglespeed = tagManager.GetFirstSectorTag(sec) - 100;
double speed = (anglespeed % 10) / 16.;
DAngle an = (anglespeed / 10) * (360 / 8.);
self->Thrust(an, speed);
}
}
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_SetSize)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(newradius);
PARAM_FLOAT(newheight);
PARAM_BOOL(testpos);
if (newradius < 0.) newradius = self->radius;
if (newheight < 0.) newheight = self->Height;
double oldradius = self->radius;
double oldheight = self->Height;
FLinkContext ctx;
self->UnlinkFromWorld(&ctx);
self->radius = newradius;
self->Height = newheight;
self->LinkToWorld(&ctx);
if (testpos && !P_TestMobjLocation(self))
{
self->UnlinkFromWorld(&ctx);
self->radius = oldradius;
self->Height = oldheight;
self->LinkToWorld(&ctx);
ACTION_RETURN_BOOL(false);
}
if (self->player && self->player->mo == self)
{
self->player->mo->FullHeight = newheight;
}
ACTION_RETURN_BOOL(true);
}
DEFINE_ACTION_FUNCTION(AActor, SetCamera)
{
PARAM_ACTION_PROLOGUE(AActor);
PARAM_OBJECT(cam, AActor);
PARAM_BOOL(revert);
if (self->player == nullptr || self->player->mo != self) return 0;
if (cam == nullptr)
{
cam = self;
revert = false;
}
AActor *oldcamera = self->player->camera;
self->player->camera = cam;
if (revert) self->player->cheats |= CF_REVERTPLEASE;
if (oldcamera != cam)
{
R_ClearPastViewer(cam);
}
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_SprayDecal)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_STRING(name);
PARAM_FLOAT(dist);
SprayDecal(self, name, dist);
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_SetMugshotState)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_STRING(name);
if (self->CheckLocalView(consoleplayer))
StatusBar->SetMugShotState(name);
return 0;
}
// This needs to account for the fact that internally renderstyles are stored as a series of operations,
// but the script side only cares about symbolic constants.
DEFINE_ACTION_FUNCTION(AActor, GetRenderStyle)
{
PARAM_SELF_PROLOGUE(AActor);
for(unsigned i=0;i<STYLE_Count;i++)
{
if (self->RenderStyle == LegacyRenderStyles[i]) ACTION_RETURN_INT(i);
}
ACTION_RETURN_INT(-1); // no symbolic constant exists to handle this style.
}