gzdoom/src/p_mobj.cpp

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Moving object handling. Spawn functions.
//
//-----------------------------------------------------------------------------
// HEADER FILES ------------------------------------------------------------
#include <float.h>
#include "templates.h"
#include "i_system.h"
#include "m_random.h"
#include "doomdef.h"
#include "p_local.h"
#include "p_maputl.h"
#include "p_lnspec.h"
#include "p_effect.h"
#include "p_terrain.h"
#include "st_stuff.h"
#include "hu_stuff.h"
#include "s_sound.h"
#include "doomstat.h"
#include "v_video.h"
#include "c_cvars.h"
#include "c_dispatch.h"
#include "b_bot.h" //Added by MC:
#include "stats.h"
#include "a_sharedglobal.h"
#include "gi.h"
#include "sbar.h"
#include "p_acs.h"
#include "cmdlib.h"
#include "decallib.h"
#include "a_keys.h"
#include "p_conversation.h"
#include "g_game.h"
#include "teaminfo.h"
#include "r_data/r_translate.h"
#include "r_sky.h"
#include "g_level.h"
#include "d_event.h"
#include "colormatcher.h"
#include "v_palette.h"
#include "p_enemy.h"
#include "gstrings.h"
#include "r_data/colormaps.h"
#include "r_renderer.h"
#include "po_man.h"
#include "p_spec.h"
#include "p_checkposition.h"
#include "serializer.h"
#include "r_utility.h"
#include "thingdef.h"
#include "d_player.h"
#include "virtual.h"
#include "g_levellocals.h"
#include "a_morph.h"
// MACROS ------------------------------------------------------------------
#define WATER_SINK_FACTOR 0.125
#define WATER_SINK_SMALL_FACTOR 0.25
#define WATER_SINK_SPEED 0.5
#define WATER_JUMP_SPEED 3.5
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
void G_PlayerReborn (int player);
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static void PlayerLandedOnThing (AActor *mo, AActor *onmobj);
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
extern int BotWTG;
EXTERN_CVAR (Int, cl_rockettrails)
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static FRandom pr_explodemissile ("ExplodeMissile");
FRandom pr_bounce ("Bounce");
static FRandom pr_reflect ("Reflect");
static FRandom pr_nightmarerespawn ("NightmareRespawn");
static FRandom pr_botspawnmobj ("BotSpawnActor");
static FRandom pr_spawnmapthing ("SpawnMapThing");
static FRandom pr_spawnpuff ("SpawnPuff");
static FRandom pr_spawnblood ("SpawnBlood");
static FRandom pr_splatter ("BloodSplatter");
static FRandom pr_takedamage ("TakeDamage");
static FRandom pr_splat ("FAxeSplatter");
static FRandom pr_ripperblood ("RipperBlood");
static FRandom pr_chunk ("Chunk");
static FRandom pr_checkmissilespawn ("CheckMissileSpawn");
static FRandom pr_spawnmissile ("SpawnMissile");
static FRandom pr_missiledamage ("MissileDamage");
static FRandom pr_multiclasschoice ("MultiClassChoice");
static FRandom pr_rockettrail("RocketTrail");
static FRandom pr_uniquetid("UniqueTID");
// PUBLIC DATA DEFINITIONS -------------------------------------------------
FRandom pr_spawnmobj ("SpawnActor");
CUSTOM_CVAR (Float, sv_gravity, 800.f, CVAR_SERVERINFO|CVAR_NOSAVE)
{
level.gravity = self;
}
CVAR (Bool, cl_missiledecals, true, CVAR_ARCHIVE)
CVAR (Bool, addrocketexplosion, false, CVAR_ARCHIVE)
CVAR (Int, cl_pufftype, 0, CVAR_ARCHIVE);
CVAR (Int, cl_bloodtype, 0, CVAR_ARCHIVE);
// CODE --------------------------------------------------------------------
IMPLEMENT_CLASS(AActor, false, true)
IMPLEMENT_POINTERS_START(AActor)
IMPLEMENT_POINTER(target)
IMPLEMENT_POINTER(lastenemy)
IMPLEMENT_POINTER(tracer)
IMPLEMENT_POINTER(goal)
IMPLEMENT_POINTER(LastLookActor)
IMPLEMENT_POINTER(Inventory)
IMPLEMENT_POINTER(LastHeard)
IMPLEMENT_POINTER(master)
IMPLEMENT_POINTER(Poisoner)
IMPLEMENT_POINTER(DamageFunc)
IMPLEMENT_POINTER(alternative)
IMPLEMENT_POINTER(TeleFogSourceType)
IMPLEMENT_POINTER(TeleFogDestType)
IMPLEMENT_POINTERS_END
AActor::~AActor ()
{
// Please avoid calling the destructor directly (or through delete)!
// Use Destroy() instead.
}
extern FFlagDef InternalActorFlagDefs[];
extern FFlagDef ActorFlagDefs[];
DEFINE_FIELD(AActor, snext)
DEFINE_FIELD(AActor, player)
DEFINE_FIELD_NAMED(AActor, __Pos, pos)
DEFINE_FIELD_NAMED(AActor, __Pos.X, x)
DEFINE_FIELD_NAMED(AActor, __Pos.Y, y)
DEFINE_FIELD_NAMED(AActor, __Pos.Z, z)
DEFINE_FIELD(AActor, Prev)
DEFINE_FIELD(AActor, SpriteAngle)
DEFINE_FIELD(AActor, SpriteRotation)
DEFINE_FIELD(AActor, VisibleStartAngle)
DEFINE_FIELD(AActor, VisibleStartPitch)
DEFINE_FIELD(AActor, VisibleEndAngle)
DEFINE_FIELD(AActor, VisibleEndPitch)
DEFINE_FIELD_NAMED(AActor, Angles.Yaw, angle)
DEFINE_FIELD_NAMED(AActor, Angles.Pitch, pitch)
DEFINE_FIELD_NAMED(AActor, Angles.Roll, roll)
DEFINE_FIELD(AActor, Vel)
DEFINE_FIELD_NAMED(AActor, Vel.X, velx)
DEFINE_FIELD_NAMED(AActor, Vel.Y, vely)
DEFINE_FIELD_NAMED(AActor, Vel.Z, velz)
DEFINE_FIELD_NAMED(AActor, Vel.X, momx)
DEFINE_FIELD_NAMED(AActor, Vel.Y, momy)
DEFINE_FIELD_NAMED(AActor, Vel.Z, momz)
DEFINE_FIELD(AActor, Speed)
DEFINE_FIELD(AActor, FloatSpeed)
DEFINE_FIELD(AActor, sprite)
DEFINE_FIELD(AActor, frame)
DEFINE_FIELD(AActor, Scale)
DEFINE_FIELD_NAMED(AActor, Scale.X, scalex)
DEFINE_FIELD_NAMED(AActor, Scale.Y, scaley)
DEFINE_FIELD(AActor, RenderStyle)
DEFINE_FIELD(AActor, picnum)
DEFINE_FIELD(AActor, Alpha)
DEFINE_FIELD(AActor, fillcolor)
DEFINE_FIELD_NAMED(AActor, Sector, CurSector) // clashes with type 'sector'.
DEFINE_FIELD(AActor, subsector)
DEFINE_FIELD(AActor, ceilingz)
DEFINE_FIELD(AActor, floorz)
DEFINE_FIELD(AActor, dropoffz)
DEFINE_FIELD(AActor, floorsector)
DEFINE_FIELD(AActor, floorpic)
DEFINE_FIELD(AActor, floorterrain)
DEFINE_FIELD(AActor, ceilingsector)
DEFINE_FIELD(AActor, ceilingpic)
DEFINE_FIELD(AActor, Height)
DEFINE_FIELD(AActor, radius)
DEFINE_FIELD(AActor, renderradius)
DEFINE_FIELD(AActor, projectilepassheight)
DEFINE_FIELD(AActor, tics)
DEFINE_FIELD_NAMED(AActor, state, curstate) // clashes with type 'state'.
DEFINE_FIELD_NAMED(AActor, DamageVal, Damage) // name differs for historic reasons
DEFINE_FIELD(AActor, projectileKickback)
DEFINE_FIELD(AActor, VisibleToTeam)
DEFINE_FIELD(AActor, special1)
DEFINE_FIELD(AActor, special2)
DEFINE_FIELD(AActor, specialf1)
DEFINE_FIELD(AActor, specialf2)
DEFINE_FIELD(AActor, weaponspecial)
DEFINE_FIELD(AActor, health)
DEFINE_FIELD(AActor, movedir)
DEFINE_FIELD(AActor, visdir)
DEFINE_FIELD(AActor, movecount)
DEFINE_FIELD(AActor, strafecount)
DEFINE_FIELD(AActor, target)
DEFINE_FIELD(AActor, master)
DEFINE_FIELD(AActor, tracer)
DEFINE_FIELD(AActor, LastHeard)
DEFINE_FIELD(AActor, lastenemy)
DEFINE_FIELD(AActor, LastLookActor)
DEFINE_FIELD(AActor, reactiontime)
DEFINE_FIELD(AActor, threshold)
DEFINE_FIELD(AActor, DefThreshold)
DEFINE_FIELD(AActor, SpawnPoint)
DEFINE_FIELD(AActor, SpawnAngle)
DEFINE_FIELD(AActor, StartHealth)
DEFINE_FIELD(AActor, WeaveIndexXY)
DEFINE_FIELD(AActor, WeaveIndexZ)
DEFINE_FIELD(AActor, skillrespawncount)
DEFINE_FIELD(AActor, args)
DEFINE_FIELD(AActor, Mass)
DEFINE_FIELD(AActor, special)
DEFINE_FIELD(AActor, tid)
DEFINE_FIELD(AActor, TIDtoHate)
DEFINE_FIELD(AActor, waterlevel)
DEFINE_FIELD(AActor, Score)
DEFINE_FIELD(AActor, accuracy)
DEFINE_FIELD(AActor, stamina)
DEFINE_FIELD(AActor, meleerange)
DEFINE_FIELD(AActor, PainThreshold)
DEFINE_FIELD(AActor, Gravity)
DEFINE_FIELD(AActor, Floorclip)
DEFINE_FIELD(AActor, DamageType)
DEFINE_FIELD(AActor, DamageTypeReceived)
DEFINE_FIELD(AActor, FloatBobPhase)
DEFINE_FIELD(AActor, RipperLevel)
DEFINE_FIELD(AActor, RipLevelMin)
DEFINE_FIELD(AActor, RipLevelMax)
DEFINE_FIELD(AActor, Species)
DEFINE_FIELD(AActor, alternative)
DEFINE_FIELD(AActor, goal)
DEFINE_FIELD(AActor, MinMissileChance)
DEFINE_FIELD(AActor, LastLookPlayerNumber)
DEFINE_FIELD(AActor, SpawnFlags)
DEFINE_FIELD(AActor, meleethreshold)
DEFINE_FIELD(AActor, maxtargetrange)
DEFINE_FIELD(AActor, bouncefactor)
DEFINE_FIELD(AActor, wallbouncefactor)
DEFINE_FIELD(AActor, bouncecount)
DEFINE_FIELD(AActor, Friction)
DEFINE_FIELD(AActor, FastChaseStrafeCount)
DEFINE_FIELD(AActor, pushfactor)
DEFINE_FIELD(AActor, lastpush)
DEFINE_FIELD(AActor, activationtype)
DEFINE_FIELD(AActor, lastbump)
DEFINE_FIELD(AActor, DesignatedTeam)
DEFINE_FIELD(AActor, BlockingMobj)
DEFINE_FIELD(AActor, BlockingLine)
DEFINE_FIELD(AActor, PoisonDamage)
DEFINE_FIELD(AActor, PoisonDamageType)
DEFINE_FIELD(AActor, PoisonDuration)
DEFINE_FIELD(AActor, PoisonPeriod)
DEFINE_FIELD(AActor, PoisonDamageReceived)
DEFINE_FIELD(AActor, PoisonDamageTypeReceived)
DEFINE_FIELD(AActor, PoisonDurationReceived)
DEFINE_FIELD(AActor, PoisonPeriodReceived)
DEFINE_FIELD(AActor, Poisoner)
DEFINE_FIELD_NAMED(AActor, Inventory, Inv) // clashes with type 'Inventory'.
DEFINE_FIELD(AActor, smokecounter)
DEFINE_FIELD(AActor, FriendPlayer)
DEFINE_FIELD(AActor, Translation)
DEFINE_FIELD(AActor, AttackSound)
DEFINE_FIELD(AActor, DeathSound)
DEFINE_FIELD(AActor, SeeSound)
DEFINE_FIELD(AActor, PainSound)
DEFINE_FIELD(AActor, ActiveSound)
DEFINE_FIELD(AActor, UseSound)
DEFINE_FIELD(AActor, BounceSound)
DEFINE_FIELD(AActor, WallBounceSound)
DEFINE_FIELD(AActor, CrushPainSound)
DEFINE_FIELD(AActor, MaxDropOffHeight)
DEFINE_FIELD(AActor, MaxStepHeight)
DEFINE_FIELD(AActor, PainChance)
DEFINE_FIELD(AActor, PainType)
DEFINE_FIELD(AActor, DeathType)
DEFINE_FIELD(AActor, DamageFactor)
DEFINE_FIELD(AActor, DamageMultiply)
DEFINE_FIELD(AActor, TeleFogSourceType)
DEFINE_FIELD(AActor, TeleFogDestType)
DEFINE_FIELD(AActor, SpawnState)
DEFINE_FIELD(AActor, SeeState)
DEFINE_FIELD(AActor, MeleeState)
DEFINE_FIELD(AActor, MissileState)
DEFINE_FIELD(AActor, ConversationRoot)
DEFINE_FIELD(AActor, Conversation)
DEFINE_FIELD(AActor, DecalGenerator)
DEFINE_FIELD(AActor, fountaincolor)
DEFINE_FIELD(PClassActor, Obituary)
DEFINE_FIELD(PClassActor, HitObituary)
DEFINE_FIELD(PClassActor, DeathHeight)
DEFINE_FIELD(PClassActor, BurnHeight)
DEFINE_FIELD(PClassActor, BloodColor)
DEFINE_FIELD(PClassActor, GibHealth)
DEFINE_FIELD(PClassActor, WoundHealth)
DEFINE_FIELD(PClassActor, FastSpeed)
DEFINE_FIELD(PClassActor, RDFactor)
DEFINE_FIELD(PClassActor, CameraHeight)
DEFINE_FIELD(PClassActor, HowlSound)
DEFINE_FIELD(PClassActor, BloodType)
DEFINE_FIELD(PClassActor, BloodType2)
DEFINE_FIELD(PClassActor, BloodType3)
DEFINE_FIELD(PClassActor, DontHurtShooter)
DEFINE_FIELD(PClassActor, ExplosionRadius)
DEFINE_FIELD(PClassActor, ExplosionDamage)
DEFINE_FIELD(PClassActor, MeleeDamage)
DEFINE_FIELD(PClassActor, MeleeSound)
DEFINE_FIELD(PClassActor, MissileName)
DEFINE_FIELD(PClassActor, MissileHeight)
//==========================================================================
//
// AActor :: Serialize
//
//==========================================================================
#define A(a,b) ((a), (b), def->b)
void AActor::Serialize(FSerializer &arc)
{
AActor *def = GetDefault();
Super::Serialize(arc);
arc
.Sprite("sprite", sprite, &def->sprite)
A("pos", __Pos)
A("angles", Angles)
A("frame", frame)
A("scale", Scale)
A("renderstyle", RenderStyle)
A("renderflags", renderflags)
A("picnum", picnum)
A("floorpic", floorpic)
A("ceilingpic", ceilingpic)
A("tidtohate", TIDtoHate)
A("lastlookpn", LastLookPlayerNumber)
("lastlookactor", LastLookActor)
A("effects", effects)
A("fountaincolor", fountaincolor)
A("alpha", Alpha)
A("fillcolor", fillcolor)
A("sector", Sector)
A("floorz", floorz)
A("ceilingz", ceilingz)
A("dropoffz", dropoffz)
A("floorsector", floorsector)
A("ceilingsector", ceilingsector)
A("radius", radius)
A("renderradius", renderradius)
A("height", Height)
A("ppassheight", projectilepassheight)
A("vel", Vel)
A("tics", tics)
A("state", state)
A("damage", DamageVal)
.Terrain("floorterrain", floorterrain, &def->floorterrain)
A("projectilekickback", projectileKickback)
A("flags", flags)
A("flags2", flags2)
A("flags3", flags3)
A("flags4", flags4)
A("flags5", flags5)
A("flags6", flags6)
A("flags7", flags7)
A("weaponspecial", weaponspecial)
A("special1", special1)
A("special2", special2)
A("specialf1", specialf1)
A("specialf2", specialf2)
A("health", health)
A("movedir", movedir)
A("visdir", visdir)
A("movecount", movecount)
A("strafecount", strafecount)
("target", target)
("lastenemy", lastenemy)
("lastheard", LastHeard)
A("reactiontime", reactiontime)
A("threshold", threshold)
A("player", player)
A("spawnpoint", SpawnPoint)
A("spawnangle", SpawnAngle)
A("starthealth", StartHealth)
A("skillrespawncount", skillrespawncount)
("tracer", tracer)
A("floorclip", Floorclip)
A("tid", tid)
A("special", special)
.Args("args", args, def->args, special)
A("accuracy", accuracy)
A("stamina", stamina)
("goal", goal)
A("waterlevel", waterlevel)
A("minmissilechance", MinMissileChance)
A("spawnflags", SpawnFlags)
("inventory", Inventory)
A("inventoryid", InventoryID)
A("floatbobphase", FloatBobPhase)
A("translation", Translation)
A("seesound", SeeSound)
A("attacksound", AttackSound)
A("paimsound", PainSound)
A("deathsound", DeathSound)
A("activesound", ActiveSound)
A("usesound", UseSound)
A("bouncesound", BounceSound)
A("wallbouncesound", WallBounceSound)
A("crushpainsound", CrushPainSound)
A("speed", Speed)
A("floatspeed", FloatSpeed)
A("mass", Mass)
A("painchance", PainChance)
A("spawnstate", SpawnState)
A("seestate", SeeState)
A("meleestate", MeleeState)
A("missilestate", MissileState)
A("maxdropoffheight", MaxDropOffHeight)
A("maxstepheight", MaxStepHeight)
A("bounceflags", BounceFlags)
A("bouncefactor", bouncefactor)
A("wallbouncefactor", wallbouncefactor)
A("bouncecount", bouncecount)
A("maxtargetrange", maxtargetrange)
A("meleethreshold", meleethreshold)
A("meleerange", meleerange)
A("damagetype", DamageType)
A("damagetypereceived", DamageTypeReceived)
A("paintype", PainType)
A("deathtype", DeathType)
A("gravity", Gravity)
A("fastchasestrafecount", FastChaseStrafeCount)
("master", master)
A("smokecounter", smokecounter)
("blockingmobj", BlockingMobj)
A("blockingline", BlockingLine)
A("visibletoteam", VisibleToTeam)
A("pushfactor", pushfactor)
A("species", Species)
A("score", Score)
A("designatedteam", DesignatedTeam)
A("lastpush", lastpush)
A("lastbump", lastbump)
A("painthreshold", PainThreshold)
A("damagefactor", DamageFactor)
A("damagemultiply", DamageMultiply)
A("waveindexxy", WeaveIndexXY)
A("weaveindexz", WeaveIndexZ)
A("pdmgreceived", PoisonDamageReceived)
A("pdurreceived", PoisonDurationReceived)
A("ppreceived", PoisonPeriodReceived)
("poisoner", Poisoner)
A("posiondamage", PoisonDamage)
A("poisonduration", PoisonDuration)
A("poisonperiod", PoisonPeriod)
A("poisondamagetype", PoisonDamageType)
A("poisondmgtypereceived", PoisonDamageTypeReceived)
A("conversationroot", ConversationRoot)
A("conversation", Conversation)
A("friendplayer", FriendPlayer)
A("telefogsourcetype", TeleFogSourceType)
A("telefogdesttype", TeleFogDestType)
A("ripperlevel", RipperLevel)
A("riplevelmin", RipLevelMin)
A("riplevelmax", RipLevelMax)
A("devthreshold", DefThreshold)
A("spriteangle", SpriteAngle)
A("spriterotation", SpriteRotation)
("alternative", alternative)
A("tag", Tag)
A("visiblestartangle",VisibleStartAngle)
A("visibleendangle",VisibleEndAngle)
A("visiblestartpitch",VisibleStartPitch)
A("visibleendpitch",VisibleEndPitch);
}
#undef A
//==========================================================================
//
// This must be done after the world is set up.
//
//==========================================================================
void AActor::PostSerialize()
{
touching_sectorlist = nullptr;
touching_rendersectors = nullptr;
LinkToWorld(nullptr, false, Sector);
AddToHash();
if (player)
{
if (playeringame[player - players] &&
player->cls != NULL &&
!(flags4 & MF4_NOSKIN) &&
state->sprite == GetDefaultByType(player->cls)->SpawnState->sprite)
{ // Give player back the skin
sprite = skins[player->userinfo.GetSkin()].sprite;
}
if (Speed == 0)
{
Speed = GetDefault()->Speed;
}
}
ClearInterpolation();
UpdateWaterLevel(false);
}
AActor::AActor () throw()
{
}
AActor::AActor (const AActor &other) throw()
: DThinker()
{
memcpy (&snext, &other.snext, (BYTE *)&this[1] - (BYTE *)&snext);
}
AActor &AActor::operator= (const AActor &other)
{
memcpy (&snext, &other.snext, (BYTE *)&this[1] - (BYTE *)&snext);
return *this;
}
//==========================================================================
//
// AActor::InStateSequence
//
// Checks whether the current state is in a contiguous sequence that
// starts with basestate
//
//==========================================================================
bool AActor::InStateSequence(FState * newstate, FState * basestate)
{
if (basestate == NULL) return false;
FState * thisstate = basestate;
do
{
if (newstate == thisstate) return true;
basestate = thisstate;
thisstate = thisstate->GetNextState();
}
while (thisstate == basestate+1);
return false;
}
DEFINE_ACTION_FUNCTION(AActor, InStateSequence)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_POINTER(newstate, FState);
PARAM_POINTER(basestate, FState);
ACTION_RETURN_BOOL(self->InStateSequence(newstate, basestate));
}
//==========================================================================
//
// AActor::GetTics
//
// Get the actual duration of the next state
// We are using a state flag now to indicate a state that should be
// accelerated in Fast mode or slowed in Slow mode.
//
//==========================================================================
int AActor::GetTics(FState * newstate)
{
int tics = newstate->GetTics();
if (isFast() && newstate->GetFast())
{
return tics - (tics>>1);
}
else if (isSlow() && newstate->GetSlow())
{
return tics<<1;
}
return tics;
}
//==========================================================================
//
// AActor::SetState
//
// Returns true if the mobj is still present.
//
//==========================================================================
bool AActor::SetState (FState *newstate, bool nofunction)
{
if (debugfile && player && (player->cheats & CF_PREDICTING))
fprintf (debugfile, "for pl %td: SetState while predicting!\n", player-players);
do
{
if (newstate == NULL)
{
state = NULL;
Destroy ();
return false;
}
int prevsprite, newsprite;
if (state != NULL)
{
prevsprite = state->sprite;
}
else
{
prevsprite = -1;
}
if (!(newstate->UseFlags & SUF_ACTOR))
{
auto so = FState::StaticFindStateOwner(newstate);
Printf(TEXTCOLOR_RED "State %s.%d in %s not flagged for use as an actor sprite\n", so->TypeName.GetChars(), int(newstate - so->OwnedStates), GetClass()->TypeName.GetChars());
state = nullptr;
Destroy();
return false;
}
state = newstate;
tics = GetTics(newstate);
renderflags = (renderflags & ~RF_FULLBRIGHT) | ActorRenderFlags::FromInt (newstate->GetFullbright());
newsprite = newstate->sprite;
if (newsprite != SPR_FIXED)
{ // okay to change sprite and/or frame
if (!newstate->GetSameFrame())
{ // okay to change frame
frame = newstate->GetFrame();
}
if (newsprite != SPR_NOCHANGE)
{ // okay to change sprite
if (!(flags4 & MF4_NOSKIN) && newsprite == SpawnState->sprite)
{ // [RH] If the new sprite is the same as the original sprite, and
// this actor is attached to a player, use the player's skin's
// sprite. If a player is not attached, do not change the sprite
// unless it is different from the previous state's sprite; a
// player may have been attached, died, and respawned elsewhere,
// and we do not want to lose the skin on the body. If it wasn't
// for Dehacked, I would move sprite changing out of the states
// altogether, since actors rarely change their sprites after
// spawning.
if (player != NULL && skins != NULL)
{
sprite = skins[player->userinfo.GetSkin()].sprite;
}
else if (newsprite != prevsprite)
{
sprite = newsprite;
}
}
else
{
sprite = newsprite;
}
}
}
if (!nofunction)
{
FState *returned_state;
FStateParamInfo stp = { newstate, STATE_Actor, PSP_WEAPON };
if (newstate->CallAction(this, this, &stp, &returned_state))
{
// Check whether the called action function resulted in destroying the actor
if (ObjectFlags & OF_EuthanizeMe)
{
return false;
}
if (returned_state != NULL)
{ // The action was an A_Jump-style function that wants to change the next state.
newstate = returned_state;
tics = 0; // make sure we loop and set the new state properly
continue;
}
}
}
newstate = newstate->GetNextState();
} while (tics == 0);
if (Renderer != NULL)
{
Renderer->StateChanged(this);
}
return true;
}
DEFINE_ACTION_FUNCTION(AActor, SetState)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_POINTER(state, FState);
PARAM_BOOL_DEF(nofunction);
ACTION_RETURN_BOOL(self->SetState(state, nofunction));
};
//============================================================================
//
// AActor :: AddInventory
//
//============================================================================
void AActor::AddInventory (AInventory *item)
{
// Check if it's already attached to an actor
if (item->Owner != NULL)
{
// Is it attached to us?
if (item->Owner == this)
return;
// No, then remove it from the other actor first
item->Owner->RemoveInventory (item);
}
item->Owner = this;
item->Inventory = Inventory;
Inventory = item;
// Each item receives an unique ID when added to an actor's inventory.
// This is used by the DEM_INVUSE command to identify the item. Simply
// using the item's position in the list won't work, because ticcmds get
// run sometime in the future, so by the time it runs, the inventory
// might not be in the same state as it was when DEM_INVUSE was sent.
Inventory->InventoryID = InventoryID++;
}
DEFINE_ACTION_FUNCTION(AActor, AddInventory)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(item, AInventory);
self->AddInventory(item);
return 0;
}
//============================================================================
//
// AActor :: GiveInventory
//
//============================================================================
bool AActor::GiveInventory(PClassInventory *type, int amount, bool givecheat)
{
bool result = true;
AWeapon *savedPendingWeap = player != NULL ? player->PendingWeapon : NULL;
bool hadweap = player != NULL ? player->ReadyWeapon != NULL : true;
AInventory *item;
if (!givecheat)
{
item = static_cast<AInventory *>(Spawn (type));
}
else
{
item = static_cast<AInventory *>(Spawn (type, Pos(), NO_REPLACE));
if (item == NULL) return false;
}
// This shouldn't count for the item statistics!
item->ClearCounters();
if (!givecheat || amount > 0)
{
if (type->IsDescendantOf (PClass::FindActor(NAME_BasicArmorPickup)) || type->IsDescendantOf(PClass::FindActor(NAME_BasicArmorBonus)))
{
item->IntVar(NAME_SaveAmount) *= amount;
}
else
{
if (!givecheat)
item->Amount = amount;
else
item->Amount = MIN (amount, item->MaxAmount);
}
}
if (!item->CallTryPickup (this))
{
item->Destroy ();
result = false;
}
// If the item was a weapon, don't bring it up automatically
// unless the player was not already using a weapon.
// Don't bring it up automatically if this is called by the give cheat.
if (!givecheat && player != NULL && savedPendingWeap != NULL && hadweap)
{
player->PendingWeapon = savedPendingWeap;
}
return result;
}
DEFINE_ACTION_FUNCTION(AActor, GiveInventory)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS(type, AInventory);
PARAM_INT(amount);
PARAM_BOOL_DEF(givecheat);
ACTION_RETURN_BOOL(self->GiveInventory(type, amount, givecheat));
}
//============================================================================
//
// AActor :: RemoveInventory
//
//============================================================================
void AActor::RemoveInventory(AInventory *item)
{
AInventory *inv, **invp;
if (item != NULL && item->Owner != NULL) // can happen if the owner was destroyed by some action from an item's use state.
{
invp = &item->Owner->Inventory;
for (inv = *invp; inv != NULL; invp = &inv->Inventory, inv = *invp)
{
if (inv == item)
{
*invp = item->Inventory;
IFVIRTUALPTR(item, AInventory, DetachFromOwner)
{
VMValue params[1] = { item };
GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr);
}
item->Owner = NULL;
item->Inventory = NULL;
break;
}
}
}
}
DEFINE_ACTION_FUNCTION(AActor, RemoveInventory)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(item, AInventory);
self->RemoveInventory(item);
return 0;
}
//============================================================================
//
// AActor :: TakeInventory
//
//============================================================================
bool AActor::TakeInventory(PClassActor *itemclass, int amount, bool fromdecorate, bool notakeinfinite)
{
amount = abs(amount);
AInventory *item = FindInventory(itemclass);
if (item == NULL)
return false;
if (!fromdecorate)
{
item->Amount -= amount;
if (item->Amount <= 0)
{
item->DepleteOrDestroy();
}
// It won't be used in non-decorate context, so return false here
return false;
}
bool result = false;
if (item->Amount > 0)
{
result = true;
}
// Do not take ammo if the "no take infinite/take as ammo depletion" flag is set
// and infinite ammo is on
if (notakeinfinite &&
((dmflags & DF_INFINITE_AMMO) || (player && player->cheats & CF_INFINITEAMMO)) &&
item->IsKindOf(PClass::FindActor(NAME_Ammo)))
{
// Nothing to do here, except maybe res = false;? Would it make sense?
result = false;
}
else if (!amount || amount>=item->Amount)
{
item->DepleteOrDestroy();
}
else item->Amount-=amount;
return result;
}
DEFINE_ACTION_FUNCTION(AActor, TakeInventory)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS_NOT_NULL(item, AInventory);
PARAM_INT(amount);
PARAM_BOOL_DEF(fromdecorate);
PARAM_BOOL_DEF(notakeinfinite);
self->TakeInventory(item, amount, fromdecorate, notakeinfinite);
return 0;
}
//============================================================================
//
// AActor :: DestroyAllInventory
//
//============================================================================
void AActor::DestroyAllInventory ()
{
AInventory *inv = Inventory;
if (inv != nullptr)
{
TArray<AInventory *> toDelete;
// Delete the list in a two stage approach.
// This is necessary because an item may destroy another item (e.g. sister weapons)
// which would break the list and leave parts of it undestroyed, maybe doing bad things later.
while (inv != nullptr)
{
toDelete.Push(inv);
AInventory *item = inv->Inventory;
inv->Inventory = nullptr;
inv->Owner = nullptr;
inv = item;
}
for (auto p : toDelete)
{
// the item may already have been deleted by another one, so check this here to avoid problems.
if (!(p->ObjectFlags & OF_EuthanizeMe))
{
p->Destroy();
}
}
}
}
//============================================================================
//
// AActor :: FirstInv
//
// Returns the first item in this actor's inventory that has IF_INVBAR set.
//
//============================================================================
AInventory *AActor::FirstInv ()
{
if (Inventory == NULL)
{
return NULL;
}
if (Inventory->ItemFlags & IF_INVBAR)
{
return Inventory;
}
return Inventory->NextInv ();
}
//============================================================================
//
// AActor :: UseInventory
//
// Attempts to use an item. If the use succeeds, one copy of the item is
// removed from the inventory. If all copies are removed, then the item is
// destroyed.
//
//============================================================================
bool AActor::UseInventory (AInventory *item)
{
// No using items if you're dead.
if (health <= 0)
{
return false;
}
// Don't use it if you don't actually have any of it.
if (item->Amount <= 0 || (item->ObjectFlags & OF_EuthanizeMe))
{
return false;
}
if (!item->CallUse (false))
{
return false;
}
if (dmflags2 & DF2_INFINITE_INVENTORY)
return true;
if (--item->Amount <= 0)
{
item->DepleteOrDestroy ();
}
return true;
}
DEFINE_ACTION_FUNCTION(AActor, UseInventory)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(item, AInventory);
ACTION_RETURN_BOOL(self->UseInventory(item));
}
//===========================================================================
//
// AActor :: DropInventory
//
// Removes a single copy of an item and throws it out in front of the actor.
//
//===========================================================================
AInventory *AActor::DropInventory (AInventory *item)
{
AInventory *drop = nullptr;
IFVIRTUALPTR(item, AInventory, CreateTossable)
{
VMValue params[1] = { (DObject*)item };
VMReturn ret((void**)&drop);
GlobalVMStack.Call(func, params, 1, &ret, 1, nullptr);
}
if (drop == nullptr) return NULL;
drop->SetOrigin(PosPlusZ(10.), false);
drop->Angles.Yaw = Angles.Yaw;
drop->VelFromAngle(5.);
drop->Vel.Z = 1.;
drop->Vel += Vel;
drop->flags &= ~MF_NOGRAVITY; // Don't float
drop->ClearCounters(); // do not count for statistics again
return drop;
}
DEFINE_ACTION_FUNCTION(AActor, DropInventory)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(item, AInventory);
ACTION_RETURN_OBJECT(self->DropInventory(item));
}
//============================================================================
//
// AActor :: FindInventory
//
//============================================================================
AInventory *AActor::FindInventory (PClassActor *type, bool subclass)
{
AInventory *item;
if (type == NULL)
{
return NULL;
}
for (item = Inventory; item != NULL; item = item->Inventory)
{
if (!subclass)
{
if (item->GetClass() == type)
{
break;
}
}
else
{
if (item->IsKindOf(type))
{
break;
}
}
}
return item;
}
AInventory *AActor::FindInventory (FName type, bool subclass)
{
return FindInventory(PClass::FindActor(type), subclass);
}
DEFINE_ACTION_FUNCTION(AActor, FindInventory)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS(type, AInventory);
PARAM_BOOL_DEF(subclass);
ACTION_RETURN_OBJECT(self->FindInventory(type, subclass));
}
//============================================================================
//
// AActor :: GiveInventoryType
//
//============================================================================
AInventory *AActor::GiveInventoryType (PClassActor *type)
{
AInventory *item = NULL;
if (type != NULL)
{
item = static_cast<AInventory *>(Spawn (type));
if (!item->CallTryPickup (this))
{
item->Destroy ();
return NULL;
}
}
return item;
}
DEFINE_ACTION_FUNCTION(AActor, GiveInventoryType)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS(type, AInventory);
ACTION_RETURN_OBJECT(self->GiveInventoryType(type));
}
//============================================================================
//
// AActor :: GiveAmmo
//
// Returns true if the ammo was added, false if not.
//
//============================================================================
bool AActor::GiveAmmo (PClassInventory *type, int amount)
{
if (type != NULL)
{
AInventory *item = static_cast<AInventory *>(Spawn (type));
if (item)
{
item->Amount = amount;
item->flags |= MF_DROPPED;
if (!item->CallTryPickup (this))
{
item->Destroy ();
return false;
}
return true;
}
}
return false;
}
DEFINE_ACTION_FUNCTION(AActor, GiveAmmo)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS(type, AInventory);
PARAM_INT(amount);
ACTION_RETURN_BOOL(self->GiveAmmo(type, amount));
}
//============================================================================
//
// AActor :: ClearInventory
//
// Clears the inventory of a single actor.
//
//============================================================================
void AActor::ClearInventory()
{
// In case destroying an inventory item causes another to be destroyed
// (e.g. Weapons destroy their sisters), keep track of the pointer to
// the next inventory item rather than the next inventory item itself.
// For example, if a weapon is immediately followed by its sister, the
// next weapon we had tracked would be to the sister, so it is now
// invalid and we won't be able to find the complete inventory by
// following it.
//
// When we destroy an item, we leave invp alone, since the destruction
// process will leave it pointing to the next item we want to check. If
// we don't destroy an item, then we move invp to point to its Inventory
// pointer.
//
// It should be safe to assume that an item being destroyed will only
// destroy items further down in the chain, because if it was going to
// destroy something we already processed, we've already destroyed it,
// so it won't have anything to destroy.
AInventory **invp = &Inventory;
while (*invp != NULL)
{
AInventory *inv = *invp;
if (!(inv->ItemFlags & IF_UNDROPPABLE))
{
inv->DepleteOrDestroy();
if (!(inv->ObjectFlags & OF_EuthanizeMe)) invp = &inv->Inventory; // was only depleted so advance the pointer manually.
}
else
{
invp = &inv->Inventory;
}
}
if (player != nullptr)
{
player->ReadyWeapon = nullptr;
player->PendingWeapon = WP_NOCHANGE;
}
}
DEFINE_ACTION_FUNCTION(AActor, ClearInventory)
{
PARAM_SELF_PROLOGUE(AActor);
self->ClearInventory();
return 0;
}
//============================================================================
//
// AActor :: CopyFriendliness
//
// Makes this actor hate (or like) the same things another actor does.
//
//============================================================================
void AActor::CopyFriendliness (AActor *other, bool changeTarget, bool resetHealth)
{
level.total_monsters -= CountsAsKill();
TIDtoHate = other->TIDtoHate;
LastLookActor = other->LastLookActor;
LastLookPlayerNumber = other->LastLookPlayerNumber;
flags = (flags & ~MF_FRIENDLY) | (other->flags & MF_FRIENDLY);
flags3 = (flags3 & ~(MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS)) | (other->flags3 & (MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS));
flags4 = (flags4 & ~(MF4_NOHATEPLAYERS | MF4_BOSSSPAWNED)) | (other->flags4 & (MF4_NOHATEPLAYERS | MF4_BOSSSPAWNED));
FriendPlayer = other->FriendPlayer;
DesignatedTeam = other->DesignatedTeam;
if (changeTarget && other->target != NULL && !(other->target->flags3 & MF3_NOTARGET) && !(other->target->flags7 & MF7_NEVERTARGET))
{
// LastHeard must be set as well so that A_Look can react to the new target if called
LastHeard = target = other->target;
}
if (resetHealth) health = SpawnHealth();
level.total_monsters += CountsAsKill();
}
DEFINE_ACTION_FUNCTION(AActor, CopyFriendliness)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(other, AActor);
PARAM_BOOL_DEF(changetarget);
PARAM_BOOL_DEF(resethealth);
self->CopyFriendliness(other, changetarget, resethealth);
return 0;
}
//============================================================================
//
// AActor :: ObtainInventory
//
// Removes the items from the other actor and puts them in this actor's
// inventory. The actor receiving the inventory must not have any items.
//
//============================================================================
void AActor::ObtainInventory (AActor *other)
{
assert (Inventory == NULL);
Inventory = other->Inventory;
InventoryID = other->InventoryID;
other->Inventory = NULL;
other->InventoryID = 0;
if (other->IsKindOf(RUNTIME_CLASS(APlayerPawn)) && this->IsKindOf(RUNTIME_CLASS(APlayerPawn)))
{
APlayerPawn *you = static_cast<APlayerPawn *>(other);
APlayerPawn *me = static_cast<APlayerPawn *>(this);
me->InvFirst = you->InvFirst;
me->InvSel = you->InvSel;
you->InvFirst = NULL;
you->InvSel = NULL;
}
AInventory *item = Inventory;
while (item != NULL)
{
item->Owner = this;
item = item->Inventory;
}
}
DEFINE_ACTION_FUNCTION(AActor, ObtainInventory)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(other, AActor);
self->ObtainInventory(other);
return 0;
}
//---------------------------------------------------------------------------
//
// FUNC P_GiveBody
//
// Returns false if the body isn't needed at all.
//
//---------------------------------------------------------------------------
bool P_GiveBody(AActor *actor, int num, int max)
{
if (actor->health <= 0 || (actor->player != NULL && actor->player->playerstate == PST_DEAD))
{ // Do not heal dead things.
return false;
}
player_t *player = actor->player;
num = clamp(num, -65536, 65536); // prevent overflows for bad values
if (player != NULL)
{
// Max is 0 by default, preserving default behavior for P_GiveBody()
// calls while supporting health pickups.
if (max <= 0)
{
max = static_cast<APlayerPawn*>(actor)->GetMaxHealth() + player->mo->stamina;
// [MH] First step in predictable generic morph effects
if (player->morphTics)
{
if (player->MorphStyle & MORPH_FULLHEALTH)
{
if (!(player->MorphStyle & MORPH_ADDSTAMINA))
{
max -= player->mo->stamina;
}
}
else // old health behaviour
{
max = MAXMORPHHEALTH;
if (player->MorphStyle & MORPH_ADDSTAMINA)
{
max += player->mo->stamina;
}
}
}
}
// [RH] For Strife: A negative body sets you up with a percentage
// of your full health.
if (num < 0)
{
num = max * -num / 100;
if (player->health < num)
{
player->health = num;
actor->health = num;
return true;
}
}
else if (num > 0)
{
if (player->health < max)
{
num = int(num * G_SkillProperty(SKILLP_HealthFactor));
if (num < 1) num = 1;
player->health += num;
if (player->health > max)
{
player->health = max;
}
actor->health = player->health;
return true;
}
}
}
else
{
// Parameter value for max is ignored on monsters, preserving original
// behaviour of health as well as on existing calls to P_GiveBody().
max = actor->SpawnHealth();
if (num < 0)
{
num = max * -num / 100;
if (actor->health < num)
{
actor->health = num;
return true;
}
}
else if (actor->health < max)
{
actor->health += num;
if (actor->health > max)
{
actor->health = max;
}
return true;
}
}
return false;
}
DEFINE_ACTION_FUNCTION(AActor, GiveBody)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(num);
PARAM_INT_DEF(max);
ACTION_RETURN_BOOL(P_GiveBody(self, num, max));
}
//============================================================================
//
// AActor :: CheckLocalView
//
// Returns true if this actor is local for the player. Here, local means the
// player is either looking out this actor's eyes, or this actor is the player
// and the player is looking out the eyes of something non-"sentient."
//
//============================================================================
bool AActor::CheckLocalView (int playernum) const
{
if (players[playernum].camera == this)
{
return true;
}
if (players[playernum].mo != this || players[playernum].camera == NULL)
{
return false;
}
if (players[playernum].camera->player == NULL &&
!(players[playernum].camera->flags3 & MF3_ISMONSTER))
{
return true;
}
return false;
}
DEFINE_ACTION_FUNCTION(AActor, CheckLocalView)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(cp);
ACTION_RETURN_BOOL(self->CheckLocalView(cp));
}
//============================================================================
//
// AActor :: IsInsideVisibleAngles
//
// Returns true if this actor is within viewing angle/pitch visibility.
//
//============================================================================
bool AActor::IsInsideVisibleAngles() const
{
// Don't bother masking if not wanted.
if (!(renderflags & RF_MASKROTATION))
return true;
if (players[consoleplayer].camera == nullptr)
return true;
DAngle anglestart = VisibleStartAngle;
DAngle angleend = VisibleEndAngle;
DAngle pitchstart = VisibleStartPitch;
DAngle pitchend = VisibleEndPitch;
if (anglestart > angleend)
{
DAngle temp = anglestart;
anglestart = angleend;
angleend = temp;
}
if (pitchstart > pitchend)
{
DAngle temp = pitchstart;
pitchstart = pitchend;
pitchend = temp;
}
AActor *mo = players[consoleplayer].camera;
if (mo != nullptr)
{
DVector3 diffang = ViewPos - Pos();
DAngle to = diffang.Angle();
if (!(renderflags & RF_ABSMASKANGLE))
to = deltaangle(Angles.Yaw, to);
if ((to >= anglestart && to <= angleend))
{
to = diffang.Pitch();
if (!(renderflags & RF_ABSMASKPITCH))
to = deltaangle(Angles.Pitch, to);
return !!(to >= pitchstart && to <= pitchend);
}
else return false;
}
return true;
}
//============================================================================
//
// AActor :: IsVisibleToPlayer
//
// Returns true if this actor should be seen by the console player.
//
//============================================================================
bool AActor::IsVisibleToPlayer() const
{
// [BB] Safety check. This should never be NULL. Nevertheless, we return true to leave the default ZDoom behavior unaltered.
if ( players[consoleplayer].camera == NULL )
return true;
if (VisibleToTeam != 0 && teamplay &&
(signed)(VisibleToTeam-1) != players[consoleplayer].userinfo.GetTeam() )
return false;
const player_t* pPlayer = players[consoleplayer].camera->player;
if (pPlayer && pPlayer->mo && GetClass()->VisibleToPlayerClass.Size() > 0)
{
bool visible = false;
for(unsigned int i = 0;i < GetClass()->VisibleToPlayerClass.Size();++i)
{
PClassPlayerPawn *cls = GetClass()->VisibleToPlayerClass[i];
if (cls && pPlayer->mo->GetClass()->IsDescendantOf(cls))
{
visible = true;
break;
}
}
if (!visible)
return false;
}
// [BB] Passed all checks.
return true;
}
//============================================================================
//
// AActor :: ConversationAnimation
//
// Plays a conversation-related animation:
// 0 = greeting
// 1 = "yes"
// 2 = "no"
//
//============================================================================
void AActor::ConversationAnimation (int animnum)
{
FState * state = NULL;
switch (animnum)
{
case 0:
state = FindState(NAME_Greetings);
break;
case 1:
state = FindState(NAME_Yes);
break;
case 2:
state = FindState(NAME_No);
break;
}
if (state != NULL) SetState(state);
}
//============================================================================
//
// AActor :: Touch
//
// Something just touched this actor. Normally used only for inventory items,
// but some Strife monsters also use it.
//
//============================================================================
void AActor::Touch (AActor *toucher)
{
}
DEFINE_ACTION_FUNCTION(AActor, Touch)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(toucher, AActor);
self->Touch(toucher);
return 0;
}
void AActor::CallTouch(AActor *toucher)
{
IFVIRTUAL(AActor, Touch)
{
VMValue params[2] = { (DObject*)this, toucher };
GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
}
else Touch(toucher);
}
//============================================================================
//
// AActor :: Grind
//
// Handles the an actor being crushed by a door, crusher or polyobject.
// Originally part of P_DoCrunch(), it has been made into its own actor
// function so that it could be called from a polyobject without hassle.
// Bool items is true if it should destroy() dropped items, false otherwise.
//============================================================================
bool AActor::Grind(bool items)
{
// crunch bodies to giblets
if ((flags & MF_CORPSE) && !(flags3 & MF3_DONTGIB) && (health <= 0))
{
FState * state = FindState(NAME_Crush);
// In Heretic and Chex Quest we don't change the actor's sprite, just its size.
if (state == NULL && gameinfo.dontcrunchcorpses)
{
flags &= ~MF_SOLID;
flags3 |= MF3_DONTGIB;
Height = 0;
radius = 0;
return false;
}
bool isgeneric = false;
// ZDoom behavior differs from standard as crushed corpses cannot be raised.
// The reason for the change was originally because of a problem with players,
// see rh_log entry for February 21, 1999. Don't know if it is still relevant.
if (state == NULL // Only use the default crushed state if:
&& !(flags & MF_NOBLOOD) // 1. the monster bleeeds,
&& (i_compatflags & COMPATF_CORPSEGIBS) // 2. the compat setting is on,
&& player == NULL) // 3. and the thing isn't a player.
{
isgeneric = true;
state = FindState(NAME_GenericCrush);
if (state != NULL && (sprites[state->sprite].numframes <= 0))
state = NULL; // If one of these tests fails, do not use that state.
}
if (state != NULL && !(flags & MF_ICECORPSE))
{
if (this->flags4 & MF4_BOSSDEATH)
{
A_BossDeath(this);
}
flags &= ~MF_SOLID;
flags3 |= MF3_DONTGIB;
Height = 0;
radius = 0;
SetState (state);
if (isgeneric) // Not a custom crush state, so colorize it appropriately.
{
S_Sound (this, CHAN_BODY, "misc/fallingsplat", 1, ATTN_IDLE);
PalEntry bloodcolor = GetBloodColor();
if (bloodcolor!=0) Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
}
return false;
}
if (!(flags & MF_NOBLOOD))
{
if (this->flags4 & MF4_BOSSDEATH)
{
A_BossDeath(this);
}
PClassActor *i = PClass::FindActor("RealGibs");
if (i != NULL)
{
i = i->GetReplacement();
const AActor *defaults = GetDefaultByType (i);
if (defaults->SpawnState == NULL ||
sprites[defaults->SpawnState->sprite].numframes == 0)
{
i = NULL;
}
}
if (i == NULL)
{
// if there's no gib sprite don't crunch it.
flags &= ~MF_SOLID;
flags3 |= MF3_DONTGIB;
Height = 0;
radius = 0;
return false;
}
AActor *gib = Spawn (i, Pos(), ALLOW_REPLACE);
if (gib != NULL)
{
gib->RenderStyle = RenderStyle;
gib->Alpha = Alpha;
gib->Height = 0;
gib->radius = 0;
PalEntry bloodcolor = GetBloodColor();
if (bloodcolor != 0)
gib->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
}
S_Sound (this, CHAN_BODY, "misc/fallingsplat", 1, ATTN_IDLE);
}
if (flags & MF_ICECORPSE)
{
tics = 1;
Vel.Zero();
}
else if (player)
{
flags |= MF_NOCLIP;
flags3 |= MF3_DONTGIB;
renderflags |= RF_INVISIBLE;
}
else
{
Destroy ();
}
return false; // keep checking
}
// killough 11/98: kill touchy things immediately
if (flags6 & MF6_TOUCHY && (flags6 & MF6_ARMED || IsSentient()))
{
flags6 &= ~MF6_ARMED; // Disarm
P_DamageMobj (this, NULL, NULL, health, NAME_Crush, DMG_FORCED); // kill object
return true; // keep checking
}
if (!(flags & MF_SOLID) || (flags & MF_NOCLIP))
{
return false;
}
if (!(flags & MF_SHOOTABLE))
{
return false; // assume it is bloody gibs or something
}
return true;
}
//============================================================================
//
// AActor :: Massacre
//
// Called by the massacre cheat to kill monsters. Returns true if the monster
// was killed and false if it was already dead.
//============================================================================
bool AActor::Massacre ()
{
int prevhealth;
if (health > 0)
{
auto f = flags;
auto f2 = flags2;
flags |= MF_SHOOTABLE;
flags2 &= ~(MF2_DORMANT|MF2_INVULNERABLE);
do
{
prevhealth = health;
P_DamageMobj (this, NULL, NULL, TELEFRAG_DAMAGE, NAME_Massacre);
}
while (health != prevhealth && health > 0); //abort if the actor wasn't hurt.
if (health > 0)
{
// restore flags if this did not kill the monster.
flags = f;
flags2 = f2;
}
return health <= 0;
}
return false;
}
//----------------------------------------------------------------------------
//
// PROC P_ExplodeMissile
//
//----------------------------------------------------------------------------
void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target)
{
if (mo->flags3 & MF3_EXPLOCOUNT)
{
if (++mo->threshold < mo->DefThreshold)
{
return;
}
}
mo->Vel.Zero();
mo->effects = 0; // [RH]
mo->flags &= ~MF_SHOOTABLE;
FState *nextstate=NULL;
if (target != NULL && ((target->flags & (MF_SHOOTABLE|MF_CORPSE)) || (target->flags6 & MF6_KILLED)) )
{
if (mo->flags7 & MF7_HITTARGET) mo->target = target;
if (mo->flags7 & MF7_HITMASTER) mo->master = target;
if (mo->flags7 & MF7_HITTRACER) mo->tracer = target;
if (target->flags & MF_NOBLOOD) nextstate = mo->FindState(NAME_Crash);
if (nextstate == NULL) nextstate = mo->FindState(NAME_Death, NAME_Extreme);
}
if (nextstate == NULL) nextstate = mo->FindState(NAME_Death);
if (line != NULL && line->special == Line_Horizon && !(mo->flags3 & MF3_SKYEXPLODE))
{
// [RH] Don't explode missiles on horizon lines.
mo->Destroy ();
return;
}
if (line != NULL && cl_missiledecals)
{
DVector3 pos = mo->PosRelative(line);
int side = P_PointOnLineSidePrecise (pos, line);
if (line->sidedef[side] == NULL)
side ^= 1;
if (line->sidedef[side] != NULL)
{
FDecalBase *base = mo->DecalGenerator;
if (base != NULL)
{
// Find the nearest point on the line, and stick a decal there
DVector3 linepos;
double den, frac;
den = line->Delta().LengthSquared();
if (den != 0)
{
frac = clamp<double>((mo->Pos().XY() - line->v1->fPos()) | line->Delta(), 0, den) / den;
linepos = DVector3(line->v1->fPos() + line->Delta() * frac, pos.Z);
F3DFloor * ffloor=NULL;
if (line->sidedef[side^1] != NULL)
{
sector_t * backsector = line->sidedef[side^1]->sector;
extsector_t::xfloor &xf = backsector->e->XFloor;
// find a 3D-floor to stick to
for(unsigned int i=0;i<xf.ffloors.Size();i++)
{
F3DFloor * rover=xf.ffloors[i];
if ((rover->flags&(FF_EXISTS|FF_SOLID|FF_RENDERSIDES))==(FF_EXISTS|FF_SOLID|FF_RENDERSIDES))
{
if (pos.Z <= rover->top.plane->ZatPoint(linepos) && pos.Z >= rover->bottom.plane->ZatPoint(linepos))
{
ffloor = rover;
break;
}
}
}
}
DImpactDecal::StaticCreate(base->GetDecal(), linepos, line->sidedef[side], ffloor);
}
}
}
}
// play the sound before changing the state, so that AActor::OnDestroy can call S_RelinkSounds on it and the death state can override it.
if (mo->DeathSound)
{
S_Sound (mo, CHAN_VOICE, mo->DeathSound, 1,
(mo->flags3 & MF3_FULLVOLDEATH) ? ATTN_NONE : ATTN_NORM);
}
mo->SetState (nextstate);
if (!(mo->ObjectFlags & OF_EuthanizeMe))
{
// The rest only applies if the missile actor still exists.
// [RH] Change render style of exploding rockets
if (mo->flags5 & MF5_DEHEXPLOSION)
{
if (deh.ExplosionStyle == 255)
{
if (addrocketexplosion)
{
mo->RenderStyle = STYLE_Add;
mo->Alpha = 1.;
}
else
{
mo->RenderStyle = STYLE_Translucent;
mo->Alpha = 0.6666;
}
}
else
{
mo->RenderStyle = ERenderStyle(deh.ExplosionStyle);
mo->Alpha = deh.ExplosionAlpha;
}
}
if (mo->flags4 & MF4_RANDOMIZE)
{
mo->tics -= (pr_explodemissile() & 3) * TICRATE / 35;
if (mo->tics < 1)
mo->tics = 1;
}
mo->flags &= ~MF_MISSILE;
}
}
DEFINE_ACTION_FUNCTION(AActor, ExplodeMissile)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_POINTER_DEF(line, line_t);
PARAM_OBJECT_DEF(target, AActor);
P_ExplodeMissile(self, line, target);
return 0;
}
void AActor::PlayBounceSound(bool onfloor)
{
if (!onfloor && (BounceFlags & BOUNCE_NoWallSound))
{
return;
}
if (!(BounceFlags & BOUNCE_Quiet))
{
if (BounceFlags & BOUNCE_UseSeeSound)
{
S_Sound (this, CHAN_VOICE, SeeSound, 1, ATTN_IDLE);
}
else if (onfloor || WallBounceSound <= 0)
{
S_Sound (this, CHAN_VOICE, BounceSound, 1, ATTN_IDLE);
}
else
{
S_Sound (this, CHAN_VOICE, WallBounceSound, 1, ATTN_IDLE);
}
}
}
//----------------------------------------------------------------------------
//
// PROC P_FloorBounceMissile
//
// Returns true if the missile was destroyed
//----------------------------------------------------------------------------
bool AActor::FloorBounceMissile (secplane_t &plane)
{
if (Z() <= floorz && P_HitFloor (this))
{
// Landed in some sort of liquid
if (BounceFlags & BOUNCE_ExplodeOnWater)
{
if (flags & MF_MISSILE)
P_ExplodeMissile(this, NULL, NULL);
else
CallDie(NULL, NULL);
return true;
}
if (!(BounceFlags & BOUNCE_CanBounceWater))
{
Destroy ();
return true;
}
}
if (plane.fC() < 0)
{ // on ceiling
if (!(BounceFlags & BOUNCE_Ceilings))
return true;
}
else
{ // on floor
if (!(BounceFlags & BOUNCE_Floors))
return true;
}
// The amount of bounces is limited
if (bouncecount>0 && --bouncecount==0)
{
if (flags & MF_MISSILE)
P_ExplodeMissile(this, NULL, NULL);
else
CallDie(NULL, NULL);
return true;
}
double dot = (Vel | plane.Normal()) * 2;
if (BounceFlags & (BOUNCE_HereticType | BOUNCE_MBF))
{
Vel -= plane.Normal() * dot;
AngleFromVel();
if (!(BounceFlags & BOUNCE_MBF)) // Heretic projectiles die, MBF projectiles don't.
{
flags |= MF_INBOUNCE;
SetState (FindState(NAME_Death));
flags &= ~MF_INBOUNCE;
return false;
}
else Vel.Z *= bouncefactor;
}
else // Don't run through this for MBF-style bounces
{
// The reflected velocity keeps only about 70% of its original speed
Vel = (Vel - plane.Normal() * dot) * bouncefactor;
AngleFromVel();
}
PlayBounceSound(true);
// Set bounce state
if (BounceFlags & BOUNCE_UseBounceState)
{
FName names[2];
FState *bouncestate;
names[0] = NAME_Bounce;
names[1] = plane.fC() < 0 ? NAME_Ceiling : NAME_Floor;
bouncestate = FindState(2, names);
if (bouncestate != NULL)
{
SetState(bouncestate);
}
}
if (BounceFlags & BOUNCE_MBF) // Bring it to rest below a certain speed
{
if (fabs(Vel.Z) < Mass * GetGravity() / 64)
Vel.Z = 0;
}
else if (BounceFlags & (BOUNCE_AutoOff|BOUNCE_AutoOffFloorOnly))
{
if (plane.fC() > 0 || (BounceFlags & BOUNCE_AutoOff))
{
// AutoOff only works when bouncing off a floor, not a ceiling (or in compatibility mode.)
if (!(flags & MF_NOGRAVITY) && (Vel.Z < 3))
BounceFlags &= ~BOUNCE_TypeMask;
}
}
return false;
}
//----------------------------------------------------------------------------
//
// FUNC P_FaceMobj
//
// Returns 1 if 'source' needs to turn clockwise, or 0 if 'source' needs
// to turn counter clockwise. 'delta' is set to the amount 'source'
// needs to turn.
//
//----------------------------------------------------------------------------
int P_FaceMobj (AActor *source, AActor *target, DAngle *delta)
{
DAngle diff;
diff = deltaangle(source->Angles.Yaw, source->AngleTo(target));
if (diff > 0)
{
*delta = diff;
return 1;
}
else
{
*delta = -diff;
return 0;
}
}
//----------------------------------------------------------------------------
//
// CanSeek
//
// Checks if a seeker missile can home in on its target
//
//----------------------------------------------------------------------------
bool AActor::CanSeek(AActor *target) const
{
if (target->flags5 & MF5_CANTSEEK) return false;
if ((flags2 & MF2_DONTSEEKINVISIBLE) &&
((target->flags & MF_SHADOW) ||
(target->renderflags & RF_INVISIBLE) ||
!target->RenderStyle.IsVisible(target->Alpha)
)
) return false;
return true;
}
DEFINE_ACTION_FUNCTION(AActor, CanSeek)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(target, AActor);
ACTION_RETURN_BOOL(self->CanSeek(target));
}
//----------------------------------------------------------------------------
//
// FUNC P_SeekerMissile
//
// The missile's tracer field must be the target. Returns true if
// target was tracked, false if not.
//
//----------------------------------------------------------------------------
bool P_SeekerMissile (AActor *actor, double thresh, double turnMax, bool precise, bool usecurspeed)
{
int dir;
DAngle delta;
AActor *target;
double speed;
speed = !usecurspeed ? actor->Speed : actor->VelToSpeed();
target = actor->tracer;
if (target == NULL || !actor->CanSeek(target))
{
return false;
}
if (!(target->flags & MF_SHOOTABLE))
{ // Target died
actor->tracer = NULL;
return false;
}
if (speed == 0)
{ // Technically, we're not seeking since our speed is 0, but the target *is* seekable.
return true;
}
dir = P_FaceMobj (actor, target, &delta);
if (delta > thresh)
{
delta /= 2;
if (delta > turnMax)
{
delta = turnMax;
}
}
if (dir)
{ // Turn clockwise
actor->Angles.Yaw += delta;
}
else
{ // Turn counter clockwise
actor->Angles.Yaw -= delta;
}
if (!precise)
{
actor->VelFromAngle(speed);
if (!(actor->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
{
if (actor->Top() < target->Z() ||
target->Top() < actor->Z())
{ // Need to seek vertically
actor->Vel.Z = (target->Center() - actor->Center()) / actor->DistanceBySpeed(target, speed);
}
}
}
else
{
DAngle pitch = 0.;
if (!(actor->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
{ // Need to seek vertically
double dist = MAX(1., actor->Distance2D(target));
// Aim at a player's eyes and at the middle of the actor for everything else.
double aimheight = target->Height/2;
if (target->IsKindOf(RUNTIME_CLASS(APlayerPawn)))
{
aimheight = static_cast<APlayerPawn *>(target)->ViewHeight;
}
pitch = DVector2(dist, target->Z() + aimheight - actor->Center()).Angle();
}
actor->Vel3DFromAngle(-pitch, speed);
}
return true;
}
//
// P_XYMovement
//
// Returns the actor's old floorz.
//
#define STOPSPEED (0x1000/65536.)
#define CARRYSTOPSPEED ((0x1000*32/3)/65536.)
double P_XYMovement (AActor *mo, DVector2 scroll)
{
static int pushtime = 0;
bool bForceSlide = !scroll.isZero();
DAngle Angle;
DVector2 ptry;
player_t *player;
DVector2 move;
const secplane_t * walkplane;
static const double windTab[3] = { 5 / 32., 10 / 32., 25 / 32. };
int steps, step, totalsteps;
DVector2 start;
double Oldfloorz = mo->floorz;
double oldz = mo->Z();
double maxmove = (mo->waterlevel < 1) || (mo->flags & MF_MISSILE) ||
(mo->player && mo->player->crouchoffset<-10) ? MAXMOVE : MAXMOVE/4;
if (mo->flags2 & MF2_WINDTHRUST && mo->waterlevel < 2 && !(mo->flags & MF_NOCLIP))
{
int special = mo->Sector->special;
switch (special)
{
case 40: case 41: case 42: // Wind_East
mo->Thrust(0., windTab[special-40]);
break;
case 43: case 44: case 45: // Wind_North
mo->Thrust(90., windTab[special-43]);
break;
case 46: case 47: case 48: // Wind_South
mo->Thrust(270., windTab[special-46]);
break;
case 49: case 50: case 51: // Wind_West
mo->Thrust(180., windTab[special-49]);
break;
}
}
// [RH] No need to clamp these now. However, wall running needs it so
// that large thrusts can't propel an actor through a wall, because wall
// running depends on the player's original movement continuing even after
// it gets blocked.
if ((mo->player != NULL && (i_compatflags & COMPATF_WALLRUN)) || (mo->waterlevel >= 1) ||
(mo->player != NULL && mo->player->crouchfactor < 0.75))
{
// preserve the direction instead of clamping x and y independently.
double cx = mo->Vel.X == 0 ? 1. : clamp(mo->Vel.X, -maxmove, maxmove) / mo->Vel.X;
double cy = mo->Vel.Y == 0 ? 1. : clamp(mo->Vel.Y, -maxmove, maxmove) / mo->Vel.Y;
double fac = MIN(cx, cy);
mo->Vel.X *= fac;
mo->Vel.Y *= fac;
}
const double VELOCITY_THRESHOLD = 5000; // don't let it move faster than this. Fixed point overflowed at 32768 but that's too much to make this safe.
if (mo->Vel.LengthSquared() >= VELOCITY_THRESHOLD*VELOCITY_THRESHOLD)
{
mo->Vel.MakeResize(VELOCITY_THRESHOLD);
}
move = mo->Vel;
// [RH] Carrying sectors didn't work with low speeds in BOOM. This is
// because BOOM relied on the speed being fast enough to accumulate
// despite friction. If the speed is too low, then its movement will get
// cancelled, and it won't accumulate to the desired speed.
mo->flags4 &= ~MF4_SCROLLMOVE;
if (fabs(scroll.X) > CARRYSTOPSPEED)
{
scroll.X *= CARRYFACTOR;
mo->Vel.X += scroll.X;
mo->flags4 |= MF4_SCROLLMOVE;
}
if (fabs(scroll.Y) > CARRYSTOPSPEED)
{
scroll.Y *= CARRYFACTOR;
mo->Vel.Y += scroll.Y;
mo->flags4 |= MF4_SCROLLMOVE;
}
move += scroll;
if (move.isZero())
{
if (mo->flags & MF_SKULLFLY)
{
// the skull slammed into something
mo->flags &= ~MF_SKULLFLY;
mo->Vel.Zero();
if (!(mo->flags2 & MF2_DORMANT))
{
if (mo->SeeState != NULL) mo->SetState (mo->SeeState);
else mo->SetIdle();
}
else
{
mo->SetIdle();
mo->tics = -1;
}
}
return Oldfloorz;
}
player = mo->player;
// [RH] Adjust player movement on sloped floors
DVector2 startmove = move;
walkplane = P_CheckSlopeWalk (mo, move);
// [RH] Take smaller steps when moving faster than the object's size permits.
// Moving as fast as the object's "diameter" is bad because it could skip
// some lines because the actor could land such that it is just touching the
// line. For Doom to detect that the line is there, it needs to actually cut
// through the actor.
{
double maxmove = mo->radius - 1;
if (maxmove <= 0)
{ // gibs can have radius 0, so don't divide by zero below!
maxmove = MAXMOVE;
}
const double xspeed = fabs (move.X);
const double yspeed = fabs (move.Y);
steps = 1;
if (xspeed > yspeed)
{
if (xspeed > maxmove)
{
steps = int(1 + xspeed / maxmove);
}
}
else
{
if (yspeed > maxmove)
{
steps = int(1 + yspeed / maxmove);
}
}
}
// P_SlideMove needs to know the step size before P_CheckSlopeWalk
// because it also calls P_CheckSlopeWalk on its clipped steps.
DVector2 onestep = startmove / steps;
start = mo->Pos();
step = 1;
totalsteps = steps;
// [RH] Instead of doing ripping damage each step, do it each tic.
// This makes it compatible with Heretic and Hexen, which only did
// one step for their missiles with ripping damage (excluding those
// that don't use P_XYMovement). It's also more intuitive since it
// makes the damage done dependant on the amount of time the projectile
// spends inside a target rather than on the projectile's size. The
// last actor ripped through is recorded so that if the projectile
// passes through more than one actor this tic, each one takes damage
// and not just the first one.
pushtime++;
FCheckPosition tm(!!(mo->flags2 & MF2_RIP));
DAngle oldangle = mo->Angles.Yaw;
do
{
if (i_compatflags & COMPATF_WALLRUN) pushtime++;
tm.PushTime = pushtime;
ptry = start + move * step / steps;
DVector2 startvel = mo->Vel;
// killough 3/15/98: Allow objects to drop off
// [RH] If walking on a slope, stay on the slope
if (!P_TryMove (mo, ptry, true, walkplane, tm))
{
// blocked move
AActor *BlockingMobj = mo->BlockingMobj;
line_t *BlockingLine = mo->BlockingLine;
if (!(mo->flags & MF_MISSILE) && (mo->BounceFlags & BOUNCE_MBF)
&& (BlockingMobj != NULL ? P_BounceActor(mo, BlockingMobj, false) : P_BounceWall(mo)))
{
// Do nothing, relevant actions already done in the condition.
// This allows to avoid setting velocities to 0 in the final else of this series.
}
else if ((mo->flags2 & (MF2_SLIDE|MF2_BLASTED) || bForceSlide) && !(mo->flags&MF_MISSILE))
{ // try to slide along it
if (BlockingMobj == NULL)
{ // slide against wall
if (BlockingLine != NULL &&
mo->player && mo->waterlevel && mo->waterlevel < 3 &&
(mo->player->cmd.ucmd.forwardmove | mo->player->cmd.ucmd.sidemove) &&
mo->BlockingLine->sidedef[1] != NULL)
{
mo->Vel.Z = WATER_JUMP_SPEED;
}
// If the blocked move executed any push specials that changed the
// actor's velocity, do not attempt to slide.
if (mo->Vel.XY() == startvel)
{
if (player && (i_compatflags & COMPATF_WALLRUN))
{
// [RH] Here is the key to wall running: The move is clipped using its full speed.
// If the move is done a second time (because it was too fast for one move), it
// is still clipped against the wall at its full speed, so you effectively
// execute two moves in one tic.
P_SlideMove (mo, mo->Vel, 1);
}
else
{
P_SlideMove (mo, onestep, totalsteps);
}
if (mo->Vel.XY().isZero())
{
steps = 0;
}
else
{
if (!player || !(i_compatflags & COMPATF_WALLRUN))
{
move = mo->Vel;
onestep = move / steps;
P_CheckSlopeWalk (mo, move);
}
start = mo->Pos().XY() - move * step / steps;
}
}
else
{
steps = 0;
}
}
else
{ // slide against another actor
DVector2 t;
t.X = 0, t.Y = onestep.Y;
walkplane = P_CheckSlopeWalk (mo, t);
if (P_TryMove (mo, mo->Pos() + t, true, walkplane, tm))
{
mo->Vel.X = 0;
}
else
{
t.X = onestep.X, t.Y = 0;
walkplane = P_CheckSlopeWalk (mo, t);
if (P_TryMove (mo, mo->Pos() + t, true, walkplane, tm))
{
mo->Vel.Y = 0;
}
else
{
mo->Vel.X = mo->Vel.Y = 0;
}
}
if (player && player->mo == mo)
{
if (mo->Vel.X == 0)
player->Vel.X = 0;
if (mo->Vel.Y == 0)
player->Vel.Y = 0;
}
steps = 0;
}
}
else if (mo->flags & MF_MISSILE)
{
steps = 0;
if (BlockingMobj)
{
if (mo->BounceFlags & BOUNCE_Actors)
{
// Bounce test and code moved to P_BounceActor
if (!P_BounceActor(mo, BlockingMobj, false))
{ // Struck a player/creature
P_ExplodeMissile (mo, NULL, BlockingMobj);
}
return Oldfloorz;
}
}
else
{
// Struck a wall
if (P_BounceWall (mo))
{
mo->PlayBounceSound(false);
return Oldfloorz;
}
}
if (BlockingMobj && (BlockingMobj->flags2 & MF2_REFLECTIVE))
{
bool seeker = (mo->flags2 & MF2_SEEKERMISSILE) ? true : false;
// Don't change the angle if there's THRUREFLECT on the monster.
if (!(BlockingMobj->flags7 & MF7_THRUREFLECT))
{
DAngle angle = BlockingMobj->AngleTo(mo);
bool dontReflect = (mo->AdjustReflectionAngle(BlockingMobj, angle));
// Change angle for deflection/reflection
if (!dontReflect)
{
bool tg = (mo->target != NULL);
bool blockingtg = (BlockingMobj->target != NULL);
if ((BlockingMobj->flags7 & MF7_AIMREFLECT) && (tg | blockingtg))
{
AActor *origin = tg ? mo->target : BlockingMobj->target;
//dest->x - source->x
DVector3 vect = mo->Vec3To(origin);
vect.Z += origin->Height / 2;
mo->Vel = vect.Resized(mo->Speed);
}
else
{
if ((BlockingMobj->flags7 & MF7_MIRRORREFLECT) && (tg | blockingtg))
{
mo->Angles.Yaw += 180.;
mo->Vel *= -.5;
}
else
{
mo->Angles.Yaw = angle;
mo->VelFromAngle(mo->Speed / 2);
mo->Vel.Z *= -.5;
}
}
}
else
{
goto explode;
}
}
if (mo->flags2 & MF2_SEEKERMISSILE)
{
mo->tracer = mo->target;
}
mo->target = BlockingMobj;
return Oldfloorz;
}
explode:
// explode a missile
if (!(mo->flags3 & MF3_SKYEXPLODE))
{
if (tm.ceilingline &&
tm.ceilingline->backsector &&
tm.ceilingline->backsector->GetTexture(sector_t::ceiling) == skyflatnum &&
mo->Z() >= tm.ceilingline->backsector->ceilingplane.ZatPoint(mo->PosRelative(tm.ceilingline)))
{
// Hack to prevent missiles exploding against the sky.
// Does not handle sky floors.
mo->Destroy ();
return Oldfloorz;
}
// [RH] Don't explode on horizon lines.
if (mo->BlockingLine != NULL && mo->BlockingLine->special == Line_Horizon)
{
mo->Destroy ();
return Oldfloorz;
}
}
P_ExplodeMissile (mo, mo->BlockingLine, BlockingMobj);
return Oldfloorz;
}
else
{
mo->Vel.X = mo->Vel.Y = 0;
steps = 0;
}
}
else
{
if (mo->Pos().XY() != ptry)
{
// If the new position does not match the desired position, the player
// must have gone through a teleporter or portal.
if (mo->Vel.X == 0 && mo->Vel.Y == 0)
{
// Stop moving right now if it was a regular teleporter.
step = steps;
}
else
{
// It was a portal, line-to-line or fogless teleporter, so the move should continue.
// For that we need to adjust the start point, and the movement vector.
DAngle anglediff = deltaangle(oldangle, mo->Angles.Yaw);
if (anglediff != 0)
{
move = move.Rotated(anglediff);
oldangle = mo->Angles.Yaw;
}
start = mo->Pos() - move * step / steps;
}
}
}
} while (++step <= steps);
// Friction
if (player && player->mo == mo && player->cheats & CF_NOVELOCITY)
{ // debug option for no sliding at all
mo->Vel.X = mo->Vel.Y = 0;
player->Vel.X = player->Vel.Y = 0;
return Oldfloorz;
}
if (mo->flags & (MF_MISSILE | MF_SKULLFLY))
{ // no friction for missiles
return Oldfloorz;
}
if (mo->Z() > mo->floorz && !(mo->flags2 & MF2_ONMOBJ) &&
!mo->IsNoClip2() &&
(!(mo->flags2 & MF2_FLY) || !(mo->flags & MF_NOGRAVITY)) &&
!mo->waterlevel)
{ // [RH] Friction when falling is available for larger aircontrols
if (player != NULL && level.airfriction != 1.)
{
mo->Vel.X *= level.airfriction;
mo->Vel.Y *= level.airfriction;
if (player->mo == mo) // Not voodoo dolls
{
player->Vel.X *= level.airfriction;
player->Vel.Y *= level.airfriction;
}
}
return Oldfloorz;
}
// killough 8/11/98: add bouncers
// killough 9/15/98: add objects falling off ledges
// killough 11/98: only include bouncers hanging off ledges
if ((mo->flags & MF_CORPSE) || (mo->BounceFlags & BOUNCE_MBF && mo->Z() > mo->dropoffz) || (mo->flags6 & MF6_FALLING))
{ // Don't stop sliding if halfway off a step with some velocity
if (fabs(mo->Vel.X) > 0.25 || fabs(mo->Vel.Y) > 0.25)
{
if (mo->floorz > mo->Sector->floorplane.ZatPoint(mo))
{
if (mo->dropoffz != mo->floorz) // 3DMidtex or other special cases that must be excluded
{
unsigned i;
for(i=0;i<mo->Sector->e->XFloor.ffloors.Size();i++)
{
// Sliding around on 3D floors looks extremely bad so
// if the floor comes from one in the current sector stop sliding the corpse!
F3DFloor * rover=mo->Sector->e->XFloor.ffloors[i];
if (!(rover->flags&FF_EXISTS)) continue;
if (rover->flags&FF_SOLID && rover->top.plane->ZatPoint(mo) == mo->floorz) break;
}
if (i==mo->Sector->e->XFloor.ffloors.Size())
return Oldfloorz;
}
}
}
}
// killough 11/98:
// Stop voodoo dolls that have come to rest, despite any
// moving corresponding player:
if (fabs(mo->Vel.X) < STOPSPEED && fabs(mo->Vel.Y) < STOPSPEED
&& (!player || (player->mo != mo)
|| !(player->cmd.ucmd.forwardmove | player->cmd.ucmd.sidemove)))
{
// if in a walking frame, stop moving
// killough 10/98:
// Don't affect main player when voodoo dolls stop:
if (player && player->mo == mo && !(player->cheats & CF_PREDICTING))
{
player->mo->PlayIdle ();
}
mo->Vel.X = mo->Vel.Y = 0;
mo->flags4 &= ~MF4_SCROLLMOVE;
// killough 10/98: kill any bobbing velocity too (except in voodoo dolls)
if (player && player->mo == mo)
player->Vel.X = player->Vel.Y = 0;
}
else
{
// phares 3/17/98
// Friction will have been adjusted by friction thinkers for icy
// or muddy floors. Otherwise it was never touched and
// remained set at ORIG_FRICTION
//
// killough 8/28/98: removed inefficient thinker algorithm,
// instead using touching_sectorlist in P_GetFriction() to
// determine friction (and thus only when it is needed).
//
// killough 10/98: changed to work with new bobbing method.
// Reducing player velocity is no longer needed to reduce
// bobbing, so ice works much better now.
double friction = P_GetFriction (mo, NULL);
mo->Vel.X *= friction;
mo->Vel.Y *= friction;
// killough 10/98: Always decrease player bobbing by ORIG_FRICTION.
// This prevents problems with bobbing on ice, where it was not being
// reduced fast enough, leading to all sorts of kludges being developed.
if (player && player->mo == mo) // Not voodoo dolls
{
player->Vel.X *= ORIG_FRICTION;
player->Vel.Y *= ORIG_FRICTION;
}
// Don't let the velocity become less than the smallest representable fixed point value.
if (fabs(mo->Vel.X) < MinVel) mo->Vel.X = 0;
if (fabs(mo->Vel.Y) < MinVel) mo->Vel.Y = 0;
if (player && player->mo == mo) // Not voodoo dolls
{
if (fabs(player->Vel.X) < MinVel) player->Vel.X = 0;
if (fabs(player->Vel.Y) < MinVel) player->Vel.Y = 0;
}
}
return Oldfloorz;
}
// Move this to p_inter ***
void P_MonsterFallingDamage (AActor *mo)
{
int damage;
double vel;
if (!(level.flags2 & LEVEL2_MONSTERFALLINGDAMAGE))
return;
if (mo->floorsector->Flags & SECF_NOFALLINGDAMAGE)
return;
vel = fabs(mo->Vel.Z);
if (vel > 35)
{ // automatic death
damage = TELEFRAG_DAMAGE;
}
else
{
damage = int((vel - 23)*6);
}
damage = TELEFRAG_DAMAGE; // always kill 'em
P_DamageMobj (mo, NULL, NULL, damage, NAME_Falling);
}
//
// P_ZMovement
//
void P_ZMovement (AActor *mo, double oldfloorz)
{
double dist;
double delta;
double oldz = mo->Z();
double grav = mo->GetGravity();
//
// check for smooth step up
//
if (mo->player && mo->player->mo == mo && mo->Z() < mo->floorz)
{
mo->player->viewheight -= mo->floorz - mo->Z();
mo->player->deltaviewheight = mo->player->GetDeltaViewHeight();
}
mo->AddZ(mo->Vel.Z);
//
// apply gravity
//
if (mo->Z() > mo->floorz && !(mo->flags & MF_NOGRAVITY))
{
double startvelz = mo->Vel.Z;
if (mo->waterlevel == 0 || (mo->player &&
!(mo->player->cmd.ucmd.forwardmove | mo->player->cmd.ucmd.sidemove)))
{
// [RH] Double gravity only if running off a ledge. Coming down from
// an upward thrust (e.g. a jump) should not double it.
if (mo->Vel.Z == 0 && oldfloorz > mo->floorz && mo->Z() == oldfloorz)
{
mo->Vel.Z -= grav + grav;
}
else
{
mo->Vel.Z -= grav;
}
}
if (mo->player == NULL)
{
if (mo->waterlevel >= 1)
{
double sinkspeed;
if ((mo->flags & MF_SPECIAL) && !(mo->flags3 & MF3_ISMONSTER))
{ // Pickup items don't sink if placed and drop slowly if dropped
sinkspeed = (mo->flags & MF_DROPPED) ? -WATER_SINK_SPEED / 8 : 0;
}
else
{
sinkspeed = -WATER_SINK_SPEED;
// If it's not a player, scale sinkspeed by its mass, with
// 100 being equivalent to a player.
if (mo->player == NULL)
{
sinkspeed = sinkspeed * clamp(mo->Mass, 1, 4000) / 100;
}
}
if (mo->Vel.Z < sinkspeed)
{ // Dropping too fast, so slow down toward sinkspeed.
mo->Vel.Z -= MAX(sinkspeed*2, -8.);
if (mo->Vel.Z > sinkspeed)
{
mo->Vel.Z = sinkspeed;
}
}
else if (mo->Vel.Z > sinkspeed)
{ // Dropping too slow/going up, so trend toward sinkspeed.
mo->Vel.Z = startvelz + MAX(sinkspeed/3, -8.);
if (mo->Vel.Z < sinkspeed)
{
mo->Vel.Z = sinkspeed;
}
}
}
}
else
{
if (mo->waterlevel > 1)
{
double sinkspeed = -WATER_SINK_SPEED;
if (mo->Vel.Z < sinkspeed)
{
mo->Vel.Z = (startvelz < sinkspeed) ? startvelz : sinkspeed;
}
else
{
mo->Vel.Z = startvelz + ((mo->Vel.Z - startvelz) *
(mo->waterlevel == 1 ? WATER_SINK_SMALL_FACTOR : WATER_SINK_FACTOR));
}
}
}
}
// Hexen compatibility handling for floatbobbing. Ugh...
// Hexen yanked all items to the floor, except those being spawned at map start in the air.
// Those were kept at their original height.
// Do this only if the item was actually spawned by the map above ground to avoid problems.
if (mo->specialf1 > 0 && (mo->flags2 & MF2_FLOATBOB) && (ib_compatflags & BCOMPATF_FLOATBOB))
{
mo->SetZ(mo->floorz + mo->specialf1);
}
//
// adjust height
//
if ((mo->flags & MF_FLOAT) && !(mo->flags2 & MF2_DORMANT) && mo->target)
{ // float down towards target if too close
if (!(mo->flags & (MF_SKULLFLY | MF_INFLOAT)))
{
dist = mo->Distance2D (mo->target);
delta = (mo->target->Center()) - mo->Z();
if (delta < 0 && dist < -(delta*3))
mo->AddZ(-mo->FloatSpeed);
else if (delta > 0 && dist < (delta*3))
mo->AddZ(mo->FloatSpeed);
}
}
if (mo->player && (mo->flags & MF_NOGRAVITY) && (mo->Z() > mo->floorz))
{
if (!mo->IsNoClip2())
{
mo->AddZ(DAngle(360 / 80.f * level.maptime).Sin() / 8);
}
mo->Vel.Z *= FRICTION_FLY;
}
if (mo->waterlevel && !(mo->flags & MF_NOGRAVITY))
{
double friction = -1;
// Check 3D floors -- might be the source of the waterlevel
for (auto rover : mo->Sector->e->XFloor.ffloors)
{
if (!(rover->flags & FF_EXISTS)) continue;
if (!(rover->flags & FF_SWIMMABLE)) continue;
if (mo->Z() >= rover->top.plane->ZatPoint(mo) ||
mo->Center() < rover->bottom.plane->ZatPoint(mo))
continue;
friction = rover->model->GetFriction(rover->top.isceiling);
break;
}
if (friction < 0)
friction = mo->Sector->GetFriction(); // get real friction, even if from a terrain definition
mo->Vel.Z *= friction;
}
//
// clip movement
//
if (mo->Z() <= mo->floorz)
{ // Hit the floor
if ((!mo->player || !(mo->player->cheats & CF_PREDICTING)) &&
mo->Sector->SecActTarget != NULL &&
mo->Sector->floorplane.ZatPoint(mo) == mo->floorz)
{ // [RH] Let the sector do something to the actor
mo->Sector->TriggerSectorActions (mo, SECSPAC_HitFloor);
}
P_CheckFor3DFloorHit(mo, mo->floorz);
// [RH] Need to recheck this because the sector action might have
// teleported the actor so it is no longer below the floor.
if (mo->Z() <= mo->floorz)
{
if ((mo->flags & MF_MISSILE) && !(mo->flags & MF_NOCLIP))
{
mo->SetZ(mo->floorz);
if (mo->BounceFlags & BOUNCE_Floors)
{
mo->FloorBounceMissile (mo->floorsector->floorplane);
/* if (!(mo->flags6 & MF6_CANJUMP)) */ return;
}
else if (mo->flags3 & MF3_NOEXPLODEFLOOR)
{
P_HitFloor (mo);
mo->Vel.Z = 0;
return;
}
else if (mo->flags3 & MF3_FLOORHUGGER)
{ // Floor huggers can go up steps
return;
}
else
{
if (mo->floorpic == skyflatnum && !(mo->flags3 & MF3_SKYEXPLODE))
{
// [RH] Just remove the missile without exploding it
// if this is a sky floor.
mo->Destroy ();
return;
}
P_HitFloor (mo);
P_ExplodeMissile (mo, NULL, NULL);
return;
}
}
else if (mo->BounceFlags & BOUNCE_MBF && mo->Vel.Z) // check for MBF-like bounce on non-missiles
{
mo->FloorBounceMissile(mo->floorsector->floorplane);
}
if (mo->flags3 & MF3_ISMONSTER) // Blasted mobj falling
{
if (mo->Vel.Z < -23)
{
P_MonsterFallingDamage (mo);
}
}
mo->SetZ(mo->floorz);
if (mo->Vel.Z < 0)
{
const double minvel = -8; // landing speed from a jump with normal gravity
// Spawn splashes, etc.
P_HitFloor (mo);
if (mo->DamageType == NAME_Ice && mo->Vel.Z < minvel)
{
mo->tics = 1;
mo->Vel.Zero();
return;
}
// Let the actor do something special for hitting the floor
if (mo->flags7 & MF7_SMASHABLE)
{
P_DamageMobj(mo, nullptr, nullptr, mo->health, NAME_Smash);
}
if (mo->player)
{
if (mo->player->jumpTics < 0 || mo->Vel.Z < minvel)
{ // delay any jumping for a short while
mo->player->jumpTics = 7;
}
if (mo->Vel.Z < minvel && !(mo->flags & MF_NOGRAVITY))
{
// Squat down.
// Decrease viewheight for a moment after hitting the ground (hard),
// and utter appropriate sound.
PlayerLandedOnThing (mo, NULL);
}
}
mo->Vel.Z = 0;
}
if (mo->flags & MF_SKULLFLY)
{ // The skull slammed into something
mo->Vel.Z = -mo->Vel.Z;
}
mo->Crash();
}
}
if (mo->flags2 & MF2_FLOORCLIP)
{
mo->AdjustFloorClip ();
}
if (mo->Top() > mo->ceilingz)
{ // hit the ceiling
if ((!mo->player || !(mo->player->cheats & CF_PREDICTING)) &&
mo->Sector->SecActTarget != NULL &&
mo->Sector->ceilingplane.ZatPoint(mo) == mo->ceilingz)
{ // [RH] Let the sector do something to the actor
mo->Sector->TriggerSectorActions (mo, SECSPAC_HitCeiling);
}
P_CheckFor3DCeilingHit(mo, mo->ceilingz);
// [RH] Need to recheck this because the sector action might have
// teleported the actor so it is no longer above the ceiling.
if (mo->Top() > mo->ceilingz)
{
mo->SetZ(mo->ceilingz - mo->Height);
if (mo->BounceFlags & BOUNCE_Ceilings)
{ // ceiling bounce
mo->FloorBounceMissile (mo->ceilingsector->ceilingplane);
/*if (!(mo->flags6 & MF6_CANJUMP))*/ return;
}
if (mo->flags & MF_SKULLFLY)
{ // the skull slammed into something
mo->Vel.Z = -mo->Vel.Z;
}
if (mo->Vel.Z > 0)
mo->Vel.Z = 0;
if ((mo->flags & MF_MISSILE) && !(mo->flags & MF_NOCLIP))
{
if (mo->flags3 & MF3_CEILINGHUGGER)
{
return;
}
if (mo->ceilingpic == skyflatnum && !(mo->flags3 & MF3_SKYEXPLODE))
{
mo->Destroy ();
return;
}
P_ExplodeMissile (mo, NULL, NULL);
return;
}
}
}
P_CheckFakeFloorTriggers (mo, oldz);
}
void P_CheckFakeFloorTriggers (AActor *mo, double oldz, bool oldz_has_viewheight)
{
if (mo->player && (mo->player->cheats & CF_PREDICTING))
{
return;
}
sector_t *sec = mo->Sector;
assert (sec != NULL);
if (sec == NULL)
{
return;
}
if (sec->heightsec != NULL && sec->SecActTarget != NULL)
{
sector_t *hs = sec->heightsec;
double waterz = hs->floorplane.ZatPoint(mo);
double newz;
double viewheight;
if (mo->player != NULL)
{
viewheight = mo->player->viewheight;
}
else
{
viewheight = mo->Height;
}
if (oldz > waterz && mo->Z() <= waterz)
{ // Feet hit fake floor
sec->TriggerSectorActions (mo, SECSPAC_HitFakeFloor);
}
newz = mo->Z() + viewheight;
if (!oldz_has_viewheight)
{
oldz += viewheight;
}
if (oldz <= waterz && newz > waterz)
{ // View went above fake floor
sec->TriggerSectorActions (mo, SECSPAC_EyesSurface);
}
else if (oldz > waterz && newz <= waterz)
{ // View went below fake floor
sec->TriggerSectorActions (mo, SECSPAC_EyesDive);
}
if (!(hs->MoreFlags & SECF_FAKEFLOORONLY))
{
waterz = hs->ceilingplane.ZatPoint(mo);
if (oldz <= waterz && newz > waterz)
{ // View went above fake ceiling
sec->TriggerSectorActions (mo, SECSPAC_EyesAboveC);
}
else if (oldz > waterz && newz <= waterz)
{ // View went below fake ceiling
sec->TriggerSectorActions (mo, SECSPAC_EyesBelowC);
}
}
}
}
//===========================================================================
//
// PlayerLandedOnThing
//
//===========================================================================
static void PlayerLandedOnThing (AActor *mo, AActor *onmobj)
{
bool grunted;
if (!mo->player)
return;
if (mo->player->mo == mo)
{
mo->player->deltaviewheight = mo->Vel.Z / 8.;
}
if (mo->player->cheats & CF_PREDICTING)
return;
P_FallingDamage (mo);
// [RH] only make noise if alive
if (!mo->player->morphTics && mo->health > 0)
{
grunted = false;
// Why should this number vary by gravity?
if (mo->health > 0 && mo->Vel.Z < -mo->player->mo->GruntSpeed)
{
S_Sound (mo, CHAN_VOICE, "*grunt", 1, ATTN_NORM);
grunted = true;
}
if (onmobj != NULL || !Terrains[P_GetThingFloorType (mo)].IsLiquid)
{
if (!grunted || !S_AreSoundsEquivalent (mo, "*grunt", "*land"))
{
S_Sound (mo, CHAN_AUTO, "*land", 1, ATTN_NORM);
}
}
}
// mo->player->centering = true;
}
//
// P_NightmareRespawn
//
void P_NightmareRespawn (AActor *mobj)
{
double z;
AActor *mo;
AActor *info = mobj->GetDefault();
mobj->skillrespawncount++;
// spawn the new monster (assume the spawn will be good)
if (info->flags & MF_SPAWNCEILING)
z = ONCEILINGZ;
else if (info->flags2 & MF2_SPAWNFLOAT)
z = FLOATRANDZ;
else
z = ONFLOORZ;
// spawn it
mo = AActor::StaticSpawn(mobj->GetClass(), DVector3(mobj->SpawnPoint.X, mobj->SpawnPoint.Y, z), NO_REPLACE, true);
if (z == ONFLOORZ)
{
mo->AddZ(mobj->SpawnPoint.Z);
if (mo->Z() < mo->floorz)
{ // Do not respawn monsters in the floor, even if that's where they
// started. The initial P_ZMovement() call would have put them on
// the floor right away, but we need them on the floor now so we
// can use P_CheckPosition() properly.
mo->SetZ(mo->floorz);
}
if (mo->Top() > mo->ceilingz)
{
mo->SetZ(mo->ceilingz- mo->Height);
}
}
else if (z == ONCEILINGZ)
{
mo->AddZ(-mobj->SpawnPoint.Z);
}
// If there are 3D floors, we need to find floor/ceiling again.
P_FindFloorCeiling(mo, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT);
if (z == ONFLOORZ)
{
if (mo->Z() < mo->floorz)
{ // Do not respawn monsters in the floor, even if that's where they
// started. The initial P_ZMovement() call would have put them on
// the floor right away, but we need them on the floor now so we
// can use P_CheckPosition() properly.
mo->SetZ(mo->floorz);
}
if (mo->Top() > mo->ceilingz)
{ // Do the same for the ceiling.
mo->SetZ(mo->ceilingz - mo->Height);
}
}
// something is occupying its position?
if (!P_CheckPosition(mo, mo->Pos(), true))
{
//[GrafZahl] MF_COUNTKILL still needs to be checked here.
mo->ClearCounters();
mo->Destroy ();
return; // no respawn
}
z = mo->Z();
// inherit attributes from deceased one
mo->SpawnPoint = mobj->SpawnPoint;
mo->SpawnAngle = mobj->SpawnAngle;
mo->SpawnFlags = mobj->SpawnFlags & ~MTF_DORMANT; // It wasn't dormant when it died, so it's not dormant now, either.
mo->Angles.Yaw = (double)mobj->SpawnAngle;
mo->HandleSpawnFlags ();
mo->reactiontime = 18;
mo->CopyFriendliness (mobj, false);
mo->Translation = mobj->Translation;
mo->skillrespawncount = mobj->skillrespawncount;
mo->Prev.Z = z; // Do not interpolate Z position if we changed it since spawning.
// spawn a teleport fog at old spot because of removal of the body?
P_SpawnTeleportFog(mobj, mobj->Pos(), true, true);
// spawn a teleport fog at the new spot
P_SpawnTeleportFog(mobj, DVector3(mobj->SpawnPoint, z), false, true);
// remove the old monster
mobj->Destroy ();
}
AActor *AActor::TIDHash[128];
//
// P_ClearTidHashes
//
// Clears the tid hashtable.
//
void AActor::ClearTIDHashes ()
{
memset(TIDHash, 0, sizeof(TIDHash));
}
//
// P_AddMobjToHash
//
// Inserts an mobj into the correct chain based on its tid.
// If its tid is 0, this function does nothing.
//
void AActor::AddToHash ()
{
if (tid == 0)
{
iprev = NULL;
inext = NULL;
return;
}
else
{
int hash = TIDHASH (tid);
inext = TIDHash[hash];
iprev = &TIDHash[hash];
TIDHash[hash] = this;
if (inext)
{
inext->iprev = &inext;
}
}
}
//
// P_RemoveMobjFromHash
//
// Removes an mobj from its hash chain.
//
void AActor::RemoveFromHash ()
{
if (tid != 0 && iprev)
{
*iprev = inext;
if (inext)
{
inext->iprev = iprev;
}
iprev = NULL;
inext = NULL;
}
tid = 0;
}
DEFINE_ACTION_FUNCTION(AActor, RemoveFromHash)
{
PARAM_SELF_PROLOGUE(AActor);
self->RemoveFromHash();
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, ChangeTid)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(tid);
self->RemoveFromHash();
self->tid = tid;
self->AddToHash();
return 0;
}
//==========================================================================
//
// P_IsTIDUsed
//
// Returns true if there is at least one actor with the specified TID
// (dead or alive).
//
//==========================================================================
bool P_IsTIDUsed(int tid)
{
AActor *probe = AActor::TIDHash[tid & 127];
while (probe != NULL)
{
if (probe->tid == tid)
{
return true;
}
probe = probe->inext;
}
return false;
}
//==========================================================================
//
// P_FindUniqueTID
//
// Returns an unused TID. If start_tid is 0, then a random TID will be
// chosen. Otherwise, it will perform a linear search starting from
// start_tid. If limit is non-0, then it will not check more than <limit>
// number of TIDs. Returns 0 if no suitable TID was found.
//
//==========================================================================
int P_FindUniqueTID(int start_tid, int limit)
{
int tid;
if (start_tid != 0)
{ // Do a linear search.
if (start_tid > INT_MAX-limit+1)
{ // If 'limit+start_tid-1' overflows, clamp 'limit' to INT_MAX
limit = INT_MAX;
}
else
{
limit += start_tid-1;
}
for (tid = start_tid; tid <= limit; ++tid)
{
if (tid != 0 && !P_IsTIDUsed(tid))
{
return tid;
}
}
// Nothing free found.
return 0;
}
// Do a random search. To try and be a bit more performant, this
// actually does several linear searches. In the case of *very*
// dense TID usage, this could potentially perform worse than doing
// a complete linear scan starting at 1. However, you would need
// to use an absolutely ridiculous number of actors before this
// becomes a real concern.
if (limit == 0)
{
limit = INT_MAX;
}
for (int i = 0; i < limit; i += 5)
{
// Use a positive starting TID.
tid = pr_uniquetid.GenRand32() & INT_MAX;
tid = P_FindUniqueTID(tid == 0 ? 1 : tid, 5);
if (tid != 0)
{
return tid;
}
}
// Nothing free found.
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, FindUniqueTid)
{
PARAM_PROLOGUE;
PARAM_INT_DEF(start);
PARAM_INT_DEF(limit);
ACTION_RETURN_INT(P_FindUniqueTID(start, limit));
}
CCMD(utid)
{
Printf("%d\n",
P_FindUniqueTID(argv.argc() > 1 ? atoi(argv[1]) : 0,
(argv.argc() > 2 && atoi(argv[2]) >= 0) ? atoi(argv[2]) : 0));
}
//==========================================================================
//
// AActor :: GetMissileDamage
//
// If the actor's damage amount is an expression, evaluate it and return
// the result. Otherwise, return ((random() & mask) + add) * damage.
//
//==========================================================================
int AActor::GetMissileDamage (int mask, int add)
{
if (DamageVal >= 0)
{
if (mask == 0)
{
return add * DamageVal;
}
else
{
return ((pr_missiledamage() & mask) + add) * DamageVal;
}
}
if (DamageFunc == nullptr)
{
// This should never happen
assert(false && "No damage function found");
return 0;
}
VMValue param = this;
VMReturn result;
int amount;
result.IntAt(&amount);
if (GlobalVMStack.Call(DamageFunc, &param, 1, &result, 1) < 1)
{ // No results
return 0;
}
return amount;
}
void AActor::Howl ()
{
FSoundID howl = GetClass()->HowlSound;
if (!S_IsActorPlayingSomething(this, CHAN_BODY, howl))
{
S_Sound (this, CHAN_BODY, howl, 1, ATTN_NORM);
}
}
DEFINE_ACTION_FUNCTION(AActor, Howl)
{
PARAM_SELF_PROLOGUE(AActor);
self->Howl();
return 0;
}
bool AActor::Slam (AActor *thing)
{
flags &= ~MF_SKULLFLY;
Vel.Zero();
if (health > 0)
{
if (!(flags2 & MF2_DORMANT))
{
int dam = GetMissileDamage (7, 1);
int newdam = P_DamageMobj (thing, this, this, dam, NAME_Melee);
P_TraceBleed (newdam > 0 ? newdam : dam, thing, this);
// The charging monster may have died by the target's actions here.
if (health > 0)
{
if (SeeState != NULL) SetState (SeeState);
else SetIdle();
}
}
else
{
SetIdle();
tics = -1;
}
}
return false; // stop moving
}
DEFINE_ACTION_FUNCTION(AActor, Slam)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(thing, AActor);
ACTION_RETURN_BOOL(self->Slam(thing));
}
bool AActor::CallSlam(AActor *thing)
{
IFVIRTUAL(AActor, Slam)
{
VMValue params[2] = { (DObject*)this, thing };
VMReturn ret;
int retval;
ret.IntAt(&retval);
GlobalVMStack.Call(func, params, 2, &ret, 1, nullptr);
return !!retval;
}
else return Slam(thing);
}
// This virtual method only exists on the script side.
int AActor::SpecialMissileHit (AActor *victim)
{
IFVIRTUAL(AActor, SpecialMissileHit)
{
VMValue params[2] = { (DObject*)this, victim };
VMReturn ret;
int retval;
ret.IntAt(&retval);
GlobalVMStack.Call(func, params, 2, &ret, 1, nullptr);
return retval;
}
else return -1;
}
bool AActor::AdjustReflectionAngle (AActor *thing, DAngle &angle)
{
if (flags2 & MF2_DONTREFLECT) return true;
if (thing->flags7 & MF7_THRUREFLECT) return false;
// Change angle for reflection
if (thing->flags4&MF4_SHIELDREFLECT)
{
// Shield reflection (from the Centaur)
if (absangle(angle, thing->Angles.Yaw) > 45)
return true; // Let missile explode
if (thing->flags7 & MF7_NOSHIELDREFLECT) return true;
if (pr_reflect () < 128)
angle += 45;
else
angle -= 45;
}
else if (thing->flags4&MF4_DEFLECT)
{
// deflect (like the Heresiarch)
if(pr_reflect() < 128)
angle += 45;
else
angle -= 45;
}
else
{
angle += ((pr_reflect() % 16) - 8);
}
//Always check for AIMREFLECT, no matter what else is checked above.
if (thing->flags7 & MF7_AIMREFLECT)
{
if (this->target != NULL)
{
A_Face(this, this->target);
}
else if (thing->target != NULL)
{
A_Face(this, thing->target);
}
}
return false;
}
int AActor::AbsorbDamage(int damage, FName dmgtype)
{
for (AInventory *item = Inventory; item != nullptr; item = item->Inventory)
{
IFVIRTUALPTR(item, AInventory, AbsorbDamage)
{
VMValue params[4] = { item, damage, dmgtype.GetIndex(), &damage };
GlobalVMStack.Call(func, params, 4, nullptr, 0, nullptr);
}
}
return damage;
}
void AActor::AlterWeaponSprite(visstyle_t *vis)
{
int changed = 0;
TArray<AInventory *> items;
// This needs to go backwards through the items but the list has no backlinks.
for (AInventory *item = Inventory; item != nullptr; item = item->Inventory)
{
items.Push(item);
}
for(int i=items.Size()-1;i>=0;i--)
{
IFVIRTUALPTR(items[i], AInventory, AlterWeaponSprite)
{
VMValue params[3] = { items[i], vis, &changed };
GlobalVMStack.Call(func, params, 3, nullptr, 0, nullptr);
}
}
}
void AActor::PlayActiveSound ()
{
if (ActiveSound && !S_IsActorPlayingSomething (this, CHAN_VOICE, -1))
{
S_Sound (this, CHAN_VOICE, ActiveSound, 1,
(flags3 & MF3_FULLVOLACTIVE) ? ATTN_NONE : ATTN_IDLE);
}
}
DEFINE_ACTION_FUNCTION(AActor, PlayActiveSound)
{
PARAM_SELF_PROLOGUE(AActor);
self->PlayActiveSound();
return 0;
}
bool AActor::IsOkayToAttack (AActor *link)
{
if (!(player // Original AActor::IsOkayToAttack was only for players
// || (flags & MF_FRIENDLY) // Maybe let friendly monsters use the function as well?
|| (flags5 & MF5_SUMMONEDMONSTER) // AMinotaurFriend has its own version, generalized to other summoned monsters
|| (flags2 & MF2_SEEKERMISSILE))) // AHolySpirit and AMageStaffFX2 as well, generalized to other seeker missiles
{ // Normal monsters and other actors always return false.
return false;
}
// Standard things to eliminate: an actor shouldn't attack itself,
// or a non-shootable, dormant, non-player-and-non-monster actor.
if (link == this) return false;
if (!(link->player||(link->flags3 & MF3_ISMONSTER)))return false;
if (!(link->flags & MF_SHOOTABLE)) return false;
if (link->flags2 & MF2_DORMANT) return false;
// An actor shouldn't attack friendly actors. The reference depends
// on the type of actor: for a player's actor, itself; for a projectile,
// its target; and for a summoned minion, its tracer.
AActor * Friend = NULL;
if (player) Friend = this;
else if (flags5 & MF5_SUMMONEDMONSTER) Friend = tracer;
else if (flags2 & MF2_SEEKERMISSILE) Friend = target;
else if ((flags & MF_FRIENDLY) && FriendPlayer) Friend = players[FriendPlayer-1].mo;
// Friend checks
if (link == Friend) return false;
if (Friend == NULL) return false;
if (Friend->IsFriend(link)) return false;
if ((link->flags5 & MF5_SUMMONEDMONSTER) // No attack against minions on the same side
&& (link->tracer == Friend)) return false;
if (multiplayer && !deathmatch // No attack against fellow players in coop
&& link->player && Friend->player) return false;
if (((flags & link->flags) & MF_FRIENDLY) // No friendly infighting amongst minions
&& IsFriend(link)) return false;
// Now that all the actor checks are made, the line of sight can be checked
if (P_CheckSight (this, link))
{
// AMageStaffFX2::IsOkayToAttack had an extra check here, generalized with a flag,
// to only allow the check to succeed if the enemy was in a ~84<38> FOV of the player
if (flags3 & MF3_SCREENSEEKER)
{
DAngle angle = absangle(Friend->AngleTo(link), Friend->Angles.Yaw);
if (angle < 30 * (256./360.))
{
return true;
}
}
// Other actors are not concerned by this check
else return true;
}
// The sight check was failed, or the angle wasn't right for a screenseeker
return false;
}
void AActor::SetShade (DWORD rgb)
{
PalEntry *entry = (PalEntry *)&rgb;
fillcolor = rgb | (ColorMatcher.Pick (entry->r, entry->g, entry->b) << 24);
}
void AActor::SetShade (int r, int g, int b)
{
fillcolor = MAKEARGB(ColorMatcher.Pick (r, g, b), r, g, b);
}
DEFINE_ACTION_FUNCTION(AActor, SetShade)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(color);
self->SetShade(color);
return 0;
}
void AActor::SetPitch(DAngle p, bool interpolate, bool forceclamp)
{
if (player != NULL || forceclamp)
{ // clamp the pitch we set
DAngle min, max;
if (player != NULL)
{
min = player->MinPitch;
max = player->MaxPitch;
}
else
{
min = -89.;
max = 89.;
}
p = clamp(p, min, max);
}
if (p != Angles.Pitch)
{
Angles.Pitch = p;
if (player != NULL && interpolate)
{
player->cheats |= CF_INTERPVIEW;
}
}
}
void AActor::SetAngle(DAngle ang, bool interpolate)
{
if (ang != Angles.Yaw)
{
Angles.Yaw = ang;
if (player != NULL && interpolate)
{
player->cheats |= CF_INTERPVIEW;
}
}
}
void AActor::SetRoll(DAngle r, bool interpolate)
{
if (r != Angles.Roll)
{
Angles.Roll = r;
if (player != NULL && interpolate)
{
player->cheats |= CF_INTERPVIEW;
}
}
}
DVector3 AActor::GetPortalTransition(double byoffset, sector_t **pSec)
{
bool moved = false;
sector_t *sec = Sector;
double testz = Z() + byoffset;
DVector3 pos = Pos();
while (!sec->PortalBlocksMovement(sector_t::ceiling))
{
if (testz >= sec->GetPortalPlaneZ(sector_t::ceiling))
{
pos = PosRelative(sec->GetOppositePortalGroup(sector_t::ceiling));
sec = P_PointInSector(pos);
moved = true;
}
else break;
}
if (!moved)
{
while (!sec->PortalBlocksMovement(sector_t::floor))
{
if (testz < sec->GetPortalPlaneZ(sector_t::floor))
{
pos = PosRelative(sec->GetOppositePortalGroup(sector_t::floor));
sec = P_PointInSector(pos);
}
else break;
}
}
if (pSec) *pSec = sec;
return pos;
}
void AActor::CheckPortalTransition(bool islinked)
{
bool moved = false;
FLinkContext ctx;
while (!Sector->PortalBlocksMovement(sector_t::ceiling))
{
if (Z() >= Sector->GetPortalPlaneZ(sector_t::ceiling))
{
DVector3 oldpos = Pos();
if (islinked && !moved) UnlinkFromWorld(&ctx);
SetXYZ(PosRelative(Sector->GetOppositePortalGroup(sector_t::ceiling)));
Prev = Pos() - oldpos;
Sector = P_PointInSector(Pos());
PrevPortalGroup = Sector->PortalGroup;
moved = true;
}
else break;
}
if (!moved)
{
while (!Sector->PortalBlocksMovement(sector_t::floor))
{
double portalz = Sector->GetPortalPlaneZ(sector_t::floor);
if (Z() < portalz && floorz < portalz)
{
DVector3 oldpos = Pos();
if (islinked && !moved) UnlinkFromWorld(&ctx);
SetXYZ(PosRelative(Sector->GetOppositePortalGroup(sector_t::floor)));
Prev = Pos() - oldpos;
Sector = P_PointInSector(Pos());
PrevPortalGroup = Sector->PortalGroup;
moved = true;
}
else break;
}
}
if (islinked && moved) LinkToWorld(&ctx);
}
//
// P_MobjThinker
//
void AActor::Tick ()
{
// [RH] Data for Heretic/Hexen scrolling sectors
static const SBYTE HexenCompatSpeeds[] = {-25, 0, -10, -5, 0, 5, 10, 0, 25 };
static const SBYTE HexenScrollies[24][2] =
{
{ 0, 1 }, { 0, 2 }, { 0, 4 },
{ -1, 0 }, { -2, 0 }, { -4, 0 },
{ 0, -1 }, { 0, -2 }, { 0, -4 },
{ 1, 0 }, { 2, 0 }, { 4, 0 },
{ 1, 1 }, { 2, 2 }, { 4, 4 },
{ -1, 1 }, { -2, 2 }, { -4, 4 },
{ -1, -1 }, { -2, -2 }, { -4, -4 },
{ 1, -1 }, { 2, -2 }, { 4, -4 }
};
static const BYTE HereticScrollDirs[4] = { 6, 9, 1, 4 };
static const BYTE HereticSpeedMuls[5] = { 5, 10, 25, 30, 35 };
AActor *onmo;
//assert (state != NULL);
if (state == NULL)
{
Printf("Actor of type %s at (%f,%f) left without a state\n", GetClass()->TypeName.GetChars(), X(), Y());
Destroy();
return;
}
// This is necessary to properly interpolate movement outside this function
// like from an ActorMover
ClearInterpolation();
if (flags5 & MF5_NOINTERACTION)
{
// only do the minimally necessary things here to save time:
// Check the time freezer
// apply velocity
// ensure that the actor is not linked into the blockmap
if (!(flags5 & MF5_NOTIMEFREEZE))
{
//Added by MC: Freeze mode.
if (bglobal.freeze || level.flags2 & LEVEL2_FROZEN)
{
// Boss cubes shouldn't be accelerated by timefreeze
if (flags6 & MF6_BOSSCUBE)
{
special2++;
}
return;
}
}
if (!Vel.isZero() || !(flags & MF_NOBLOCKMAP))
{
FLinkContext ctx;
UnlinkFromWorld(&ctx);
flags |= MF_NOBLOCKMAP;
SetXYZ(Vec3Offset(Vel));
CheckPortalTransition(false);
LinkToWorld(&ctx);
}
}
else
{
AInventory * item = Inventory;
// Handle powerup effects here so that the order is controlled
// by the order in the inventory, not the order in the thinker table
while (item != NULL && item->Owner == this)
{
IFVIRTUALPTR(item, AInventory, DoEffect)
{
VMValue params[1] = { item };
GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr);
}
item = item->Inventory;
}
if (flags & MF_UNMORPHED)
{
return;
}
if (!(flags5 & MF5_NOTIMEFREEZE))
{
// Boss cubes shouldn't be accelerated by timefreeze
if (flags6 & MF6_BOSSCUBE)
{
special2++;
}
//Added by MC: Freeze mode.
if (bglobal.freeze && !(player && player->Bot == NULL))
{
return;
}
// Apply freeze mode.
if ((level.flags2 & LEVEL2_FROZEN) && (player == NULL || player->timefreezer == 0))
{
return;
}
}
if (effects & FX_ROCKET)
{
if (++smokecounter == 4)
{
// add some smoke behind the rocket
smokecounter = 0;
AActor *th = Spawn("RocketSmokeTrail", Vec3Offset(-Vel), ALLOW_REPLACE);
if (th)
{
th->tics -= pr_rockettrail()&3;
if (th->tics < 1) th->tics = 1;
if (!(cl_rockettrails & 2)) th->renderflags |= RF_INVISIBLE;
}
}
}
else if (effects & FX_GRENADE)
{
if (++smokecounter == 8)
{
smokecounter = 0;
DAngle moveangle = Vel.Angle();
double xo = -moveangle.Cos() * radius * 2 + pr_rockettrail() / 64.;
double yo = -moveangle.Sin() * radius * 2 + pr_rockettrail() / 64.;
double zo = -Height * Vel.Z / 8. + Height * (2 / 3.);
AActor * th = Spawn("GrenadeSmokeTrail", Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
if (th)
{
th->tics -= pr_rockettrail()&3;
if (th->tics < 1) th->tics = 1;
if (!(cl_rockettrails & 2)) th->renderflags |= RF_INVISIBLE;
}
}
}
double oldz = Z();
// [RH] Give the pain elemental vertical friction
// This used to be in APainElemental::Tick but in order to use
// A_PainAttack with other monsters it has to be here
if (flags4 & MF4_VFRICTION)
{
if (health >0)
{
if (fabs (Vel.Z) < 0.25)
{
Vel.Z = 0;
flags4 &= ~MF4_VFRICTION;
}
else
{
Vel.Z *= (0xe800 / 65536.);
}
}
}
// [RH] Pulse in and out of visibility
if (effects & FX_VISIBILITYPULSE)
{
if (visdir > 0)
{
Alpha += 1/32.;
if (Alpha >= 1.)
{
Alpha = 1.;
visdir = -1;
}
}
else
{
Alpha -= 1/32.;
if (Alpha <= 0.25)
{
Alpha = 0.25;
visdir = 1;
}
}
}
else if (flags & MF_STEALTH)
{
// [RH] Fade a stealth monster in and out of visibility
RenderStyle.Flags &= ~STYLEF_Alpha1;
if (visdir > 0)
{
Alpha += 2./TICRATE;
if (Alpha > 1.)
{
Alpha = 1.;
visdir = 0;
}
}
else if (visdir < 0)
{
Alpha -= 1.5/TICRATE;
if (Alpha < 0)
{
Alpha = 0;
visdir = 0;
}
}
}
if (bglobal.botnum && !demoplayback &&
((flags & (MF_SPECIAL|MF_MISSILE)) || (flags3 & MF3_ISMONSTER)))
{
bglobal.BotTick(this);
}
// [RH] Consider carrying sectors here
DVector2 cumm(0, 0);
if ((level.Scrolls.Size() != 0 || player != NULL) && !(flags & MF_NOCLIP) && !(flags & MF_NOSECTOR))
{
double height, waterheight; // killough 4/4/98: add waterheight
const msecnode_t *node;
int countx, county;
// killough 3/7/98: Carry things on floor
// killough 3/20/98: use new sector list which reflects true members
// killough 3/27/98: fix carrier bug
// killough 4/4/98: Underwater, carry things even w/o gravity
// Move objects only if on floor or underwater,
// non-floating, and clipped.
countx = county = 0;
for (node = touching_sectorlist; node; node = node->m_tnext)
{
sector_t *sec = node->m_sector;
DVector2 scrollv;
if (level.Scrolls.Size() > unsigned(sec->Index()))
{
scrollv = level.Scrolls[sec->Index()];
}
else
{
scrollv.Zero();
}
if (player != NULL)
{
int scrolltype = sec->special;
if (scrolltype >= Scroll_North_Slow &&
scrolltype <= Scroll_SouthWest_Fast)
{ // Hexen scroll special
scrolltype -= Scroll_North_Slow;
if (i_compatflags&COMPATF_RAVENSCROLL)
{
scrollv.X -= HexenCompatSpeeds[HexenScrollies[scrolltype][0]+4] * (1. / (32 * CARRYFACTOR));
scrollv.Y += HexenCompatSpeeds[HexenScrollies[scrolltype][1]+4] * (1. / (32 * CARRYFACTOR));
}
else
{
// Use speeds that actually match the scrolling textures!
scrollv.X -= HexenScrollies[scrolltype][0] * 0.5;
scrollv.Y += HexenScrollies[scrolltype][1] * 0.5;
}
}
else if (scrolltype >= Carry_East5 &&
scrolltype <= Carry_West35)
{ // Heretic scroll special
scrolltype -= Carry_East5;
BYTE dir = HereticScrollDirs[scrolltype / 5];
double carryspeed = HereticSpeedMuls[scrolltype % 5] * (1. / (32 * CARRYFACTOR));
if (scrolltype < 5 && !(i_compatflags&COMPATF_RAVENSCROLL))
{
// Use speeds that actually match the scrolling textures!
carryspeed = (1 << ((scrolltype % 5) + 15)) / 65536.;
}
scrollv.X += carryspeed * ((dir & 3) - 1);
scrollv.Y += carryspeed * (((dir & 12) >> 2) - 1);
}
else if (scrolltype == dScroll_EastLavaDamage)
{ // Special Heretic scroll special
if (i_compatflags&COMPATF_RAVENSCROLL)
{
scrollv.X += 28. / (32*CARRYFACTOR);
}
else
{
// Use a speed that actually matches the scrolling texture!
scrollv.X += 12. / (32 * CARRYFACTOR);
}
}
else if (scrolltype == Scroll_StrifeCurrent)
{ // Strife scroll special
int anglespeed = tagManager.GetFirstSectorTag(sec) - 100;
double carryspeed = (anglespeed % 10) / (16 * CARRYFACTOR);
DAngle angle = ((anglespeed / 10) * 45.);
scrollv += angle.ToVector(carryspeed);
}
}
if (scrollv.isZero())
{
continue;
}
sector_t *heightsec = sec->GetHeightSec();
if (flags & MF_NOGRAVITY && heightsec == NULL)
{
continue;
}
DVector3 pos = PosRelative(sec);
height = sec->floorplane.ZatPoint (pos);
double height2 = sec->floorplane.ZatPoint(this);
if (isAbove(height))
{
if (heightsec == NULL)
{
continue;
}
waterheight = heightsec->floorplane.ZatPoint (pos);
if (waterheight > height && Z() >= waterheight)
{
continue;
}
}
cumm += scrollv;
if (scrollv.X) countx++;
if (scrollv.Y) county++;
}
// Some levels designed with Boom in mind actually want things to accelerate
// at neighboring scrolling sector boundaries. But it is only important for
// non-player objects.
if (player != NULL || !(i_compatflags & COMPATF_BOOMSCROLL))
{
if (countx > 1)
{
cumm.X /= countx;
}
if (county > 1)
{
cumm.Y /= county;
}
}
}
// [RH] If standing on a steep slope, fall down it
if ((flags & MF_SOLID) && !(flags & (MF_NOCLIP|MF_NOGRAVITY)) &&
!(flags & MF_NOBLOCKMAP) &&
Vel.Z <= 0 &&
floorz == Z())
{
secplane_t floorplane;
// Check 3D floors as well
floorplane = P_FindFloorPlane(floorsector, PosAtZ(floorz));
if (floorplane.fC() < STEEPSLOPE &&
floorplane.ZatPoint (PosRelative(floorsector)) <= floorz)
{
const msecnode_t *node;
bool dopush = true;
if (floorplane.fC() > STEEPSLOPE*2/3)
{
for (node = touching_sectorlist; node; node = node->m_tnext)
{
const sector_t *sec = node->m_sector;
if (sec->floorplane.fC() >= STEEPSLOPE)
{
if (floorplane.ZatPoint(PosRelative(node->m_sector)) >= Z() - MaxStepHeight)
{
dopush = false;
break;
}
}
}
}
if (dopush)
{
Vel += floorplane.Normal().XY();
}
}
}
// [RH] Missiles moving perfectly vertical need some X/Y movement, or they
// won't hurt anything. Don't do this if damage is 0! That way, you can
// still have missiles that go straight up and down through actors without
// damaging anything.
// (for backwards compatibility this must check for lack of damage function, not for zero damage!)
if ((flags & MF_MISSILE) && Vel.X == 0 && Vel.Y == 0 && !IsZeroDamage())
{
Vel.X = MinVel;
}
// Handle X and Y velocities
BlockingMobj = NULL;
double oldfloorz = P_XYMovement (this, cumm);
if (ObjectFlags & OF_EuthanizeMe)
{ // actor was destroyed
return;
}
if (Vel.X == 0 && Vel.Y == 0) // Actors at rest
{
if (flags2 & MF2_BLASTED)
{ // Reset to not blasted when velocities are gone
flags2 &= ~MF2_BLASTED;
}
if ((flags6 & MF6_TOUCHY) && !IsSentient())
{ // Arm a mine which has come to rest
flags6 |= MF6_ARMED;
}
}
if (Vel.Z != 0 || BlockingMobj || Z() != floorz)
{ // Handle Z velocity and gravity
if (((flags2 & MF2_PASSMOBJ) || (flags & MF_SPECIAL)) && !(i_compatflags & COMPATF_NO_PASSMOBJ))
{
if (!(onmo = P_CheckOnmobj (this)))
{
P_ZMovement (this, oldfloorz);
flags2 &= ~MF2_ONMOBJ;
}
else
{
if (player)
{
if (Vel.Z < level.gravity * Sector->gravity * (-1./100)// -655.36f)
&& !(flags&MF_NOGRAVITY))
{
PlayerLandedOnThing (this, onmo);
}
}
if (onmo->Top() - Z() <= MaxStepHeight)
{
if (player && player->mo == this)
{
player->viewheight -= onmo->Top() - Z();
double deltaview = player->GetDeltaViewHeight();
if (deltaview > player->deltaviewheight)
{
player->deltaviewheight = deltaview;
}
}
SetZ(onmo->Top());
}
// Check for MF6_BUMPSPECIAL
// By default, only players can activate things by bumping into them
// We trigger specials as long as we are on top of it and not just when
// we land on it. This could be considered as gravity making us continually
// bump into it, but it also avoids having to worry about walking on to
// something without dropping and not triggering anything.
if ((onmo->flags6 & MF6_BUMPSPECIAL) && ((player != NULL)
|| ((onmo->activationtype & THINGSPEC_MonsterTrigger) && (flags3 & MF3_ISMONSTER))
|| ((onmo->activationtype & THINGSPEC_MissileTrigger) && (flags & MF_MISSILE))
) && (level.maptime > onmo->lastbump)) // Leave the bumper enough time to go away
{
if (player == NULL || !(player->cheats & CF_PREDICTING))
{
if (P_ActivateThingSpecial(onmo, this))
onmo->lastbump = level.maptime + TICRATE;
}
}
if (Vel.Z != 0 && (BounceFlags & BOUNCE_Actors))
{
P_BounceActor(this, onmo, true);
}
else
{
flags2 |= MF2_ONMOBJ;
Vel.Z = 0;
Crash();
}
}
}
else
{
P_ZMovement (this, oldfloorz);
}
if (ObjectFlags & OF_EuthanizeMe)
return; // actor was destroyed
}
else if (Z() <= floorz)
{
Crash();
if (ObjectFlags & OF_EuthanizeMe)
return; // actor was destroyed
}
CheckPortalTransition(true);
UpdateWaterLevel ();
// [RH] Don't advance if predicting a player
if (player && (player->cheats & CF_PREDICTING))
{
return;
}
// Check for poison damage, but only once per PoisonPeriod tics (or once per second if none).
if (PoisonDurationReceived && (level.time % (PoisonPeriodReceived ? PoisonPeriodReceived : TICRATE) == 0))
{
P_DamageMobj(this, NULL, Poisoner, PoisonDamageReceived, PoisonDamageTypeReceived ? PoisonDamageTypeReceived : (FName)NAME_Poison, 0);
--PoisonDurationReceived;
// Must clear damage when duration is done, otherwise it
// could be added to with ADDITIVEPOISONDAMAGE.
if (!PoisonDurationReceived) PoisonDamageReceived = 0;
}
}
assert (state != NULL);
if (state == NULL)
{
Destroy();
return;
}
if (!CheckNoDelay())
return; // freed itself
// cycle through states, calling action functions at transitions
UpdateRenderSectorList();
if (tics != -1)
{
// [RH] Use tics <= 0 instead of == 0 so that spawnstates
// of 0 tics work as expected.
if (--tics <= 0)
{
if (!SetState(state->GetNextState()))
return; // freed itself
}
}
else
{
int respawn_monsters = G_SkillProperty(SKILLP_Respawn);
// check for nightmare respawn
if (!(flags5 & MF5_ALWAYSRESPAWN))
{
if (!respawn_monsters || !(flags3 & MF3_ISMONSTER) || (flags2 & MF2_DORMANT) || (flags5 & MF5_NEVERRESPAWN))
return;
int limit = G_SkillProperty (SKILLP_RespawnLimit);
if (limit > 0 && skillrespawncount >= limit)
return;
}
movecount++;
if (movecount < respawn_monsters)
return;
if (level.time & 31)
return;
if (pr_nightmarerespawn() > 4)
return;
P_NightmareRespawn (this);
}
}
DEFINE_ACTION_FUNCTION(AActor, Tick)
{
PARAM_SELF_PROLOGUE(AActor);
self->Tick();
return 0;
}
//==========================================================================
//
// AActor :: CheckNoDelay
//
//==========================================================================
bool AActor::CheckNoDelay()
{
if ((flags7 & MF7_HANDLENODELAY) && !(flags2 & MF2_DORMANT))
{
flags7 &= ~MF7_HANDLENODELAY;
if (state->GetNoDelay())
{
// For immediately spawned objects with the NoDelay flag set for their
// Spawn state, explicitly call the current state's function.
FState *newstate;
FStateParamInfo stp = { state, STATE_Actor, PSP_WEAPON };
if (state->CallAction(this, this, &stp, &newstate))
{
if (ObjectFlags & OF_EuthanizeMe)
{
return false; // freed itself
}
if (newstate != NULL)
{
return SetState(newstate);
}
}
}
}
return true;
}
DEFINE_ACTION_FUNCTION(AActor, CheckNoDelay)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_BOOL(self->CheckNoDelay());
}
//==========================================================================
//
// AActor :: CheckSectorTransition
//
// Fire off some sector triggers if the actor has changed sectors.
//
//==========================================================================
void AActor::CheckSectorTransition(sector_t *oldsec)
{
if (oldsec != Sector)
{
if (oldsec->SecActTarget != NULL)
{
oldsec->TriggerSectorActions(this, SECSPAC_Exit);
}
if (Sector->SecActTarget != NULL)
{
int act = SECSPAC_Enter;
if (Z() <= Sector->floorplane.ZatPoint(this))
{
act |= SECSPAC_HitFloor;
}
if (Top() >= Sector->ceilingplane.ZatPoint(this))
{
act |= SECSPAC_HitCeiling;
}
if (Sector->heightsec != NULL && Z() == Sector->heightsec->floorplane.ZatPoint(this))
{
act |= SECSPAC_HitFakeFloor;
}
Sector->TriggerSectorActions(this, act);
}
if (Z() == floorz)
{
P_CheckFor3DFloorHit(this, Z());
}
if (Top() == ceilingz)
{
P_CheckFor3DCeilingHit(this, Top());
}
}
}
//==========================================================================
//
// AActor::UpdateWaterLevel
//
// Returns true if actor should splash
//
//==========================================================================
bool AActor::UpdateWaterLevel (bool dosplash)
{
BYTE lastwaterlevel = waterlevel;
double fh = -FLT_MAX;
bool reset=false;
waterlevel = 0;
if (Sector == NULL)
{
return false;
}
if (Sector->MoreFlags & SECF_UNDERWATER) // intentionally not SECF_UNDERWATERMASK
{
waterlevel = 3;
}
else
{
const sector_t *hsec = Sector->GetHeightSec();
if (hsec != NULL)
{
fh = hsec->floorplane.ZatPoint (this);
//if (hsec->MoreFlags & SECF_UNDERWATERMASK) // also check Boom-style non-swimmable sectors
{
if (Z() < fh)
{
waterlevel = 1;
if (Center() < fh)
{
waterlevel = 2;
if ((player && Z() + player->viewheight <= fh) ||
(Top() <= fh))
{
waterlevel = 3;
}
}
}
else if (!(hsec->MoreFlags & SECF_FAKEFLOORONLY) && (Top() > hsec->ceilingplane.ZatPoint (this)))
{
waterlevel = 3;
}
else
{
waterlevel = 0;
}
}
// even non-swimmable deep water must be checked here to do the splashes correctly
// But the water level must be reset when this function returns
if (!(hsec->MoreFlags&SECF_UNDERWATERMASK))
{
reset = true;
}
}
else
{
// Check 3D floors as well!
for(auto rover : Sector->e->XFloor.ffloors)
{
if (!(rover->flags & FF_EXISTS)) continue;
if(!(rover->flags & FF_SWIMMABLE) || rover->flags & FF_SOLID) continue;
double ff_bottom=rover->bottom.plane->ZatPoint(this);
double ff_top=rover->top.plane->ZatPoint(this);
if(ff_top <= Z() || ff_bottom > (Center())) continue;
fh=ff_top;
if (Z() < fh)
{
waterlevel = 1;
if (Center() < fh)
{
waterlevel = 2;
if ((player && Z() + player->viewheight <= fh) ||
(Top() <= fh))
{
waterlevel = 3;
}
}
}
break;
}
}
}
// some additional checks to make deep sectors like Boom's splash without setting
// the water flags.
if (boomwaterlevel == 0 && waterlevel != 0 && dosplash)
{
P_HitWater(this, Sector, PosAtZ(fh), true);
}
boomwaterlevel = waterlevel;
if (reset)
{
waterlevel = lastwaterlevel;
}
return false; // we did the splash ourselves
}
DEFINE_ACTION_FUNCTION(AActor, UpdateWaterLevel)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_BOOL_DEF(splash);
ACTION_RETURN_BOOL(self->UpdateWaterLevel(splash));
}
//==========================================================================
//
// P_SpawnMobj
//
//==========================================================================
AActor *AActor::StaticSpawn (PClassActor *type, const DVector3 &pos, replace_t allowreplacement, bool SpawningMapThing)
{
if (type == NULL)
{
I_Error ("Tried to spawn a class-less actor\n");
}
if (allowreplacement)
{
type = type->GetReplacement();
}
AActor *actor;
actor = static_cast<AActor *>(const_cast<PClassActor *>(type)->CreateNew ());
// Set default dialogue
actor->ConversationRoot = GetConversation(actor->GetClass()->TypeName);
if (actor->ConversationRoot != -1)
{
actor->Conversation = StrifeDialogues[actor->ConversationRoot];
}
else
{
actor->Conversation = NULL;
}
actor->SetXYZ(pos);
actor->OldRenderPos = { FLT_MAX, FLT_MAX, FLT_MAX };
actor->picnum.SetInvalid();
actor->health = actor->SpawnHealth();
// Actors with zero gravity need the NOGRAVITY flag set.
if (actor->Gravity == 0) actor->flags |= MF_NOGRAVITY;
FRandom &rng = bglobal.m_Thinking ? pr_botspawnmobj : pr_spawnmobj;
if (actor->isFast() && actor->flags3 & MF3_ISMONSTER)
actor->reactiontime = 0;
if (actor->flags3 & MF3_ISMONSTER)
{
actor->LastLookPlayerNumber = rng() % MAXPLAYERS;
actor->TIDtoHate = 0;
}
// Set the state, but do not use SetState, because action
// routines can't be called yet. If the spawnstate has an action
// routine, it will not be called.
FState *st = actor->SpawnState;
actor->state = st;
actor->tics = st->GetTics();
actor->sprite = st->sprite;
actor->frame = st->GetFrame();
actor->renderflags = (actor->renderflags & ~RF_FULLBRIGHT) | ActorRenderFlags::FromInt (st->GetFullbright());
actor->touching_sectorlist = nullptr; // NULL head of sector list // phares 3/13/98
actor->touching_rendersectors = nullptr;
if (G_SkillProperty(SKILLP_FastMonsters) && actor->GetClass()->FastSpeed >= 0)
actor->Speed = actor->GetClass()->FastSpeed;
// set subsector and/or block links
actor->LinkToWorld (nullptr, SpawningMapThing);
actor->ClearInterpolation();
actor->dropoffz = actor->floorz = actor->Sector->floorplane.ZatPoint(pos);
actor->ceilingz = actor->Sector->ceilingplane.ZatPoint(pos);
// The z-coordinate needs to be set once before calling P_FindFloorCeiling
// For FLOATRANDZ just use the floor here.
if (pos.Z == ONFLOORZ || pos.Z == FLOATRANDZ)
{
actor->SetZ(actor->floorz);
}
else if (pos.Z == ONCEILINGZ)
{
actor->SetZ(actor->ceilingz - actor->Height);
}
if (SpawningMapThing || !type->IsDescendantOf (RUNTIME_CLASS(APlayerPawn)))
{
// Check if there's something solid to stand on between the current position and the
// current sector's floor. For map spawns this must be delayed until after setting the
// z-coordinate.
if (!SpawningMapThing)
{
P_FindFloorCeiling(actor, FFCF_ONLYSPAWNPOS);
}
else
{
actor->floorsector = actor->Sector;
actor->floorpic = actor->floorsector->GetTexture(sector_t::floor);
actor->floorterrain = actor->floorsector->GetTerrain(sector_t::floor);
actor->ceilingsector = actor->Sector;
actor->ceilingpic = actor->ceilingsector->GetTexture(sector_t::ceiling);
}
}
else if (!(actor->flags5 & MF5_NOINTERACTION))
{
P_FindFloorCeiling (actor);
}
else
{
actor->floorpic = actor->Sector->GetTexture(sector_t::floor);
actor->floorterrain = actor->Sector->GetTerrain(sector_t::floor);
actor->floorsector = actor->Sector;
actor->ceilingpic = actor->Sector->GetTexture(sector_t::ceiling);
actor->ceilingsector = actor->Sector;
}
actor->SpawnPoint.X = pos.X;
actor->SpawnPoint.Y = pos.Y;
// do not copy Z!
if (pos.Z == ONFLOORZ)
{
actor->SetZ(actor->floorz);
}
else if (pos.Z == ONCEILINGZ)
{
actor->SetZ(actor->ceilingz - actor->Height);
}
else if (pos.Z == FLOATRANDZ)
{
double space = actor->ceilingz - actor->Height - actor->floorz;
if (space > 48)
{
space -= 40;
actor->SetZ( space * rng() / 256. + actor->floorz + 40);
}
else
{
actor->SetZ(actor->floorz);
}
}
else
{
actor->SpawnPoint.Z = (actor->Z() - actor->Sector->floorplane.ZatPoint(actor));
}
if (actor->FloatBobPhase == (BYTE)-1) actor->FloatBobPhase = rng(); // Don't make everything bob in sync (unless deliberately told to do)
if (actor->flags2 & MF2_FLOORCLIP)
{
actor->AdjustFloorClip ();
}
else
{
actor->Floorclip = 0;
}
actor->UpdateWaterLevel (false);
if (!SpawningMapThing)
{
actor->CallBeginPlay ();
if (actor->ObjectFlags & OF_EuthanizeMe)
{
return NULL;
}
}
if (level.flags & LEVEL_NOALLIES && !actor->player)
{
actor->flags &= ~MF_FRIENDLY;
}
// [RH] Count monsters whenever they are spawned.
if (actor->CountsAsKill())
{
level.total_monsters++;
}
// [RH] Same, for items
if (actor->flags & MF_COUNTITEM)
{
level.total_items++;
}
// And for secrets
if (actor->flags5 & MF5_COUNTSECRET)
{
level.total_secrets++;
}
return actor;
}
DEFINE_ACTION_FUNCTION(AActor, Spawn)
{
PARAM_PROLOGUE;
PARAM_CLASS_NOT_NULL(type, AActor);
PARAM_FLOAT_DEF(x);
PARAM_FLOAT_DEF(y);
PARAM_FLOAT_DEF(z);
PARAM_INT_DEF(flags);
ACTION_RETURN_OBJECT(AActor::StaticSpawn(type, DVector3(x, y, z), replace_t(flags)));
}
PClassActor *ClassForSpawn(FName classname)
{
PClass *cls = PClass::FindClass(classname);
if (cls == NULL)
{
I_Error("Attempt to spawn actor of unknown type '%s'\n", classname.GetChars());
}
if (!cls->IsKindOf(RUNTIME_CLASS(PClassActor)))
{
I_Error("Attempt to spawn non-actor of type '%s'\n", classname.GetChars());
}
return static_cast<PClassActor*>(cls);
}
void AActor::LevelSpawned ()
{
if (tics > 0 && !(flags4 & MF4_SYNCHRONIZED))
{
tics = 1 + (pr_spawnmapthing() % tics);
}
// [RH] Clear MF_DROPPED flag if the default version doesn't have it set.
// (AInventory::BeginPlay() makes all inventory items spawn with it set.)
if (!(GetDefault()->flags & MF_DROPPED))
{
flags &= ~MF_DROPPED;
}
HandleSpawnFlags ();
}
void AActor::HandleSpawnFlags ()
{
if (SpawnFlags & MTF_AMBUSH)
{
flags |= MF_AMBUSH;
}
if (SpawnFlags & MTF_DORMANT)
{
CallDeactivate (NULL);
}
if (SpawnFlags & MTF_STANDSTILL)
{
flags4 |= MF4_STANDSTILL;
}
if (SpawnFlags & MTF_FRIENDLY)
{
flags |= MF_FRIENDLY;
// Friendlies don't count as kills!
if (flags & MF_COUNTKILL)
{
flags &= ~MF_COUNTKILL;
level.total_monsters--;
}
}
if (SpawnFlags & MTF_SHADOW)
{
flags |= MF_SHADOW;
RenderStyle = STYLE_Translucent;
Alpha = 0.25;
}
else if (SpawnFlags & MTF_ALTSHADOW)
{
RenderStyle = STYLE_None;
}
if (SpawnFlags & MTF_SECRET)
{
if (!(flags5 & MF5_COUNTSECRET))
{
//Printf("Secret %s in sector %i!\n", GetTag(), Sector->sectornum);
flags5 |= MF5_COUNTSECRET;
level.total_secrets++;
}
}
}
DEFINE_ACTION_FUNCTION(AActor, HandleSpawnFlags)
{
PARAM_SELF_PROLOGUE(AActor);
self->HandleSpawnFlags();
return 0;
}
void AActor::BeginPlay ()
{
// If the actor is spawned with the dormant flag set, clear it, and use
// the normal deactivation logic to make it properly dormant.
if (flags2 & MF2_DORMANT)
{
flags2 &= ~MF2_DORMANT;
CallDeactivate (NULL);
}
}
DEFINE_ACTION_FUNCTION(AActor, BeginPlay)
{
PARAM_SELF_PROLOGUE(AActor);
self->BeginPlay();
return 0;
}
void AActor::CallBeginPlay()
{
IFVIRTUAL(AActor, BeginPlay)
{
// Without the type cast this picks the 'void *' assignment...
VMValue params[1] = { (DObject*)this };
GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr);
}
else BeginPlay();
}
void AActor::PostBeginPlay ()
{
if (Renderer != NULL)
{
Renderer->StateChanged(this);
}
PrevAngles = Angles;
flags7 |= MF7_HANDLENODELAY;
}
void AActor::MarkPrecacheSounds() const
{
SeeSound.MarkUsed();
AttackSound.MarkUsed();
PainSound.MarkUsed();
DeathSound.MarkUsed();
ActiveSound.MarkUsed();
UseSound.MarkUsed();
BounceSound.MarkUsed();
WallBounceSound.MarkUsed();
CrushPainSound.MarkUsed();
}
DEFINE_ACTION_FUNCTION(AActor, MarkPrecacheSounds)
{
PARAM_SELF_PROLOGUE(AActor);
self->MarkPrecacheSounds();
return 0;
}
bool AActor::isFast()
{
if (flags5&MF5_ALWAYSFAST) return true;
if (flags5&MF5_NEVERFAST) return false;
return !!G_SkillProperty(SKILLP_FastMonsters);
}
bool AActor::isSlow()
{
return !!G_SkillProperty(SKILLP_SlowMonsters);
}
//===========================================================================
//
// Activate
//
//===========================================================================
void AActor::Activate (AActor *activator)
{
if ((flags3 & MF3_ISMONSTER) && (health > 0 || (flags & MF_ICECORPSE)))
{
if (flags2 & MF2_DORMANT)
{
flags2 &= ~MF2_DORMANT;
FState *state = FindState(NAME_Active);
if (state != NULL)
{
SetState(state);
}
else
{
tics = 1;
}
}
}
}
DEFINE_ACTION_FUNCTION(AActor, Activate)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(activator, AActor);
self->Activate(activator);
return 0;
}
void AActor::CallActivate(AActor *activator)
{
IFVIRTUAL(AActor, Activate)
{
// Without the type cast this picks the 'void *' assignment...
VMValue params[2] = { (DObject*)this, (DObject*)activator };
GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
}
else Activate(activator);
}
//===========================================================================
//
// Deactivate
//
//===========================================================================
void AActor::Deactivate (AActor *activator)
{
if ((flags3 & MF3_ISMONSTER) && (health > 0 || (flags & MF_ICECORPSE)))
{
if (!(flags2 & MF2_DORMANT))
{
flags2 |= MF2_DORMANT;
FState *state = FindState(NAME_Inactive);
if (state != NULL)
{
SetState(state);
}
else
{
tics = -1;
}
}
}
}
DEFINE_ACTION_FUNCTION(AActor, Deactivate)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(activator, AActor);
self->Deactivate(activator);
return 0;
}
void AActor::CallDeactivate(AActor *activator)
{
IFVIRTUAL(AActor, Deactivate)
{
// Without the type cast this picks the 'void *' assignment...
VMValue params[2] = { (DObject*)this, (DObject*)activator };
GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
}
else Deactivate(activator);
}
//===========================================================================
//
// Destroy
//
//===========================================================================
void AActor::OnDestroy ()
{
ClearRenderSectorList();
ClearRenderLineList();
// [RH] Destroy any inventory this actor is carrying
DestroyAllInventory ();
// [RH] Unlink from tid chain
RemoveFromHash ();
// unlink from sector and block lists
UnlinkFromWorld (nullptr);
flags |= MF_NOSECTOR|MF_NOBLOCKMAP;
// Transform any playing sound into positioned, non-actor sounds.
S_RelinkSound (this, NULL);
Super::OnDestroy();
}
//===========================================================================
//
// AdjustFloorClip
//
//===========================================================================
void AActor::AdjustFloorClip ()
{
if (flags3 & MF3_SPECIALFLOORCLIP)
{
return;
}
double oldclip = Floorclip;
double shallowestclip = INT_MAX;
const msecnode_t *m;
// possibly standing on a 3D-floor
if (Sector->e->XFloor.ffloors.Size() && Z() > Sector->floorplane.ZatPoint(this)) Floorclip = 0;
// [RH] clip based on shallowest floor player is standing on
// If the sector has a deep water effect, then let that effect
// do the floorclipping instead of the terrain type.
for (m = touching_sectorlist; m; m = m->m_tnext)
{
DVector3 pos = PosRelative(m->m_sector);
sector_t *hsec = m->m_sector->GetHeightSec();
if (hsec == NULL && m->m_sector->floorplane.ZatPoint (pos) == Z())
{
double clip = Terrains[m->m_sector->GetTerrain(sector_t::floor)].FootClip;
if (clip < shallowestclip)
{
shallowestclip = clip;
}
}
}
if (shallowestclip == INT_MAX)
{
Floorclip = 0;
}
else
{
Floorclip = shallowestclip;
}
if (player && player->mo == this && oldclip != Floorclip)
{
player->viewheight -= (oldclip - Floorclip);
player->deltaviewheight = player->GetDeltaViewHeight();
}
}
DEFINE_ACTION_FUNCTION(AActor, AdjustFloorClip)
{
PARAM_SELF_PROLOGUE(AActor);
self->AdjustFloorClip();
return 0;
}
//
// P_SpawnPlayer
// Called when a player is spawned on the level.
// Most of the player structure stays unchanged between levels.
//
EXTERN_CVAR (Bool, chasedemo)
EXTERN_CVAR(Bool, sv_singleplayerrespawn)
extern bool demonew;
APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
{
player_t *p;
APlayerPawn *mobj, *oldactor;
BYTE state;
DVector3 spawn;
DAngle SpawnAngle;
if (mthing == NULL)
{
return NULL;
}
// not playing?
if ((unsigned)playernum >= (unsigned)MAXPLAYERS || !playeringame[playernum])
return NULL;
// Old lerp data needs to go
if (playernum == consoleplayer)
{
P_PredictionLerpReset();
}
p = &players[playernum];
if (p->cls == NULL)
{
// [GRB] Pick a class from player class list
if (PlayerClasses.Size () > 1)
{
int type;
if (!deathmatch || !multiplayer)
{
type = SinglePlayerClass[playernum];
}
else
{
type = p->userinfo.GetPlayerClassNum();
if (type < 0)
{
type = pr_multiclasschoice() % PlayerClasses.Size ();
}
}
p->CurrentPlayerClass = type;
}
else
{
p->CurrentPlayerClass = 0;
}
p->cls = PlayerClasses[p->CurrentPlayerClass].Type;
}
if (( dmflags2 & DF2_SAME_SPAWN_SPOT ) &&
( p->playerstate == PST_REBORN ) &&
( deathmatch == false ) &&
( gameaction != ga_worlddone ) &&
( p->mo != NULL ) &&
( !(p->mo->Sector->Flags & SECF_NORESPAWN) ) &&
( NULL != p->attacker ) && // don't respawn on damaging floors
( p->mo->Sector->damageamount < TELEFRAG_DAMAGE )) // this really should be a bit smarter...
{
spawn = p->mo->Pos();
SpawnAngle = p->mo->Angles.Yaw;
}
else
{
spawn.X = mthing->pos.X;
spawn.Y = mthing->pos.Y;
// Allow full angular precision
SpawnAngle = (double)mthing->angle;
if (i_compatflags2 & COMPATF2_BADANGLES)
{
SpawnAngle += 0.01;
}
if (GetDefaultByType(p->cls)->flags & MF_SPAWNCEILING)
spawn.Z = ONCEILINGZ;
else if (GetDefaultByType(p->cls)->flags2 & MF2_SPAWNFLOAT)
spawn.Z = FLOATRANDZ;
else
spawn.Z = ONFLOORZ;
}
mobj = static_cast<APlayerPawn *>
(Spawn (p->cls, spawn, NO_REPLACE));
if (level.flags & LEVEL_USEPLAYERSTARTZ)
{
if (spawn.Z == ONFLOORZ)
mobj->AddZ(mthing->pos.Z);
else if (spawn.Z == ONCEILINGZ)
mobj->AddZ(-mthing->pos.Z);
P_FindFloorCeiling(mobj, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT);
}
mobj->FriendPlayer = playernum + 1; // [RH] players are their own friends
oldactor = p->mo;
p->mo = mobj;
mobj->player = p;
state = p->playerstate;
if (state == PST_REBORN || state == PST_ENTER)
{
G_PlayerReborn (playernum);
}
else if (oldactor != NULL && oldactor->player == p && !(flags & SPF_TEMPPLAYER))
{
// Move the voodoo doll's inventory to the new player.
mobj->ObtainInventory (oldactor);
FBehavior::StaticStopMyScripts (oldactor); // cancel all ENTER/RESPAWN scripts for the voodoo doll
}
// [GRB] Reset skin
p->userinfo.SkinNumChanged(R_FindSkin (skins[p->userinfo.GetSkin()].name, p->CurrentPlayerClass));
if (!(mobj->flags2 & MF2_DONTTRANSLATE))
{
// [RH] Be sure the player has the right translation
R_BuildPlayerTranslation (playernum);
// [RH] set color translations for player sprites
mobj->Translation = TRANSLATION(TRANSLATION_Players,playernum);
}
mobj->Angles.Yaw = SpawnAngle;
mobj->Angles.Pitch = mobj->Angles.Roll = 0.;
mobj->health = p->health;
// [RH] Set player sprite based on skin
if (!(mobj->flags4 & MF4_NOSKIN))
{
mobj->sprite = skins[p->userinfo.GetSkin()].sprite;
}
p->DesiredFOV = p->FOV = 90.f;
p->camera = p->mo;
p->playerstate = PST_LIVE;
p->refire = 0;
p->damagecount = 0;
p->bonuscount = 0;
p->morphTics = 0;
p->MorphedPlayerClass = 0;
p->MorphStyle = 0;
p->MorphExitFlash = NULL;
p->extralight = 0;
p->fixedcolormap = NOFIXEDCOLORMAP;
p->fixedlightlevel = -1;
p->viewheight = mobj->ViewHeight;
p->inconsistant = 0;
p->attacker = NULL;
p->spreecount = 0;
p->multicount = 0;
p->lastkilltime = 0;
p->BlendR = p->BlendG = p->BlendB = p->BlendA = 0.f;
p->mo->ResetAirSupply(false);
p->Uncrouch();
p->MinPitch = p->MaxPitch = 0.; // will be filled in by PostBeginPlay()/netcode
p->MUSINFOactor = NULL;
p->MUSINFOtics = -1;
p->Vel.Zero(); // killough 10/98: initialize bobbing to 0.
for (int ii = 0; ii < MAXPLAYERS; ++ii)
{
if (playeringame[ii] && players[ii].camera == oldactor)
{
players[ii].camera = mobj;
}
}
// [RH] Allow chasecam for demo watching
if ((demoplayback || demonew) && chasedemo)
p->cheats = CF_CHASECAM;
// setup gun psprite
if (!(flags & SPF_TEMPPLAYER))
{ // This can also start a script so don't do it for the dummy player.
P_SetupPsprites (p, !!(flags & SPF_WEAPONFULLYUP));
}
if (deathmatch)
{ // Give all cards in death match mode.
p->mo->GiveDeathmatchInventory ();
}
else if ((multiplayer || (level.flags2 & LEVEL2_ALLOWRESPAWN) || sv_singleplayerrespawn) && state == PST_REBORN && oldactor != NULL)
{ // Special inventory handling for respawning in coop
p->mo->FilterCoopRespawnInventory (oldactor);
}
if (oldactor != NULL)
{ // Remove any inventory left from the old actor. Coop handles
// it above, but the other modes don't.
oldactor->DestroyAllInventory();
}
// [BC] Handle temporary invulnerability when respawned
if (state == PST_REBORN || state == PST_ENTER)
{
IFVIRTUALPTR(p->mo, APlayerPawn, OnRespawn)
{
VMValue param = p->mo;
GlobalVMStack.Call(func, &param, 1, nullptr, 0);
}
}
if (StatusBar != NULL && (playernum == consoleplayer || StatusBar->GetPlayer() == playernum))
{
StatusBar->AttachToPlayer (p);
}
if (multiplayer)
{
P_SpawnTeleportFog(mobj, mobj->Vec3Angle(20., mobj->Angles.Yaw, 0.), false, true);
}
// "Fix" for one of the starts on exec.wad MAP01: If you start inside the ceiling,
// drop down below it, even if that means sinking into the floor.
if (mobj->Top() > mobj->ceilingz)
{
mobj->SetZ(mobj->ceilingz - mobj->Height, false);
}
// [BC] Do script stuff
if (!(flags & SPF_TEMPPLAYER))
{
if (state == PST_ENTER || (state == PST_LIVE && !savegamerestore))
{
FBehavior::StaticStartTypedScripts (SCRIPT_Enter, p->mo, true);
}
else if (state == PST_REBORN)
{
assert (oldactor != NULL);
// before relocating all pointers to the player all sound targets
// pointing to the old actor have to be NULLed. Otherwise all
// monsters who last targeted this player will wake up immediately
// after the player has respawned.
AActor *th;
TThinkerIterator<AActor> it;
while ((th = it.Next()))
{
if (th->LastHeard == oldactor) th->LastHeard = NULL;
}
for(auto &sec : level.sectors)
{
if (sec.SoundTarget == oldactor) sec.SoundTarget = nullptr;
}
DObject::StaticPointerSubstitution (oldactor, p->mo);
// PointerSubstitution() will also affect the bodyque, so undo that now.
for (int ii=0; ii < BODYQUESIZE; ++ii)
if (bodyque[ii] == p->mo)
bodyque[ii] = oldactor;
FBehavior::StaticStartTypedScripts (SCRIPT_Respawn, p->mo, true);
}
}
return mobj;
}
//
// P_SpawnMapThing
// The fields of the mapthing should
// already be in host byte order.
//
// [RH] position is used to weed out unwanted start spots
AActor *P_SpawnMapThing (FMapThing *mthing, int position)
{
PClassActor *i;
int mask;
AActor *mobj;
if (mthing->EdNum == 0 || mthing->EdNum == -1)
return NULL;
// find which type to spawn
FDoomEdEntry *mentry = mthing->info;
if (mentry == NULL)
{
// [RH] Don't die if the map tries to spawn an unknown thing
Printf("Unknown type %i at (%.1f, %.1f)\n",
mthing->EdNum, mthing->pos.X, mthing->pos.Y);
mentry = DoomEdMap.CheckKey(0);
if (mentry == NULL) // we need a valid entry for the rest of this function so if we can't find a default, let's exit right away.
{
return NULL;
}
}
if (mentry->Type == NULL && mentry->Special <= 0)
{
// has been explicitly set to not spawning anything.
return NULL;
}
// copy args to mapthing so that we have them in one place for the rest of this function
if (mentry->ArgsDefined > 0)
{
if (mentry->Type!= NULL) mthing->special = mentry->Special;
memcpy(mthing->args, mentry->Args, sizeof(mthing->args[0]) * mentry->ArgsDefined);
}
int pnum = -1;
if (mentry->Type == NULL)
{
switch (mentry->Special)
{
case SMT_DeathmatchStart:
{
// count deathmatch start positions
FPlayerStart start(mthing, 0);
deathmatchstarts.Push(start);
return NULL;
}
case SMT_PolyAnchor:
case SMT_PolySpawn:
case SMT_PolySpawnCrush:
case SMT_PolySpawnHurt:
{
polyspawns_t *polyspawn = new polyspawns_t;
polyspawn->next = polyspawns;
polyspawn->pos = mthing->pos;
polyspawn->angle = mthing->angle;
polyspawn->type = mentry->Special;
polyspawns = polyspawn;
if (mentry->Special != SMT_PolyAnchor)
po_NumPolyobjs++;
return NULL;
}
case SMT_Player1Start:
case SMT_Player2Start:
case SMT_Player3Start:
case SMT_Player4Start:
case SMT_Player5Start:
case SMT_Player6Start:
case SMT_Player7Start:
case SMT_Player8Start:
pnum = mentry->Special - SMT_Player1Start;
break;
// Sound sequence override will be handled later
default:
break;
}
}
if (pnum == -1 || (level.flags & LEVEL_FILTERSTARTS))
{
// check for appropriate game type
if (deathmatch)
{
mask = MTF_DEATHMATCH;
}
else if (multiplayer)
{
mask = MTF_COOPERATIVE;
}
else
{
mask = MTF_SINGLE;
}
if (!(mthing->flags & mask))
{
return NULL;
}
mask = G_SkillProperty(SKILLP_SpawnFilter);
if (!(mthing->SkillFilter & mask))
{
return NULL;
}
// Check class spawn masks. Now with player classes available
// this is enabled for all games.
if (!multiplayer)
{ // Single player
int spawnmask = players[consoleplayer].GetSpawnClass();
if (spawnmask != 0 && (mthing->ClassFilter & spawnmask) == 0)
{ // Not for current class
return NULL;
}
}
else if (!deathmatch)
{ // Cooperative
mask = 0;
for (int i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
{
int spawnmask = players[i].GetSpawnClass();
if (spawnmask != 0)
mask |= spawnmask;
else
mask = -1;
}
}
if (mask != -1 && (mthing->ClassFilter & mask) == 0)
{
return NULL;
}
}
}
if (pnum != -1)
{
// [RH] Only spawn spots that match position.
if (mthing->args[0] != position)
return NULL;
// save spots for respawning in network games
FPlayerStart start(mthing, pnum+1);
playerstarts[pnum] = start;
if (level.flags2 & LEVEL2_RANDOMPLAYERSTARTS)
{ // When using random player starts, all starts count
AllPlayerStarts.Push(start);
}
else
{ // When not using random player starts, later single player
// starts should override earlier ones, since the earlier
// ones are for voodoo dolls and not likely to be ideal for
// spawning regular players.
unsigned i;
for (i = 0; i < AllPlayerStarts.Size(); ++i)
{
if (AllPlayerStarts[i].type == pnum+1)
{
AllPlayerStarts[i] = start;
break;
}
}
if (i == AllPlayerStarts.Size())
{
AllPlayerStarts.Push(start);
}
}
if (!deathmatch && !(level.flags2 & LEVEL2_RANDOMPLAYERSTARTS))
{
return P_SpawnPlayer(&start, pnum, (level.flags2 & LEVEL2_PRERAISEWEAPON) ? SPF_WEAPONFULLYUP : 0);
}
return NULL;
}
// [RH] sound sequence overriders
if (mentry->Type == NULL && mentry->Special == SMT_SSeqOverride)
{
int type = mthing->args[0];
if (type == 255) type = -1;
if (type > 63)
{
Printf ("Sound sequence %d out of range\n", type);
}
else
{
P_PointInSector (mthing->pos)->seqType = type;
}
return NULL;
}
// [RH] If the thing's corresponding sprite has no frames, also map
// it to the unknown thing.
// Handle decorate replacements explicitly here
// to check for missing frames in the replacement object.
i = mentry->Type->GetReplacement();
const AActor *defaults = GetDefaultByType (i);
if (defaults->SpawnState == NULL ||
sprites[defaults->SpawnState->sprite].numframes == 0)
{
// We don't load mods for shareware games so we'll just ignore
// missing actors. Heretic needs this since the shareware includes
// the retail weapons in Deathmatch.
if (gameinfo.flags & GI_SHAREWARE)
return NULL;
Printf ("%s at (%.1f, %.1f) has no frames\n",
i->TypeName.GetChars(), mthing->pos.X, mthing->pos.Y);
i = PClass::FindActor("Unknown");
assert(i->IsKindOf(RUNTIME_CLASS(PClassActor)));
}
const AActor *info = GetDefaultByType (i);
// don't spawn keycards and players in deathmatch
if (deathmatch && info->flags & MF_NOTDMATCH)
return NULL;
// [RH] don't spawn extra weapons in coop if so desired
if (multiplayer && !deathmatch && (dmflags & DF_NO_COOP_WEAPON_SPAWN))
{
if (GetDefaultByType(i)->flags7 & MF7_WEAPONSPAWN)
{
if ((mthing->flags & (MTF_DEATHMATCH|MTF_SINGLE)) == MTF_DEATHMATCH)
return NULL;
}
}
// don't spawn any monsters if -nomonsters
if (((level.flags2 & LEVEL2_NOMONSTERS) || (dmflags & DF_NO_MONSTERS)) && info->flags3 & MF3_ISMONSTER )
{
return NULL;
}
// [RH] Other things that shouldn't be spawned depending on dmflags
if (deathmatch || alwaysapplydmflags)
{
// Fixme: This needs to be done differently, it's quite broken.
if (dmflags & DF_NO_HEALTH)
{
if (i->IsDescendantOf (PClass::FindActor(NAME_Health)))
return NULL;
if (i->TypeName == NAME_Berserk)
return NULL;
if (i->TypeName == NAME_Megasphere)
return NULL;
}
if (dmflags & DF_NO_ITEMS)
{
// if (i->IsDescendantOf (RUNTIME_CLASS(AArtifact)))
// return;
}
if (dmflags & DF_NO_ARMOR)
{
if (i->IsDescendantOf (PClass::FindActor(NAME_Armor)))
return NULL;
if (i->TypeName == NAME_Megasphere)
return NULL;
}
}
// spawn it
double sz;
if (info->flags & MF_SPAWNCEILING)
sz = ONCEILINGZ;
else if (info->flags2 & MF2_SPAWNFLOAT)
sz = FLOATRANDZ;
else
sz = ONFLOORZ;
mobj = AActor::StaticSpawn (i, DVector3(mthing->pos, sz), NO_REPLACE, true);
if (sz == ONFLOORZ)
{
mobj->AddZ(mthing->pos.Z);
if ((mobj->flags2 & MF2_FLOATBOB) && (ib_compatflags & BCOMPATF_FLOATBOB))
{
mobj->specialf1 = mthing->pos.Z;
}
}
else if (sz == ONCEILINGZ)
mobj->AddZ(-mthing->pos.Z);
mobj->SpawnPoint = mthing->pos;
mobj->SpawnAngle = mthing->angle;
mobj->SpawnFlags = mthing->flags;
if (mthing->FloatbobPhase >= 0 && mthing->FloatbobPhase < 64) mobj->FloatBobPhase = mthing->FloatbobPhase;
if (mthing->Gravity < 0) mobj->Gravity = -mthing->Gravity;
else if (mthing->Gravity > 0) mobj->Gravity *= mthing->Gravity;
else
{
mobj->flags |= MF_NOGRAVITY;
mobj->Gravity = 0;
}
// For Hexen floatbob 'compatibility' we do not really want to alter the floorz.
if (mobj->specialf1 == 0 || !(mobj->flags2 & MF2_FLOATBOB) || !(ib_compatflags & BCOMPATF_FLOATBOB))
{
P_FindFloorCeiling(mobj, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT);
}
// if the actor got args defined either in DECORATE or MAPINFO we must ignore the map's properties.
if (!(mobj->flags2 & MF2_ARGSDEFINED))
{
// [RH] Set the thing's special
mobj->special = mthing->special;
for(int j=0;j<5;j++) mobj->args[j]=mthing->args[j];
}
// [RH] Add ThingID to mobj and link it in with the others
mobj->tid = mthing->thingid;
mobj->AddToHash ();
mobj->PrevAngles.Yaw = mobj->Angles.Yaw = (double)mthing->angle;
// Check if this actor's mapthing has a conversation defined
if (mthing->Conversation > 0)
{
// Make sure that this does not partially overwrite the default dialogue settings.
int root = GetConversation(mthing->Conversation);
if (root != -1)
{
mobj->ConversationRoot = root;
mobj->Conversation = StrifeDialogues[mobj->ConversationRoot];
}
}
// Set various UDMF options
if (mthing->Alpha >= 0)
mobj->Alpha = mthing->Alpha;
if (mthing->RenderStyle != STYLE_Count)
mobj->RenderStyle = (ERenderStyle)mthing->RenderStyle;
if (mthing->Scale.X != 0)
mobj->Scale.X = mthing->Scale.X * mobj->Scale.X;
if (mthing->Scale.Y != 0)
mobj->Scale.Y = mthing->Scale.Y * mobj->Scale.Y;
if (mthing->pitch)
mobj->Angles.Pitch = (double)mthing->pitch;
if (mthing->roll)
mobj->Angles.Roll = (double)mthing->roll;
if (mthing->score)
mobj->Score = mthing->score;
if (mthing->fillcolor)
mobj->fillcolor = mthing->fillcolor;
mobj->CallBeginPlay ();
if (!(mobj->ObjectFlags & OF_EuthanizeMe))
{
mobj->LevelSpawned ();
}
if (mthing->health > 0)
mobj->health *= mthing->health;
else
mobj->health = -mthing->health;
if (mthing->health == 0)
mobj->CallDie(NULL, NULL);
else if (mthing->health != 1)
mobj->StartHealth = mobj->health;
return mobj;
}
//
// GAME SPAWN FUNCTIONS
//
//
// P_SpawnPuff
//
AActor *P_SpawnPuff (AActor *source, PClassActor *pufftype, const DVector3 &pos1, DAngle hitdir, DAngle particledir, int updown, int flags, AActor *vict)
{
AActor *puff;
DVector3 pos = pos1;
if (pufftype == nullptr) return nullptr;
if (!(flags & PF_NORANDOMZ)) pos.Z += pr_spawnpuff.Random2() / 64.;
puff = Spawn(pufftype, pos, ALLOW_REPLACE);
if (puff == NULL) return NULL;
if ((puff->flags4 & MF4_RANDOMIZE) && puff->tics > 0)
{
puff->tics -= pr_spawnpuff() & 3;
if (puff->tics < 1)
puff->tics = 1;
}
//Moved puff creation and target/master/tracer setting to here.
if (puff && vict)
{
if (puff->flags7 & MF7_HITTARGET) puff->target = vict;
if (puff->flags7 & MF7_HITMASTER) puff->master = vict;
if (puff->flags7 & MF7_HITTRACER) puff->tracer = vict;
}
// [BB] If the puff came from a player, set the target of the puff to this player.
if ( puff && (puff->flags5 & MF5_PUFFGETSOWNER))
puff->target = source;
// Angle is the opposite of the hit direction (i.e. the puff faces the source.)
puff->Angles.Yaw = hitdir + 180;
// If a puff has a crash state and an actor was not hit,
// it will enter the crash state. This is used by the StrifeSpark
// and BlasterPuff.
FState *crashstate;
if (!(flags & PF_HITTHING) && (crashstate = puff->FindState(NAME_Crash)) != NULL)
{
puff->SetState (crashstate);
}
else if ((flags & PF_HITTHINGBLEED) && (crashstate = puff->FindState(NAME_Death, NAME_Extreme, true)) != NULL)
{
puff->SetState (crashstate);
}
else if ((flags & PF_MELEERANGE) && puff->MeleeState != NULL)
{
// handle the hard coded state jump of Doom's bullet puff
// in a more flexible manner.
puff->SetState (puff->MeleeState);
}
if (!(flags & PF_TEMPORARY))
{
if (cl_pufftype && updown != 3 && (puff->flags4 & MF4_ALLOWPARTICLES))
{
P_DrawSplash2 (32, pos, particledir, updown, 1);
puff->renderflags |= RF_INVISIBLE;
}
if ((flags & PF_HITTHING) && puff->SeeSound)
{ // Hit thing sound
S_Sound (puff, CHAN_BODY, puff->SeeSound, 1, ATTN_NORM);
}
else if (puff->AttackSound)
{
S_Sound (puff, CHAN_BODY, puff->AttackSound, 1, ATTN_NORM);
}
}
return puff;
}
DEFINE_ACTION_FUNCTION(AActor, SpawnPuff)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS(pufftype, AActor);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(z);
PARAM_ANGLE(hitdir);
PARAM_ANGLE(particledir);
PARAM_INT(updown);
PARAM_INT_DEF(flags);
PARAM_OBJECT_DEF(victim, AActor);
ACTION_RETURN_OBJECT(P_SpawnPuff(self, pufftype, DVector3(x, y, z), hitdir, particledir, updown, flags, victim));
}
//---------------------------------------------------------------------------
//
// P_SpawnBlood
//
//---------------------------------------------------------------------------
void P_SpawnBlood (const DVector3 &pos1, DAngle dir, int damage, AActor *originator)
{
AActor *th;
PalEntry bloodcolor = originator->GetBloodColor();
PClassActor *bloodcls = originator->GetBloodType();
DVector3 pos = pos1;
pos.Z += pr_spawnblood.Random2() / 64.;
int bloodtype = cl_bloodtype;
if (bloodcls != NULL && !(GetDefaultByType(bloodcls)->flags4 & MF4_ALLOWPARTICLES))
bloodtype = 0;
if (bloodcls != NULL)
{
th = Spawn(bloodcls, pos, NO_REPLACE); // GetBloodType already performed the replacement
th->Vel.Z = 2;
th->Angles.Yaw = dir;
// [NG] Applying PUFFGETSOWNER to the blood will make it target the owner
if (th->flags5 & MF5_PUFFGETSOWNER) th->target = originator;
if (gameinfo.gametype & GAME_DoomChex)
{
th->tics -= pr_spawnblood() & 3;
if (th->tics < 1)
th->tics = 1;
}
// colorize the blood
if (bloodcolor != 0 && !(th->flags2 & MF2_DONTTRANSLATE))
{
th->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
}
// Moved out of the blood actor so that replacing blood is easier
if (gameinfo.gametype & GAME_DoomStrifeChex)
{
if (gameinfo.gametype == GAME_Strife)
{
if (damage > 13)
{
FState *state = th->FindState(NAME_Spray);
if (state != NULL)
{
th->SetState (state);
goto statedone;
}
}
else damage += 2;
}
int advance = 0;
if (damage <= 12 && damage >= 9)
{
advance = 1;
}
else if (damage < 9)
{
advance = 2;
}
PClassActor *cls = th->GetClass();
while (cls != RUNTIME_CLASS(AActor))
{
int checked_advance = advance;
if (cls->OwnsState(th->SpawnState))
{
for (; checked_advance > 0; --checked_advance)
{
// [RH] Do not set to a state we do not own.
if (cls->OwnsState(th->SpawnState + checked_advance))
{
th->SetState(th->SpawnState + checked_advance);
goto statedone;
}
}
}
// We can safely assume the ParentClass is of type PClassActor
// since we stop when we see the Actor base class.
cls = static_cast<PClassActor *>(cls->ParentClass);
}
}
statedone:
if (!(bloodtype <= 1)) th->renderflags |= RF_INVISIBLE;
}
if (bloodtype >= 1)
P_DrawSplash2 (40, pos, dir, 2, bloodcolor);
}
DEFINE_ACTION_FUNCTION(AActor, SpawnBlood)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(z);
PARAM_ANGLE(dir);
PARAM_INT(damage);
P_SpawnBlood(DVector3(x, y, z), dir, damage, self);
return 0;
}
//---------------------------------------------------------------------------
//
// PROC P_BloodSplatter
//
//---------------------------------------------------------------------------
void P_BloodSplatter (const DVector3 &pos, AActor *originator, DAngle hitangle)
{
PalEntry bloodcolor = originator->GetBloodColor();
PClassActor *bloodcls = originator->GetBloodType(1);
int bloodtype = cl_bloodtype;
if (bloodcls != NULL && !(GetDefaultByType(bloodcls)->flags4 & MF4_ALLOWPARTICLES))
bloodtype = 0;
if (bloodcls != NULL)
{
AActor *mo;
mo = Spawn(bloodcls, pos, NO_REPLACE); // GetBloodType already performed the replacement
mo->target = originator;
mo->Vel.X = pr_splatter.Random2 () / 64.;
mo->Vel.Y = pr_splatter.Random2() / 64.;
mo->Vel.Z = 3;
// colorize the blood!
if (bloodcolor!=0 && !(mo->flags2 & MF2_DONTTRANSLATE))
{
mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
}
if (!(bloodtype <= 1)) mo->renderflags |= RF_INVISIBLE;
}
if (bloodtype >= 1)
{
P_DrawSplash2 (40, pos, hitangle-180., 2, bloodcolor);
}
}
//===========================================================================
//
// P_BloodSplatter2
//
//===========================================================================
void P_BloodSplatter2 (const DVector3 &pos, AActor *originator, DAngle hitangle)
{
PalEntry bloodcolor = originator->GetBloodColor();
PClassActor *bloodcls = originator->GetBloodType(2);
int bloodtype = cl_bloodtype;
if (bloodcls != NULL && !(GetDefaultByType(bloodcls)->flags4 & MF4_ALLOWPARTICLES))
bloodtype = 0;
DVector2 add;
add.X = (pr_splat() - 128) / 32.;
add.Y = (pr_splat() - 128) / 32.;
if (bloodcls != NULL)
{
AActor *mo;
mo = Spawn (bloodcls, pos + add, NO_REPLACE); // GetBloodType already performed the replacement
mo->target = originator;
// colorize the blood!
if (bloodcolor != 0 && !(mo->flags2 & MF2_DONTTRANSLATE))
{
mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
}
if (!(bloodtype <= 1)) mo->renderflags |= RF_INVISIBLE;
}
if (bloodtype >= 1)
{
P_DrawSplash2(40, pos + add, hitangle - 180., 2, bloodcolor);
}
}
DEFINE_ACTION_FUNCTION(AActor, BloodSplatter)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(z);
PARAM_ANGLE(dir);
PARAM_BOOL_DEF(axe);
if (axe) P_BloodSplatter2(DVector3(x, y, z), self, dir);
else P_BloodSplatter(DVector3(x, y, z), self, dir);
return 0;
}
//---------------------------------------------------------------------------
//
// PROC P_RipperBlood
//
//---------------------------------------------------------------------------
void P_RipperBlood (AActor *mo, AActor *bleeder)
{
PalEntry bloodcolor = bleeder->GetBloodColor();
PClassActor *bloodcls = bleeder->GetBloodType();
double xo = pr_ripperblood.Random2() / 16.;
double yo = pr_ripperblood.Random2() / 16.;
double zo = pr_ripperblood.Random2() / 16.;
DVector3 pos = mo->Vec3Offset(xo, yo, zo);
int bloodtype = cl_bloodtype;
if (bloodcls != NULL && !(GetDefaultByType(bloodcls)->flags4 & MF4_ALLOWPARTICLES))
bloodtype = 0;
if (bloodcls != NULL)
{
AActor *th;
th = Spawn (bloodcls, pos, NO_REPLACE); // GetBloodType already performed the replacement
// [NG] Applying PUFFGETSOWNER to the blood will make it target the owner
if (th->flags5 & MF5_PUFFGETSOWNER) th->target = bleeder;
if (gameinfo.gametype == GAME_Heretic)
th->flags |= MF_NOGRAVITY;
th->Vel.X = mo->Vel.X / 2;
th->Vel.Y = mo->Vel.Y / 2;
th->tics += pr_ripperblood () & 3;
// colorize the blood!
if (bloodcolor!=0 && !(th->flags2 & MF2_DONTTRANSLATE))
{
th->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
}
if (!(bloodtype <= 1)) th->renderflags |= RF_INVISIBLE;
}
if (bloodtype >= 1)
{
P_DrawSplash2(28, pos, bleeder->AngleTo(mo) + 180., 0, bloodcolor);
}
}
//---------------------------------------------------------------------------
//
// FUNC P_GetThingFloorType
//
//---------------------------------------------------------------------------
int P_GetThingFloorType (AActor *thing)
{
if (thing->floorterrain >= 0)
{
return thing->floorterrain;
}
else
{
return thing->Sector->GetTerrain(sector_t::floor);
}
}
DEFINE_ACTION_FUNCTION(AActor, GetFloorTerrain)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_POINTER(&Terrains[P_GetThingFloorType(self)]);
}
//---------------------------------------------------------------------------
//
// FUNC P_HitWater
//
// Returns true if hit liquid and splashed, false if not.
//---------------------------------------------------------------------------
bool P_HitWater (AActor * thing, sector_t * sec, const DVector3 &pos, bool checkabove, bool alert, bool force)
{
if (thing->flags3 & MF3_DONTSPLASH)
return false;
if (thing->player && (thing->player->cheats & CF_PREDICTING))
return false;
AActor *mo = NULL;
FSplashDef *splash;
int terrainnum;
sector_t *hsec = NULL;
// don't splash above the object
if (checkabove)
{
double compare_z = thing->Center();
// Missiles are typically small and fast, so they might
// end up submerged by the move that calls P_HitWater.
if (thing->flags & MF_MISSILE)
compare_z -= thing->Vel.Z;
if (pos.Z > compare_z)
return false;
}
#if 0 // needs some rethinking before activation
// This avoids spawning splashes on invisible self referencing sectors.
// For network consistency do this only in single player though because
// it is not guaranteed that all players have GL nodes loaded.
if (!multiplayer && thing->subsector->sector != thing->subsector->render_sector)
{
double zs = thing->subsector->sector->floorplane.ZatPoint(pos);
double zr = thing->subsector->render_sector->floorplane.ZatPoint(pos);
if (zs > zr && thing->Z() >= zs) return false;
}
#endif
// 'force' means, we want this sector's terrain, no matter what.
if (!force)
{
for (unsigned int i = 0; i<sec->e->XFloor.ffloors.Size(); i++)
{
F3DFloor * rover = sec->e->XFloor.ffloors[i];
if (!(rover->flags & FF_EXISTS)) continue;
double planez = rover->top.plane->ZatPoint(pos);
if (pos.Z > planez - 0.5 && pos.Z < planez + 0.5) // allow minor imprecisions
{
if (rover->flags & (FF_SOLID | FF_SWIMMABLE))
{
terrainnum = rover->model->GetTerrain(rover->top.isceiling);
goto foundone;
}
}
planez = rover->bottom.plane->ZatPoint(pos);
if (planez < pos.Z && !(planez < thing->floorz)) return false;
}
}
hsec = sec->GetHeightSec();
if (force || hsec == NULL || !(hsec->MoreFlags & SECF_CLIPFAKEPLANES))
{
terrainnum = sec->GetTerrain(sector_t::floor);
}
else
{
terrainnum = hsec->GetTerrain(sector_t::floor);
}
foundone:
int splashnum = Terrains[terrainnum].Splash;
bool smallsplash = false;
const secplane_t *plane;
if (splashnum == -1)
return Terrains[terrainnum].IsLiquid;
// don't splash when touching an underwater floor
if (thing->waterlevel >= 1 && pos.Z <= thing->floorz) return Terrains[terrainnum].IsLiquid;
plane = hsec != NULL? &sec->heightsec->floorplane : &sec->floorplane;
// Don't splash for living things with small vertical velocities.
// There are levels where the constant splashing from the monsters gets extremely annoying
if (((thing->flags3&MF3_ISMONSTER || thing->player) && thing->Vel.Z >= -6) && !force)
return Terrains[terrainnum].IsLiquid;
splash = &Splashes[splashnum];
// Small splash for small masses
if (thing->Mass < 10)
smallsplash = true;
if (smallsplash && splash->SmallSplash)
{
mo = Spawn (splash->SmallSplash, pos, ALLOW_REPLACE);
if (mo) mo->Floorclip += splash->SmallSplashClip;
}
else
{
if (splash->SplashChunk)
{
mo = Spawn (splash->SplashChunk, pos, ALLOW_REPLACE);
mo->target = thing;
if (splash->ChunkXVelShift != 255)
{
mo->Vel.X = (pr_chunk.Random2() << splash->ChunkXVelShift) / 65536.;
}
if (splash->ChunkYVelShift != 255)
{
mo->Vel.Y = (pr_chunk.Random2() << splash->ChunkYVelShift) / 65536.;
}
mo->Vel.Z = splash->ChunkBaseZVel + (pr_chunk() << splash->ChunkZVelShift) / 65536.;
}
if (splash->SplashBase)
{
mo = Spawn (splash->SplashBase, pos, ALLOW_REPLACE);
}
if (thing->player && !splash->NoAlert && alert)
{
P_NoiseAlert (thing, thing, true);
}
}
if (mo)
{
S_Sound (mo, CHAN_ITEM, smallsplash ?
splash->SmallSplashSound : splash->NormalSplashSound,
1, ATTN_IDLE);
}
else
{
S_Sound (pos, CHAN_ITEM, smallsplash ?
splash->SmallSplashSound : splash->NormalSplashSound,
1, ATTN_IDLE);
}
// Don't let deep water eat missiles
return plane == &sec->floorplane ? Terrains[terrainnum].IsLiquid : false;
}
DEFINE_ACTION_FUNCTION(AActor, HitWater)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_POINTER_NOT_NULL(sec, sector_t);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(z);
PARAM_BOOL_DEF(checkabove);
PARAM_BOOL_DEF(alert);
PARAM_BOOL_DEF(force);
ACTION_RETURN_BOOL(P_HitWater(self, sec, DVector3(x, y, z), checkabove, alert, force));
}
//---------------------------------------------------------------------------
//
// FUNC P_HitFloor
//
// Returns true if hit liquid and splashed, false if not.
//---------------------------------------------------------------------------
bool P_HitFloor (AActor *thing)
{
const msecnode_t *m;
// killough 11/98: touchy objects explode on impact
// Allow very short drops to be safe, so that a touchy can be summoned without exploding.
if (thing->flags6 & MF6_TOUCHY && ((thing->flags6 & MF6_ARMED) || thing->IsSentient()) && thing->Vel.Z < -5)
{
thing->flags6 &= ~MF6_ARMED; // Disarm
P_DamageMobj (thing, NULL, NULL, thing->health, NAME_Crush, DMG_FORCED); // kill object
return false;
}
if (thing->flags3 & MF3_DONTSPLASH)
return false;
// don't splash if landing on the edge above water/lava/etc....
DVector3 pos;
for (m = thing->touching_sectorlist; m; m = m->m_tnext)
{
pos = thing->PosRelative(m->m_sector);
if (thing->Z() == m->m_sector->floorplane.ZatPoint(pos))
{
break;
}
// Check 3D floors
for(unsigned int i=0;i<m->m_sector->e->XFloor.ffloors.Size();i++)
{
F3DFloor * rover = m->m_sector->e->XFloor.ffloors[i];
if (!(rover->flags & FF_EXISTS)) continue;
if (rover->flags & (FF_SOLID|FF_SWIMMABLE))
{
if (rover->top.plane->ZatPoint(pos) == thing->Z())
{
return P_HitWater (thing, m->m_sector, pos);
}
}
}
}
if (m == NULL || m->m_sector->GetHeightSec() != NULL)
{
return false;
}
return P_HitWater (thing, m->m_sector, pos);
}
DEFINE_ACTION_FUNCTION(AActor, HitFloor)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_BOOL(P_HitFloor(self));
}
//---------------------------------------------------------------------------
//
// P_CheckSplash
//
// Checks for splashes caused by explosions
//
//---------------------------------------------------------------------------
void P_CheckSplash(AActor *self, double distance)
{
sector_t *floorsec;
self->Sector->LowestFloorAt(self, &floorsec);
if (self->Z() <= self->floorz + distance && self->floorsector == floorsec && self->Sector->GetHeightSec() == NULL && floorsec->heightsec == NULL)
{
// Explosion splashes never alert monsters. This is because A_Explode has
// a separate parameter for that so this would get in the way of proper
// behavior.
DVector3 pos = self->PosRelative(floorsec);
pos.Z = self->floorz;
P_HitWater (self, floorsec, pos, false, false);
}
}
//---------------------------------------------------------------------------
//
// FUNC P_CheckMissileSpawn
//
// Returns true if the missile is at a valid spawn point, otherwise
// explodes it and returns false.
//
//---------------------------------------------------------------------------
bool P_CheckMissileSpawn (AActor* th, double maxdist)
{
// [RH] Don't decrement tics if they are already less than 1
if ((th->flags4 & MF4_RANDOMIZE) && th->tics > 0)
{
th->tics -= pr_checkmissilespawn() & 3;
if (th->tics < 1)
th->tics = 1;
}
if (maxdist > 0)
{
// move a little forward so an angle can be computed if it immediately explodes
DVector3 advance = th->Vel;
double maxsquared = maxdist*maxdist;
// Keep halving the advance vector until we get something less than maxdist
// units away, since we still want to spawn the missile inside the shooter.
do
{
advance *= 0.5f;
}
while (advance.XY().LengthSquared() >= maxsquared);
th->SetXYZ(th->Pos() + advance);
}
FCheckPosition tm(!!(th->flags2 & MF2_RIP));
// killough 8/12/98: for non-missile objects (e.g. grenades)
//
// [GZ] MBF excludes non-missile objects from the P_TryMove test
// and subsequent potential P_ExplodeMissile call. That is because
// in MBF, a projectile is not an actor with the MF_MISSILE flag
// but an actor with either or both the MF_MISSILE and MF_BOUNCES
// flags, and a grenade is identified by not having MF_MISSILE.
// Killough wanted grenades not to explode directly when spawned,
// therefore they can be fired safely even when humping a wall as
// they will then just drop on the floor at their shooter's feet.
//
// However, ZDoom does allow non-missiles to be shot as well, so
// Killough's check for non-missiles is inadequate here. So let's
// replace it by a check for non-missile and MBF bounce type.
// This should allow MBF behavior where relevant without altering
// established ZDoom behavior for crazy stuff like a cacodemon cannon.
bool MBFGrenade = (!(th->flags & MF_MISSILE) || (th->BounceFlags & BOUNCE_MBF));
// killough 3/15/98: no dropoff (really = don't care for missiles)
if (!(P_TryMove (th, th->Pos(), false, NULL, tm, true)))
{
// [RH] Don't explode ripping missiles that spawn inside something
if (th->BlockingMobj == NULL || !(th->flags2 & MF2_RIP) || (th->BlockingMobj->flags5 & MF5_DONTRIP))
{
// If this is a monster spawned by A_SpawnProjectile subtract it from the counter.
th->ClearCounters();
// [RH] Don't explode missiles that spawn on top of horizon lines
if (th->BlockingLine != NULL && th->BlockingLine->special == Line_Horizon)
{
th->Destroy ();
}
else if (MBFGrenade && th->BlockingLine != NULL)
{
P_BounceWall(th);
}
else
{
P_ExplodeMissile (th, NULL, th->BlockingMobj);
}
return false;
}
}
th->ClearInterpolation();
return true;
}
DEFINE_ACTION_FUNCTION(AActor, CheckMissileSpawn)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(add);
ACTION_RETURN_BOOL(P_CheckMissileSpawn(self, add));
}
//---------------------------------------------------------------------------
//
// FUNC P_PlaySpawnSound
//
// Plays a missiles spawn sound. Location depends on the
// MF_SPAWNSOUNDSOURCE flag.
//
//---------------------------------------------------------------------------
void P_PlaySpawnSound(AActor *missile, AActor *spawner)
{
if (missile->SeeSound != 0)
{
if (!(missile->flags & MF_SPAWNSOUNDSOURCE))
{
S_Sound (missile, CHAN_VOICE, missile->SeeSound, 1, ATTN_NORM);
}
else if (spawner != NULL)
{
S_Sound (spawner, CHAN_WEAPON, missile->SeeSound, 1, ATTN_NORM);
}
else
{
// If there is no spawner use the spawn position.
// But not in a silenced sector.
if (!(missile->Sector->Flags & SECF_SILENT))
S_Sound (missile->Pos(), CHAN_WEAPON, missile->SeeSound, 1, ATTN_NORM);
}
}
}
DEFINE_ACTION_FUNCTION(AActor, PlaySpawnSound)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(missile, AActor);
P_PlaySpawnSound(missile, self);
return 0;
}
static double GetDefaultSpeed(PClassActor *type)
{
if (type == NULL)
return 0;
else if (G_SkillProperty(SKILLP_FastMonsters) && type->FastSpeed >= 0)
return type->FastSpeed;
else
return GetDefaultByType(type)->Speed;
}
DEFINE_ACTION_FUNCTION(AActor, GetDefaultSpeed)
{
PARAM_PROLOGUE;
PARAM_CLASS(type, AActor);
ACTION_RETURN_FLOAT(GetDefaultSpeed(type));
}
//---------------------------------------------------------------------------
//
// FUNC P_SpawnMissile
//
// Returns NULL if the missile exploded immediately, otherwise returns
// a mobj_t pointer to the missile.
//
//---------------------------------------------------------------------------
AActor *P_SpawnMissileXYZ (DVector3 pos, AActor *source, AActor *dest, PClassActor *type, bool checkspawn, AActor *owner)
{
if (source == nullptr || type == nullptr)
{
return nullptr;
}
if (dest == NULL)
{
Printf ("P_SpawnMissilyXYZ: Tried to shoot %s from %s with no dest\n",
type->TypeName.GetChars(), source->GetClass()->TypeName.GetChars());
return NULL;
}
if (pos.Z != ONFLOORZ && pos.Z != ONCEILINGZ)
{
pos.Z -= source->Floorclip;
}
AActor *th = Spawn (type, pos, ALLOW_REPLACE);
P_PlaySpawnSound(th, source);
// record missile's originator
if (owner == NULL) owner = source;
th->target = owner;
double speed = th->Speed;
// [RH]
// Hexen calculates the missile velocity based on the source's location.
// Would it be more useful to base it on the actual position of the
// missile?
// Answer: No, because this way, you can set up sets of parallel missiles.
DVector3 velocity = source->Vec3To(dest);
// Floor and ceiling huggers should never have a vertical component to their velocity
if (th->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER))
{
velocity.Z = 0;
}
// [RH] Adjust the trajectory if the missile will go over the target's head.
else if (pos.Z - source->Z() >= dest->Height)
{
velocity.Z += (dest->Height - pos.Z + source->Z());
}
th->Vel = velocity.Resized(speed);
// invisible target: rotate velocity vector in 2D
// [RC] Now monsters can aim at invisible player as if they were fully visible.
if (dest->flags & MF_SHADOW && !(source->flags6 & MF6_SEEINVISIBLE))
{
DAngle an = pr_spawnmissile.Random2() * (22.5 / 256);
double c = an.Cos();
double s = an.Sin();
double newx = th->Vel.X * c - th->Vel.Y * s;
double newy = th->Vel.X * s + th->Vel.Y * c;
th->Vel.X = newx;
th->Vel.Y = newy;
}
th->AngleFromVel();
if (th->flags4 & MF4_SPECTRAL)
{
th->SetFriendPlayer(owner->player);
}
return (!checkspawn || P_CheckMissileSpawn (th, source->radius)) ? th : NULL;
}
DEFINE_ACTION_FUNCTION(AActor, SpawnMissileXYZ)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(z);
PARAM_OBJECT_NOT_NULL(dest, AActor);
PARAM_CLASS(type, AActor);
PARAM_BOOL_DEF(check);
PARAM_OBJECT_DEF(owner, AActor);
ACTION_RETURN_OBJECT(P_SpawnMissileXYZ(DVector3(x,y,z), self, dest, type, check, owner));
}
AActor *P_SpawnMissile(AActor *source, AActor *dest, PClassActor *type, AActor *owner)
{
if (source == nullptr)
{
return nullptr;
}
return P_SpawnMissileXYZ(source->PosPlusZ(32 + source->GetBobOffset()), source, dest, type, true, owner);
}
DEFINE_ACTION_FUNCTION(AActor, SpawnMissile)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(dest, AActor);
PARAM_CLASS(type, AActor);
PARAM_OBJECT_DEF(owner, AActor);
ACTION_RETURN_OBJECT(P_SpawnMissile(self, dest, type, owner));
}
AActor *P_SpawnMissileZ(AActor *source, double z, AActor *dest, PClassActor *type)
{
if (source == nullptr)
{
return nullptr;
}
return P_SpawnMissileXYZ(source->PosAtZ(z), source, dest, type);
}
DEFINE_ACTION_FUNCTION(AActor, SpawnMissileZ)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(z);
PARAM_OBJECT_NOT_NULL(dest, AActor);
PARAM_CLASS(type, AActor);
ACTION_RETURN_OBJECT(P_SpawnMissileZ(self, z, dest, type));
}
AActor *P_OldSpawnMissile(AActor *source, AActor *owner, AActor *dest, PClassActor *type)
{
if (source == nullptr || type == nullptr)
{
return nullptr;
}
AActor *th = Spawn (type, source->PosPlusZ(32.), ALLOW_REPLACE);
P_PlaySpawnSound(th, source);
th->target = owner; // record missile's originator
th->Angles.Yaw = source->AngleTo(dest);
th->VelFromAngle();
double dist = source->DistanceBySpeed(dest, MAX(1., th->Speed));
th->Vel.Z = (dest->Z() - source->Z()) / dist;
if (th->flags4 & MF4_SPECTRAL)
{
th->SetFriendPlayer(owner->player);
}
P_CheckMissileSpawn(th, source->radius);
return th;
}
DEFINE_ACTION_FUNCTION(AActor, OldSpawnMissile)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(dest, AActor);
PARAM_CLASS(type, AActor);
PARAM_OBJECT_DEF(owner, AActor);
ACTION_RETURN_OBJECT(P_OldSpawnMissile(self, owner, dest, type));
}
//---------------------------------------------------------------------------
//
// FUNC P_SpawnMissileAngle
//
// Returns NULL if the missile exploded immediately, otherwise returns
// a mobj_t pointer to the missile.
//
//---------------------------------------------------------------------------
AActor *P_SpawnMissileAngle (AActor *source, PClassActor *type, DAngle angle, double vz)
{
if (source == nullptr || type == nullptr)
{
return NULL;
}
return P_SpawnMissileAngleZSpeed (source, source->Z() + 32 + source->GetBobOffset(), type, angle, vz, GetDefaultSpeed (type));
}
AActor *P_SpawnMissileAngleZ (AActor *source, double z, PClassActor *type, DAngle angle, double vz)
{
if (type == nullptr)
{
return nullptr;
}
return P_SpawnMissileAngleZSpeed (source, z, type, angle, vz, GetDefaultSpeed (type));
}
AActor *P_SpawnMissileZAimed (AActor *source, double z, AActor *dest, PClassActor *type)
{
if (source == nullptr || type == nullptr)
{
return nullptr;
}
DAngle an;
double dist;
double speed;
double vz;
an = source->Angles.Yaw;
if (dest->flags & MF_SHADOW)
{
an += pr_spawnmissile.Random2() * (16. / 360.);
}
dist = source->Distance2D (dest);
speed = GetDefaultSpeed (type);
dist /= speed;
vz = dist != 0 ? (dest->Z() - source->Z())/dist : speed;
return P_SpawnMissileAngleZSpeed (source, z, type, an, vz, speed);
}
DEFINE_ACTION_FUNCTION(AActor, SpawnMissileZAimed)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(z);
PARAM_OBJECT_NOT_NULL(dest, AActor);
PARAM_CLASS(type, AActor);
ACTION_RETURN_OBJECT(P_SpawnMissileZAimed(self, z, dest, type));
}
//---------------------------------------------------------------------------
//
// FUNC P_SpawnMissileAngleZSpeed
//
// Returns NULL if the missile exploded immediately, otherwise returns
// a mobj_t pointer to the missile.
//
//---------------------------------------------------------------------------
AActor *P_SpawnMissileAngleZSpeed (AActor *source, double z,
PClassActor *type, DAngle angle, double vz, double speed, AActor *owner, bool checkspawn)
{
if (source == nullptr || type == nullptr)
{
return nullptr;
}
AActor *mo;
if (z != ONFLOORZ && z != ONCEILINGZ)
{
z -= source->Floorclip;
}
mo = Spawn (type, source->PosAtZ(z), ALLOW_REPLACE);
P_PlaySpawnSound(mo, source);
if (owner == NULL) owner = source;
mo->target = owner;
mo->Angles.Yaw = angle;
mo->VelFromAngle(speed);
mo->Vel.Z = vz;
if (mo->flags4 & MF4_SPECTRAL)
{
mo->SetFriendPlayer(owner->player);
}
return (!checkspawn || P_CheckMissileSpawn(mo, source->radius)) ? mo : NULL;
}
DEFINE_ACTION_FUNCTION(AActor, SpawnMissileAngleZSpeed)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(z);
PARAM_CLASS(type, AActor);
PARAM_ANGLE(angle);
PARAM_FLOAT(vz);
PARAM_FLOAT(speed);
PARAM_OBJECT_DEF(owner, AActor);
PARAM_BOOL_DEF(checkspawn);
ACTION_RETURN_OBJECT(P_SpawnMissileAngleZSpeed(self, z, type, angle, vz, speed, owner, checkspawn));
}
AActor *P_SpawnSubMissile(AActor *source, PClassActor *type, AActor *target)
{
AActor *other = Spawn(type, source->Pos(), ALLOW_REPLACE);
if (source == nullptr || type == nullptr)
{
return nullptr;
}
other->target = target;
other->Angles.Yaw = source->Angles.Yaw;
other->VelFromAngle();
if (other->flags4 & MF4_SPECTRAL)
{
if (source->flags & MF_MISSILE && source->flags4 & MF4_SPECTRAL)
{
other->FriendPlayer = source->FriendPlayer;
}
else
{
other->SetFriendPlayer(target->player);
}
}
if (P_CheckMissileSpawn(other, source->radius))
{
DAngle pitch = P_AimLineAttack(source, source->Angles.Yaw, 1024.);
other->Vel.Z = -other->Speed * pitch.Sin();
return other;
}
return NULL;
}
DEFINE_ACTION_FUNCTION(AActor, SpawnSubMissile)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS(cls, AActor);
PARAM_OBJECT_NOT_NULL(target, AActor);
ACTION_RETURN_OBJECT(P_SpawnSubMissile(self, cls, target));
}
/*
================
=
= P_SpawnPlayerMissile
=
= Tries to aim at a nearby monster
================
*/
AActor *P_SpawnPlayerMissile (AActor *source, PClassActor *type)
{
if (source == NULL)
{
return NULL;
}
return P_SpawnPlayerMissile (source, 0, 0, 0, type, source->Angles.Yaw);
}
AActor *P_SpawnPlayerMissile (AActor *source, PClassActor *type, DAngle angle)
{
return P_SpawnPlayerMissile (source, 0, 0, 0, type, angle);
}
AActor *P_SpawnPlayerMissile (AActor *source, double x, double y, double z,
PClassActor *type, DAngle angle, FTranslatedLineTarget *pLineTarget, AActor **pMissileActor,
bool nofreeaim, bool noautoaim, int aimflags)
{
if (source == nullptr || type == nullptr)
{
return nullptr;
}
static const double angdiff[3] = { -5.625, 5.625, 0 };
DAngle an = angle;
DAngle pitch;
FTranslatedLineTarget scratch;
AActor *defaultobject = GetDefaultByType(type);
DAngle vrange = nofreeaim ? 35. : 0.;
if (!pLineTarget) pLineTarget = &scratch;
if (source->player && source->player->ReadyWeapon && ((source->player->ReadyWeapon->WeaponFlags & WIF_NOAUTOAIM) || noautoaim))
{
// Keep exactly the same angle and pitch as the player's own aim
an = angle;
pitch = source->Angles.Pitch;
pLineTarget->linetarget = NULL;
}
else // see which target is to be aimed at
{
// [XA] If MaxTargetRange is defined in the spawned projectile, use this as the
// maximum range for the P_AimLineAttack call later; this allows MaxTargetRange
// to function as a "maximum tracer-acquisition range" for seeker missiles.
double linetargetrange = defaultobject->maxtargetrange > 0 ? defaultobject->maxtargetrange*64 : 16*64.;
int i = 2;
do
{
an = angle + angdiff[i];
pitch = P_AimLineAttack (source, an, linetargetrange, pLineTarget, vrange, aimflags);
if (source->player != NULL &&
!nofreeaim &&
level.IsFreelookAllowed() &&
source->player->userinfo.GetAimDist() <= 0.5)
{
break;
}
} while (pLineTarget->linetarget == NULL && --i >= 0);
if (pLineTarget->linetarget == NULL)
{
an = angle;
if (nofreeaim || !level.IsFreelookAllowed())
{
pitch = 0.;
}
}
}
if (z != ONFLOORZ && z != ONCEILINGZ)
{
// Doom spawns missiles 4 units lower than hitscan attacks for players.
z += source->Center() - source->Floorclip;
if (source->player != NULL) // Considering this is for player missiles, it better not be NULL.
{
z += ((source->player->mo->AttackZOffset - 4) * source->player->crouchfactor);
}
else
{
z += 4;
}
// Do not fire beneath the floor.
if (z < source->floorz)
{
z = source->floorz;
}
}
DVector3 pos = source->Vec2OffsetZ(x, y, z);
AActor *MissileActor = Spawn (type, pos, ALLOW_REPLACE);
if (pMissileActor) *pMissileActor = MissileActor;
P_PlaySpawnSound(MissileActor, source);
MissileActor->target = source;
MissileActor->Angles.Yaw = an;
if (MissileActor->flags3 & (MF3_FLOORHUGGER | MF3_CEILINGHUGGER))
{
MissileActor->VelFromAngle();
}
else
{
MissileActor->Vel3DFromAngle(pitch, MissileActor->Speed);
}
if (MissileActor->flags4 & MF4_SPECTRAL)
{
MissileActor->SetFriendPlayer(source->player);
}
if (P_CheckMissileSpawn (MissileActor, source->radius))
{
return MissileActor;
}
return NULL;
}
DEFINE_ACTION_FUNCTION(AActor, SpawnPlayerMissile)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS(type, AActor);
PARAM_ANGLE_DEF(angle);
PARAM_FLOAT_DEF(x);
PARAM_FLOAT_DEF(y);
PARAM_FLOAT_DEF(z);
PARAM_POINTER_DEF(lt, FTranslatedLineTarget);
PARAM_BOOL_DEF(nofreeaim);
PARAM_BOOL_DEF(noautoaim);
PARAM_INT_DEF(aimflags);
AActor *missileactor;
if (numparam == 2) angle = self->Angles.Yaw;
AActor *misl = P_SpawnPlayerMissile(self, x, y, z, type, angle, lt, &missileactor, nofreeaim, noautoaim, aimflags);
if (numret > 0) ret[0].SetPointer(misl, ATAG_OBJECT);
if (numret > 1) ret[1].SetPointer(missileactor, ATAG_OBJECT), numret = 2;
return numret;
}
int AActor::GetTeam()
{
if (player)
{
return player->userinfo.GetTeam();
}
int myTeam = DesignatedTeam;
// Check for monsters that belong to a player on the team but aren't part of the team themselves.
if (myTeam == TEAM_NONE && FriendPlayer != 0)
{
myTeam = players[FriendPlayer - 1].userinfo.GetTeam();
}
return myTeam;
}
bool AActor::IsTeammate (AActor *other)
{
if (!other)
{
return false;
}
else if (!deathmatch && player && other->player)
{
return true;
}
else if (teamplay)
{
int myTeam = GetTeam();
int otherTeam = other->GetTeam();
return (myTeam != TEAM_NONE && myTeam == otherTeam);
}
return false;
}
DEFINE_ACTION_FUNCTION(AActor, isTeammate)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(other, AActor);
ACTION_RETURN_BOOL(self->IsTeammate(other));
}
//==========================================================================
//
// AActor :: GetSpecies
//
// Species is defined as the lowest base class that is a monster
// with no non-monster class in between. If the actor specifies an explicit
// species (i.e. not 'None'), that is used. This is virtualized, so special
// monsters can change this behavior if they like.
//
//==========================================================================
FName AActor::GetSpecies()
{
if (Species != NAME_None)
{
return Species;
}
PClassActor *thistype = GetClass();
if (GetDefaultByType(thistype)->flags3 & MF3_ISMONSTER)
{
while (thistype->ParentClass)
{
if (GetDefaultByType(thistype->ParentClass)->flags3 & MF3_ISMONSTER)
thistype = static_cast<PClassActor *>(thistype->ParentClass);
else
break;
}
}
return Species = thistype->TypeName; // [GZ] Speeds up future calls.
}
DEFINE_ACTION_FUNCTION(AActor, GetSpecies)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_INT(self->GetSpecies());
}
//==========================================================================
//
// AActor :: IsFriend
//
// Checks if two monsters have to be considered friendly.
//
//==========================================================================
bool AActor::IsFriend (AActor *other)
{
if (flags & other->flags & MF_FRIENDLY)
{
if (deathmatch && teamplay)
return IsTeammate(other) ||
(FriendPlayer != 0 && other->FriendPlayer != 0 &&
players[FriendPlayer-1].mo->IsTeammate(players[other->FriendPlayer-1].mo));
return !deathmatch ||
FriendPlayer == other->FriendPlayer ||
FriendPlayer == 0 ||
other->FriendPlayer == 0 ||
players[FriendPlayer-1].mo->IsTeammate(players[other->FriendPlayer-1].mo);
}
return false;
}
DEFINE_ACTION_FUNCTION(AActor, isFriend)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(other, AActor);
ACTION_RETURN_BOOL(self->IsFriend(other));
}
//==========================================================================
//
// AActor :: IsHostile
//
// Checks if two monsters have to be considered hostile under any circumstances
//
//==========================================================================
bool AActor::IsHostile (AActor *other)
{
// Both monsters are non-friendlies so hostilities depend on infighting settings
if (!((flags | other->flags) & MF_FRIENDLY)) return false;
// Both monsters are friendly and belong to the same player if applicable.
if (flags & other->flags & MF_FRIENDLY)
{
if (deathmatch && teamplay)
return !IsTeammate(other) &&
!(FriendPlayer != 0 && other->FriendPlayer != 0 &&
players[FriendPlayer-1].mo->IsTeammate(players[other->FriendPlayer-1].mo));
return deathmatch &&
FriendPlayer != other->FriendPlayer &&
FriendPlayer !=0 &&
other->FriendPlayer != 0 &&
!players[FriendPlayer-1].mo->IsTeammate(players[other->FriendPlayer-1].mo);
}
return true;
}
DEFINE_ACTION_FUNCTION(AActor, isHostile)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(other, AActor);
ACTION_RETURN_BOOL(self->IsHostile(other));
}
//==========================================================================
//
// AActor :: DoSpecialDamage
//
// override this for special damage effects.
//
//==========================================================================
int AActor::DoSpecialDamage (AActor *target, int damage, FName damagetype)
{
if (target->player && target->player->mo == target && damage < 1000 &&
(target->player->cheats & CF_GODMODE || target->player->cheats & CF_GODMODE2))
{
return -1;
}
else
{
if (target->player)
{
// Only do this for old style poison damage.
if (PoisonDamage > 0 && PoisonDuration == INT_MIN)
{
P_PoisonPlayer (target->player, this, this->target, PoisonDamage);
damage >>= 1;
}
}
return damage;
}
}
DEFINE_ACTION_FUNCTION(AActor, DoSpecialDamage)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(target, AActor);
PARAM_INT(damage);
PARAM_NAME(damagetype);
ACTION_RETURN_INT(self->DoSpecialDamage(target, damage, damagetype));
}
int AActor::CallDoSpecialDamage(AActor *target, int damage, FName damagetype)
{
IFVIRTUAL(AActor, DoSpecialDamage)
{
// Without the type cast this picks the 'void *' assignment...
VMValue params[4] = { (DObject*)this, (DObject*)target, damage, damagetype.GetIndex() };
VMReturn ret;
int retval;
ret.IntAt(&retval);
GlobalVMStack.Call(func, params, 4, &ret, 1, nullptr);
return retval;
}
else return DoSpecialDamage(target, damage, damagetype);
}
//==========================================================================
//
// AActor :: TakeSpecialDamage
//
//==========================================================================
int AActor::TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, FName damagetype)
{
FState *death;
// If the actor does not have a corresponding death state, then it does not take damage.
// Note that DeathState matches every kind of damagetype, so an actor has that, it can
// be hurt with any type of damage. Exception: Massacre damage always succeeds, because
// it needs to work.
// Always kill if there is a regular death state or no death states at all.
if (FindState (NAME_Death) != NULL || !HasSpecialDeathStates() || damagetype == NAME_Massacre)
{
return damage;
}
if (inflictor && inflictor->DeathType != NAME_None)
damagetype = inflictor->DeathType;
if (damagetype == NAME_Ice)
{
death = FindState (NAME_Death, NAME_Ice, true);
if (death == NULL && !deh.NoAutofreeze && !(flags4 & MF4_NOICEDEATH) &&
(player || (flags3 & MF3_ISMONSTER)))
{
death = FindState(NAME_GenericFreezeDeath);
}
}
else
{
death = FindState (NAME_Death, damagetype);
}
return (death == NULL) ? -1 : damage;
}
DEFINE_ACTION_FUNCTION(AActor, TakeSpecialDamage)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(inflictor, AActor);
PARAM_OBJECT(source, AActor);
PARAM_INT(damage);
PARAM_NAME(damagetype);
ACTION_RETURN_INT(self->TakeSpecialDamage(inflictor, source, damage, damagetype));
}
int AActor::CallTakeSpecialDamage(AActor *inflictor, AActor *source, int damage, FName damagetype)
{
IFVIRTUAL(AActor, TakeSpecialDamage)
{
VMValue params[5] = { (DObject*)this, inflictor, source, damage, damagetype.GetIndex() };
VMReturn ret;
int retval;
ret.IntAt(&retval);
GlobalVMStack.Call(func, params, 5, &ret, 1, nullptr);
return retval;
}
else return TakeSpecialDamage(inflictor, source, damage, damagetype);
}
void AActor::Crash()
{
// [RC] Weird that this forces the Crash state regardless of flag.
if(!(flags6 & MF6_DONTCORPSE))
{
if (((flags & MF_CORPSE) || (flags6 & MF6_KILLED)) &&
!(flags3 & MF3_CRASHED) &&
!(flags & MF_ICECORPSE))
{
FState *crashstate = NULL;
if (DamageType != NAME_None)
{
if (health < GetGibHealth())
{ // Extreme death
FName labels[] = { NAME_Crash, NAME_Extreme, DamageType };
crashstate = FindState (3, labels, true);
}
if (crashstate == NULL)
{ // Normal death
crashstate = FindState(NAME_Crash, DamageType, true);
}
}
if (crashstate == NULL)
{
if (health < GetGibHealth())
{ // Extreme death
crashstate = FindState(NAME_Crash, NAME_Extreme);
}
else
{ // Normal death
crashstate = FindState(NAME_Crash);
}
}
if (crashstate != NULL) SetState(crashstate);
// Set MF3_CRASHED regardless of the presence of a crash state
// so this code doesn't have to be executed repeatedly.
flags3 |= MF3_CRASHED;
}
}
}
void AActor::SetIdle(bool nofunction)
{
FState *idle = FindState (NAME_Idle);
if (idle == NULL) idle = SpawnState;
SetState(idle, nofunction);
}
DEFINE_ACTION_FUNCTION(AActor, SetIdle)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_BOOL_DEF(nofunction);
self->SetIdle(nofunction);
return 0;
}
int AActor::SpawnHealth() const
{
int defhealth = StartHealth ? StartHealth : GetDefault()->health;
if (!(flags3 & MF3_ISMONSTER) || defhealth == 0)
{
return defhealth;
}
else if (flags & MF_FRIENDLY)
{
int adj = int(defhealth * G_SkillProperty(SKILLP_FriendlyHealth));
return (adj <= 0) ? 1 : adj;
}
else
{
int adj = int(defhealth * G_SkillProperty(SKILLP_MonsterHealth));
return (adj <= 0) ? 1 : adj;
}
}
DEFINE_ACTION_FUNCTION(AActor, SpawnHealth)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_INT(self->SpawnHealth());
}
FState *AActor::GetRaiseState()
{
if (!(flags & MF_CORPSE))
{
return NULL; // not a monster
}
if (tics != -1 && // not lying still yet
!state->GetCanRaise()) // or not ready to be raised yet
{
return NULL;
}
if (IsKindOf(RUNTIME_CLASS(APlayerPawn)))
{
return NULL; // do not resurrect players
}
return FindState(NAME_Raise);
}
void AActor::Revive()
{
AActor *info = GetDefault();
flags = info->flags;
flags2 = info->flags2;
flags3 = info->flags3;
flags4 = info->flags4;
flags5 = info->flags5;
flags6 = info->flags6;
flags7 = info->flags7;
if (SpawnFlags & MTF_FRIENDLY) flags |= MF_FRIENDLY;
DamageType = info->DamageType;
health = SpawnHealth();
target = NULL;
lastenemy = NULL;
// [RH] If it's a monster, it gets to count as another kill
if (CountsAsKill())
{
level.total_monsters++;
}
}
int AActor::GetGibHealth() const
{
int gibhealth = GetClass()->GibHealth;
if (gibhealth != INT_MIN)
{
return -abs(gibhealth);
}
else
{
return -int(SpawnHealth() * gameinfo.gibfactor);
}
}
double AActor::GetCameraHeight() const
{
return GetClass()->CameraHeight == INT_MIN ? Height / 2 : GetClass()->CameraHeight;
}
DEFINE_ACTION_FUNCTION(AActor, GetCameraHeight)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_FLOAT(self->GetCameraHeight());
}
DDropItem *AActor::GetDropItems() const
{
return GetClass()->DropItems;
}
DEFINE_ACTION_FUNCTION(AActor, GetDropItems)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_OBJECT(self->GetDropItems());
}
double AActor::GetGravity() const
{
if (flags & MF_NOGRAVITY) return 0;
return level.gravity * Sector->gravity * Gravity * 0.00125;
}
DEFINE_ACTION_FUNCTION(AActor, GetGravity)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_FLOAT(self->GetGravity());
}
// killough 11/98:
// Whether an object is "sentient" or not. Used for environmental influences.
// (left precisely the same as MBF even though it doesn't make much sense.)
bool AActor::IsSentient() const
{
return health > 0 && SeeState != NULL;
}
FSharedStringArena AActor::mStringPropertyData;
const char *AActor::GetTag(const char *def) const
{
if (Tag != NULL)
{
const char *tag = Tag->GetChars();
if (tag[0] == '$')
{
return GStrings(tag + 1);
}
else
{
return tag;
}
}
else if (def)
{
return def;
}
else
{
return GetClass()->TypeName.GetChars();
}
}
DEFINE_ACTION_FUNCTION(AActor, GetTag)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_STRING(def);
ACTION_RETURN_STRING(self->GetTag(def.Len() == 0? nullptr : def.GetChars()));
}
void AActor::SetTag(const char *def)
{
if (def == NULL || *def == 0) Tag = nullptr;
else Tag = mStringPropertyData.Alloc(def);
}
DEFINE_ACTION_FUNCTION(AActor, SetTag)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_STRING(def);
if (def.IsEmpty()) self->Tag = nullptr;
else self->Tag = self->mStringPropertyData.Alloc(def);
return 0;
}
void AActor::ClearCounters()
{
if (CountsAsKill() && health > 0)
{
level.total_monsters--;
flags &= ~MF_COUNTKILL;
}
// Same, for items
if (flags & MF_COUNTITEM)
{
level.total_items--;
flags &= ~MF_COUNTITEM;
}
// And finally for secrets
if (flags5 & MF5_COUNTSECRET)
{
level.total_secrets--;
flags5 &= ~MF5_COUNTSECRET;
}
}
DEFINE_ACTION_FUNCTION(AActor, ClearCounters)
{
PARAM_SELF_PROLOGUE(AActor);
self->ClearCounters();
return 0;
}
int AActor::GetModifiedDamage(FName damagetype, int damage, bool passive)
{
auto inv = Inventory;
while (inv != nullptr)
{
IFVIRTUALPTR(inv, AInventory, ModifyDamage)
{
VMValue params[5] = { (DObject*)inv, damage, int(damagetype), &damage, passive };
GlobalVMStack.Call(func, params, 5, nullptr, 0, nullptr);
}
inv = inv->Inventory;
}
return damage;
}
DEFINE_ACTION_FUNCTION(AActor, GetModifiedDamage)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_NAME(type);
PARAM_INT(damage);
PARAM_BOOL(passive);
ACTION_RETURN_INT(self->GetModifiedDamage(type, damage, passive));
}
int AActor::ApplyDamageFactor(FName damagetype, int damage) const
{
damage = int(damage * DamageFactor);
if (damage > 0)
{
damage = DamageTypeDefinition::ApplyMobjDamageFactor(damage, damagetype, GetClass()->DamageFactors);
}
return damage;
}
DEFINE_ACTION_FUNCTION(AActor, ApplyDamageFactor)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_NAME(type);
PARAM_INT(damage);
ACTION_RETURN_INT(self->ApplyDamageFactor(type, damage));
}
void AActor::SetTranslation(FName trname)
{
// There is no constant for the empty name...
if (trname.GetChars()[0] == 0)
{
// an empty string resets to the default
Translation = GetDefault()->Translation;
return;
}
int tnum = R_FindCustomTranslation(trname);
if (tnum >= 0)
{
Translation = tnum;
}
// silently ignore if the name does not exist, this would create some insane message spam otherwise.
}
//---------------------------------------------------------------------------
//
// PROP A_RestoreSpecialPosition
//
//---------------------------------------------------------------------------
static FRandom pr_restore("RestorePos");
void AActor::RestoreSpecialPosition()
{
// Move item back to its original location
DVector2 sp = SpawnPoint;
FLinkContext ctx;
UnlinkFromWorld(&ctx);
SetXY(sp);
LinkToWorld(&ctx, true);
SetZ(Sector->floorplane.ZatPoint(sp));
P_FindFloorCeiling(this, FFCF_ONLYSPAWNPOS | FFCF_NOPORTALS); // no portal checks here so that things get spawned in this sector.
if (flags & MF_SPAWNCEILING)
{
SetZ(ceilingz - Height - SpawnPoint.Z);
}
else if (flags2 & MF2_SPAWNFLOAT)
{
double space = ceilingz - Height - floorz;
if (space > 48)
{
space -= 40;
SetZ((space * pr_restore()) / 256. + floorz + 40);
}
else
{
SetZ(floorz);
}
}
else
{
SetZ(SpawnPoint.Z + floorz);
}
// Redo floor/ceiling check, in case of 3D floors and portals
P_FindFloorCeiling(this, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT);
if (Z() < floorz)
{ // Do not reappear under the floor, even if that's where we were for the
// initial spawn.
SetZ(floorz);
}
if ((flags & MF_SOLID) && (Top() > ceilingz))
{ // Do the same for the ceiling.
SetZ(ceilingz - Height);
}
// Do not interpolate from the position the actor was at when it was
// picked up, in case that is different from where it is now.
ClearInterpolation();
}
DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialPosition)
{
PARAM_SELF_PROLOGUE(AActor);
self->RestoreSpecialPosition();
return 0;
}
double AActor::GetBobOffset(double ticfrac) const
{
if (!(flags2 & MF2_FLOATBOB))
{
return 0;
}
return BobSin(FloatBobPhase + level.maptime + ticfrac);
}
DEFINE_ACTION_FUNCTION(AActor, GetBobOffset)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT_DEF(frac);
ACTION_RETURN_FLOAT(self->GetBobOffset(frac));
}
class DActorIterator : public DObject, public NActorIterator
{
DECLARE_CLASS(DActorIterator, DObject)
public:
DActorIterator(PClassActor *cls= nullptr, int tid = 0)
: NActorIterator(cls, tid)
{
}
};
IMPLEMENT_CLASS(DActorIterator, false, false);
DEFINE_ACTION_FUNCTION(DActorIterator, Create)
{
PARAM_PROLOGUE;
PARAM_INT(tid);
PARAM_CLASS_DEF(type, AActor);
ACTION_RETURN_OBJECT(new DActorIterator(type, tid));
}
DEFINE_ACTION_FUNCTION(DActorIterator, Next)
{
PARAM_SELF_PROLOGUE(DActorIterator);
ACTION_RETURN_OBJECT(self->Next());
}
DEFINE_ACTION_FUNCTION(DActorIterator, Reinit)
{
PARAM_SELF_PROLOGUE(DActorIterator);
self->Reinit();
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, deltaangle) // should this be global?
{
PARAM_PROLOGUE;
PARAM_FLOAT(a1);
PARAM_FLOAT(a2);
ACTION_RETURN_FLOAT(deltaangle(DAngle(a1), DAngle(a2)).Degrees);
}
DEFINE_ACTION_FUNCTION(AActor, absangle) // should this be global?
{
PARAM_PROLOGUE;
PARAM_FLOAT(a1);
PARAM_FLOAT(a2);
ACTION_RETURN_FLOAT(absangle(DAngle(a1), DAngle(a2)).Degrees);
}
DEFINE_ACTION_FUNCTION(AActor, Distance2D)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(other, AActor);
ACTION_RETURN_FLOAT(self->Distance2D(other));
}
DEFINE_ACTION_FUNCTION(AActor, Distance3D)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(other, AActor);
ACTION_RETURN_FLOAT(self->Distance3D(other));
}
DEFINE_ACTION_FUNCTION(AActor, AddZ)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(addz);
PARAM_BOOL_DEF(moving);
self->AddZ(addz, moving);
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, SetZ)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(z);
self->SetZ(z);
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, SetDamage)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(dmg);
self->SetDamage(dmg);
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, GetDefaultByType)
{
PARAM_PROLOGUE;
PARAM_CLASS(cls, AActor);
ACTION_RETURN_OBJECT(cls == nullptr? nullptr : GetDefaultByType(cls));
}
// This combines all 3 variations of the internal function
DEFINE_ACTION_FUNCTION(AActor, VelFromAngle)
{
PARAM_SELF_PROLOGUE(AActor);
if (numparam == 1)
{
self->VelFromAngle();
}
else
{
PARAM_FLOAT(speed);
if (numparam == 2)
{
self->VelFromAngle(speed);
}
else
{
PARAM_ANGLE(angle);
self->VelFromAngle(speed, angle);
}
}
return 0;
}
// This combines all 3 variations of the internal function
DEFINE_ACTION_FUNCTION(AActor, Vel3DFromAngle)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(speed);
PARAM_ANGLE(angle);
PARAM_ANGLE(pitch);
self->Vel3DFromAngle(pitch, angle, speed);
return 0;
}
// This combines all 3 variations of the internal function
DEFINE_ACTION_FUNCTION(AActor, Thrust)
{
PARAM_SELF_PROLOGUE(AActor);
if (numparam == 1)
{
self->Thrust();
}
else
{
PARAM_FLOAT(speed);
if (numparam == 2)
{
self->Thrust(speed);
}
else
{
PARAM_ANGLE(angle);
self->Thrust(angle, speed);
}
}
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, AngleTo)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(targ, AActor);
PARAM_BOOL_DEF(absolute);
ACTION_RETURN_FLOAT(self->AngleTo(targ, absolute).Degrees);
}
DEFINE_ACTION_FUNCTION(AActor, AngleToVector)
{
PARAM_PROLOGUE;
PARAM_ANGLE(angle);
PARAM_FLOAT_DEF(length);
ACTION_RETURN_VEC2(angle.ToVector(length));
}
DEFINE_ACTION_FUNCTION(AActor, RotateVector)
{
PARAM_PROLOGUE;
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_ANGLE(angle);
ACTION_RETURN_VEC2(DVector2(x, y).Rotated(angle));
}
DEFINE_ACTION_FUNCTION(AActor, Normalize180)
{
PARAM_PROLOGUE;
PARAM_ANGLE(angle);
ACTION_RETURN_FLOAT(angle.Normalized180().Degrees);
}
DEFINE_ACTION_FUNCTION(AActor, DistanceBySpeed)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(targ, AActor);
PARAM_FLOAT(speed);
ACTION_RETURN_FLOAT(self->DistanceBySpeed(targ, speed));
}
DEFINE_ACTION_FUNCTION(AActor, SetXYZ)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(z);
self->SetXYZ(x, y, z);
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, Vec2Angle)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(length);
PARAM_ANGLE(angle);
PARAM_BOOL_DEF(absolute);
ACTION_RETURN_VEC2(self->Vec2Angle(length, angle, absolute));
}
DEFINE_ACTION_FUNCTION(AActor, Vec3To)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(t, AActor)
ACTION_RETURN_VEC3(self->Vec3To(t));
}
DEFINE_ACTION_FUNCTION(AActor, Vec2To)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(t, AActor)
ACTION_RETURN_VEC2(self->Vec2To(t));
}
DEFINE_ACTION_FUNCTION(AActor, Vec3Angle)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(length)
PARAM_ANGLE(angle);
PARAM_FLOAT(z);
PARAM_BOOL_DEF(absolute);
ACTION_RETURN_VEC3(self->Vec3Angle(length, angle, z, absolute));
}
DEFINE_ACTION_FUNCTION(AActor, Vec2OffsetZ)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(z);
PARAM_BOOL_DEF(absolute);
ACTION_RETURN_VEC3(self->Vec2OffsetZ(x, y, z, absolute));
}
DEFINE_ACTION_FUNCTION(AActor, Vec2Offset)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_BOOL_DEF(absolute);
ACTION_RETURN_VEC2(self->Vec2Offset(x, y, absolute));
}
DEFINE_ACTION_FUNCTION(AActor, Vec3Offset)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(z);
PARAM_BOOL_DEF(absolute);
ACTION_RETURN_VEC3(self->Vec3Offset(x, y, z, absolute));
}
DEFINE_ACTION_FUNCTION(AActor, PosRelative)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_POINTER(sec, sector_t);
ACTION_RETURN_VEC3(self->PosRelative(sec));
}
DEFINE_ACTION_FUNCTION(AActor, RestoreDamage)
{
PARAM_SELF_PROLOGUE(AActor);
self->RestoreDamage();
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, PlayerNumber)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_INT(self->player ? int(self->player - players) : 0);
}
DEFINE_ACTION_FUNCTION(AActor, SetFriendPlayer)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_POINTER(player, player_t);
self->SetFriendPlayer(player);
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, ClearBounce)
{
PARAM_SELF_PROLOGUE(AActor);
self->BounceFlags = 0;
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, AccuracyFactor)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_FLOAT(self->AccuracyFactor());
}
DEFINE_ACTION_FUNCTION(AActor, CountsAsKill)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_FLOAT(self->CountsAsKill());
}
DEFINE_ACTION_FUNCTION(AActor, IsZeroDamage)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_BOOL(self->IsZeroDamage());
}
DEFINE_ACTION_FUNCTION(AActor, ClearInterpolation)
{
PARAM_SELF_PROLOGUE(AActor);
self->ClearInterpolation();
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, ApplyDamageFactors)
{
PARAM_PROLOGUE;
PARAM_CLASS(itemcls, AInventory);
PARAM_NAME(damagetype);
PARAM_INT(damage);
PARAM_INT(defdamage);
DmgFactors *df = itemcls->DamageFactors;
if (df != nullptr && df->CountUsed() != 0)
{
ACTION_RETURN_INT(df->Apply(damagetype, damage));
}
else
{
ACTION_RETURN_INT(defdamage);
}
}
//----------------------------------------------------------------------------
//
// DropItem handling
//
//----------------------------------------------------------------------------
IMPLEMENT_CLASS(DDropItem, false, true)
IMPLEMENT_POINTERS_START(DDropItem)
IMPLEMENT_POINTER(Next)
IMPLEMENT_POINTERS_END
DEFINE_FIELD(DDropItem, Next)
DEFINE_FIELD(DDropItem, Name)
DEFINE_FIELD(DDropItem, Probability)
DEFINE_FIELD(DDropItem, Amount)
void PrintMiscActorInfo(AActor *query)
{
if (query)
{
int flagi;
int querystyle = STYLE_Count;
for (int style = STYLE_None; style < STYLE_Count; ++style)
{ // Check for a legacy render style that matches.
if (LegacyRenderStyles[style] == query->RenderStyle)
{
querystyle = style;
break;
}
}
static const char * renderstyles[]= {"None", "Normal", "Fuzzy", "SoulTrans",
"OptFuzzy", "Stencil", "Translucent", "Add", "Shaded", "TranslucentStencil",
"Shadow", "Subtract", "AddStencil", "AddShaded"};
FLineSpecial *spec = P_GetLineSpecialInfo(query->special);
Printf("%s @ %p has the following flags:\n flags: %x", query->GetTag(), query, query->flags.GetValue());
for (flagi = 0; flagi <= 31; flagi++)
if (query->flags & ActorFlags::FromInt(1<<flagi)) Printf(" %s", FLAG_NAME(1<<flagi, flags));
Printf("\n flags2: %x", query->flags2.GetValue());
for (flagi = 0; flagi <= 31; flagi++)
if (query->flags2 & ActorFlags2::FromInt(1<<flagi)) Printf(" %s", FLAG_NAME(1<<flagi, flags2));
Printf("\n flags3: %x", query->flags3.GetValue());
for (flagi = 0; flagi <= 31; flagi++)
if (query->flags3 & ActorFlags3::FromInt(1<<flagi)) Printf(" %s", FLAG_NAME(1<<flagi, flags3));
Printf("\n flags4: %x", query->flags4.GetValue());
for (flagi = 0; flagi <= 31; flagi++)
if (query->flags4 & ActorFlags4::FromInt(1<<flagi)) Printf(" %s", FLAG_NAME(1<<flagi, flags4));
Printf("\n flags5: %x", query->flags5.GetValue());
for (flagi = 0; flagi <= 31; flagi++)
if (query->flags5 & ActorFlags5::FromInt(1<<flagi)) Printf(" %s", FLAG_NAME(1<<flagi, flags5));
Printf("\n flags6: %x", query->flags6.GetValue());
for (flagi = 0; flagi <= 31; flagi++)
if (query->flags6 & ActorFlags6::FromInt(1<<flagi)) Printf(" %s", FLAG_NAME(1<<flagi, flags6));
Printf("\n flags7: %x", query->flags7.GetValue());
for (flagi = 0; flagi <= 31; flagi++)
if (query->flags7 & ActorFlags7::FromInt(1<<flagi)) Printf(" %s", FLAG_NAME(1<<flagi, flags7));
Printf("\nBounce flags: %x\nBounce factors: f:%f, w:%f",
query->BounceFlags.GetValue(), query->bouncefactor,
query->wallbouncefactor);
/*for (flagi = 0; flagi < 31; flagi++)
if (query->BounceFlags & 1<<flagi) Printf(" %s", flagnamesb[flagi]);*/
Printf("\nRender style = %i:%s, alpha %f\nRender flags: %x",
querystyle, (querystyle < STYLE_Count ? renderstyles[querystyle] : "Unknown"),
query->Alpha, query->renderflags.GetValue());
/*for (flagi = 0; flagi < 31; flagi++)
if (query->renderflags & 1<<flagi) Printf(" %s", flagnamesr[flagi]);*/
Printf("\nSpecial+args: %s(%i, %i, %i, %i, %i)\nspecial1: %i, special2: %i.",
(spec ? spec->name : "None"),
query->args[0], query->args[1], query->args[2], query->args[3],
query->args[4], query->special1, query->special2);
Printf("\nTID: %d", query->tid);
Printf("\nCoord= x: %f, y: %f, z:%f, floor:%f, ceiling:%f.",
query->X(), query->Y(), query->Z(),
query->floorz, query->ceilingz);
Printf("\nSpeed= %f, velocity= x:%f, y:%f, z:%f, combined:%f.\n",
query->Speed, query->Vel.X, query->Vel.Y, query->Vel.Z, query->Vel.Length());
Printf("Scale: x:%f, y:%f\n", query->Scale.X, query->Scale.Y);
}
}