mirror of
https://github.com/ZDoom/gzdoom.git
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6586 lines
164 KiB
C++
6586 lines
164 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// Moving object handling. Spawn functions.
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//
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//-----------------------------------------------------------------------------
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// HEADER FILES ------------------------------------------------------------
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#include <float.h>
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#include "templates.h"
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#include "i_system.h"
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#include "m_random.h"
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#include "doomdef.h"
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#include "p_local.h"
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#include "p_maputl.h"
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#include "p_lnspec.h"
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#include "p_effect.h"
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#include "p_terrain.h"
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#include "st_stuff.h"
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#include "hu_stuff.h"
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#include "s_sound.h"
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#include "doomstat.h"
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#include "v_video.h"
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#include "c_cvars.h"
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#include "c_dispatch.h"
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#include "b_bot.h" //Added by MC:
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#include "stats.h"
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#include "a_hexenglobal.h"
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#include "a_sharedglobal.h"
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#include "gi.h"
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#include "sbar.h"
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#include "p_acs.h"
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#include "cmdlib.h"
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#include "decallib.h"
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#include "ravenshared.h"
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#include "a_action.h"
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#include "a_keys.h"
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#include "p_conversation.h"
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#include "thingdef/thingdef.h"
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#include "g_game.h"
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#include "teaminfo.h"
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#include "r_data/r_translate.h"
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#include "r_sky.h"
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#include "g_level.h"
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#include "d_event.h"
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#include "colormatcher.h"
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#include "v_palette.h"
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#include "p_enemy.h"
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#include "gstrings.h"
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#include "farchive.h"
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#include "r_data/colormaps.h"
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#include "r_renderer.h"
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#include "po_man.h"
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#include "p_spec.h"
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#include "p_checkposition.h"
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// MACROS ------------------------------------------------------------------
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#define WATER_SINK_FACTOR 0.125
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#define WATER_SINK_SMALL_FACTOR 0.25
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#define WATER_SINK_SPEED 0.5
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#define WATER_JUMP_SPEED 3.5
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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void G_PlayerReborn (int player);
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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static void PlayerLandedOnThing (AActor *mo, AActor *onmobj);
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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extern int BotWTG;
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EXTERN_CVAR (Int, cl_rockettrails)
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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static FRandom pr_explodemissile ("ExplodeMissile");
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FRandom pr_bounce ("Bounce");
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static FRandom pr_reflect ("Reflect");
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static FRandom pr_nightmarerespawn ("NightmareRespawn");
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static FRandom pr_botspawnmobj ("BotSpawnActor");
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static FRandom pr_spawnmapthing ("SpawnMapThing");
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static FRandom pr_spawnpuff ("SpawnPuff");
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static FRandom pr_spawnblood ("SpawnBlood");
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static FRandom pr_splatter ("BloodSplatter");
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static FRandom pr_takedamage ("TakeDamage");
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static FRandom pr_splat ("FAxeSplatter");
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static FRandom pr_ripperblood ("RipperBlood");
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static FRandom pr_chunk ("Chunk");
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static FRandom pr_checkmissilespawn ("CheckMissileSpawn");
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static FRandom pr_spawnmissile ("SpawnMissile");
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static FRandom pr_missiledamage ("MissileDamage");
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static FRandom pr_multiclasschoice ("MultiClassChoice");
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static FRandom pr_rockettrail("RocketTrail");
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static FRandom pr_uniquetid("UniqueTID");
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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FRandom pr_spawnmobj ("SpawnActor");
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CUSTOM_CVAR (Float, sv_gravity, 800.f, CVAR_SERVERINFO|CVAR_NOSAVE)
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{
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level.gravity = self;
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}
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CVAR (Bool, cl_missiledecals, true, CVAR_ARCHIVE)
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CVAR (Bool, addrocketexplosion, false, CVAR_ARCHIVE)
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CVAR (Int, cl_pufftype, 0, CVAR_ARCHIVE);
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CVAR (Int, cl_bloodtype, 0, CVAR_ARCHIVE);
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// CODE --------------------------------------------------------------------
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IMPLEMENT_POINTY_CLASS (AActor)
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DECLARE_POINTER (target)
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DECLARE_POINTER (lastenemy)
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DECLARE_POINTER (tracer)
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DECLARE_POINTER (goal)
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DECLARE_POINTER (LastLookActor)
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DECLARE_POINTER (Inventory)
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DECLARE_POINTER (LastHeard)
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DECLARE_POINTER (master)
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DECLARE_POINTER (Poisoner)
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DECLARE_POINTER (Damage)
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END_POINTERS
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AActor::~AActor ()
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{
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// Please avoid calling the destructor directly (or through delete)!
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// Use Destroy() instead.
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}
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//==========================================================================
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//
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// CalcDamageValue
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//
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// Given a script function, returns an integer to represent it in a
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// savegame. This encoding is compatible with previous incarnations
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// where damage was an integer.
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//
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// 0 : use null function
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// 0x40000000 : use default function
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// anything else : use function that returns this number
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//
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//==========================================================================
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static int CalcDamageValue(VMFunction *func)
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{
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if (func == NULL)
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{
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return 0;
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}
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VMScriptFunction *sfunc = dyn_cast<VMScriptFunction>(func);
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if (sfunc == NULL)
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{
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return 0x40000000;
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}
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VMOP *op = sfunc->Code;
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// If the function was created by CreateDamageFunction(), extract
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// the value used to create it and return that. Otherwise, return
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// indicating to use the default function.
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if (op->op == OP_RETI && op->a == 0)
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{
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return op->i16;
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}
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if (op->op == OP_RET && op->a == 0 && op->b == (REGT_INT | REGT_KONST))
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{
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return sfunc->KonstD[op->c];
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}
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return 0x40000000;
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}
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//==========================================================================
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//
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// UncalcDamageValue
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//
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// Given a damage integer, returns a script function for it.
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//
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//==========================================================================
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static VMFunction *UncalcDamageValue(int dmg, VMFunction *def)
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{
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if (dmg == 0)
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{
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return NULL;
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}
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if ((dmg & 0xC0000000) == 0x40000000)
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{
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return def;
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}
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// Does the default version return this? If so, use it. Otherwise,
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// create a new function.
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if (CalcDamageValue(def) == dmg)
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{
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return def;
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}
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return CreateDamageFunction(dmg);
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}
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//==========================================================================
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//
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// AActor :: Serialize
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//
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//==========================================================================
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void AActor::Serialize(FArchive &arc)
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{
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Super::Serialize(arc);
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if (arc.IsStoring())
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{
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arc.WriteSprite(sprite);
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}
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else
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{
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sprite = arc.ReadSprite();
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}
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arc << __Pos
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<< Angles.Yaw
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<< Angles.Pitch
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<< Angles.Roll
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<< frame
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<< Scale
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<< RenderStyle
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<< renderflags
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<< picnum
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<< floorpic
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<< ceilingpic
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<< TIDtoHate
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<< LastLookPlayerNumber
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<< LastLookActor
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<< effects
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<< Alpha
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<< fillcolor
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<< Sector
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<< floorz
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<< ceilingz
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<< dropoffz
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<< floorsector
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<< ceilingsector
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<< radius
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<< Height
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<< projectilepassheight
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<< Vel
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<< tics
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<< state;
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if (arc.IsStoring())
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{
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int dmg;
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dmg = CalcDamageValue(Damage);
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arc << dmg;
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}
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else
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{
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int dmg;
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arc << dmg;
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Damage = UncalcDamageValue(dmg, GetDefault()->Damage);
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}
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if (SaveVersion >= 4530)
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{
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P_SerializeTerrain(arc, floorterrain);
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}
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if (SaveVersion >= 3227)
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{
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arc << projectileKickback;
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}
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arc << flags
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<< flags2
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<< flags3
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<< flags4
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<< flags5
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<< flags6;
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if (SaveVersion >= 4504)
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{
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arc << flags7;
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}
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if (SaveVersion >= 4512)
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{
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arc << weaponspecial;
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}
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arc << special1
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<< special2
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<< specialf1
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<< specialf2
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<< health
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<< movedir
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<< visdir
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<< movecount
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<< strafecount
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<< target
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<< lastenemy
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<< LastHeard
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<< reactiontime
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<< threshold
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<< player
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<< SpawnPoint
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<< SpawnAngle;
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if (SaveVersion >= 4506)
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{
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arc << StartHealth;
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}
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arc << skillrespawncount
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<< tracer
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<< Floorclip
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<< tid
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<< special;
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if (P_IsACSSpecial(special))
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{
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P_SerializeACSScriptNumber(arc, args[0], false);
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}
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else
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{
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arc << args[0];
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}
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arc << args[1] << args[2] << args[3] << args[4];
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if (SaveVersion >= 3427)
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{
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arc << accuracy << stamina;
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}
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arc << goal
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<< waterlevel
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<< MinMissileChance
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<< SpawnFlags
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<< Inventory
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<< InventoryID;
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if (SaveVersion < 4513)
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{
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SDWORD id;
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arc << id;
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}
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arc << FloatBobPhase
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<< Translation
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<< SeeSound
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<< AttackSound
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<< PainSound
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<< DeathSound
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<< ActiveSound
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<< UseSound
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<< BounceSound
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<< WallBounceSound
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<< CrushPainSound
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<< Speed
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<< FloatSpeed
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<< Mass
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<< PainChance
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<< SpawnState
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<< SeeState
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<< MeleeState
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<< MissileState
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<< MaxDropOffHeight
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<< MaxStepHeight
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<< BounceFlags
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<< bouncefactor
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<< wallbouncefactor
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<< bouncecount
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<< maxtargetrange
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<< meleethreshold
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<< meleerange
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<< DamageType;
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if (SaveVersion >= 4501)
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{
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arc << DamageTypeReceived;
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}
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if (SaveVersion >= 3237)
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{
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arc
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<< PainType
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<< DeathType;
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}
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arc << Gravity
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<< FastChaseStrafeCount
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<< master
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<< smokecounter
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<< BlockingMobj
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<< BlockingLine
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<< VisibleToTeam // [BB]
|
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<< pushfactor
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<< Species
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<< Score;
|
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if (SaveVersion >= 3113)
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{
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arc << DesignatedTeam;
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}
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arc << lastpush << lastbump
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<< PainThreshold
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<< DamageFactor;
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||
if (SaveVersion >= 4516)
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{
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arc << DamageMultiply;
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}
|
||
else
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{
|
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DamageMultiply = 1.;
|
||
}
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arc << WeaveIndexXY << WeaveIndexZ
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<< PoisonDamageReceived << PoisonDurationReceived << PoisonPeriodReceived << Poisoner
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<< PoisonDamage << PoisonDuration << PoisonPeriod;
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if (SaveVersion >= 3235)
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{
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arc << PoisonDamageType << PoisonDamageTypeReceived;
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}
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arc << ConversationRoot << Conversation;
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||
if (SaveVersion >= 4509)
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||
{
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arc << FriendPlayer;
|
||
}
|
||
if (SaveVersion >= 4517)
|
||
{
|
||
arc << TeleFogSourceType
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||
<< TeleFogDestType;
|
||
}
|
||
if (SaveVersion >= 4518)
|
||
{
|
||
arc << RipperLevel
|
||
<< RipLevelMin
|
||
<< RipLevelMax;
|
||
}
|
||
if (SaveVersion >= 4533)
|
||
{
|
||
arc << DefThreshold;
|
||
}
|
||
|
||
{
|
||
FString tagstr;
|
||
if (arc.IsStoring() && Tag != NULL && Tag->Len() > 0) tagstr = *Tag;
|
||
arc << tagstr;
|
||
if (arc.IsLoading())
|
||
{
|
||
if (tagstr.Len() == 0) Tag = NULL;
|
||
else Tag = mStringPropertyData.Alloc(tagstr);
|
||
}
|
||
}
|
||
|
||
if (arc.IsLoading ())
|
||
{
|
||
touching_sectorlist = NULL;
|
||
LinkToWorld (false, Sector);
|
||
AddToHash ();
|
||
SetShade (fillcolor);
|
||
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;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// 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->Fast)
|
||
{
|
||
return tics - (tics>>1);
|
||
}
|
||
else if (isSlow() && newstate->Slow)
|
||
{
|
||
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;
|
||
}
|
||
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;
|
||
if (newstate->CallAction(this, this, &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;
|
||
}
|
||
|
||
//============================================================================
|
||
//
|
||
// 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++;
|
||
}
|
||
|
||
//============================================================================
|
||
//
|
||
// 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;
|
||
item->DetachFromOwner();
|
||
item->Owner = NULL;
|
||
item->Inventory = NULL;
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
//============================================================================
|
||
//
|
||
// AActor :: TakeInventory
|
||
//
|
||
//============================================================================
|
||
|
||
bool AActor::TakeInventory(PClassActor *itemclass, int amount, bool fromdecorate, bool notakeinfinite)
|
||
{
|
||
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;
|
||
}
|
||
|
||
if (item->IsKindOf(RUNTIME_CLASS(AHexenArmor)))
|
||
return false;
|
||
|
||
// 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(RUNTIME_CLASS(AAmmo)))
|
||
{
|
||
// Nothing to do here, except maybe res = false;? Would it make sense?
|
||
}
|
||
else if (!amount || amount>=item->Amount)
|
||
{
|
||
item->DepleteOrDestroy();
|
||
}
|
||
else item->Amount-=amount;
|
||
|
||
return result;
|
||
}
|
||
|
||
|
||
//============================================================================
|
||
//
|
||
// AActor :: DestroyAllInventory
|
||
//
|
||
//============================================================================
|
||
|
||
void AActor::DestroyAllInventory ()
|
||
{
|
||
while (Inventory != NULL)
|
||
{
|
||
AInventory *item = Inventory;
|
||
item->Destroy ();
|
||
assert (item != Inventory);
|
||
}
|
||
}
|
||
|
||
//============================================================================
|
||
//
|
||
// 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->Use (false))
|
||
{
|
||
return false;
|
||
}
|
||
|
||
if (dmflags2 & DF2_INFINITE_INVENTORY)
|
||
return true;
|
||
|
||
if (--item->Amount <= 0)
|
||
{
|
||
item->DepleteOrDestroy ();
|
||
}
|
||
return true;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// 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 = item->CreateTossable ();
|
||
|
||
if (drop == NULL)
|
||
{
|
||
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;
|
||
}
|
||
|
||
//============================================================================
|
||
//
|
||
// 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)
|
||
{
|
||
return FindInventory(PClass::FindActor(type));
|
||
}
|
||
|
||
//============================================================================
|
||
//
|
||
// 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;
|
||
}
|
||
|
||
//============================================================================
|
||
//
|
||
// AActor :: GiveAmmo
|
||
//
|
||
// Returns true if the ammo was added, false if not.
|
||
//
|
||
//============================================================================
|
||
|
||
bool AActor::GiveAmmo (PClassAmmo *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;
|
||
}
|
||
|
||
//============================================================================
|
||
//
|
||
// 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))
|
||
{
|
||
// For the sake of undroppable weapons, never remove ammo once
|
||
// it has been acquired; just set its amount to 0.
|
||
if (inv->IsKindOf(RUNTIME_CLASS(AAmmo)))
|
||
{
|
||
AAmmo *ammo = static_cast<AAmmo*>(inv);
|
||
ammo->Amount = 0;
|
||
invp = &inv->Inventory;
|
||
}
|
||
else
|
||
{
|
||
inv->Destroy ();
|
||
}
|
||
}
|
||
else if (inv->GetClass() == RUNTIME_CLASS(AHexenArmor))
|
||
{
|
||
AHexenArmor *harmor = static_cast<AHexenArmor *> (inv);
|
||
harmor->Slots[3] = harmor->Slots[2] = harmor->Slots[1] = harmor->Slots[0] = 0;
|
||
invp = &inv->Inventory;
|
||
}
|
||
else
|
||
{
|
||
invp = &inv->Inventory;
|
||
}
|
||
}
|
||
if (player != NULL)
|
||
{
|
||
player->ReadyWeapon = NULL;
|
||
player->PendingWeapon = WP_NOCHANGE;
|
||
player->psprites[ps_weapon].state = NULL;
|
||
player->psprites[ps_flash].state = NULL;
|
||
}
|
||
}
|
||
|
||
//============================================================================
|
||
//
|
||
// 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();
|
||
}
|
||
|
||
//============================================================================
|
||
//
|
||
// 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;
|
||
}
|
||
}
|
||
|
||
//============================================================================
|
||
//
|
||
// 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;
|
||
}
|
||
|
||
//============================================================================
|
||
//
|
||
// 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)
|
||
{
|
||
}
|
||
|
||
//============================================================================
|
||
//
|
||
// 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)
|
||
{
|
||
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.
|
||
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::Destroy 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;
|
||
|
||
}
|
||
}
|
||
|
||
|
||
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
|
||
Die(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
|
||
Die(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;
|
||
}
|
||
|
||
//----------------------------------------------------------------------------
|
||
//
|
||
// 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;
|
||
}
|
||
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, so stop moving right now if it
|
||
// was a regular teleporter. If it was a line-to-line or fogless teleporter,
|
||
// the move should continue, but start and move need to change.
|
||
if (mo->Vel.X == 0 && mo->Vel.Y == 0)
|
||
{
|
||
step = steps;
|
||
}
|
||
else
|
||
{
|
||
DAngle anglediff = deltaangle(oldangle, mo->Angles.Yaw);
|
||
|
||
if (anglediff != 0)
|
||
{
|
||
move = move.Rotated(anglediff);
|
||
oldangle = mo->Angles.Yaw; // in case more moves are needed this needs to be updated.
|
||
}
|
||
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->SecActTarget->TriggerAction (mo, SECSPAC_HitFloor);
|
||
}
|
||
P_CheckFor3DFloorHit(mo);
|
||
// [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
|
||
mo->HitFloor ();
|
||
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->SecActTarget->TriggerAction (mo, SECSPAC_HitCeiling);
|
||
}
|
||
P_CheckFor3DCeilingHit(mo);
|
||
// [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->SecActTarget->TriggerAction (mo, SECSPAC_HitFakeFloor);
|
||
}
|
||
|
||
newz = mo->Z() + viewheight;
|
||
if (!oldz_has_viewheight)
|
||
{
|
||
oldz += viewheight;
|
||
}
|
||
|
||
if (oldz <= waterz && newz > waterz)
|
||
{ // View went above fake floor
|
||
sec->SecActTarget->TriggerAction (mo, SECSPAC_EyesSurface);
|
||
}
|
||
else if (oldz > waterz && newz <= waterz)
|
||
{ // View went below fake floor
|
||
sec->SecActTarget->TriggerAction (mo, SECSPAC_EyesDive);
|
||
}
|
||
|
||
if (!(hs->MoreFlags & SECF_FAKEFLOORONLY))
|
||
{
|
||
waterz = hs->ceilingplane.ZatPoint(mo);
|
||
if (oldz <= waterz && newz > waterz)
|
||
{ // View went above fake ceiling
|
||
sec->SecActTarget->TriggerAction (mo, SECSPAC_EyesAboveC);
|
||
}
|
||
else if (oldz > waterz && newz <= waterz)
|
||
{ // View went below fake ceiling
|
||
sec->SecActTarget->TriggerAction (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->PosPlusZ(TELEFOGHEIGHT), true, true);
|
||
|
||
// spawn a teleport fog at the new spot
|
||
P_SpawnTeleportFog(mobj, DVector3(mobj->SpawnPoint, z + TELEFOGHEIGHT), 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;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// 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;
|
||
}
|
||
|
||
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 (Damage == NULL)
|
||
{
|
||
return 0;
|
||
}
|
||
VMFrameStack stack;
|
||
VMValue param = this;
|
||
VMReturn results[2];
|
||
|
||
int amount, calculated = false;
|
||
|
||
results[0].IntAt(&amount);
|
||
results[1].IntAt(&calculated);
|
||
|
||
if (stack.Call(Damage, ¶m, 1, results, 2) < 1)
|
||
{ // No results
|
||
return 0;
|
||
}
|
||
if (calculated)
|
||
{
|
||
return amount;
|
||
}
|
||
else if (mask == 0)
|
||
{
|
||
return add * amount;
|
||
}
|
||
else
|
||
{
|
||
return ((pr_missiledamage() & mask) + add) * amount;
|
||
}
|
||
}
|
||
|
||
void AActor::Howl ()
|
||
{
|
||
FSoundID howl = GetClass()->HowlSound;
|
||
if (!S_IsActorPlayingSomething(this, CHAN_BODY, howl))
|
||
{
|
||
S_Sound (this, CHAN_BODY, howl, 1, ATTN_NORM);
|
||
}
|
||
}
|
||
|
||
void AActor::HitFloor ()
|
||
{
|
||
}
|
||
|
||
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
|
||
}
|
||
|
||
bool AActor::SpecialBlastHandling (AActor *source, double strength)
|
||
{
|
||
return true;
|
||
}
|
||
|
||
int AActor::SpecialMissileHit (AActor *victim)
|
||
{
|
||
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->IsKindOf (RUNTIME_CLASS(AHolySpirit))) // shouldn't this be handled by another flag???
|
||
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;
|
||
}
|
||
|
||
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);
|
||
}
|
||
}
|
||
|
||
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);
|
||
}
|
||
|
||
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))
|
||
{
|
||
AActor *port = sec->SkyBoxes[sector_t::ceiling];
|
||
if (testz > port->specialf1)
|
||
{
|
||
pos = PosRelative(port->Sector);
|
||
sec = P_PointInSector(pos);
|
||
moved = true;
|
||
}
|
||
else break;
|
||
}
|
||
if (!moved)
|
||
{
|
||
while (!sec->PortalBlocksMovement(sector_t::floor))
|
||
{
|
||
AActor *port = sec->SkyBoxes[sector_t::floor];
|
||
if (testz <= port->specialf1)
|
||
{
|
||
pos = PosRelative(port->Sector);
|
||
sec = P_PointInSector(pos);
|
||
}
|
||
else break;
|
||
}
|
||
}
|
||
if (pSec) *pSec = sec;
|
||
return pos;
|
||
}
|
||
|
||
|
||
|
||
void AActor::CheckPortalTransition(bool islinked)
|
||
{
|
||
bool moved = false;
|
||
while (!Sector->PortalBlocksMovement(sector_t::ceiling))
|
||
{
|
||
AActor *port = Sector->SkyBoxes[sector_t::ceiling];
|
||
if (Z() > port->specialf1)
|
||
{
|
||
DVector3 oldpos = Pos();
|
||
if (islinked && !moved) UnlinkFromWorld();
|
||
SetXYZ(PosRelative(port->Sector));
|
||
Prev = Pos() - oldpos;
|
||
Sector = P_PointInSector(Pos());
|
||
PrevPortalGroup = Sector->PortalGroup;
|
||
moved = true;
|
||
}
|
||
else break;
|
||
}
|
||
if (!moved)
|
||
{
|
||
while (!Sector->PortalBlocksMovement(sector_t::floor))
|
||
{
|
||
AActor *port = Sector->SkyBoxes[sector_t::floor];
|
||
if (Z() < port->specialf1 && floorz < port->specialf1)
|
||
{
|
||
DVector3 oldpos = Pos();
|
||
if (islinked && !moved) UnlinkFromWorld();
|
||
SetXYZ(PosRelative(port->Sector));
|
||
Prev = Pos() - oldpos;
|
||
Sector = P_PointInSector(Pos());
|
||
PrevPortalGroup = Sector->PortalGroup;
|
||
moved = true;
|
||
}
|
||
else break;
|
||
}
|
||
}
|
||
if (islinked && moved) LinkToWorld();
|
||
}
|
||
|
||
//
|
||
// 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;
|
||
}
|
||
}
|
||
|
||
UnlinkFromWorld ();
|
||
flags |= MF_NOBLOCKMAP;
|
||
SetXYZ(Vec3Offset(Vel));
|
||
CheckPortalTransition(false);
|
||
LinkToWorld ();
|
||
}
|
||
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)
|
||
{
|
||
item->DoEffect();
|
||
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 != NULL || 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 != NULL)
|
||
{
|
||
const FSectorScrollValues *scroll = &level.Scrolls[sec - sectors];
|
||
scrollv = scroll->Scroll;
|
||
}
|
||
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<=Carry_East35 && !(i_compatflags&COMPATF_RAVENSCROLL))
|
||
{
|
||
// Use speeds that actually match the scrolling textures!
|
||
carryspeed = (1 << ((scrolltype%5) - 1));
|
||
}
|
||
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 && Damage != NULL)
|
||
{
|
||
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();
|
||
}
|
||
|
||
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
|
||
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);
|
||
}
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// 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;
|
||
if (state->CallAction(this, this, &newstate))
|
||
{
|
||
if (ObjectFlags & OF_EuthanizeMe)
|
||
{
|
||
return false; // freed itself
|
||
}
|
||
if (newstate != NULL)
|
||
{
|
||
return SetState(newstate);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
return true;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// 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->SecActTarget->TriggerAction(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->SecActTarget->TriggerAction(this, act);
|
||
}
|
||
if (Z() == floorz)
|
||
{
|
||
P_CheckFor3DFloorHit(this);
|
||
}
|
||
if (Top() == ceilingz)
|
||
{
|
||
P_CheckFor3DCeilingHit(this);
|
||
}
|
||
}
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// 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
|
||
}
|
||
|
||
|
||
//==========================================================================
|
||
//
|
||
// 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->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 = NULL; // NULL head of sector list // phares 3/13/98
|
||
if (G_SkillProperty(SKILLP_FastMonsters) && actor->GetClass()->FastSpeed >= 0)
|
||
actor->Speed = actor->GetClass()->FastSpeed;
|
||
actor->DamageMultiply = 1.;
|
||
|
||
// set subsector and/or block links
|
||
actor->LinkToWorld (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->BeginPlay ();
|
||
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;
|
||
}
|
||
|
||
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)
|
||
{
|
||
Deactivate (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++;
|
||
}
|
||
}
|
||
}
|
||
|
||
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;
|
||
Deactivate (NULL);
|
||
}
|
||
}
|
||
|
||
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();
|
||
}
|
||
|
||
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);
|
||
}
|
||
|
||
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;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
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;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
//
|
||
// P_RemoveMobj
|
||
//
|
||
|
||
void AActor::Destroy ()
|
||
{
|
||
// [RH] Destroy any inventory this actor is carrying
|
||
DestroyAllInventory ();
|
||
|
||
// [RH] Unlink from tid chain
|
||
RemoveFromHash ();
|
||
|
||
// unlink from sector and block lists
|
||
UnlinkFromWorld ();
|
||
flags |= MF_NOSECTOR|MF_NOBLOCKMAP;
|
||
|
||
// Delete all nodes on the current sector_list phares 3/16/98
|
||
P_DelSector_List();
|
||
|
||
// Transform any playing sound into positioned, non-actor sounds.
|
||
S_RelinkSound (this, NULL);
|
||
|
||
Super::Destroy ();
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// 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();
|
||
}
|
||
}
|
||
|
||
//
|
||
// 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 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)) && 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) &&
|
||
(dmflags2 & DF2_YES_RESPAWN_INVUL) &&
|
||
(multiplayer || alwaysapplydmflags))
|
||
{
|
||
APowerup *invul = static_cast<APowerup*>(p->mo->GiveInventoryType (RUNTIME_CLASS(APowerInvulnerable)));
|
||
invul->EffectTics = 3*TICRATE;
|
||
invul->BlendColor = 0; // don't mess with the view
|
||
invul->ItemFlags |= IF_UNDROPPABLE; // Don't drop this
|
||
p->mo->effects |= FX_RESPAWNINVUL; // [RH] special effect
|
||
}
|
||
|
||
if (StatusBar != NULL && (playernum == consoleplayer || StatusBar->GetPlayer() == playernum))
|
||
{
|
||
StatusBar->AttachToPlayer (p);
|
||
}
|
||
|
||
if (multiplayer)
|
||
{
|
||
Spawn ("TeleportFog", mobj->Vec3Angle(20., mobj->Angles.Yaw, TELEFOGHEIGHT), ALLOW_REPLACE);
|
||
}
|
||
|
||
// "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(int i = 0; i < numsectors; i++)
|
||
{
|
||
if (sectors[i].SoundTarget == oldactor) sectors[i].SoundTarget = NULL;
|
||
}
|
||
|
||
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)
|
||
{
|
||
if (dmflags & DF_NO_HEALTH)
|
||
{
|
||
if (i->IsDescendantOf (RUNTIME_CLASS(AHealth)))
|
||
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 (RUNTIME_CLASS(AArmor)))
|
||
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;
|
||
|
||
// 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.X = 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->BeginPlay ();
|
||
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->Die(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 &pos, DAngle hitdir, DAngle particledir, int updown, int flags, AActor *vict)
|
||
{
|
||
AActor *puff;
|
||
double z = 0;
|
||
|
||
if (!(flags & PF_NORANDOMZ))
|
||
z = pr_spawnpuff.Random2() / 64.;
|
||
|
||
puff = Spawn(pufftype, pos + DVector3(0, 0, z), 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;
|
||
}
|
||
|
||
|
||
|
||
//---------------------------------------------------------------------------
|
||
//
|
||
// P_SpawnBlood
|
||
//
|
||
//---------------------------------------------------------------------------
|
||
|
||
void P_SpawnBlood (const DVector3 &pos, DAngle dir, int damage, AActor *originator)
|
||
{
|
||
AActor *th;
|
||
PalEntry bloodcolor = originator->GetBloodColor();
|
||
PClassActor *bloodcls = originator->GetBloodType();
|
||
|
||
int bloodtype = cl_bloodtype;
|
||
|
||
if (bloodcls != NULL && !(GetDefaultByType(bloodcls)->flags4 & MF4_ALLOWPARTICLES))
|
||
bloodtype = 0;
|
||
|
||
if (bloodcls != NULL)
|
||
{
|
||
double z = pr_spawnblood.Random2 () / 64.;
|
||
th = Spawn(bloodcls, pos + DVector3(0, 0, z), 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);
|
||
}
|
||
|
||
//---------------------------------------------------------------------------
|
||
//
|
||
// 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;
|
||
|
||
if (bloodcls != NULL)
|
||
{
|
||
AActor *mo;
|
||
|
||
DVector2 add;
|
||
add.X = (pr_splat()-128) / 32.;
|
||
add.Y = (pr_splat()-128) / 32.;
|
||
|
||
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, hitangle - 180., 2, bloodcolor);
|
||
}
|
||
}
|
||
|
||
//---------------------------------------------------------------------------
|
||
//
|
||
// 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);
|
||
}
|
||
}
|
||
|
||
//---------------------------------------------------------------------------
|
||
//
|
||
// 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;
|
||
}
|
||
|
||
//---------------------------------------------------------------------------
|
||
//
|
||
// 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);
|
||
}
|
||
|
||
//---------------------------------------------------------------------------
|
||
//
|
||
// 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_CustomMissile 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;
|
||
}
|
||
|
||
|
||
//---------------------------------------------------------------------------
|
||
//
|
||
// 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);
|
||
}
|
||
}
|
||
}
|
||
|
||
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;
|
||
}
|
||
|
||
//---------------------------------------------------------------------------
|
||
//
|
||
// FUNC P_SpawnMissile
|
||
//
|
||
// Returns NULL if the missile exploded immediately, otherwise returns
|
||
// a mobj_t pointer to the missile.
|
||
//
|
||
//---------------------------------------------------------------------------
|
||
|
||
AActor *P_SpawnMissile (AActor *source, AActor *dest, PClassActor *type, AActor *owner)
|
||
{
|
||
if (source == NULL)
|
||
{
|
||
return NULL;
|
||
}
|
||
return P_SpawnMissileXYZ (source->PosPlusZ(32 + source->GetBobOffset()), source, dest, type, true, owner);
|
||
}
|
||
|
||
AActor *P_SpawnMissileZ (AActor *source, double z, AActor *dest, PClassActor *type)
|
||
{
|
||
if (source == NULL)
|
||
{
|
||
return NULL;
|
||
}
|
||
return P_SpawnMissileXYZ (source->PosAtZ(z), source, dest, type);
|
||
}
|
||
|
||
AActor *P_SpawnMissileXYZ (DVector3 pos, AActor *source, AActor *dest, PClassActor *type, bool checkspawn, AActor *owner)
|
||
{
|
||
if (source == NULL)
|
||
{
|
||
return NULL;
|
||
}
|
||
|
||
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;
|
||
}
|
||
|
||
AActor *P_OldSpawnMissile(AActor *source, AActor *owner, AActor *dest, PClassActor *type)
|
||
{
|
||
if (source == NULL)
|
||
{
|
||
return NULL;
|
||
}
|
||
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;
|
||
}
|
||
|
||
//---------------------------------------------------------------------------
|
||
//
|
||
// 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 == NULL)
|
||
{
|
||
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)
|
||
{
|
||
return P_SpawnMissileAngleZSpeed (source, z, type, angle, vz, GetDefaultSpeed (type));
|
||
}
|
||
|
||
AActor *P_SpawnMissileZAimed (AActor *source, double z, AActor *dest, PClassActor *type)
|
||
{
|
||
if (source == NULL)
|
||
{
|
||
return NULL;
|
||
}
|
||
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);
|
||
}
|
||
|
||
//---------------------------------------------------------------------------
|
||
//
|
||
// 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 == NULL)
|
||
{
|
||
return NULL;
|
||
}
|
||
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;
|
||
}
|
||
|
||
/*
|
||
================
|
||
=
|
||
= 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)
|
||
{
|
||
//static const double angdiff[3] = { -5.625, 5.625, 0 };
|
||
static const int angdiff[3] = { -(1<<26), 1<<26, 0 };
|
||
DAngle an = angle;
|
||
DAngle pitch;
|
||
FTranslatedLineTarget scratch;
|
||
AActor *defaultobject = GetDefaultByType(type);
|
||
DAngle vrange = nofreeaim ? 35. : 0.;
|
||
|
||
if (source == NULL)
|
||
{
|
||
return NULL;
|
||
}
|
||
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;
|
||
}
|
||
|
||
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;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// 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.
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// 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;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// 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;
|
||
}
|
||
|
||
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;
|
||
}
|
||
}
|
||
|
||
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;
|
||
}
|
||
|
||
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);
|
||
}
|
||
|
||
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;
|
||
}
|
||
}
|
||
|
||
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;
|
||
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;
|
||
}
|
||
|
||
DDropItem *AActor::GetDropItems() const
|
||
{
|
||
return GetClass()->DropItems;
|
||
}
|
||
|
||
double AActor::GetGravity() const
|
||
{
|
||
if (flags & MF_NOGRAVITY) return 0;
|
||
return level.gravity * Sector->gravity * Gravity * 0.00125;
|
||
}
|
||
|
||
// 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();
|
||
}
|
||
}
|
||
|
||
void AActor::SetTag(const char *def)
|
||
{
|
||
if (def == NULL || *def == 0)
|
||
{
|
||
Tag = NULL;
|
||
}
|
||
else
|
||
{
|
||
Tag = mStringPropertyData.Alloc(def);
|
||
}
|
||
}
|
||
|
||
|
||
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;
|
||
}
|
||
}
|
||
|
||
|
||
int AActor::ApplyDamageFactor(FName damagetype, int damage) const
|
||
{
|
||
damage = int(damage * DamageFactor);
|
||
if (damage > 0)
|
||
{
|
||
damage = DamageTypeDefinition::ApplyMobjDamageFactor(damage, damagetype, GetClass()->DamageFactors);
|
||
}
|
||
return damage;
|
||
}
|
||
|
||
|
||
//----------------------------------------------------------------------------
|
||
//
|
||
// DropItem handling
|
||
//
|
||
//----------------------------------------------------------------------------
|
||
IMPLEMENT_POINTY_CLASS(DDropItem)
|
||
DECLARE_POINTER(Next)
|
||
END_POINTERS
|
||
|
||
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());
|
||
}
|
||
}
|