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a0d5463b49
FString::Format() so that I can fix all the problem printf strings that a 64-bit GCC compile finds. SVN r968 (trunk)
5003 lines
125 KiB
C++
5003 lines
125 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 "templates.h"
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#include "m_alloc.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_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 "b_bot.h" //Added by MC:
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#include "stats.h"
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#include "a_doomglobal.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_translate.h"
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// MACROS ------------------------------------------------------------------
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#define WATER_SINK_FACTOR 3
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#define WATER_SINK_SMALL_FACTOR 4
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#define WATER_SINK_SPEED (FRACUNIT/2)
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#define WATER_JUMP_SPEED (FRACUNIT*7/2)
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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 cycle_t BotSupportCycles;
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extern cycle_t BotWTG;
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EXTERN_CVAR (Bool, r_drawfuzz);
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EXTERN_CVAR (Int, cl_rockettrails)
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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static bool SpawningMapThing;
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static FRandom pr_explodemissile ("ExplodeMissile");
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static 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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FRandom pr_slam ("SkullSlam");
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static FRandom pr_multiclasschoice ("MultiClassChoice");
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static FRandom pr_rockettrail("RocketTrail");
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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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fixed_t FloatBobOffsets[64] =
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{
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0, 51389, 102283, 152192,
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200636, 247147, 291278, 332604,
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370727, 405280, 435929, 462380,
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484378, 501712, 514213, 521763,
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524287, 521763, 514213, 501712,
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484378, 462380, 435929, 405280,
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370727, 332604, 291278, 247147,
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200636, 152192, 102283, 51389,
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-1, -51390, -102284, -152193,
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-200637, -247148, -291279, -332605,
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-370728, -405281, -435930, -462381,
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-484380, -501713, -514215, -521764,
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-524288, -521764, -514214, -501713,
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-484379, -462381, -435930, -405280,
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-370728, -332605, -291279, -247148,
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-200637, -152193, -102284, -51389
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};
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fixed_t FloatBobDiffs[64] =
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{
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51389, 51389, 50894, 49909, 48444,
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46511, 44131, 41326, 38123,
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34553, 30649, 26451, 21998,
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17334, 12501, 7550, 2524,
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-2524, -7550, -12501, -17334,
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-21998, -26451, -30649, -34553,
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-38123, -41326, -44131, -46511,
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-48444, -49909, -50894, -51390,
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-51389, -50894, -49909, -48444,
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-46511, -44131, -41326, -38123,
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-34553, -30649, -26451, -21999,
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-17333, -12502, -7549, -2524,
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2524, 7550, 12501, 17334,
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21998, 26451, 30650, 34552,
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38123, 41326, 44131, 46511,
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48444, 49909, 50895
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};
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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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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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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 << x
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<< y
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<< z
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<< angle
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<< frame
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<< scaleX
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<< scaleY
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<< RenderStyle
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<< renderflags;
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if (arc.IsStoring ())
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{
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BYTE ff;
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if (picnum == 0xFFFF)
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{
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ff = 0xFF;
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arc << ff;
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}
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else
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{
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ff = 0;
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arc << ff;
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TexMan.WriteTexture (arc, picnum);
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}
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TexMan.WriteTexture (arc, floorpic);
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TexMan.WriteTexture (arc, ceilingpic);
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}
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else
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{
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BYTE ff;
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arc << ff;
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if (ff == 0xFF)
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{
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picnum = 0xFFFF;
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}
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else
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{
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picnum = TexMan.ReadTexture (arc);
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}
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floorpic = TexMan.ReadTexture (arc);
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ceilingpic = TexMan.ReadTexture (arc);
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}
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arc << TIDtoHate;
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if (TIDtoHate == 0)
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{
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arc << LastLookPlayerNumber;
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LastLookActor = NULL;
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}
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else
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{
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arc << LastLookActor;
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LastLookPlayerNumber = -1;
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}
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arc << effects
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<< alpha
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<< fillcolor
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<< pitch
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<< roll
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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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<< momx
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<< momy
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<< momz
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<< tics
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<< state
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<< Damage
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<< 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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<< special1
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<< special2
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<< health
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<< movedir
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<< visdir
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<< movecount
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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[0] << SpawnPoint[1] << SpawnPoint[2]
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<< SpawnAngle
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<< 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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<< args[0] << args[1] << args[2] << args[3] << args[4]
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<< 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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<< id
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<< FloatBobPhase
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<< Translation
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<< AR_SOUNDW(SeeSound)
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<< AR_SOUNDW(AttackSound)
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<< AR_SOUNDW(PainSound)
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<< AR_SOUNDW(DeathSound)
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<< AR_SOUNDW(ActiveSound)
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<< AR_SOUNDW(UseSound)
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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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<< bouncefactor
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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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<< 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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if (arc.IsStoring ())
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{
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int convnum = 0;
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unsigned int i;
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if (Conversation != NULL)
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{
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for (i = 0; i < StrifeDialogues.Size(); ++i)
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{
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if (StrifeDialogues[i] == GetDefault()->Conversation)
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{
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break;
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}
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}
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for (; i + convnum < StrifeDialogues.Size(); ++convnum)
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{
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if (StrifeDialogues[i + convnum] == Conversation)
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{
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break;
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}
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}
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if (i + convnum < StrifeDialogues.Size())
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{
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convnum++;
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}
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else
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{
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convnum = 0;
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}
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}
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arc.WriteCount (convnum);
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}
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else
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{
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int convnum;
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unsigned int i;
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convnum = arc.ReadCount();
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if (convnum == 0 || GetDefault()->Conversation == NULL)
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{
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Conversation = NULL;
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}
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else
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{
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for (i = 0; i < StrifeDialogues.Size(); ++i)
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{
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if (StrifeDialogues[i] == GetDefault()->Conversation)
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{
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break;
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}
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}
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if (i + convnum <= StrifeDialogues.Size())
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{
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Conversation = StrifeDialogues[i + convnum - 1];
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}
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else
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{
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Conversation = GetDefault()->Conversation;
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}
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}
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}
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if (arc.IsLoading ())
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{
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touching_sectorlist = NULL;
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LinkToWorld (Sector);
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AddToHash ();
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SetShade (fillcolor);
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if (player)
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{
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if (playeringame[player - players] &&
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player->cls != NULL &&
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state->sprite.index ==
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GetDefaultByType (player->cls)->SpawnState->sprite.index)
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{ // Give player back the skin
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sprite = skins[player->userinfo.skin].sprite;
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scaleX = skins[player->userinfo.skin].ScaleX;
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scaleY = skins[player->userinfo.skin].ScaleY;
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}
|
||
if (Speed == 0)
|
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{
|
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Speed = GetDefault()->Speed;
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||
}
|
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}
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PrevX = x;
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PrevY = y;
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PrevZ = z;
|
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UpdateWaterLevel(z, false);
|
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}
|
||
}
|
||
|
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void FMapThing::Serialize (FArchive &arc)
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{
|
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arc << thingid << x << y << z << angle << type << flags << special
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<< args[0] << args[1] << args[2] << args[3] << args[4];
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}
|
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|
||
AActor::AActor () throw()
|
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{
|
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}
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AActor::AActor (const AActor &other) throw()
|
||
{
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memcpy (&x, &other.x, (BYTE *)&this[1] - (BYTE *)&x);
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}
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|
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AActor &AActor::operator= (const AActor &other)
|
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{
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memcpy (&x, &other.x, (BYTE *)&this[1] - (BYTE *)&x);
|
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return *this;
|
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}
|
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|
||
//==========================================================================
|
||
//
|
||
// AActor::InStateSequence
|
||
//
|
||
// Checks whether the current state is in a contiguous sequence that
|
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// starts with basestate
|
||
//
|
||
//==========================================================================
|
||
|
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bool AActor::InStateSequence(FState * newstate, FState * basestate)
|
||
{
|
||
if (basestate == NULL) return false;
|
||
|
||
FState * thisstate = basestate;
|
||
do
|
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{
|
||
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
|
||
// This is a more generalized attempt to make the Demon faster in
|
||
// nightmare mode. Actually changing the states' durations has to
|
||
// be considered highly problematic.
|
||
//
|
||
//==========================================================================
|
||
|
||
int AActor::GetTics(FState * newstate)
|
||
{
|
||
int tics = newstate->GetTics();
|
||
|
||
if (isFast())
|
||
{
|
||
if (flags5 & MF5_FASTER)
|
||
{
|
||
if (InStateSequence(newstate, SeeState)) return tics - (tics>>1);
|
||
}
|
||
if (flags5 & MF5_FASTMELEE)
|
||
{
|
||
if (InStateSequence(newstate, MeleeState)) return tics - (tics>>1);
|
||
}
|
||
}
|
||
return tics;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// AActor::SetState
|
||
//
|
||
// Returns true if the mobj is still present.
|
||
//
|
||
//==========================================================================
|
||
|
||
bool AActor::SetState (FState *newstate)
|
||
{
|
||
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.index;
|
||
}
|
||
else
|
||
{
|
||
prevsprite = -1;
|
||
}
|
||
state = newstate;
|
||
tics = GetTics(newstate);
|
||
renderflags = (renderflags & ~RF_FULLBRIGHT) | newstate->GetFullbright();
|
||
newsprite = newstate->sprite.index;
|
||
if (newsprite != 1)
|
||
{
|
||
// Sprite 1 is ----, which means "do not change the sprite"
|
||
frame = newstate->GetFrame();
|
||
|
||
if (!(flags4 & MF4_NOSKIN) && newsprite == SpawnState->sprite.index)
|
||
{ // [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)
|
||
{
|
||
sprite = skins[player->userinfo.skin].sprite;
|
||
}
|
||
else if (newsprite != prevsprite)
|
||
{
|
||
sprite = newsprite;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
sprite = newsprite;
|
||
}
|
||
}
|
||
|
||
if (newstate->GetAction())
|
||
{
|
||
// The parameterized action functions need access to the current state and
|
||
// if a function is supposed to work with both actors and weapons
|
||
// there is no real means to get to it reliably so I store it in a global variable here.
|
||
// Yes, I know this is truly awful but it is the only method I can think of
|
||
// that does not involve changing stuff throughout the code.
|
||
// Of course this should be rewritten ASAP.
|
||
CallingState = newstate;
|
||
newstate->GetAction() (this);
|
||
|
||
// Check whether the called action function resulted in destroying the actor
|
||
if (ObjectFlags & OF_EuthanizeMe)
|
||
return false;
|
||
}
|
||
newstate = newstate->GetNextState();
|
||
} while (tics == 0);
|
||
|
||
return true;
|
||
}
|
||
|
||
//----------------------------------------------------------------------------
|
||
//
|
||
// FUNC AActor::SetStateNF
|
||
//
|
||
// Same as SetState, but does not call the state function.
|
||
//
|
||
//----------------------------------------------------------------------------
|
||
|
||
bool AActor::SetStateNF (FState *newstate)
|
||
{
|
||
do
|
||
{
|
||
if (newstate == NULL)
|
||
{
|
||
state = NULL;
|
||
Destroy ();
|
||
return false;
|
||
}
|
||
int prevsprite, newsprite;
|
||
|
||
if (state != NULL)
|
||
{
|
||
prevsprite = state->sprite.index;
|
||
}
|
||
else
|
||
{
|
||
prevsprite = -1;
|
||
}
|
||
state = newstate;
|
||
tics = GetTics(newstate);
|
||
renderflags = (renderflags & ~RF_FULLBRIGHT) | newstate->GetFullbright();
|
||
newsprite = newstate->sprite.index;
|
||
if (newsprite != 1)
|
||
{
|
||
// Sprite 1 is ----, which means "do not change the sprite"
|
||
|
||
frame = newstate->GetFrame();
|
||
if (!(flags4 & MF4_NOSKIN) && newsprite == SpawnState->sprite.index)
|
||
{
|
||
if (player != NULL && gameinfo.gametype != GAME_Hexen)
|
||
{
|
||
sprite = skins[player->userinfo.skin].sprite;
|
||
}
|
||
else if (newsprite != prevsprite)
|
||
{
|
||
sprite = newsprite;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
sprite = newsprite;
|
||
}
|
||
}
|
||
newstate = newstate->GetNextState();
|
||
} while (tics == 0);
|
||
|
||
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;
|
||
|
||
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;
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
//============================================================================
|
||
//
|
||
// 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)
|
||
{
|
||
return false;
|
||
}
|
||
if (!item->Use (false))
|
||
{
|
||
return false;
|
||
}
|
||
|
||
if (dmflags2 & DF2_INFINITE_INVENTORY)
|
||
return true;
|
||
|
||
if (--item->Amount <= 0 && !(item->ItemFlags & IF_KEEPDEPLETED))
|
||
{
|
||
item->Destroy ();
|
||
}
|
||
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)
|
||
{
|
||
fixed_t dropdist;
|
||
angle_t an;
|
||
AInventory *drop = item->CreateTossable ();
|
||
|
||
if (drop == NULL)
|
||
{
|
||
return NULL;
|
||
}
|
||
an = angle >> ANGLETOFINESHIFT;
|
||
/* 92682 = sqrt(2) * FRACUNIT */
|
||
dropdist = FixedMul (92682, radius + 8*FRACUNIT + item->radius);
|
||
drop->x = x;
|
||
drop->y = y;
|
||
drop->z = z + 10*FRACUNIT;
|
||
P_TryMove (drop, x, y, true);
|
||
drop->angle = angle;
|
||
drop->momx = momx + 5 * finecosine[an];
|
||
drop->momy = momy + 5 * finesine[an];
|
||
drop->momz = momz + FRACUNIT;
|
||
drop->flags &= ~MF_NOGRAVITY; // Don't float
|
||
return drop;
|
||
}
|
||
|
||
//============================================================================
|
||
//
|
||
// AActor :: FindInventory
|
||
//
|
||
//============================================================================
|
||
|
||
AInventory *AActor::FindInventory (const PClass *type)
|
||
{
|
||
AInventory *item;
|
||
|
||
if (type == NULL) return NULL;
|
||
|
||
assert (type->ActorInfo != NULL);
|
||
for (item = Inventory; item != NULL; item = item->Inventory)
|
||
{
|
||
if (item->GetClass() == type)
|
||
{
|
||
break;
|
||
}
|
||
}
|
||
return item;
|
||
}
|
||
|
||
AInventory *AActor::FindInventory (FName type)
|
||
{
|
||
return FindInventory(PClass::FindClass(type));
|
||
}
|
||
|
||
//============================================================================
|
||
//
|
||
// AActor :: GiveInventoryType
|
||
//
|
||
//============================================================================
|
||
|
||
AInventory *AActor::GiveInventoryType (const PClass *type)
|
||
{
|
||
AInventory *item;
|
||
|
||
item = static_cast<AInventory *>(Spawn (type, 0,0,0, NO_REPLACE));
|
||
if (!item->TryPickup (this))
|
||
{
|
||
item->Destroy ();
|
||
return NULL;
|
||
}
|
||
return item;
|
||
}
|
||
|
||
//============================================================================
|
||
//
|
||
// AActor :: GiveAmmo
|
||
//
|
||
// Returns true if the ammo was added, false if not.
|
||
//
|
||
//============================================================================
|
||
|
||
bool AActor::GiveAmmo (const PClass *type, int amount)
|
||
{
|
||
if (type != NULL)
|
||
{
|
||
AInventory *item = static_cast<AInventory *>(Spawn (type, 0, 0, 0, NO_REPLACE));
|
||
if (item)
|
||
{
|
||
item->Amount = amount;
|
||
item->flags |= MF_DROPPED;
|
||
if (!item->TryPickup (this))
|
||
{
|
||
item->Destroy ();
|
||
return false;
|
||
}
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
}
|
||
|
||
//============================================================================
|
||
//
|
||
// AActor :: CopyFriendliness
|
||
//
|
||
// Makes this actor hate (or like) the same things another actor does.
|
||
//
|
||
//============================================================================
|
||
|
||
void AActor::CopyFriendliness (AActor *other, bool changeTarget)
|
||
{
|
||
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) | (other->flags4 & MF4_NOHATEPLAYERS);
|
||
FriendPlayer = other->FriendPlayer;
|
||
if (changeTarget && other->target != NULL && !(other->target->flags3 & MF3_NOTARGET))
|
||
{
|
||
// LastHeard must be set as well so that A_Look can react to the new target if called
|
||
LastHeard = target = other->target;
|
||
}
|
||
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 :: 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 :: 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, 1000000, NAME_Massacre);
|
||
}
|
||
while (health != prevhealth && health > 0); //abort if the actor wasn't hurt.
|
||
return true;
|
||
}
|
||
return false;
|
||
}
|
||
|
||
//----------------------------------------------------------------------------
|
||
//
|
||
// PROC P_ExplodeMissile
|
||
//
|
||
//----------------------------------------------------------------------------
|
||
|
||
void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target)
|
||
{
|
||
if (mo->flags3 & MF3_EXPLOCOUNT)
|
||
{
|
||
if (++mo->special2 < mo->special1)
|
||
{
|
||
return;
|
||
}
|
||
}
|
||
mo->momx = mo->momy = mo->momz = 0;
|
||
mo->effects = 0; // [RH]
|
||
|
||
FState *nextstate=NULL;
|
||
|
||
if (target != NULL && target->flags & (MF_SHOOTABLE|MF_CORPSE))
|
||
{
|
||
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);
|
||
mo->SetState (nextstate);
|
||
|
||
if (mo->ObjectFlags & OF_EuthanizeMe)
|
||
{
|
||
return;
|
||
}
|
||
|
||
if (line != NULL && line->special == Line_Horizon)
|
||
{
|
||
// [RH] Don't explode missiles on horizon lines.
|
||
mo->Destroy ();
|
||
return;
|
||
}
|
||
|
||
if (line != NULL && cl_missiledecals)
|
||
{
|
||
int side = P_PointOnLineSide (mo->x, mo->y, line);
|
||
if (line->sidenum[side] == NO_SIDE)
|
||
side ^= 1;
|
||
if (line->sidenum[side] != NO_SIDE)
|
||
{
|
||
FDecalBase *base = mo->DecalGenerator;
|
||
if (base != NULL)
|
||
{
|
||
// Find the nearest point on the line, and stick a decal there
|
||
fixed_t x, y, z;
|
||
SQWORD num, den;
|
||
|
||
den = (SQWORD)line->dx*line->dx + (SQWORD)line->dy*line->dy;
|
||
if (den != 0)
|
||
{
|
||
SDWORD frac;
|
||
|
||
num = (SQWORD)(mo->x-line->v1->x)*line->dx+(SQWORD)(mo->y-line->v1->y)*line->dy;
|
||
if (num <= 0)
|
||
{
|
||
frac = 0;
|
||
}
|
||
else if (num >= den)
|
||
{
|
||
frac = 1<<30;
|
||
}
|
||
else
|
||
{
|
||
frac = (SDWORD)(num / (den>>30));
|
||
}
|
||
|
||
x = line->v1->x + MulScale30 (line->dx, frac);
|
||
y = line->v1->y + MulScale30 (line->dy, frac);
|
||
z = mo->z;
|
||
|
||
DImpactDecal::StaticCreate (base->GetDecal (),
|
||
x, y, z, sides + line->sidenum[side]);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
if (nextstate != NULL)
|
||
{
|
||
// [RH] Change render style of exploding rockets
|
||
if (mo->flags5 & MF5_DEHEXPLOSION)
|
||
{
|
||
if (deh.ExplosionStyle == 255)
|
||
{
|
||
if (addrocketexplosion)
|
||
{
|
||
mo->RenderStyle = STYLE_Add;
|
||
mo->alpha = FRACUNIT;
|
||
}
|
||
else
|
||
{
|
||
mo->RenderStyle = STYLE_Translucent;
|
||
mo->alpha = FRACUNIT*2/3;
|
||
}
|
||
}
|
||
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;
|
||
|
||
if (mo->DeathSound)
|
||
{
|
||
S_SoundID (mo, CHAN_VOICE, mo->DeathSound, 1,
|
||
(mo->flags3 & MF3_FULLVOLDEATH) ? ATTN_NONE : ATTN_NORM);
|
||
}
|
||
}
|
||
}
|
||
|
||
//----------------------------------------------------------------------------
|
||
//
|
||
// 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 (flags5 & MF5_EXPLODEONWATER)
|
||
{
|
||
P_ExplodeMissile(this, NULL, NULL);
|
||
return true;
|
||
}
|
||
if (!(flags3 & MF3_CANBOUNCEWATER))
|
||
{
|
||
Destroy ();
|
||
return true;
|
||
}
|
||
}
|
||
|
||
// The amount of bounces is limited
|
||
if (bouncecount>0 && --bouncecount==0)
|
||
{
|
||
P_ExplodeMissile(this, NULL, NULL);
|
||
return true;
|
||
}
|
||
|
||
fixed_t dot = TMulScale16 (momx, plane.a, momy, plane.b, momz, plane.c);
|
||
|
||
if ((flags2 & MF2_BOUNCETYPE) == MF2_HERETICBOUNCE)
|
||
{
|
||
momx -= MulScale15 (plane.a, dot);
|
||
momy -= MulScale15 (plane.b, dot);
|
||
momz -= MulScale15 (plane.c, dot);
|
||
angle = R_PointToAngle2 (0, 0, momx, momy);
|
||
flags |= MF_INBOUNCE;
|
||
SetState (FindState(NAME_Death));
|
||
flags &= ~MF_INBOUNCE;
|
||
return false;
|
||
}
|
||
|
||
// The reflected velocity keeps only about 70% of its original speed
|
||
long bouncescale = 0x4000 * bouncefactor;
|
||
momx = MulScale30 (momx - MulScale15 (plane.a, dot), bouncescale);
|
||
momy = MulScale30 (momy - MulScale15 (plane.b, dot), bouncescale);
|
||
momz = MulScale30 (momz - MulScale15 (plane.c, dot), bouncescale);
|
||
angle = R_PointToAngle2 (0, 0, momx, momy);
|
||
|
||
if (SeeSound && !(flags4 & MF4_NOBOUNCESOUND))
|
||
{
|
||
S_SoundID (this, CHAN_VOICE, SeeSound, 1, ATTN_IDLE);
|
||
}
|
||
|
||
if ((flags2 & MF2_BOUNCETYPE) == MF2_DOOMBOUNCE)
|
||
{
|
||
if (!(flags & MF_NOGRAVITY) && (momz < 3*FRACUNIT))
|
||
{
|
||
flags2 &= ~MF2_BOUNCETYPE;
|
||
}
|
||
}
|
||
return false;
|
||
}
|
||
|
||
//----------------------------------------------------------------------------
|
||
//
|
||
// PROC P_ThrustMobj
|
||
//
|
||
//----------------------------------------------------------------------------
|
||
|
||
void P_ThrustMobj (AActor *mo, angle_t angle, fixed_t move)
|
||
{
|
||
angle >>= ANGLETOFINESHIFT;
|
||
mo->momx += FixedMul (move, finecosine[angle]);
|
||
mo->momy += FixedMul (move, finesine[angle]);
|
||
}
|
||
|
||
//----------------------------------------------------------------------------
|
||
//
|
||
// 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, angle_t *delta)
|
||
{
|
||
angle_t diff;
|
||
angle_t angle1;
|
||
angle_t angle2;
|
||
|
||
angle1 = source->angle;
|
||
angle2 = R_PointToAngle2 (source->x, source->y, target->x, target->y);
|
||
if (angle2 > angle1)
|
||
{
|
||
diff = angle2 - angle1;
|
||
if (diff > ANGLE_180)
|
||
{
|
||
*delta = ANGLE_MAX - diff;
|
||
return 0;
|
||
}
|
||
else
|
||
{
|
||
*delta = diff;
|
||
return 1;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
diff = angle1 - angle2;
|
||
if (diff > ANGLE_180)
|
||
{
|
||
*delta = ANGLE_MAX - diff;
|
||
return 1;
|
||
}
|
||
else
|
||
{
|
||
*delta = diff;
|
||
return 0;
|
||
}
|
||
}
|
||
}
|
||
|
||
//----------------------------------------------------------------------------
|
||
//
|
||
// 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, angle_t thresh, angle_t turnMax)
|
||
{
|
||
int dir;
|
||
int dist;
|
||
angle_t delta;
|
||
angle_t angle;
|
||
AActor *target;
|
||
|
||
target = actor->tracer;
|
||
if (target == NULL || actor->Speed == 0)
|
||
{
|
||
return false;
|
||
}
|
||
if (!(target->flags & MF_SHOOTABLE))
|
||
{ // Target died
|
||
actor->tracer = NULL;
|
||
return false;
|
||
}
|
||
dir = P_FaceMobj (actor, target, &delta);
|
||
if (delta > thresh)
|
||
{
|
||
delta >>= 1;
|
||
if (delta > turnMax)
|
||
{
|
||
delta = turnMax;
|
||
}
|
||
}
|
||
if (dir)
|
||
{ // Turn clockwise
|
||
actor->angle += delta;
|
||
}
|
||
else
|
||
{ // Turn counter clockwise
|
||
actor->angle -= delta;
|
||
}
|
||
angle = actor->angle>>ANGLETOFINESHIFT;
|
||
actor->momx = FixedMul (actor->Speed, finecosine[angle]);
|
||
actor->momy = FixedMul (actor->Speed, finesine[angle]);
|
||
if (actor->z + actor->height < target->z ||
|
||
target->z + target->height < actor->z)
|
||
{ // Need to seek vertically
|
||
dist = P_AproxDistance (target->x - actor->x, target->y - actor->y);
|
||
dist = dist / actor->Speed;
|
||
if (dist < 1)
|
||
{
|
||
dist = 1;
|
||
}
|
||
actor->momz = ((target->z+target->height/2) - (actor->z+actor->height/2)) / dist;
|
||
}
|
||
return true;
|
||
}
|
||
|
||
//
|
||
// P_XYMovement
|
||
//
|
||
#define STOPSPEED 0x1000
|
||
#define FRICTION 0xe800
|
||
#define CARRYSTOPSPEED (STOPSPEED*32/3)
|
||
|
||
void P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
|
||
{
|
||
bool bForceSlide = scrollx || scrolly;
|
||
angle_t angle;
|
||
fixed_t ptryx, ptryy;
|
||
player_t *player;
|
||
fixed_t xmove, ymove;
|
||
bool walkplane;
|
||
static const int windTab[3] = {2048*5, 2048*10, 2048*25};
|
||
int steps, step, totalsteps;
|
||
fixed_t startx, starty;
|
||
|
||
fixed_t maxmove = (mo->waterlevel < 1) || (mo->flags & MF_MISSILE) ||
|
||
(mo->player && mo->player->crouchoffset<-10*FRACUNIT) ? 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
|
||
P_ThrustMobj (mo, 0, windTab[special-40]);
|
||
break;
|
||
case 43: case 44: case 45: // Wind_North
|
||
P_ThrustMobj (mo, ANG90, windTab[special-43]);
|
||
break;
|
||
case 46: case 47: case 48: // Wind_South
|
||
P_ThrustMobj (mo, ANG270, windTab[special-46]);
|
||
break;
|
||
case 49: case 50: case 51: // Wind_West
|
||
P_ThrustMobj (mo, ANG180, 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 < FRACUNIT*3/4))
|
||
{
|
||
// preserve the direction instead of clamping x and y independently.
|
||
xmove = clamp (mo->momx, -maxmove, maxmove);
|
||
ymove = clamp (mo->momy, -maxmove, maxmove);
|
||
|
||
fixed_t xfac = FixedDiv(xmove, mo->momx);
|
||
fixed_t yfac = FixedDiv(ymove, mo->momy);
|
||
fixed_t fac = MIN(xfac, yfac);
|
||
|
||
xmove = mo->momx = FixedMul(mo->momx, fac);
|
||
ymove = mo->momy = FixedMul(mo->momy, fac);
|
||
}
|
||
else
|
||
{
|
||
xmove = mo->momx;
|
||
ymove = mo->momy;
|
||
}
|
||
// [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.
|
||
if (abs(scrollx) > CARRYSTOPSPEED)
|
||
{
|
||
scrollx = FixedMul (scrollx, CARRYFACTOR);
|
||
mo->momx += scrollx;
|
||
}
|
||
if (abs(scrolly) > CARRYSTOPSPEED)
|
||
{
|
||
scrolly = FixedMul (scrolly, CARRYFACTOR);
|
||
mo->momy += scrolly;
|
||
}
|
||
xmove += scrollx;
|
||
ymove += scrolly;
|
||
|
||
if ((xmove | ymove) == 0)
|
||
{
|
||
if (mo->flags & MF_SKULLFLY)
|
||
{
|
||
// the skull slammed into something
|
||
mo->flags &= ~MF_SKULLFLY;
|
||
mo->momx = mo->momy = mo->momz = 0;
|
||
if (!(mo->flags2 & MF2_DORMANT))
|
||
{
|
||
if (mo->SeeState != NULL) mo->SetState (mo->SeeState);
|
||
else mo->SetIdle();
|
||
}
|
||
else
|
||
{
|
||
mo->SetIdle();
|
||
mo->tics = -1;
|
||
}
|
||
}
|
||
return;
|
||
}
|
||
|
||
player = mo->player;
|
||
|
||
// [RH] Adjust player movement on sloped floors
|
||
fixed_t startxmove = xmove;
|
||
fixed_t startymove = ymove;
|
||
walkplane = P_CheckSlopeWalk (mo, xmove, ymove);
|
||
|
||
// [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.
|
||
|
||
{
|
||
maxmove = mo->radius - FRACUNIT;
|
||
|
||
if (maxmove <= 0)
|
||
{ // gibs can have radius 0, so don't divide by zero below!
|
||
maxmove = MAXMOVE;
|
||
}
|
||
|
||
const fixed_t xspeed = abs (xmove);
|
||
const fixed_t yspeed = abs (ymove);
|
||
|
||
steps = 1;
|
||
|
||
if (xspeed > yspeed)
|
||
{
|
||
if (xspeed > maxmove)
|
||
{
|
||
steps = 1 + xspeed / maxmove;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
if (yspeed > maxmove)
|
||
{
|
||
steps = 1 + yspeed / maxmove;
|
||
}
|
||
}
|
||
}
|
||
|
||
// P_SlideMove needs to know the step size before P_CheckSlopeWalk
|
||
// because it also calls P_CheckSlopeWalk on its clipped steps.
|
||
fixed_t onestepx = startxmove / steps;
|
||
fixed_t onestepy = startymove / steps;
|
||
|
||
startx = mo->x;
|
||
starty = mo->y;
|
||
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.
|
||
|
||
FCheckPosition tm(!!(mo->flags2 & MF2_RIP));
|
||
|
||
do
|
||
{
|
||
ptryx = startx + Scale (xmove, step, steps);
|
||
ptryy = starty + Scale (ymove, step, steps);
|
||
|
||
/* if (mo->player)
|
||
Printf ("%d,%d/%d: %d %d %d %d %d %d %d\n", level.time, step, steps, startxmove, Scale(xmove,step,steps), startymove, Scale(ymove,step,steps), mo->x, mo->y, mo->z);
|
||
*/
|
||
// [RH] If walking on a slope, stay on the slope
|
||
// killough 3/15/98: Allow objects to drop off
|
||
if (!P_TryMove (mo, ptryx, ptryy, true, walkplane, tm))
|
||
{
|
||
// blocked move
|
||
|
||
if ((mo->flags2 & (MF2_SLIDE|MF2_BLASTED) || bForceSlide) && !(mo->flags&MF_MISSILE))
|
||
{
|
||
// try to slide along it
|
||
if (mo->BlockingMobj == NULL)
|
||
{ // slide against wall
|
||
if (mo->BlockingLine != NULL &&
|
||
mo->player && mo->waterlevel && mo->waterlevel < 3 &&
|
||
(mo->player->cmd.ucmd.forwardmove | mo->player->cmd.ucmd.sidemove) &&
|
||
mo->BlockingLine->sidenum[1] != NO_SIDE)
|
||
{
|
||
mo->momz = WATER_JUMP_SPEED;
|
||
}
|
||
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->momx, mo->momy, 1);
|
||
}
|
||
else
|
||
{
|
||
P_SlideMove (mo, onestepx, onestepy, totalsteps);
|
||
}
|
||
if ((mo->momx | mo->momy) == 0)
|
||
{
|
||
steps = 0;
|
||
}
|
||
else
|
||
{
|
||
if (!player || !(i_compatflags & COMPATF_WALLRUN))
|
||
{
|
||
xmove = mo->momx;
|
||
ymove = mo->momy;
|
||
onestepx = xmove / steps;
|
||
onestepy = ymove / steps;
|
||
P_CheckSlopeWalk (mo, xmove, ymove);
|
||
}
|
||
startx = mo->x - Scale (xmove, step, steps);
|
||
starty = mo->y - Scale (ymove, step, steps);
|
||
}
|
||
}
|
||
else
|
||
{ // slide against another actor
|
||
fixed_t tx, ty;
|
||
tx = 0, ty = onestepy;
|
||
walkplane = P_CheckSlopeWalk (mo, tx, ty);
|
||
if (P_TryMove (mo, mo->x + tx, mo->y + ty, true, walkplane))
|
||
{
|
||
mo->momx = 0;
|
||
}
|
||
else
|
||
{
|
||
tx = onestepx, ty = 0;
|
||
walkplane = P_CheckSlopeWalk (mo, tx, ty);
|
||
if (P_TryMove (mo, mo->x + tx, mo->y + ty, true, walkplane))
|
||
{
|
||
mo->momy = 0;
|
||
}
|
||
else
|
||
{
|
||
mo->momx = mo->momy = 0;
|
||
}
|
||
}
|
||
if (player && player->mo == mo)
|
||
{
|
||
if (mo->momx == 0)
|
||
player->momx = 0;
|
||
if (mo->momy == 0)
|
||
player->momy = 0;
|
||
}
|
||
steps = 0;
|
||
}
|
||
}
|
||
else if (mo->flags & MF_MISSILE)
|
||
{
|
||
AActor *BlockingMobj = mo->BlockingMobj;
|
||
steps = 0;
|
||
if (BlockingMobj)
|
||
{
|
||
if (mo->flags2 & MF2_BOUNCE2)
|
||
{
|
||
if (mo->flags5&MF5_BOUNCEONACTORS ||
|
||
(BlockingMobj->flags2 & MF2_REFLECTIVE) ||
|
||
((!BlockingMobj->player) &&
|
||
(!(BlockingMobj->flags3 & MF3_ISMONSTER))))
|
||
{
|
||
fixed_t speed;
|
||
|
||
angle = R_PointToAngle2 (BlockingMobj->x,
|
||
BlockingMobj->y, mo->x, mo->y)
|
||
+ANGLE_1*((pr_bounce()%16)-8);
|
||
speed = P_AproxDistance (mo->momx, mo->momy);
|
||
speed = FixedMul (speed, (fixed_t)(0.75*FRACUNIT));
|
||
mo->angle = angle;
|
||
angle >>= ANGLETOFINESHIFT;
|
||
mo->momx = FixedMul (speed, finecosine[angle]);
|
||
mo->momy = FixedMul (speed, finesine[angle]);
|
||
if (mo->SeeSound && !(mo->flags4&MF4_NOBOUNCESOUND))
|
||
{
|
||
S_SoundID (mo, CHAN_VOICE, mo->SeeSound, 1, ATTN_IDLE);
|
||
}
|
||
return;
|
||
}
|
||
else
|
||
{ // Struck a player/creature
|
||
P_ExplodeMissile (mo, NULL, BlockingMobj);
|
||
return;
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
// Struck a wall
|
||
if (P_BounceWall (mo))
|
||
{
|
||
if (mo->SeeSound && !(mo->flags3 & MF3_NOWALLBOUNCESND))
|
||
{
|
||
S_SoundID (mo, CHAN_VOICE, mo->SeeSound, 1, ATTN_IDLE);
|
||
}
|
||
return;
|
||
}
|
||
}
|
||
if (BlockingMobj &&
|
||
(BlockingMobj->flags2 & MF2_REFLECTIVE))
|
||
{
|
||
angle = R_PointToAngle2(BlockingMobj->x,
|
||
BlockingMobj->y,
|
||
mo->x, mo->y);
|
||
|
||
// Change angle for deflection/reflection
|
||
if (mo->AdjustReflectionAngle (BlockingMobj, angle))
|
||
{
|
||
goto explode;
|
||
}
|
||
|
||
// Reflect the missile along angle
|
||
mo->angle = angle;
|
||
angle >>= ANGLETOFINESHIFT;
|
||
mo->momx = FixedMul (mo->Speed>>1, finecosine[angle]);
|
||
mo->momy = FixedMul (mo->Speed>>1, finesine[angle]);
|
||
mo->momz = -mo->momz/2;
|
||
if (mo->flags2 & MF2_SEEKERMISSILE)
|
||
{
|
||
mo->tracer = mo->target;
|
||
}
|
||
mo->target = BlockingMobj;
|
||
return;
|
||
}
|
||
explode:
|
||
// explode a missile
|
||
if (tm.ceilingline &&
|
||
tm.ceilingline->backsector &&
|
||
tm.ceilingline->backsector->ceilingpic == skyflatnum &&
|
||
mo->z >= tm.ceilingline->backsector->ceilingplane.ZatPoint (mo->x, mo->y) && //killough
|
||
!(mo->flags3 & MF3_SKYEXPLODE))
|
||
{
|
||
// Hack to prevent missiles exploding against the sky.
|
||
// Does not handle sky floors.
|
||
mo->Destroy ();
|
||
return;
|
||
}
|
||
// [RH] Don't explode on horizon lines.
|
||
if (mo->BlockingLine != NULL && mo->BlockingLine->special == Line_Horizon)
|
||
{
|
||
mo->Destroy ();
|
||
return;
|
||
}
|
||
P_ExplodeMissile (mo, mo->BlockingLine, BlockingMobj);
|
||
return;
|
||
}
|
||
else
|
||
{
|
||
mo->momx = mo->momy = 0;
|
||
steps = 0;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
if (mo->x != ptryx || mo->y != ptryy)
|
||
{
|
||
// 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 startx and starty need to change.
|
||
if (mo->momx == 0 && mo->momy == 0)
|
||
{
|
||
step = steps;
|
||
}
|
||
else
|
||
{
|
||
startx = mo->x - Scale (xmove, step, steps);
|
||
starty = mo->y - Scale (ymove, step, steps);
|
||
}
|
||
}
|
||
}
|
||
} while (++step <= steps);
|
||
|
||
// Friction
|
||
|
||
if (player && player->mo == mo && player->cheats & CF_NOMOMENTUM)
|
||
{ // debug option for no sliding at all
|
||
mo->momx = mo->momy = 0;
|
||
player->momx = player->momy = 0;
|
||
return;
|
||
}
|
||
|
||
if (mo->flags & (MF_MISSILE | MF_SKULLFLY))
|
||
{ // no friction for missiles
|
||
return;
|
||
}
|
||
|
||
if (mo->z > mo->floorz && !(mo->flags2 & MF2_ONMOBJ) &&
|
||
(!(mo->flags2 & MF2_FLY) || !(mo->flags & MF_NOGRAVITY)) && !mo->waterlevel)
|
||
{ // [RH] Friction when falling is available for larger aircontrols
|
||
if (player != NULL && level.airfriction != FRACUNIT)
|
||
{
|
||
mo->momx = FixedMul (mo->momx, level.airfriction);
|
||
mo->momy = FixedMul (mo->momy, level.airfriction);
|
||
|
||
if (player->mo == mo) // Not voodoo dolls
|
||
{
|
||
player->momx = FixedMul (player->momx, level.airfriction);
|
||
player->momy = FixedMul (player->momy, level.airfriction);
|
||
}
|
||
}
|
||
return;
|
||
}
|
||
|
||
if (mo->flags & MF_CORPSE)
|
||
{ // Don't stop sliding if halfway off a step with some momentum
|
||
if (mo->momx > FRACUNIT/4 || mo->momx < -FRACUNIT/4
|
||
|| mo->momy > FRACUNIT/4 || mo->momy < -FRACUNIT/4)
|
||
{
|
||
if (mo->floorz > mo->Sector->floorplane.ZatPoint (mo->x, mo->y))
|
||
return;
|
||
}
|
||
}
|
||
|
||
// killough 11/98:
|
||
// Stop voodoo dolls that have come to rest, despite any
|
||
// moving corresponding player:
|
||
if (mo->momx > -STOPSPEED && mo->momx < STOPSPEED
|
||
&& mo->momy > -STOPSPEED && mo->momy < 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->momx = mo->momy = 0;
|
||
|
||
// killough 10/98: kill any bobbing momentum too (except in voodoo dolls)
|
||
if (player && player->mo == mo)
|
||
player->momx = player->momy = 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 momentum is no longer needed to reduce
|
||
// bobbing, so ice works much better now.
|
||
|
||
fixed_t friction = P_GetFriction (mo, NULL);
|
||
|
||
mo->momx = FixedMul (mo->momx, friction);
|
||
mo->momy = FixedMul (mo->momy, 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->momx = FixedMul (player->momx, ORIG_FRICTION);
|
||
player->momy = FixedMul (player->momy, ORIG_FRICTION);
|
||
}
|
||
}
|
||
}
|
||
|
||
// Move this to p_inter ***
|
||
void P_MonsterFallingDamage (AActor *mo)
|
||
{
|
||
int damage;
|
||
int mom;
|
||
|
||
if (!(level.flags&LEVEL_MONSTERFALLINGDAMAGE))
|
||
return;
|
||
if (mo->floorsector->Flags & SECF_NOFALLINGDAMAGE)
|
||
return;
|
||
|
||
mom = abs(mo->momz);
|
||
if (mom > 35*FRACUNIT)
|
||
{ // automatic death
|
||
damage = 1000000;
|
||
}
|
||
else
|
||
{
|
||
damage = ((mom - (23*FRACUNIT))*6)>>FRACBITS;
|
||
}
|
||
damage = 1000000; // always kill 'em
|
||
P_DamageMobj (mo, NULL, NULL, damage, NAME_Falling);
|
||
}
|
||
|
||
//
|
||
// P_ZMovement
|
||
//
|
||
void P_ZMovement (AActor *mo)
|
||
{
|
||
fixed_t dist;
|
||
fixed_t delta;
|
||
fixed_t oldz = mo->z;
|
||
|
||
//
|
||
// 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();
|
||
}
|
||
|
||
if (!(mo->flags2&MF2_FLOATBOB)) mo->z += mo->momz;
|
||
|
||
//
|
||
// apply gravity
|
||
//
|
||
if (mo->z > mo->floorz && !(mo->flags & MF_NOGRAVITY))
|
||
{
|
||
fixed_t startmomz = mo->momz;
|
||
|
||
if (!mo->waterlevel || mo->flags & MF_CORPSE || (mo->player &&
|
||
!(mo->player->cmd.ucmd.forwardmove | mo->player->cmd.ucmd.sidemove)))
|
||
{
|
||
mo->momz -= (fixed_t)(level.gravity * mo->Sector->gravity *
|
||
FIXED2FLOAT(mo->gravity) * 81.92);
|
||
}
|
||
if (mo->waterlevel > 1)
|
||
{
|
||
fixed_t sinkspeed = mo->flags & MF_CORPSE ? -WATER_SINK_SPEED/3 : -WATER_SINK_SPEED;
|
||
|
||
if (mo->momz < sinkspeed)
|
||
{
|
||
mo->momz = (startmomz < sinkspeed) ? startmomz : sinkspeed;
|
||
}
|
||
else
|
||
{
|
||
mo->momz = startmomz + ((mo->momz - startmomz) >>
|
||
(mo->waterlevel == 1 ? WATER_SINK_SMALL_FACTOR : WATER_SINK_FACTOR));
|
||
}
|
||
}
|
||
}
|
||
|
||
if (mo->flags2&MF2_FLOATBOB) mo->z += mo->momz;
|
||
|
||
//
|
||
// 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) && !(mo->flags & MF_INFLOAT))
|
||
{
|
||
dist = P_AproxDistance (mo->x - mo->target->x, mo->y - mo->target->y);
|
||
delta = (mo->target->z + (mo->height>>1)) - mo->z;
|
||
if (delta < 0 && dist < -(delta*3))
|
||
mo->z -= mo->FloatSpeed, mo->momz = 0;
|
||
else if (delta > 0 && dist < (delta*3))
|
||
mo->z += mo->FloatSpeed, mo->momz = 0;
|
||
}
|
||
}
|
||
if (mo->player && (mo->flags & MF_NOGRAVITY) && (mo->z > mo->floorz))
|
||
{
|
||
mo->z += finesine[(FINEANGLES/80*level.maptime)&FINEMASK]/8;
|
||
mo->momz = FixedMul (mo->momz, FRICTION_FLY);
|
||
}
|
||
if (mo->waterlevel && !(mo->flags & MF_NOGRAVITY))
|
||
{
|
||
mo->momz = FixedMul (mo->momz, mo->Sector->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->x, mo->y) == mo->floorz)
|
||
{ // [RH] Let the sector do something to the actor
|
||
mo->Sector->SecActTarget->TriggerAction (mo, SECSPAC_HitFloor);
|
||
}
|
||
// [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) &&
|
||
(gameinfo.gametype != GAME_Doom || !(mo->flags & MF_NOCLIP)))
|
||
{
|
||
mo->z = mo->floorz;
|
||
if (mo->flags2 & MF2_BOUNCETYPE)
|
||
{
|
||
mo->FloorBounceMissile (mo->floorsector->floorplane);
|
||
return;
|
||
}
|
||
else if (mo->flags3 & MF3_NOEXPLODEFLOOR)
|
||
{
|
||
mo->momz = 0;
|
||
P_HitFloor (mo);
|
||
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;
|
||
}
|
||
}
|
||
if (mo->flags3 & MF3_ISMONSTER) // Blasted mobj falling
|
||
{
|
||
if (mo->momz < -(23*FRACUNIT))
|
||
{
|
||
P_MonsterFallingDamage (mo);
|
||
}
|
||
}
|
||
mo->z = mo->floorz;
|
||
if (mo->momz < 0)
|
||
{
|
||
// [RH] avoid integer roundoff by doing comparisons with floats
|
||
// I can't think of any good reason why this varied with gravity
|
||
float minmom = 800.f /*level.gravity * mo->Sector->gravity*/ * -655.36f;
|
||
float mom = (float)mo->momz;
|
||
|
||
// Spawn splashes, etc.
|
||
P_HitFloor (mo);
|
||
if (mo->DamageType == NAME_Ice && mom < minmom)
|
||
{
|
||
mo->tics = 1;
|
||
mo->momx = 0;
|
||
mo->momy = 0;
|
||
mo->momz = 0;
|
||
return;
|
||
}
|
||
// Let the actor do something special for hitting the floor
|
||
mo->HitFloor ();
|
||
if (mo->player)
|
||
{
|
||
mo->player->jumpTics = 7; // delay any jumping for a short while
|
||
if (mom < minmom && !(mo->flags & MF_NOGRAVITY))
|
||
{
|
||
// Squat down.
|
||
// Decrease viewheight for a moment after hitting the ground (hard),
|
||
// and utter appropriate sound.
|
||
PlayerLandedOnThing (mo, NULL);
|
||
}
|
||
}
|
||
mo->momz = 0;
|
||
}
|
||
if (mo->flags & MF_SKULLFLY)
|
||
{ // The skull slammed into something
|
||
mo->momz = -mo->momz;
|
||
}
|
||
mo->Crash();
|
||
}
|
||
}
|
||
|
||
if (mo->flags2 & MF2_FLOORCLIP)
|
||
{
|
||
mo->AdjustFloorClip ();
|
||
}
|
||
|
||
if (mo->z + mo->height > mo->ceilingz)
|
||
{ // hit the ceiling
|
||
if ((!mo->player || !(mo->player->cheats & CF_PREDICTING)) &&
|
||
mo->Sector->SecActTarget != NULL &&
|
||
mo->Sector->ceilingplane.ZatPoint (mo->x, mo->y) == mo->ceilingz)
|
||
{ // [RH] Let the sector do something to the actor
|
||
mo->Sector->SecActTarget->TriggerAction (mo, SECSPAC_HitCeiling);
|
||
}
|
||
// [RH] Need to recheck this because the sector action might have
|
||
// teleported the actor so it is no longer above the ceiling.
|
||
if (mo->z + mo->height > mo->ceilingz)
|
||
{
|
||
mo->z = mo->ceilingz - mo->height;
|
||
if (mo->flags2 & MF2_BOUNCETYPE)
|
||
{ // ceiling bounce
|
||
mo->FloorBounceMissile (mo->ceilingsector->ceilingplane);
|
||
return;
|
||
}
|
||
if (mo->momz > 0)
|
||
mo->momz = 0;
|
||
if (mo->flags & MF_SKULLFLY)
|
||
{ // the skull slammed into something
|
||
mo->momz = -mo->momz;
|
||
}
|
||
if (mo->flags & MF_MISSILE &&
|
||
(gameinfo.gametype != GAME_Doom || !(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, fixed_t 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;
|
||
fixed_t waterz = hs->floorplane.ZatPoint (mo->x, mo->y);
|
||
fixed_t newz;
|
||
fixed_t viewheight;
|
||
|
||
if (mo->player != NULL)
|
||
{
|
||
viewheight = mo->player->viewheight;
|
||
}
|
||
else
|
||
{
|
||
viewheight = mo->height / 2;
|
||
}
|
||
|
||
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->x, mo->y);
|
||
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->momz>>3;
|
||
}
|
||
|
||
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->momz < (fixed_t)(800.f /*level.gravity * mo->Sector->gravity*/ * -983.04f) && mo->health > 0)
|
||
{
|
||
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)
|
||
{
|
||
fixed_t x, y, 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 if (info->flags2 & MF2_FLOATBOB)
|
||
z = mobj->SpawnPoint[2];
|
||
else
|
||
z = ONFLOORZ;
|
||
|
||
// spawn it
|
||
x = mobj->SpawnPoint[0];
|
||
y = mobj->SpawnPoint[1];
|
||
mo = Spawn (RUNTIME_TYPE(mobj), x, y, z, NO_REPLACE);
|
||
|
||
if (z == ONFLOORZ)
|
||
mo->z += mo->SpawnPoint[2];
|
||
else if (z == ONCEILINGZ)
|
||
mo->z -= mo->SpawnPoint[2];
|
||
|
||
// something is occupying its position?
|
||
if (!P_TestMobjLocation (mo))
|
||
{
|
||
//[GrafZahl] MF_COUNTKILL still needs to be checked here.
|
||
if (mo->CountsAsKill()) level.total_monsters--;
|
||
mo->Destroy ();
|
||
return; // no respawn
|
||
}
|
||
|
||
z = mo->z;
|
||
|
||
// inherit attributes from deceased one
|
||
mo->SpawnPoint[0] = mobj->SpawnPoint[0];
|
||
mo->SpawnPoint[1] = mobj->SpawnPoint[1];
|
||
mo->SpawnPoint[2] = mobj->SpawnPoint[2];
|
||
mo->SpawnAngle = mobj->SpawnAngle;
|
||
mo->SpawnFlags = mobj->SpawnFlags;
|
||
mo->angle = ANG45 * (mobj->SpawnAngle/45);
|
||
|
||
mo->HandleSpawnFlags ();
|
||
mo->reactiontime = 18;
|
||
mo->CopyFriendliness (mobj, false);
|
||
mo->Translation = mobj->Translation;
|
||
|
||
mo->skillrespawncount = mobj->skillrespawncount;
|
||
|
||
// spawn a teleport fog at old spot because of removal of the body?
|
||
mo = Spawn ("TeleportFog", mobj->x, mobj->y, mobj->z, ALLOW_REPLACE);
|
||
if (mo != NULL)
|
||
{
|
||
mo->z += TELEFOGHEIGHT;
|
||
}
|
||
|
||
// spawn a teleport fog at the new spot
|
||
mo = Spawn ("TeleportFog", x, y, z, ALLOW_REPLACE);
|
||
if (mo != NULL)
|
||
{
|
||
mo->z += TELEFOGHEIGHT;
|
||
}
|
||
|
||
// remove the old monster
|
||
mobj->Destroy ();
|
||
}
|
||
|
||
|
||
AActor *AActor::TIDHash[128];
|
||
|
||
//
|
||
// P_ClearTidHashes
|
||
//
|
||
// Clears the tid hashtable.
|
||
//
|
||
|
||
void AActor::ClearTIDHashes ()
|
||
{
|
||
int i;
|
||
|
||
for (i = 0; i < 128; i++)
|
||
TIDHash[i] = NULL;
|
||
}
|
||
|
||
//
|
||
// 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;
|
||
}
|
||
|
||
angle_t AActor::AngleIncrements ()
|
||
{
|
||
return ANGLE_45;
|
||
}
|
||
|
||
void AActor::PreExplode ()
|
||
{
|
||
}
|
||
|
||
void AActor::GetExplodeParms (int &damage, int &dist, bool &hurtSource)
|
||
{
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// 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 & 0xC0000000) == 0x40000000)
|
||
{
|
||
return EvalExpressionI (Damage & 0x3FFFFFFF, this);
|
||
}
|
||
if (Damage == 0)
|
||
{
|
||
return 0;
|
||
}
|
||
else if (mask == 0)
|
||
{
|
||
return add * Damage;
|
||
}
|
||
else
|
||
{
|
||
return ((pr_missiledamage() & mask) + add) * Damage;
|
||
}
|
||
}
|
||
|
||
void AActor::Howl ()
|
||
{
|
||
int howl = GetClass()->Meta.GetMetaInt(AMETA_HowlSound);
|
||
if (!S_IsActorPlayingSomething(this, CHAN_BODY, howl))
|
||
{
|
||
S_SoundID (this, CHAN_BODY, howl, 1, ATTN_NORM);
|
||
}
|
||
}
|
||
|
||
void AActor::NoBlockingSet ()
|
||
{
|
||
}
|
||
|
||
fixed_t AActor::GetSinkSpeed ()
|
||
{
|
||
return FRACUNIT;
|
||
}
|
||
|
||
fixed_t AActor::GetRaiseSpeed ()
|
||
{
|
||
return 2*FRACUNIT;
|
||
}
|
||
|
||
void AActor::HitFloor ()
|
||
{
|
||
}
|
||
|
||
bool AActor::Slam (AActor *thing)
|
||
{
|
||
flags &= ~MF_SKULLFLY;
|
||
momx = momy = momz = 0;
|
||
if (health > 0)
|
||
{
|
||
if (!(flags2 & MF2_DORMANT))
|
||
{
|
||
int dam = GetMissileDamage (7, 1);
|
||
P_DamageMobj (thing, this, this, dam, NAME_Melee);
|
||
P_TraceBleed (dam, thing, this);
|
||
if (SeeState != NULL) SetState (SeeState);
|
||
else SetIdle();
|
||
}
|
||
else
|
||
{
|
||
SetIdle();
|
||
tics = -1;
|
||
}
|
||
}
|
||
return false; // stop moving
|
||
}
|
||
|
||
bool AActor::SpecialBlastHandling (AActor *source, fixed_t strength)
|
||
{
|
||
return true;
|
||
}
|
||
|
||
int AActor::SpecialMissileHit (AActor *victim)
|
||
{
|
||
return -1;
|
||
}
|
||
|
||
bool AActor::AdjustReflectionAngle (AActor *thing, angle_t &angle)
|
||
{
|
||
if (flags2 & MF2_DONTREFLECT) return true;
|
||
|
||
// Change angle for reflection
|
||
if (thing->flags4&MF4_SHIELDREFLECT)
|
||
{
|
||
// Shield reflection (from the Centaur
|
||
if (abs (angle - thing->angle)>>24 > 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 += ANGLE_45;
|
||
else
|
||
angle -= ANGLE_45;
|
||
|
||
}
|
||
else if (thing->flags4&MF4_DEFLECT)
|
||
{
|
||
// deflect (like the Heresiarch)
|
||
if(pr_reflect() < 128)
|
||
angle += ANG45;
|
||
else
|
||
angle -= ANG45;
|
||
}
|
||
else
|
||
angle += ANGLE_1 * ((pr_reflect()%16)-8);
|
||
return false;
|
||
}
|
||
|
||
void AActor::PlayActiveSound ()
|
||
{
|
||
if (ActiveSound && !S_IsActorPlayingSomething (this, CHAN_VOICE, -1))
|
||
{
|
||
S_SoundID (this, CHAN_VOICE, ActiveSound, 1,
|
||
(flags3 & MF3_FULLVOLACTIVE) ? ATTN_NONE : ATTN_IDLE);
|
||
}
|
||
}
|
||
|
||
bool AActor::IsOkayToAttack (AActor *link)
|
||
{
|
||
if (player) // Minotaur looking around player
|
||
{
|
||
if ((link->flags3 & MF3_ISMONSTER) ||
|
||
(link->player && (link != this)))
|
||
{
|
||
if (!(link->flags&MF_SHOOTABLE))
|
||
{
|
||
return false;
|
||
}
|
||
if (link->flags2&MF2_DORMANT)
|
||
{
|
||
return false;
|
||
}
|
||
if ((link->IsKindOf (RUNTIME_CLASS(AMinotaur))) &&
|
||
(link->tracer == this))
|
||
{
|
||
return false;
|
||
}
|
||
if (multiplayer && !deathmatch && link->player)
|
||
{
|
||
return false;
|
||
}
|
||
if (P_CheckSight (this, link))
|
||
{
|
||
return true;
|
||
}
|
||
}
|
||
}
|
||
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);
|
||
}
|
||
|
||
//
|
||
// P_MobjThinker
|
||
//
|
||
void AActor::Tick ()
|
||
{
|
||
// [RH] Data for Heretic/Hexen scrolling sectors
|
||
static const BYTE HexenScrollDirs[8] = { 64, 0, 192, 128, 96, 32, 224, 160 };
|
||
static const BYTE HexenSpeedMuls[3] = { 5, 10, 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;
|
||
int i;
|
||
|
||
assert (state != NULL);
|
||
if (state == NULL)
|
||
{
|
||
Destroy();
|
||
return;
|
||
}
|
||
|
||
PrevX = x;
|
||
PrevY = y;
|
||
PrevZ = z;
|
||
|
||
if (flags5 & MF5_NOINTERACTION)
|
||
{
|
||
// only do the minimally necessary things here to save time.
|
||
UnlinkFromWorld ();
|
||
flags |= MF_NOBLOCKMAP;
|
||
x += momx;
|
||
y += momy;
|
||
z += momz;
|
||
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))
|
||
{
|
||
//Added by MC: Freeze mode.
|
||
if (bglobal.freeze && !(player && !player->isbot))
|
||
{
|
||
return;
|
||
}
|
||
|
||
// Apply freeze mode.
|
||
if (( level.flags & LEVEL_FROZEN ) && ( player == NULL || !( player->cheats & CF_TIMEFREEZE )))
|
||
{
|
||
return;
|
||
}
|
||
}
|
||
|
||
if (cl_rockettrails & 2)
|
||
{
|
||
if (effects & FX_ROCKET)
|
||
{
|
||
if (++smokecounter==4)
|
||
{
|
||
// add some smoke behind the rocket
|
||
smokecounter = 0;
|
||
AActor * th = Spawn("RocketSmokeTrail", x-momx, y-momy, z-momz, ALLOW_REPLACE);
|
||
if (th)
|
||
{
|
||
th->tics -= pr_rockettrail()&3;
|
||
if (th->tics < 1) th->tics = 1;
|
||
}
|
||
}
|
||
}
|
||
else if (effects & FX_GRENADE)
|
||
{
|
||
if (++smokecounter==8)
|
||
{
|
||
smokecounter = 0;
|
||
angle_t moveangle = R_PointToAngle2(0,0,momx,momy);
|
||
AActor * th = Spawn("GrenadeSmokeTrail",
|
||
x - FixedMul (finecosine[(moveangle)>>ANGLETOFINESHIFT], radius*2) + (pr_rockettrail()<<10),
|
||
y - FixedMul (finesine[(moveangle)>>ANGLETOFINESHIFT], radius*2) + (pr_rockettrail()<<10),
|
||
z - (height>>3) * (momz>>16) + (2*height)/3, ALLOW_REPLACE);
|
||
if (th)
|
||
{
|
||
th->tics -= pr_rockettrail()&3;
|
||
if (th->tics < 1) th->tics = 1;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
fixed_t 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 (abs (momz) < FRACUNIT/4)
|
||
{
|
||
momz = 0;
|
||
flags4 &= ~MF4_VFRICTION;
|
||
}
|
||
else
|
||
{
|
||
momz = FixedMul (momz, 0xe800);
|
||
}
|
||
}
|
||
}
|
||
|
||
// [RH] Pulse in and out of visibility
|
||
if (effects & FX_VISIBILITYPULSE)
|
||
{
|
||
if (visdir > 0)
|
||
{
|
||
alpha += 0x800;
|
||
if (alpha >= OPAQUE)
|
||
{
|
||
alpha = OPAQUE;
|
||
visdir = -1;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
alpha -= 0x800;
|
||
if (alpha <= TRANSLUC25)
|
||
{
|
||
alpha = TRANSLUC25;
|
||
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*FRACUNIT/TICRATE;
|
||
if (alpha > OPAQUE)
|
||
{
|
||
alpha = OPAQUE;
|
||
visdir = 0;
|
||
}
|
||
}
|
||
else if (visdir < 0)
|
||
{
|
||
alpha -= 3*FRACUNIT/TICRATE/2;
|
||
if (alpha < 0)
|
||
{
|
||
alpha = 0;
|
||
visdir = 0;
|
||
}
|
||
}
|
||
}
|
||
|
||
if (bglobal.botnum && consoleplayer == Net_Arbitrator && !demoplayback &&
|
||
(flags & (MF_SPECIAL|MF_MISSILE)) || (flags3 & MF3_ISMONSTER))
|
||
{
|
||
clock (BotSupportCycles);
|
||
bglobal.m_Thinking = true;
|
||
for (i = 0; i < MAXPLAYERS; i++)
|
||
{
|
||
if (!playeringame[i] || !players[i].isbot)
|
||
continue;
|
||
|
||
if (flags3 & MF3_ISMONSTER)
|
||
{
|
||
if (health > 0
|
||
&& !players[i].enemy
|
||
&& player ? !IsTeammate (players[i].mo) : true
|
||
&& P_AproxDistance (players[i].mo->x-x, players[i].mo->y-y) < MAX_MONSTER_TARGET_DIST
|
||
&& P_CheckSight (players[i].mo, this, 2))
|
||
{ //Probably a monster, so go kill it.
|
||
players[i].enemy = this;
|
||
}
|
||
}
|
||
else if (flags & MF_SPECIAL)
|
||
{ //Item pickup time
|
||
//clock (BotWTG);
|
||
bglobal.WhatToGet (players[i].mo, this);
|
||
//unclock (BotWTG);
|
||
BotWTG++;
|
||
}
|
||
else if (flags & MF_MISSILE)
|
||
{
|
||
if (!players[i].missile && (flags3 & MF3_WARNBOT))
|
||
{ //warn for incoming missiles.
|
||
if (target != players[i].mo && bglobal.Check_LOS (players[i].mo, this, ANGLE_90))
|
||
players[i].missile = this;
|
||
}
|
||
}
|
||
}
|
||
bglobal.m_Thinking = false;
|
||
unclock (BotSupportCycles);
|
||
}
|
||
|
||
//End of MC
|
||
|
||
// [RH] Consider carrying sectors here
|
||
fixed_t cummx = 0, cummy = 0;
|
||
if ((level.Scrolls != NULL || player != NULL) && !(flags & MF_NOCLIP) && !(flags & MF_NOSECTOR))
|
||
{
|
||
fixed_t 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)
|
||
{
|
||
const sector_t *sec = node->m_sector;
|
||
fixed_t scrollx, scrolly;
|
||
|
||
if (level.Scrolls != NULL)
|
||
{
|
||
const FSectorScrollValues *scroll = &level.Scrolls[sec - sectors];
|
||
scrollx = scroll->ScrollX;
|
||
scrolly = scroll->ScrollY;
|
||
}
|
||
else
|
||
{
|
||
scrollx = scrolly = 0;
|
||
}
|
||
|
||
if (player != NULL)
|
||
{
|
||
int scrolltype = sec->special & 0xff;
|
||
|
||
if (scrolltype >= Scroll_North_Slow &&
|
||
scrolltype <= Scroll_SouthWest_Fast)
|
||
{ // Hexen scroll special
|
||
scrolltype -= Scroll_North_Slow;
|
||
if (i_compatflags&COMPATF_RAVENSCROLL)
|
||
{
|
||
angle_t fineangle = HexenScrollDirs[scrolltype / 3] * 32;
|
||
fixed_t carryspeed = DivScale32 (HexenSpeedMuls[scrolltype % 3], 32*CARRYFACTOR);
|
||
scrollx += FixedMul (carryspeed, finecosine[fineangle]);
|
||
scrolly += FixedMul (carryspeed, finesine[fineangle]);
|
||
}
|
||
else
|
||
{
|
||
// Use speeds that actually match the scrolling textures!
|
||
scrollx -= HexenScrollies[scrolltype][0] << (FRACBITS-1);
|
||
scrolly += HexenScrollies[scrolltype][1] << (FRACBITS-1);
|
||
}
|
||
}
|
||
else if (scrolltype >= Carry_East5 &&
|
||
scrolltype <= Carry_West35)
|
||
{ // Heretic scroll special
|
||
scrolltype -= Carry_East5;
|
||
BYTE dir = HereticScrollDirs[scrolltype / 5];
|
||
fixed_t carryspeed = DivScale32 (HereticSpeedMuls[scrolltype % 5], 32*CARRYFACTOR);
|
||
if (scrolltype<=Carry_East35 && !(i_compatflags&COMPATF_RAVENSCROLL))
|
||
{
|
||
// Use speeds that actually match the scrolling textures!
|
||
carryspeed = (1 << ((scrolltype%5) + FRACBITS-1));
|
||
}
|
||
scrollx += carryspeed * ((dir & 3) - 1);
|
||
scrolly += carryspeed * (((dir & 12) >> 2) - 1);
|
||
}
|
||
else if (scrolltype == dScroll_EastLavaDamage)
|
||
{ // Special Heretic scroll special
|
||
if (i_compatflags&COMPATF_RAVENSCROLL)
|
||
{
|
||
scrollx += DivScale32 (28, 32*CARRYFACTOR);
|
||
}
|
||
else
|
||
{
|
||
// Use a speed that actually matches the scrolling texture!
|
||
scrollx += DivScale32 (12, 32*CARRYFACTOR);
|
||
}
|
||
}
|
||
else if (scrolltype == Scroll_StrifeCurrent)
|
||
{ // Strife scroll special
|
||
int anglespeed = sec->tag - 100;
|
||
fixed_t carryspeed = DivScale32 (anglespeed % 10, 16*CARRYFACTOR);
|
||
angle_t fineangle = (anglespeed / 10) << (32-3);
|
||
fineangle >>= ANGLETOFINESHIFT;
|
||
scrollx += FixedMul (carryspeed, finecosine[fineangle]);
|
||
scrolly += FixedMul (carryspeed, finesine[fineangle]);
|
||
}
|
||
}
|
||
|
||
if ((scrollx | scrolly) == 0)
|
||
{
|
||
continue;
|
||
}
|
||
if (flags & MF_NOGRAVITY &&
|
||
(sec->heightsec == NULL || (sec->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC)))
|
||
{
|
||
continue;
|
||
}
|
||
height = sec->floorplane.ZatPoint (x, y);
|
||
if (z > height)
|
||
{
|
||
if (sec->heightsec == NULL || (sec->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC))
|
||
{
|
||
continue;
|
||
}
|
||
|
||
waterheight = sec->heightsec->floorplane.ZatPoint (x, y);
|
||
if (waterheight > height && z >= waterheight)
|
||
{
|
||
continue;
|
||
}
|
||
}
|
||
|
||
cummx += scrollx;
|
||
cummy += scrolly;
|
||
if (scrollx) countx++;
|
||
if (scrolly) 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)
|
||
{
|
||
cummx /= countx;
|
||
}
|
||
if (county > 1)
|
||
{
|
||
cummy /= county;
|
||
}
|
||
}
|
||
}
|
||
|
||
// [RH] If standing on a steep slope, fall down it
|
||
if ((flags & MF_SOLID) && !(flags & (MF_NOCLIP|MF_NOGRAVITY)) &&
|
||
!(flags & MF_NOBLOCKMAP) &&
|
||
momz <= 0 &&
|
||
floorz == z)
|
||
{
|
||
const secplane_t * floorplane = &floorsector->floorplane;
|
||
if (floorplane->c < STEEPSLOPE &&
|
||
floorplane->ZatPoint (x, y) <= floorz)
|
||
{
|
||
const msecnode_t *node;
|
||
bool dopush = true;
|
||
|
||
if (floorplane->c > STEEPSLOPE*2/3)
|
||
{
|
||
for (node = touching_sectorlist; node; node = node->m_tnext)
|
||
{
|
||
const sector_t *sec = node->m_sector;
|
||
if (sec->floorplane.c >= STEEPSLOPE)
|
||
{
|
||
if (floorplane->ZatPoint (x, y) >= z - MaxStepHeight)
|
||
{
|
||
dopush = false;
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
if (dopush)
|
||
{
|
||
momx += floorplane->a;
|
||
momy += floorplane->b;
|
||
}
|
||
}
|
||
}
|
||
|
||
// [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.
|
||
if ((flags & MF_MISSILE) && (momx|momy) == 0 && Damage != 0)
|
||
{
|
||
momx = 1;
|
||
}
|
||
|
||
// Handle X and Y momemtums
|
||
BlockingMobj = NULL;
|
||
P_XYMovement (this, cummx, cummy);
|
||
if (ObjectFlags & OF_EuthanizeMe)
|
||
{ // actor was destroyed
|
||
return;
|
||
}
|
||
if ((momx | momy) == 0 && (flags2 & MF2_BLASTED))
|
||
{ // Reset to not blasted when momentums are gone
|
||
flags2 &= ~MF2_BLASTED;
|
||
}
|
||
|
||
if (flags2 & MF2_FLOATBOB)
|
||
{ // Floating item bobbing motion
|
||
z += FloatBobDiffs[(FloatBobPhase + level.maptime) & 63];
|
||
}
|
||
if (momz || BlockingMobj ||
|
||
(z != floorz && (!(flags2 & MF2_FLOATBOB) ||
|
||
(z - FloatBobOffsets[(FloatBobPhase + level.maptime) & 63] != floorz)
|
||
)))
|
||
{ // Handle Z momentum and gravity
|
||
if (((flags2 & MF2_PASSMOBJ) || (flags & MF_SPECIAL)) && !(i_compatflags & COMPATF_NO_PASSMOBJ))
|
||
{
|
||
if (!(onmo = P_CheckOnmobj (this)))
|
||
{
|
||
P_ZMovement (this);
|
||
flags2 &= ~MF2_ONMOBJ;
|
||
}
|
||
else
|
||
{
|
||
if (player)
|
||
{
|
||
if (momz < (fixed_t)(level.gravity * Sector->gravity * -655.36f)
|
||
&& !(flags&MF_NOGRAVITY))
|
||
{
|
||
PlayerLandedOnThing (this, onmo);
|
||
}
|
||
}
|
||
if (onmo->z + onmo->height - z <= MaxStepHeight)
|
||
{
|
||
if (player && player->mo == this)
|
||
{
|
||
player->viewheight -= onmo->z + onmo->height - z;
|
||
fixed_t deltaview = player->GetDeltaViewHeight();
|
||
if (deltaview > player->deltaviewheight)
|
||
{
|
||
player->deltaviewheight = deltaview;
|
||
}
|
||
}
|
||
z = onmo->z + onmo->height;
|
||
}
|
||
flags2 |= MF2_ONMOBJ;
|
||
momz = 0;
|
||
Crash();
|
||
}
|
||
}
|
||
else
|
||
{
|
||
P_ZMovement (this);
|
||
}
|
||
|
||
if (ObjectFlags & OF_EuthanizeMe)
|
||
return; // actor was destroyed
|
||
}
|
||
else if (z <= floorz)
|
||
{
|
||
Crash();
|
||
}
|
||
|
||
UpdateWaterLevel (oldz);
|
||
|
||
// [RH] Don't advance if predicting a player
|
||
if (player && (player->cheats & CF_PREDICTING))
|
||
{
|
||
return;
|
||
}
|
||
}
|
||
|
||
// cycle through states, calling action functions at transitions
|
||
if (tics != -1)
|
||
{
|
||
tics--;
|
||
|
||
// you can cycle through multiple states in a tic
|
||
// [RH] Use <= 0 instead of == 0 so that spawnstates
|
||
// of 0 tics work as expected.
|
||
if (tics <= 0)
|
||
{
|
||
assert (state != NULL);
|
||
if (state == NULL)
|
||
{
|
||
Destroy();
|
||
return;
|
||
}
|
||
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::UpdateWaterLevel
|
||
//
|
||
// Returns true if actor should splash
|
||
//
|
||
//==========================================================================
|
||
|
||
bool AActor::UpdateWaterLevel (fixed_t oldz, bool dosplash)
|
||
{
|
||
BYTE lastwaterlevel = waterlevel;
|
||
fixed_t fh=FIXED_MIN;
|
||
bool reset=false;
|
||
|
||
waterlevel = 0;
|
||
|
||
if (Sector == NULL)
|
||
{
|
||
return false;
|
||
}
|
||
|
||
if (Sector->MoreFlags & SECF_UNDERWATERMASK)
|
||
{
|
||
waterlevel = 3;
|
||
}
|
||
else
|
||
{
|
||
const sector_t *hsec = Sector->heightsec;
|
||
if (hsec != NULL && !(hsec->MoreFlags & SECF_IGNOREHEIGHTSEC))
|
||
{
|
||
fh = hsec->floorplane.ZatPoint (x, y);
|
||
//if (hsec->MoreFlags & SECF_UNDERWATERMASK) // also check Boom-style non-swimmable sectors!
|
||
{
|
||
if (z < fh)
|
||
{
|
||
waterlevel = 1;
|
||
if (z + height/2 < fh)
|
||
{
|
||
waterlevel = 2;
|
||
if ((player && z + player->viewheight <= fh) ||
|
||
(z + height <= fh))
|
||
{
|
||
waterlevel = 3;
|
||
}
|
||
}
|
||
}
|
||
else if (z + height > hsec->ceilingplane.ZatPoint (x, y))
|
||
{
|
||
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;
|
||
}
|
||
}
|
||
|
||
|
||
// some additional checks to make deep sectors <20> la Boom splash without setting
|
||
// the water flags.
|
||
if (boomwaterlevel == 0 && waterlevel != 0 && dosplash) P_HitWater(this, Sector, fh);
|
||
boomwaterlevel=waterlevel;
|
||
if (reset) waterlevel=lastwaterlevel;
|
||
return false; // we did the splash ourselves! ;)
|
||
}
|
||
|
||
//----------------------------------------------------------------------------
|
||
//
|
||
// PROC A_FreeTargMobj
|
||
//
|
||
//----------------------------------------------------------------------------
|
||
|
||
void A_FreeTargMobj (AActor *mo)
|
||
{
|
||
mo->momx = mo->momy = mo->momz = 0;
|
||
mo->z = mo->ceilingz + 4*FRACUNIT;
|
||
mo->flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SKULLFLY|MF_SOLID);
|
||
mo->flags |= MF_CORPSE|MF_DROPOFF|MF_NOGRAVITY;
|
||
mo->flags2 &= ~MF2_PASSMOBJ;
|
||
mo->gravity = FRACUNIT;
|
||
mo->player = NULL;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// A_GenericFreezeDeath
|
||
//
|
||
//==========================================================================
|
||
|
||
void A_GenericFreezeDeath (AActor *actor)
|
||
{
|
||
actor->Translation = TRANSLATION(TRANSLATION_Standard, 7);
|
||
A_FreezeDeath (actor);
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// AActor stuff
|
||
//
|
||
//==========================================================================
|
||
|
||
FState AActor::States[] =
|
||
{
|
||
S_NORMAL (TNT1, 'A', -1, NULL, NULL),
|
||
S_NORMAL (TNT1, 'E', 1050, A_FreeTargMobj, NULL),
|
||
S_NORMAL (TNT1, 'A', 1, NULL, NULL), // S_NULL
|
||
|
||
// Generic freeze death frames. Woo!
|
||
S_NORMAL (----, 'A', 5, A_GenericFreezeDeath, &States[4]),
|
||
S_NORMAL (----, 'A', 1, A_FreezeDeathChunks, &States[4])
|
||
};
|
||
|
||
BEGIN_DEFAULTS (AActor, Any, -1, 0)
|
||
PROP_XScale (FRACUNIT)
|
||
PROP_YScale (FRACUNIT)
|
||
PROP_SpawnState (2)
|
||
PROP_SpawnHealth (1000)
|
||
PROP_ReactionTime (8)
|
||
PROP_RadiusFixed (20)
|
||
PROP_HeightFixed (16)
|
||
PROP_Mass (100)
|
||
PROP_RenderStyle (STYLE_Normal)
|
||
PROP_Alpha (FRACUNIT)
|
||
PROP_MinMissileChance (200)
|
||
PROP_MeleeRange(44) // MELEERANGE(64) - 20
|
||
PROP_MaxDropOffHeight(24)
|
||
PROP_MaxStepHeight(24)
|
||
PROP_BounceFactor(FRACUNIT*7/10)
|
||
PROP_BounceCount(-1)
|
||
PROP_FloatSpeed(4)
|
||
PROP_Gravity(FRACUNIT)
|
||
END_DEFAULTS
|
||
|
||
//==========================================================================
|
||
//
|
||
// P_SpawnMobj
|
||
//
|
||
//==========================================================================
|
||
|
||
AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t iz, replace_t allowreplacement)
|
||
{
|
||
if (type == NULL)
|
||
{
|
||
I_Error ("Tried to spawn a class-less actor\n");
|
||
}
|
||
|
||
if (type->ActorInfo == NULL)
|
||
{
|
||
I_Error ("%s is not an actor\n", type->TypeName.GetChars());
|
||
}
|
||
|
||
if (allowreplacement)
|
||
type = type->ActorInfo->GetReplacement()->Class;
|
||
|
||
|
||
AActor *actor;
|
||
|
||
actor = static_cast<AActor *>(const_cast<PClass *>(type)->CreateNew ());
|
||
|
||
actor->x = actor->PrevX = ix;
|
||
actor->y = actor->PrevY = iy;
|
||
actor->z = actor->PrevZ = iz;
|
||
actor->picnum = 0xffff;
|
||
|
||
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.index;
|
||
actor->frame = st->GetFrame();
|
||
actor->renderflags = (actor->renderflags & ~RF_FULLBRIGHT) | st->GetFullbright();
|
||
actor->touching_sectorlist = NULL; // NULL head of sector list // phares 3/13/98
|
||
if (G_SkillProperty(SKILLP_FastMonsters))
|
||
actor->Speed = actor->GetClass()->Meta.GetMetaFixed(AMETA_FastSpeed, actor->Speed);
|
||
|
||
// set subsector and/or block links
|
||
actor->LinkToWorld (SpawningMapThing);
|
||
if (SpawningMapThing || !type->IsDescendantOf (RUNTIME_CLASS(APlayerPawn)))
|
||
{
|
||
actor->dropoffz = // killough 11/98: for tracking dropoffs
|
||
actor->floorz = actor->Sector->floorplane.ZatPoint (ix, iy);
|
||
actor->ceilingz = actor->Sector->ceilingplane.ZatPoint (ix, iy);
|
||
actor->floorsector = actor->Sector;
|
||
actor->floorpic = actor->floorsector->floorpic;
|
||
actor->ceilingsector = actor->Sector;
|
||
actor->ceilingpic = actor->ceilingsector->ceilingpic;
|
||
}
|
||
else if (!(actor->flags5 & MF5_NOINTERACTION))
|
||
{
|
||
P_FindFloorCeiling (actor);
|
||
}
|
||
else
|
||
{
|
||
actor->floorz = FIXED_MIN;
|
||
actor->dropoffz = FIXED_MIN;
|
||
actor->ceilingz = FIXED_MAX;
|
||
actor->floorpic = 0;
|
||
actor->floorsector = actor->Sector;
|
||
actor->ceilingpic = 0;
|
||
actor->ceilingsector = actor->Sector;
|
||
}
|
||
|
||
actor->SpawnPoint[0] = ix;
|
||
actor->SpawnPoint[1] = iy;
|
||
|
||
if (iz == ONFLOORZ)
|
||
{
|
||
actor->z = actor->floorz;
|
||
}
|
||
else if (iz == ONCEILINGZ)
|
||
{
|
||
actor->z = actor->ceilingz - actor->height;
|
||
}
|
||
else if (iz == FLOATRANDZ)
|
||
{
|
||
fixed_t space = actor->ceilingz - actor->height - actor->floorz;
|
||
if (space > 48*FRACUNIT)
|
||
{
|
||
space -= 40*FRACUNIT;
|
||
actor->z = MulScale8 (space, rng()) + actor->floorz + 40*FRACUNIT;
|
||
}
|
||
else
|
||
{
|
||
actor->z = actor->floorz;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
actor->SpawnPoint[2] = (actor->z - actor->floorz);
|
||
}
|
||
|
||
if (actor->flags2 & MF2_FLOATBOB)
|
||
{ // Prime the bobber
|
||
actor->FloatBobPhase = rng();
|
||
actor->z += FloatBobOffsets[(actor->FloatBobPhase + level.maptime - 1) & 63];
|
||
}
|
||
if (actor->flags2 & MF2_FLOORCLIP)
|
||
{
|
||
actor->AdjustFloorClip ();
|
||
}
|
||
else
|
||
{
|
||
actor->floorclip = 0;
|
||
}
|
||
actor->UpdateWaterLevel (actor->z, 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++;
|
||
}
|
||
return actor;
|
||
}
|
||
|
||
AActor *Spawn (const char *type, fixed_t x, fixed_t y, fixed_t z, replace_t allowreplacement)
|
||
{
|
||
const PClass *cls = PClass::FindClass(type);
|
||
if (cls == NULL)
|
||
{
|
||
I_Error("Attempt to spawn actor of unknown type '%s'\n", type);
|
||
}
|
||
return AActor::StaticSpawn (cls, x, y, z, allowreplacement);
|
||
}
|
||
|
||
void AActor::LevelSpawned ()
|
||
{
|
||
if (tics > 0 && !(flags4 & MF4_SYNCHRONIZED))
|
||
tics = 1 + (pr_spawnmapthing() % tics);
|
||
angle_t incs = AngleIncrements ();
|
||
angle -= angle % incs;
|
||
flags &= ~MF_DROPPED; // [RH] clear MF_DROPPED flag
|
||
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 = TRANSLUC25;
|
||
}
|
||
else if (SpawnFlags & MTF_ALTSHADOW)
|
||
{
|
||
RenderStyle = STYLE_None;
|
||
}
|
||
}
|
||
|
||
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);
|
||
}
|
||
}
|
||
|
||
bool AActor::isFast()
|
||
{
|
||
if (flags5&MF5_ALWAYSFAST) return true;
|
||
if (flags5&MF5_NEVERFAST) return false;
|
||
return !!G_SkillProperty(SKILLP_FastMonsters);
|
||
}
|
||
|
||
void AActor::Activate (AActor *activator)
|
||
{
|
||
if ((flags3 & MF3_ISMONSTER) && (health > 0 || (flags & MF_ICECORPSE)))
|
||
{
|
||
if (flags2 & MF2_DORMANT)
|
||
{
|
||
flags2 &= ~MF2_DORMANT;
|
||
tics = 1;
|
||
}
|
||
}
|
||
}
|
||
|
||
void AActor::Deactivate (AActor *activator)
|
||
{
|
||
if ((flags3 & MF3_ISMONSTER) && (health > 0 || (flags & MF_ICECORPSE)))
|
||
{
|
||
if (!(flags2 & MF2_DORMANT))
|
||
{
|
||
flags2 |= MF2_DORMANT;
|
||
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;
|
||
}
|
||
|
||
fixed_t oldclip = floorclip;
|
||
fixed_t shallowestclip = FIXED_MAX;
|
||
const msecnode_t *m;
|
||
|
||
// [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)
|
||
{
|
||
if ((m->m_sector->heightsec == NULL ||
|
||
m->m_sector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) &&
|
||
m->m_sector->floorplane.ZatPoint (x, y) == z)
|
||
{
|
||
fixed_t clip = Terrains[TerrainTypes[m->m_sector->floorpic]].FootClip;
|
||
if (clip < shallowestclip)
|
||
{
|
||
shallowestclip = clip;
|
||
}
|
||
}
|
||
}
|
||
if (shallowestclip == FIXED_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 (FMapThing *mthing, bool tempplayer)
|
||
{
|
||
int playernum;
|
||
player_t *p;
|
||
APlayerPawn *mobj, *oldactor;
|
||
BYTE state;
|
||
fixed_t spawn_x, spawn_y;
|
||
angle_t spawn_angle;
|
||
|
||
// [RH] Things 4001-? are also multiplayer starts. Just like 1-4.
|
||
// To make things simpler, figure out which player is being
|
||
// spawned here.
|
||
if (mthing->type <= 4 || gameinfo.gametype == GAME_Strife) // don't forget Strife's starts 5-8 here!
|
||
{
|
||
playernum = mthing->type - 1;
|
||
}
|
||
else if (gameinfo.gametype != GAME_Hexen)
|
||
{
|
||
playernum = mthing->type - 4001 + 4;
|
||
}
|
||
else
|
||
{
|
||
playernum = mthing->type - 9100 + 4;
|
||
}
|
||
|
||
// not playing?
|
||
if (playernum >= MAXPLAYERS || !playeringame[playernum])
|
||
return NULL;
|
||
|
||
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.PlayerClass;
|
||
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 ))
|
||
{
|
||
spawn_x = p->mo->x;
|
||
spawn_y = p->mo->y;
|
||
spawn_angle = p->mo->angle;
|
||
}
|
||
else
|
||
{
|
||
spawn_x = mthing->x;
|
||
spawn_y = mthing->y;
|
||
spawn_angle = ANG45 * (mthing->angle/45);
|
||
}
|
||
|
||
mobj = static_cast<APlayerPawn *>
|
||
(Spawn (p->cls, spawn_x, spawn_y, ONFLOORZ, NO_REPLACE));
|
||
|
||
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 && !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.skin = R_FindSkin (skins[p->userinfo.skin].name, p->CurrentPlayerClass);
|
||
StatusBar->SetFace (&skins[p->userinfo.skin]);
|
||
|
||
// [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->angle = spawn_angle;
|
||
mobj->pitch = mobj->roll = 0;
|
||
mobj->health = p->health;
|
||
|
||
//Added by MC: Identification (number in the players[MAXPLAYERS] array)
|
||
mobj->id = playernum;
|
||
|
||
// [RH] Set player sprite based on skin
|
||
mobj->sprite = skins[p->userinfo.skin].sprite;
|
||
mobj->scaleX = skins[p->userinfo.skin].ScaleX;
|
||
mobj->scaleY = skins[p->userinfo.skin].ScaleY;
|
||
|
||
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 = 0;
|
||
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();
|
||
p->Uncrouch();
|
||
|
||
p->momx = p->momy = 0; // killough 10/98: initialize bobbing to 0.
|
||
|
||
if (players[consoleplayer].camera == oldactor)
|
||
{
|
||
players[consoleplayer].camera = mobj;
|
||
}
|
||
|
||
// [RH] Allow chasecam for demo watching
|
||
if ((demoplayback || demonew) && chasedemo)
|
||
p->cheats = CF_CHASECAM;
|
||
|
||
// setup gun psprite
|
||
if (!tempplayer)
|
||
{
|
||
// This can also start a script so don't do it for
|
||
// the dummy player.
|
||
P_SetupPsprites (p);
|
||
}
|
||
|
||
if (deathmatch)
|
||
{ // Give all cards in death match mode.
|
||
p->mo->GiveDeathmatchInventory ();
|
||
}
|
||
else if ((multiplayer || (level.flags & LEVEL_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();
|
||
}
|
||
|
||
if (StatusBar != NULL && (playernum == consoleplayer || StatusBar->GetPlayer() == playernum))
|
||
{
|
||
StatusBar->AttachToPlayer (p);
|
||
}
|
||
|
||
if (multiplayer)
|
||
{
|
||
unsigned an = ( ANG45 * (mthing->angle/45) ) >> ANGLETOFINESHIFT;
|
||
Spawn ("TeleportFog", mobj->x+20*finecosine[an], mobj->y+20*finesine[an], mobj->z + 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->z + mobj->height > mobj->ceilingz)
|
||
{
|
||
mobj->z = mobj->ceilingz - mobj->height;
|
||
}
|
||
|
||
// [RH] If someone is in the way, kill them
|
||
P_PlayerStartStomp (mobj);
|
||
|
||
// [BC] Do script stuff
|
||
if (!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)
|
||
{
|
||
const PClass *i;
|
||
int mask;
|
||
AActor *mobj;
|
||
fixed_t x, y, z;
|
||
|
||
if (mthing->type == 0 || mthing->type == -1)
|
||
return NULL;
|
||
|
||
// count deathmatch start positions
|
||
if (mthing->type == 11)
|
||
{
|
||
deathmatchstarts.Push (*mthing);
|
||
return NULL;
|
||
}
|
||
|
||
// Convert Strife starts to Hexen-style starts
|
||
if (gameinfo.gametype == GAME_Strife && mthing->type >= 118 && mthing->type <= 127)
|
||
{
|
||
mthing->args[0] = mthing->type - 117;
|
||
mthing->type = 1;
|
||
}
|
||
|
||
// [RH] Record polyobject-related things
|
||
if (gameinfo.gametype == GAME_Hexen)
|
||
{
|
||
switch (mthing->type)
|
||
{
|
||
case PO_HEX_ANCHOR_TYPE:
|
||
mthing->type = PO_ANCHOR_TYPE;
|
||
break;
|
||
case PO_HEX_SPAWN_TYPE:
|
||
mthing->type = PO_SPAWN_TYPE;
|
||
break;
|
||
case PO_HEX_SPAWNCRUSH_TYPE:
|
||
mthing->type = PO_SPAWNCRUSH_TYPE;
|
||
break;
|
||
}
|
||
}
|
||
|
||
if (mthing->type == PO_ANCHOR_TYPE ||
|
||
mthing->type == PO_SPAWN_TYPE ||
|
||
mthing->type == PO_SPAWNCRUSH_TYPE ||
|
||
mthing->type == PO_SPAWNHURT_TYPE)
|
||
{
|
||
polyspawns_t *polyspawn = new polyspawns_t;
|
||
polyspawn->next = polyspawns;
|
||
polyspawn->x = mthing->x;
|
||
polyspawn->y = mthing->y;
|
||
polyspawn->angle = mthing->angle;
|
||
polyspawn->type = mthing->type;
|
||
polyspawns = polyspawn;
|
||
if (mthing->type != PO_ANCHOR_TYPE)
|
||
po_NumPolyobjs++;
|
||
return NULL;
|
||
}
|
||
|
||
// check for players specially
|
||
int pnum = -1;
|
||
|
||
if (mthing->type <= 4 && mthing->type > 0)
|
||
{
|
||
pnum = mthing->type - 1;
|
||
}
|
||
else
|
||
{
|
||
const int base = (gameinfo.gametype == GAME_Strife) ? 5 :
|
||
(gameinfo.gametype == GAME_Hexen) ? 9100 : 4001;
|
||
|
||
if (mthing->type >= base && mthing->type < base + MAXPLAYERS - 4)
|
||
{
|
||
pnum = mthing->type - base + 4;
|
||
}
|
||
}
|
||
|
||
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->flags & 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
|
||
playerstarts[pnum] = *mthing;
|
||
if (!deathmatch)
|
||
return P_SpawnPlayer (mthing);
|
||
|
||
return NULL;
|
||
}
|
||
|
||
// [RH] sound sequence overriders
|
||
if (mthing->type >= 1400 && mthing->type < 1410)
|
||
{
|
||
P_PointInSector (mthing->x, mthing->y)->seqType = mthing->type - 1400;
|
||
return NULL;
|
||
}
|
||
else if (mthing->type == 1411)
|
||
{
|
||
int type;
|
||
|
||
if (mthing->args[0] == 255)
|
||
type = -1;
|
||
else
|
||
type = mthing->args[0];
|
||
|
||
if (type > 63)
|
||
{
|
||
Printf ("Sound sequence %d out of range\n", type);
|
||
}
|
||
else
|
||
{
|
||
P_PointInSector (mthing->x, mthing->y)->seqType = type;
|
||
}
|
||
return NULL;
|
||
}
|
||
|
||
// [RH] Determine if it is an old ambient thing, and if so,
|
||
// map it to MT_AMBIENT with the proper parameter.
|
||
if (mthing->type >= 14001 && mthing->type <= 14064)
|
||
{
|
||
mthing->args[0] = mthing->type - 14000;
|
||
mthing->type = 14065;
|
||
i = RUNTIME_CLASS(AAmbientSound);
|
||
}
|
||
else
|
||
{
|
||
// find which type to spawn
|
||
i = DoomEdMap.FindType (mthing->type);
|
||
}
|
||
|
||
if (i == NULL)
|
||
{
|
||
// [RH] Don't die if the map tries to spawn an unknown thing
|
||
Printf ("Unknown type %i at (%i, %i)\n",
|
||
mthing->type,
|
||
mthing->x>>FRACBITS, mthing->y>>FRACBITS);
|
||
i = PClass::FindClass("Unknown");
|
||
}
|
||
// [RH] If the thing's corresponding sprite has no frames, also map
|
||
// it to the unknown thing.
|
||
else
|
||
{
|
||
// Handle decorate replacements explicitly here
|
||
// to check for missing frames in the replacement object.
|
||
i = i->ActorInfo->GetReplacement()->Class;
|
||
|
||
const AActor *defaults = GetDefaultByType (i);
|
||
if (defaults->SpawnState == NULL ||
|
||
sprites[defaults->SpawnState->sprite.index].numframes == 0)
|
||
{
|
||
Printf ("%s at (%i, %i) has no frames\n",
|
||
i->TypeName.GetChars(), mthing->x>>FRACBITS, mthing->y>>FRACBITS);
|
||
i = PClass::FindClass("Unknown");
|
||
}
|
||
}
|
||
|
||
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 (i->IsDescendantOf (RUNTIME_CLASS(AWeapon)))
|
||
{
|
||
if ((mthing->flags & (MTF_DEATHMATCH|MTF_SINGLE)) == MTF_DEATHMATCH)
|
||
return NULL;
|
||
}
|
||
}
|
||
|
||
// don't spawn any monsters if -nomonsters
|
||
if (((level.flags & LEVEL_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
|
||
x = mthing->x;
|
||
y = mthing->y;
|
||
|
||
if (info->flags & MF_SPAWNCEILING)
|
||
z = ONCEILINGZ;
|
||
else if (info->flags2 & MF2_SPAWNFLOAT)
|
||
z = FLOATRANDZ;
|
||
else
|
||
z = ONFLOORZ;
|
||
|
||
SpawningMapThing = true;
|
||
mobj = Spawn (i, x, y, z, NO_REPLACE);
|
||
SpawningMapThing = false;
|
||
|
||
if (z == ONFLOORZ)
|
||
mobj->z += mthing->z;
|
||
else if (z == ONCEILINGZ)
|
||
mobj->z -= mthing->z;
|
||
|
||
mobj->SpawnPoint[0] = mthing->x;
|
||
mobj->SpawnPoint[1] = mthing->y;
|
||
mobj->SpawnPoint[2] = mthing->z;
|
||
mobj->SpawnAngle = mthing->angle;
|
||
mobj->SpawnFlags = mthing->flags;
|
||
|
||
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->angle = (DWORD)((mthing->angle * UCONST64(0x100000000)) / 360);
|
||
mobj->BeginPlay ();
|
||
if (!(mobj->ObjectFlags & OF_EuthanizeMe))
|
||
{
|
||
mobj->LevelSpawned ();
|
||
}
|
||
return mobj;
|
||
}
|
||
|
||
|
||
|
||
//
|
||
// GAME SPAWN FUNCTIONS
|
||
//
|
||
|
||
|
||
//
|
||
// P_SpawnPuff
|
||
//
|
||
|
||
AActor *P_SpawnPuff (const PClass *pufftype, fixed_t x, fixed_t y, fixed_t z, angle_t dir, int updown, int flags)
|
||
{
|
||
AActor *puff;
|
||
|
||
z += pr_spawnpuff.Random2 () << 10;
|
||
|
||
puff = Spawn (pufftype, x, y, z, ALLOW_REPLACE);
|
||
|
||
// 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_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, x, y, z, dir, updown, 1);
|
||
puff->renderflags |= RF_INVISIBLE;
|
||
}
|
||
|
||
if ((flags & PF_HITTHING) && puff->SeeSound)
|
||
{ // Hit thing sound
|
||
S_SoundID (puff, CHAN_BODY, puff->SeeSound, 1, ATTN_NORM);
|
||
}
|
||
else if (puff->AttackSound)
|
||
{
|
||
S_SoundID (puff, CHAN_BODY, puff->AttackSound, 1, ATTN_NORM);
|
||
}
|
||
}
|
||
|
||
return puff;
|
||
}
|
||
|
||
|
||
|
||
//---------------------------------------------------------------------------
|
||
//
|
||
// P_SpawnBlood
|
||
//
|
||
//---------------------------------------------------------------------------
|
||
|
||
void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, angle_t dir, int damage, AActor *originator)
|
||
{
|
||
AActor *th;
|
||
PalEntry bloodcolor = (PalEntry)originator->GetClass()->Meta.GetMetaInt(AMETA_BloodColor);
|
||
const PClass *bloodcls = PClass::FindClass((ENamedName)originator->GetClass()->Meta.GetMetaInt(AMETA_BloodType, NAME_Blood));
|
||
|
||
if (bloodcls!=NULL && cl_bloodtype <= 1)
|
||
{
|
||
z += pr_spawnblood.Random2 () << 10;
|
||
th = Spawn (bloodcls, x, y, z, ALLOW_REPLACE);
|
||
th->momz = FRACUNIT*2;
|
||
th->angle = dir;
|
||
if (gameinfo.gametype == GAME_Doom)
|
||
{
|
||
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_DoomStrife)
|
||
{
|
||
if (gameinfo.gametype == GAME_Strife)
|
||
{
|
||
if (damage > 13)
|
||
{
|
||
FState *state = th->FindState(NAME_Spray);
|
||
if (state != NULL) th->SetState (state);
|
||
}
|
||
else damage+=2;
|
||
}
|
||
if (damage <= 12 && damage >= 9)
|
||
{
|
||
th->SetState (th->SpawnState + 1);
|
||
}
|
||
else if (damage < 9)
|
||
{
|
||
th->SetState (th->SpawnState + 2);
|
||
}
|
||
}
|
||
}
|
||
|
||
if (cl_bloodtype >= 1)
|
||
P_DrawSplash2 (40, x, y, z, dir, 2, bloodcolor);
|
||
}
|
||
|
||
//---------------------------------------------------------------------------
|
||
//
|
||
// PROC P_BloodSplatter
|
||
//
|
||
//---------------------------------------------------------------------------
|
||
|
||
void P_BloodSplatter (fixed_t x, fixed_t y, fixed_t z, AActor *originator)
|
||
{
|
||
PalEntry bloodcolor = (PalEntry)originator->GetClass()->Meta.GetMetaInt(AMETA_BloodColor);
|
||
const PClass *bloodcls = PClass::FindClass((ENamedName)originator->GetClass()->Meta.GetMetaInt(AMETA_BloodType2, NAME_BloodSplatter));
|
||
|
||
if (bloodcls!=NULL && cl_bloodtype <= 1)
|
||
{
|
||
AActor *mo;
|
||
|
||
mo = Spawn(bloodcls, x, y, z, ALLOW_REPLACE);
|
||
mo->target = originator;
|
||
mo->momx = pr_splatter.Random2 () << 10;
|
||
mo->momy = pr_splatter.Random2 () << 10;
|
||
mo->momz = 3*FRACUNIT;
|
||
|
||
// colorize the blood!
|
||
if (bloodcolor!=0 && !(mo->flags2 & MF2_DONTTRANSLATE))
|
||
{
|
||
mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
|
||
}
|
||
}
|
||
if (cl_bloodtype >= 1)
|
||
{
|
||
P_DrawSplash2 (40, x, y, z, R_PointToAngle2 (x, y, originator->x, originator->y), 2, bloodcolor);
|
||
}
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// P_BloodSplatter2
|
||
//
|
||
//===========================================================================
|
||
|
||
void P_BloodSplatter2 (fixed_t x, fixed_t y, fixed_t z, AActor *originator)
|
||
{
|
||
PalEntry bloodcolor = (PalEntry)originator->GetClass()->Meta.GetMetaInt(AMETA_BloodColor);
|
||
const PClass *bloodcls = PClass::FindClass((ENamedName)originator->GetClass()->Meta.GetMetaInt(AMETA_BloodType3, NAME_AxeBlood));
|
||
|
||
if (bloodcls!=NULL && cl_bloodtype <= 1)
|
||
{
|
||
AActor *mo;
|
||
|
||
x += ((pr_splat()-128)<<11);
|
||
y += ((pr_splat()-128)<<11);
|
||
|
||
mo = Spawn (bloodcls, x, y, z, ALLOW_REPLACE);
|
||
mo->target = originator;
|
||
|
||
// colorize the blood!
|
||
if (bloodcolor != 0 && !(mo->flags2 & MF2_DONTTRANSLATE))
|
||
{
|
||
mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
|
||
}
|
||
}
|
||
if (cl_bloodtype >= 1)
|
||
{
|
||
P_DrawSplash2 (100, x, y, z, R_PointToAngle2 (0, 0, originator->x - x, originator->y - y), 2, bloodcolor);
|
||
}
|
||
}
|
||
|
||
//---------------------------------------------------------------------------
|
||
//
|
||
// PROC P_RipperBlood
|
||
//
|
||
//---------------------------------------------------------------------------
|
||
|
||
void P_RipperBlood (AActor *mo, AActor *bleeder)
|
||
{
|
||
fixed_t x, y, z;
|
||
PalEntry bloodcolor = (PalEntry)bleeder->GetClass()->Meta.GetMetaInt(AMETA_BloodColor);
|
||
const PClass *bloodcls = PClass::FindClass((ENamedName)bleeder->GetClass()->Meta.GetMetaInt(AMETA_BloodType, NAME_Blood));
|
||
|
||
x = mo->x + (pr_ripperblood.Random2 () << 12);
|
||
y = mo->y + (pr_ripperblood.Random2 () << 12);
|
||
z = mo->z + (pr_ripperblood.Random2 () << 12);
|
||
if (bloodcls!=NULL && cl_bloodtype <= 1)
|
||
{
|
||
AActor *th;
|
||
th = Spawn (bloodcls, x, y, z, ALLOW_REPLACE);
|
||
if (gameinfo.gametype == GAME_Heretic)
|
||
th->flags |= MF_NOGRAVITY;
|
||
th->momx = mo->momx >> 1;
|
||
th->momy = mo->momy >> 1;
|
||
th->tics += pr_ripperblood () & 3;
|
||
|
||
// colorize the blood!
|
||
if (bloodcolor!=0 && !(th->flags2 & MF2_DONTTRANSLATE))
|
||
{
|
||
th->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
|
||
}
|
||
}
|
||
if (cl_bloodtype >= 1)
|
||
{
|
||
P_DrawSplash2 (28, x, y, z, 0, 0, bloodcolor);
|
||
}
|
||
}
|
||
|
||
//---------------------------------------------------------------------------
|
||
//
|
||
// FUNC P_GetThingFloorType
|
||
//
|
||
//---------------------------------------------------------------------------
|
||
|
||
int P_GetThingFloorType (AActor *thing)
|
||
{
|
||
if (thing->floorpic)
|
||
{
|
||
return TerrainTypes[thing->floorpic];
|
||
}
|
||
else
|
||
{
|
||
return TerrainTypes[thing->Sector->floorpic];
|
||
}
|
||
}
|
||
|
||
//---------------------------------------------------------------------------
|
||
//
|
||
// FUNC P_HitWater
|
||
//
|
||
// Returns true if hit liquid and splashed, false if not.
|
||
//---------------------------------------------------------------------------
|
||
|
||
bool P_HitWater (AActor * thing, sector_t * sec, fixed_t z)
|
||
{
|
||
if (thing->flags2 & MF2_FLOATBOB || thing->flags3 & MF3_DONTSPLASH)
|
||
return false;
|
||
|
||
if (thing->player && (thing->player->cheats & CF_PREDICTING))
|
||
return false;
|
||
|
||
AActor *mo = NULL;
|
||
FSplashDef *splash;
|
||
int terrainnum;
|
||
|
||
if (z==FIXED_MIN) z=thing->z;
|
||
// don't splash above the object
|
||
else if (z>thing->z+(thing->height>>1)) return false;
|
||
if (sec->heightsec == NULL ||
|
||
//!sec->heightsec->waterzone ||
|
||
(sec->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) ||
|
||
!(sec->heightsec->MoreFlags & SECF_CLIPFAKEPLANES))
|
||
{
|
||
terrainnum = TerrainTypes[sec->floorpic];
|
||
}
|
||
else
|
||
{
|
||
terrainnum = TerrainTypes[sec->heightsec->floorpic];
|
||
}
|
||
|
||
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 && z<=thing->floorz) return Terrains[terrainnum].IsLiquid;
|
||
|
||
plane = (sec->heightsec != NULL &&
|
||
//sec->heightsec->waterzone &&
|
||
!(sec->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC))
|
||
? &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->momz>=-5*FRACUNIT) 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, thing->x, thing->y, z, ALLOW_REPLACE);
|
||
if (mo) mo->floorclip += splash->SmallSplashClip;
|
||
}
|
||
else
|
||
{
|
||
if (splash->SplashChunk)
|
||
{
|
||
mo = Spawn (splash->SplashChunk, thing->x, thing->y, z, ALLOW_REPLACE);
|
||
mo->target = thing;
|
||
if (splash->ChunkXVelShift != 255)
|
||
{
|
||
mo->momx = pr_chunk.Random2() << splash->ChunkXVelShift;
|
||
}
|
||
if (splash->ChunkYVelShift != 255)
|
||
{
|
||
mo->momy = pr_chunk.Random2() << splash->ChunkYVelShift;
|
||
}
|
||
mo->momz = splash->ChunkBaseZVel + (pr_chunk() << splash->ChunkZVelShift);
|
||
}
|
||
if (splash->SplashBase)
|
||
{
|
||
mo = Spawn (splash->SplashBase, thing->x, thing->y, z, ALLOW_REPLACE);
|
||
}
|
||
if (thing->player && !splash->NoAlert)
|
||
{
|
||
P_NoiseAlert (thing, thing, true);
|
||
}
|
||
}
|
||
if (mo)
|
||
{
|
||
S_SoundID (mo, CHAN_ITEM, smallsplash ?
|
||
splash->SmallSplashSound : splash->NormalSplashSound,
|
||
1, ATTN_IDLE);
|
||
}
|
||
else
|
||
{
|
||
S_SoundID (thing->x, thing->y, z, 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;
|
||
|
||
if (thing->flags2 & MF2_FLOATBOB || thing->flags3 & MF3_DONTSPLASH)
|
||
return false;
|
||
|
||
// don't splash if landing on the edge above water/lava/etc....
|
||
for (m = thing->touching_sectorlist; m; m = m->m_tnext)
|
||
{
|
||
if (thing->z == m->m_sector->floorplane.ZatPoint (thing->x, thing->y))
|
||
{
|
||
break;
|
||
}
|
||
}
|
||
if (m == NULL ||
|
||
(m->m_sector->heightsec != NULL &&
|
||
!(m->m_sector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC)))
|
||
{
|
||
return false;
|
||
}
|
||
|
||
return P_HitWater (thing, m->m_sector);
|
||
}
|
||
|
||
//---------------------------------------------------------------------------
|
||
//
|
||
// 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)
|
||
{
|
||
// [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;
|
||
}
|
||
|
||
// move a little forward so an angle can be computed if it immediately explodes
|
||
if (th->Speed >= 100*FRACUNIT)
|
||
{ // Ultra-fast ripper spawning missile
|
||
th->x += th->momx>>3;
|
||
th->y += th->momy>>3;
|
||
th->z += th->momz>>3;
|
||
}
|
||
else
|
||
{ // Normal missile
|
||
th->x += th->momx>>1;
|
||
th->y += th->momy>>1;
|
||
th->z += th->momz>>1;
|
||
}
|
||
|
||
// killough 3/15/98: no dropoff (really = don't care for missiles)
|
||
|
||
if (!P_TryMove (th, th->x, th->y, false))
|
||
{
|
||
// [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.
|
||
if (th->CountsAsKill())
|
||
{
|
||
th->flags&=~MF_COUNTKILL;
|
||
level.total_monsters--;
|
||
}
|
||
// [RH] Don't explode missiles that spawn on top of horizon lines
|
||
if (th->BlockingLine != NULL && th->BlockingLine->special == Line_Horizon)
|
||
{
|
||
th->Destroy ();
|
||
}
|
||
else
|
||
{
|
||
P_ExplodeMissile (th, NULL, th->BlockingMobj);
|
||
}
|
||
return false;
|
||
}
|
||
}
|
||
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_SoundID (missile, CHAN_VOICE, missile->SeeSound, 1, ATTN_NORM);
|
||
}
|
||
else if (spawner != NULL)
|
||
{
|
||
S_SoundID (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_SoundID (&missile->x, CHAN_WEAPON, missile->SeeSound, 1, ATTN_NORM);
|
||
}
|
||
}
|
||
}
|
||
|
||
//---------------------------------------------------------------------------
|
||
//
|
||
// 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, const PClass *type)
|
||
{
|
||
return P_SpawnMissileXYZ (source->x, source->y, source->z + 32*FRACUNIT,
|
||
source, dest, type);
|
||
}
|
||
|
||
AActor *P_SpawnMissileZ (AActor *source, fixed_t z, AActor *dest, const PClass *type)
|
||
{
|
||
return P_SpawnMissileXYZ (source->x, source->y, z, source, dest, type);
|
||
}
|
||
|
||
AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z,
|
||
AActor *source, AActor *dest, const PClass *type)
|
||
{
|
||
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;
|
||
}
|
||
int defflags3 = GetDefaultByType (type)->flags3;
|
||
|
||
if (defflags3 & MF3_FLOORHUGGER)
|
||
{
|
||
z = ONFLOORZ;
|
||
}
|
||
else if (defflags3 & MF3_CEILINGHUGGER)
|
||
{
|
||
z = ONCEILINGZ;
|
||
}
|
||
else if (z != ONFLOORZ)
|
||
{
|
||
z -= source->floorclip;
|
||
}
|
||
|
||
AActor *th = Spawn (type, x, y, z, ALLOW_REPLACE);
|
||
|
||
P_PlaySpawnSound(th, source);
|
||
th->target = source; // record missile's originator
|
||
|
||
float speed = (float)(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.
|
||
|
||
FVector3 velocity(dest->x - source->x, dest->y - source->y, dest->z - source->z);
|
||
// Floor and ceiling huggers should never have a vertical component to their velocity
|
||
if (defflags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER))
|
||
{
|
||
velocity.Z = 0;
|
||
}
|
||
// [RH] Adjust the trajectory if the missile will go over the target's head.
|
||
else if (z - source->z >= dest->height)
|
||
{
|
||
velocity.Z += dest->height - z + source->z;
|
||
}
|
||
velocity.Resize (speed);
|
||
th->momx = (fixed_t)(velocity.X);
|
||
th->momy = (fixed_t)(velocity.Y);
|
||
th->momz = (fixed_t)(velocity.Z);
|
||
|
||
// invisible target: rotate velocity vector in 2D
|
||
if (dest->flags & MF_SHADOW)
|
||
{
|
||
angle_t an = pr_spawnmissile.Random2 () << 20;
|
||
an >>= ANGLETOFINESHIFT;
|
||
|
||
fixed_t newx = DMulScale16 (th->momx, finecosine[an], -th->momy, finesine[an]);
|
||
fixed_t newy = DMulScale16 (th->momx, finesine[an], th->momy, finecosine[an]);
|
||
th->momx = newx;
|
||
th->momy = newy;
|
||
}
|
||
|
||
th->angle = R_PointToAngle2 (0, 0, th->momx, th->momy);
|
||
|
||
return P_CheckMissileSpawn (th) ? th : NULL;
|
||
}
|
||
|
||
//---------------------------------------------------------------------------
|
||
//
|
||
// FUNC P_SpawnMissileAngle
|
||
//
|
||
// Returns NULL if the missile exploded immediately, otherwise returns
|
||
// a mobj_t pointer to the missile.
|
||
//
|
||
//---------------------------------------------------------------------------
|
||
|
||
AActor *P_SpawnMissileAngle (AActor *source, const PClass *type,
|
||
angle_t angle, fixed_t momz)
|
||
{
|
||
return P_SpawnMissileAngleZSpeed (source, source->z + 32*FRACUNIT,
|
||
type, angle, momz, GetDefaultByType (type)->Speed);
|
||
}
|
||
|
||
AActor *P_SpawnMissileAngleZ (AActor *source, fixed_t z,
|
||
const PClass *type, angle_t angle, fixed_t momz)
|
||
{
|
||
return P_SpawnMissileAngleZSpeed (source, z, type, angle, momz,
|
||
GetDefaultByType (type)->Speed);
|
||
}
|
||
|
||
AActor *P_SpawnMissileZAimed (AActor *source, fixed_t z, AActor *dest, const PClass *type)
|
||
{
|
||
angle_t an;
|
||
fixed_t dist;
|
||
fixed_t speed;
|
||
fixed_t momz;
|
||
|
||
an = source->angle;
|
||
|
||
if (dest->flags & MF_SHADOW)
|
||
{
|
||
an += pr_spawnmissile.Random2() << 20;
|
||
}
|
||
dist = P_AproxDistance (dest->x - source->x, dest->y - source->y);
|
||
speed = GetDefaultByType (type)->Speed;
|
||
dist /= speed;
|
||
momz = dist != 0 ? (dest->z - source->z)/dist : speed;
|
||
return P_SpawnMissileAngleZSpeed (source, z, type, an, momz, speed);
|
||
}
|
||
|
||
//---------------------------------------------------------------------------
|
||
//
|
||
// FUNC P_SpawnMissileAngleSpeed
|
||
//
|
||
// Returns NULL if the missile exploded immediately, otherwise returns
|
||
// a mobj_t pointer to the missile.
|
||
//
|
||
//---------------------------------------------------------------------------
|
||
|
||
AActor *P_SpawnMissileAngleSpeed (AActor *source, const PClass *type,
|
||
angle_t angle, fixed_t momz, fixed_t speed)
|
||
{
|
||
return P_SpawnMissileAngleZSpeed (source, source->z + 32*FRACUNIT,
|
||
type, angle, momz, speed);
|
||
}
|
||
|
||
AActor *P_SpawnMissileAngleZSpeed (AActor *source, fixed_t z,
|
||
const PClass *type, angle_t angle, fixed_t momz, fixed_t speed, AActor *owner)
|
||
{
|
||
AActor *mo;
|
||
int defflags3 = GetDefaultByType (type)->flags3;
|
||
|
||
if (defflags3 & MF3_FLOORHUGGER)
|
||
{
|
||
z = ONFLOORZ;
|
||
}
|
||
else if (defflags3 & MF3_CEILINGHUGGER)
|
||
{
|
||
z = ONCEILINGZ;
|
||
}
|
||
if (z != ONFLOORZ)
|
||
{
|
||
z -= source->floorclip;
|
||
}
|
||
mo = Spawn (type, source->x, source->y, z, ALLOW_REPLACE);
|
||
P_PlaySpawnSound(mo, source);
|
||
mo->target = owner != NULL ? owner : source; // Originator
|
||
mo->angle = angle;
|
||
angle >>= ANGLETOFINESHIFT;
|
||
mo->momx = FixedMul (speed, finecosine[angle]);
|
||
mo->momy = FixedMul (speed, finesine[angle]);
|
||
mo->momz = momz;
|
||
return P_CheckMissileSpawn(mo) ? mo : NULL;
|
||
}
|
||
|
||
/*
|
||
================
|
||
=
|
||
= P_SpawnPlayerMissile
|
||
=
|
||
= Tries to aim at a nearby monster
|
||
================
|
||
*/
|
||
|
||
AActor *P_SpawnPlayerMissile (AActor *source, const PClass *type)
|
||
{
|
||
return P_SpawnPlayerMissile (source, 0, 0, 0, type, source->angle);
|
||
}
|
||
|
||
AActor *P_SpawnPlayerMissile (AActor *source, const PClass *type, angle_t angle)
|
||
{
|
||
return P_SpawnPlayerMissile (source, 0, 0, 0, type, angle);
|
||
}
|
||
|
||
AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z,
|
||
const PClass *type, angle_t angle, AActor **pLineTarget, AActor **pMissileActor)
|
||
{
|
||
static const int angdiff[3] = { -1<<26, 1<<26, 0 };
|
||
int i;
|
||
angle_t an;
|
||
angle_t pitch;
|
||
AActor *linetarget;
|
||
|
||
// see which target is to be aimed at
|
||
i = 2;
|
||
do
|
||
{
|
||
an = angle + angdiff[i];
|
||
pitch = P_AimLineAttack (source, an, 16*64*FRACUNIT, &linetarget);
|
||
|
||
if (source->player != NULL &&
|
||
level.IsFreelookAllowed() &&
|
||
source->player->userinfo.aimdist <= ANGLE_1/2)
|
||
{
|
||
break;
|
||
}
|
||
} while (linetarget == NULL && --i >= 0);
|
||
|
||
if (linetarget == NULL)
|
||
{
|
||
an = angle;
|
||
}
|
||
if (pLineTarget) *pLineTarget = linetarget;
|
||
|
||
i = GetDefaultByType (type)->flags3;
|
||
|
||
if (i & MF3_FLOORHUGGER)
|
||
{
|
||
z = ONFLOORZ;
|
||
}
|
||
else if (i & MF3_CEILINGHUGGER)
|
||
{
|
||
z = ONCEILINGZ;
|
||
}
|
||
if (z != ONFLOORZ && z != ONCEILINGZ)
|
||
{
|
||
// Doom spawns missiles 4 units lower than hitscan attacks for players.
|
||
z += source->z + (source->height>>1) - source->floorclip;
|
||
if (source->player != NULL) // Considering this is for player missiles, it better not be NULL.
|
||
{
|
||
z += FixedMul (source->player->mo->AttackZOffset - 4*FRACUNIT, source->player->crouchfactor);
|
||
}
|
||
else
|
||
{
|
||
z += 4*FRACUNIT;
|
||
}
|
||
// Do not fire beneath the floor.
|
||
if (z < source->floorz)
|
||
{
|
||
z = source->floorz;
|
||
}
|
||
}
|
||
AActor *MissileActor = Spawn (type, source->x + x, source->y + y, z, ALLOW_REPLACE);
|
||
if (pMissileActor) *pMissileActor = MissileActor;
|
||
P_PlaySpawnSound(MissileActor, source);
|
||
MissileActor->target = source;
|
||
MissileActor->angle = an;
|
||
|
||
fixed_t vx, vy, vz, speed;
|
||
|
||
vx = FixedMul (finecosine[pitch>>ANGLETOFINESHIFT], finecosine[an>>ANGLETOFINESHIFT]);
|
||
vy = FixedMul (finecosine[pitch>>ANGLETOFINESHIFT], finesine[an>>ANGLETOFINESHIFT]);
|
||
vz = -finesine[pitch>>ANGLETOFINESHIFT];
|
||
speed = MissileActor->Speed;
|
||
|
||
MissileActor->momx = FixedMul (vx, speed);
|
||
MissileActor->momy = FixedMul (vy, speed);
|
||
MissileActor->momz = FixedMul (vz, speed);
|
||
|
||
if (P_CheckMissileSpawn (MissileActor))
|
||
{
|
||
return MissileActor;
|
||
}
|
||
return NULL;
|
||
}
|
||
|
||
bool AActor::IsTeammate (AActor *other)
|
||
{
|
||
if (!player || !other || !other->player)
|
||
return false;
|
||
if (!deathmatch)
|
||
return true;
|
||
if (teamplay && other->player->userinfo.team != TEAM_None &&
|
||
player->userinfo.team == other->player->userinfo.team)
|
||
{
|
||
return true;
|
||
}
|
||
return false;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// AActor :: GetSpecies
|
||
//
|
||
// Species is defined as the lowest base class that is a monster
|
||
// with no non-monster class in between. This is virtualized, so special
|
||
// monsters can change this behavior if they like.
|
||
//
|
||
//==========================================================================
|
||
|
||
const PClass *AActor::GetSpecies()
|
||
{
|
||
const PClass *thistype = GetClass();
|
||
|
||
if (GetDefaultByType(thistype)->flags3 & MF3_ISMONSTER)
|
||
{
|
||
while (thistype->ParentClass)
|
||
{
|
||
if (GetDefaultByType(thistype->ParentClass)->flags3 & MF3_ISMONSTER)
|
||
thistype = thistype->ParentClass;
|
||
else
|
||
break;
|
||
}
|
||
}
|
||
return thistype;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// AActor :: IsFriend
|
||
//
|
||
// Checks if two monsters have to be considered friendly.
|
||
//
|
||
//==========================================================================
|
||
|
||
bool AActor::IsFriend (AActor *other)
|
||
{
|
||
if (flags & other->flags & MF_FRIENDLY)
|
||
{
|
||
return !deathmatch ||
|
||
FriendPlayer == other->FriendPlayer ||
|
||
FriendPlayer == 0 ||
|
||
other->FriendPlayer == 0;
|
||
}
|
||
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)
|
||
{
|
||
return deathmatch &&
|
||
FriendPlayer != other->FriendPlayer &&
|
||
FriendPlayer !=0 &&
|
||
other->FriendPlayer != 0;
|
||
}
|
||
return true;
|
||
}
|
||
|
||
int AActor::DoSpecialDamage (AActor *target, int damage)
|
||
{
|
||
if (target->player && target->player->mo == target && damage < 1000 &&
|
||
(target->player->cheats & CF_GODMODE))
|
||
{
|
||
return -1;
|
||
}
|
||
else
|
||
{
|
||
if (target->player)
|
||
{
|
||
int poisondamage = GetClass()->Meta.GetMetaInt(AMETA_PoisonDamage);
|
||
if (poisondamage > 0)
|
||
{
|
||
P_PoisonPlayer (target->player, this, this->target, poisondamage);
|
||
damage >>= 1;
|
||
}
|
||
}
|
||
|
||
return damage;
|
||
}
|
||
}
|
||
|
||
int AActor::TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, FName damagetype)
|
||
{
|
||
// 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 if an actor has that, it can
|
||
// be hurt with any type of damage. Exception: Massacre damage always succeeds, because
|
||
// it needs to work.
|
||
FState *death;
|
||
|
||
if (flags5 & MF5_NODAMAGE)
|
||
{
|
||
return 0;
|
||
}
|
||
|
||
// 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())
|
||
{
|
||
return damage;
|
||
}
|
||
if (damagetype == NAME_Ice)
|
||
{
|
||
death = FindState (NAME_Death, NAME_Ice, true);
|
||
if (death == NULL && !deh.NoAutofreeze && !(flags4 & MF4_NOICEDEATH) &&
|
||
(player || (flags3 & MF3_ISMONSTER)))
|
||
{
|
||
death = &AActor::States[S_GENERICFREEZEDEATH];
|
||
}
|
||
}
|
||
else
|
||
{
|
||
death = FindState (NAME_Death, damagetype);
|
||
}
|
||
return (death == NULL) ? -1 : damage;
|
||
}
|
||
|
||
void AActor::Crash()
|
||
{
|
||
if ((flags & MF_CORPSE) &&
|
||
!(flags3 & MF3_CRASHED) &&
|
||
!(flags & MF_ICECORPSE))
|
||
{
|
||
FState *crashstate = NULL;
|
||
|
||
if (DamageType != NAME_None)
|
||
{
|
||
crashstate = FindState(NAME_Crash, DamageType, true);
|
||
}
|
||
if (crashstate == NULL)
|
||
{
|
||
int gibhealth = -abs(GetClass()->Meta.GetMetaInt (AMETA_GibHealth,
|
||
gameinfo.gametype == GAME_Doom ? -GetDefault()->health : -GetDefault()->health/2));
|
||
|
||
if (health < gibhealth)
|
||
{ // 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()
|
||
{
|
||
FState *idle = FindState (NAME_Idle);
|
||
if (idle == NULL) idle = SpawnState;
|
||
SetState(idle);
|
||
}
|
||
|
||
FArchive &operator<< (FArchive &arc, FSoundIndex &snd)
|
||
{
|
||
if (arc.IsStoring ())
|
||
{
|
||
arc.WriteName (snd.Index ? S_sfx[snd.Index].name.GetChars() : NULL);
|
||
}
|
||
else
|
||
{
|
||
const char *name = arc.ReadName ();
|
||
snd.Index = name != NULL ? S_FindSound (name) : 0;
|
||
}
|
||
return arc;
|
||
}
|
||
|
||
FArchive &operator<< (FArchive &arc, FSoundIndexWord &snd)
|
||
{
|
||
FSoundIndex snd2 = { snd.Index };
|
||
arc << snd2;
|
||
snd.Index = snd2.Index;
|
||
return arc;
|
||
}
|