mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-08 14:00:43 +00:00
6ab69165c7
SVN r1128 (trunk)
2323 lines
68 KiB
C++
2323 lines
68 KiB
C++
/*
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** thingdef.cpp
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**
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** Code pointers for Actor definitions
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**
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**---------------------------------------------------------------------------
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** Copyright 2002-2006 Christoph Oelckers
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** Copyright 2004-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be
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** covered by the terms of the GNU General Public License as published by
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** the Free Software Foundation; either version 2 of the License, or (at
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** your option) any later version.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "gi.h"
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#include "actor.h"
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#include "info.h"
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#include "sc_man.h"
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#include "tarray.h"
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#include "w_wad.h"
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#include "templates.h"
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#include "r_defs.h"
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#include "r_draw.h"
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#include "a_pickups.h"
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#include "s_sound.h"
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#include "cmdlib.h"
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#include "p_lnspec.h"
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#include "p_enemy.h"
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#include "a_action.h"
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#include "decallib.h"
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#include "m_random.h"
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#include "autosegs.h"
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#include "i_system.h"
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#include "p_local.h"
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#include "c_console.h"
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#include "doomerrors.h"
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#include "a_sharedglobal.h"
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#include "a_doomglobal.h"
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#include "thingdef/thingdef.h"
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#include "v_video.h"
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static FRandom pr_camissile ("CustomActorfire");
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static FRandom pr_camelee ("CustomMelee");
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static FRandom pr_cabullet ("CustomBullet");
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static FRandom pr_cajump ("CustomJump");
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static FRandom pr_cwbullet ("CustomWpBullet");
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static FRandom pr_cwjump ("CustomWpJump");
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static FRandom pr_cwpunch ("CustomWpPunch");
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static FRandom pr_grenade ("ThrowGrenade");
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static FRandom pr_crailgun ("CustomRailgun");
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static FRandom pr_spawndebris ("SpawnDebris");
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static FRandom pr_spawnitemex ("SpawnItemEx");
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static FRandom pr_burst ("Burst");
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// A truly awful hack to get to the state that called an action function
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// without knowing whether it has been called from a weapon or actor.
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FState * CallingState;
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struct StateCallData
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{
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FState * State;
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AActor * Item;
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bool Result;
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};
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StateCallData * pStateCall;
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//==========================================================================
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//
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// ACustomInventory :: CallStateChain
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//
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// Executes the code pointers in a chain of states
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// until there is no next state
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//
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//==========================================================================
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bool ACustomInventory::CallStateChain (AActor *actor, FState * State)
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{
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StateCallData StateCall;
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StateCallData *pSavedCall = pStateCall;
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bool result = false;
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int counter = 0;
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pStateCall = &StateCall;
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StateCall.Item = this;
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while (State != NULL)
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{
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// Assume success. The code pointer will set this to false if necessary
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CallingState = StateCall.State = State;
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if (State->GetAction() != NULL)
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{
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StateCall.Result = true;
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State->GetAction() (actor);
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// collect all the results. Even one successful call signifies overall success.
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result |= StateCall.Result;
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}
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// Since there are no delays it is a good idea to check for infinite loops here!
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counter++;
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if (counter >= 10000) break;
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if (StateCall.State == State)
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{
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// Abort immediately if the state jumps to itself!
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if (State == State->GetNextState())
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{
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pStateCall = pSavedCall;
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return false;
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}
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// If both variables are still the same there was no jump
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// so we must advance to the next state.
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State = State->GetNextState();
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}
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else
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{
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State = StateCall.State;
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}
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}
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pStateCall = pSavedCall;
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return result;
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}
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//==========================================================================
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//
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// Let's isolate all handling of CallingState in this one place
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// so that removing it later becomes easier
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//
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//==========================================================================
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int CheckIndex(int paramsize, FState ** pcallstate)
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{
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if (CallingState->ParameterIndex == 0) return -1;
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unsigned int index = (unsigned int) CallingState->ParameterIndex-1;
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if (index > StateParameters.Size()-paramsize) return -1;
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if (pcallstate) *pcallstate=CallingState;
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return index;
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}
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//==========================================================================
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//
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// Simple flag changers
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//
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//==========================================================================
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void A_SetSolid(AActor * self)
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{
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self->flags |= MF_SOLID;
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}
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void A_UnsetSolid(AActor * self)
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{
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self->flags &= ~MF_SOLID;
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}
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void A_SetFloat(AActor * self)
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{
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self->flags |= MF_FLOAT;
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}
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void A_UnsetFloat(AActor * self)
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{
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self->flags &= ~(MF_FLOAT|MF_INFLOAT);
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}
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//==========================================================================
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//
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// Customizable attack functions which use actor parameters.
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// I think this is among the most requested stuff ever ;-)
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//
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//==========================================================================
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static void DoAttack (AActor *self, bool domelee, bool domissile)
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{
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int index=CheckIndex(4);
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int MeleeDamage;
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int MeleeSound;
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FName MissileName;
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fixed_t MissileHeight;
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if (self->target == NULL) return;
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if (index > 0)
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{
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MeleeDamage=StateParameters[index];
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MeleeSound=StateParameters[index+1];
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MissileName=(ENamedName)StateParameters[index+2];
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MissileHeight=StateParameters[index+3];
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}
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else
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{
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MeleeDamage = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeDamage, 0);
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MeleeSound = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeSound, 0);
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MissileName=(ENamedName) self->GetClass()->Meta.GetMetaInt (ACMETA_MissileName, NAME_None);
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MissileHeight= self->GetClass()->Meta.GetMetaFixed (ACMETA_MissileHeight, 32*FRACUNIT);
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}
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A_FaceTarget (self);
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if (domelee && MeleeDamage>0 && self->CheckMeleeRange ())
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{
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int damage = pr_camelee.HitDice(MeleeDamage);
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if (MeleeSound) S_Sound (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
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P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (damage, self->target, self);
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}
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else if (domissile && MissileName != NAME_None)
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{
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const PClass * ti=PClass::FindClass(MissileName);
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if (ti)
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{
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// This seemingly senseless code is needed for proper aiming.
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self->z+=MissileHeight-32*FRACUNIT;
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AActor * missile = P_SpawnMissileXYZ (self->x, self->y, self->z + 32*FRACUNIT, self, self->target, ti, false);
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self->z-=MissileHeight-32*FRACUNIT;
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if (missile)
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{
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// automatic handling of seeker missiles
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if (missile->flags2&MF2_SEEKERMISSILE)
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{
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missile->tracer=self->target;
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}
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// set the health value so that the missile works properly
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if (missile->flags4&MF4_SPECTRAL)
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{
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missile->health=-2;
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}
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P_CheckMissileSpawn(missile);
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}
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}
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}
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}
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void A_MeleeAttack(AActor * self)
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{
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DoAttack(self, true, false);
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}
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void A_MissileAttack(AActor * self)
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{
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DoAttack(self, false, true);
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}
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void A_ComboAttack(AActor * self)
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{
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DoAttack(self, true, true);
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}
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//==========================================================================
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//
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// Custom sound functions. These use misc1 and misc2 in the state structure
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// This has been changed to use the parameter array instead of using the
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// misc field directly so they can be used in weapon states
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//
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//==========================================================================
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static void DoPlaySound(AActor * self, int channel)
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{
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int index=CheckIndex(1);
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if (index<0) return;
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int soundid = StateParameters[index];
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S_Sound (self, channel, soundid, 1, ATTN_NORM);
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}
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void A_PlaySound(AActor * self)
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{
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DoPlaySound(self, CHAN_BODY);
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}
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void A_PlayWeaponSound(AActor * self)
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{
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DoPlaySound(self, CHAN_WEAPON);
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}
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void A_StopSound(AActor * self)
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{
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S_StopSound(self, CHAN_VOICE);
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}
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void A_PlaySoundEx (AActor *self)
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{
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int index = CheckIndex(4);
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if (index < 0) return;
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int soundid = StateParameters[index];
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ENamedName channel = ENamedName(StateParameters[index + 1]);
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INTBOOL looping = EvalExpressionI(StateParameters[index + 2], self);
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int attenuation_raw = EvalExpressionI(StateParameters[index + 3], self);
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int attenuation;
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switch (attenuation_raw)
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{
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case -1: attenuation = ATTN_STATIC; break; // drop off rapidly
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default:
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case 0: attenuation = ATTN_NORM; break; // normal
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case 1:
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case 2: attenuation = ATTN_NONE; break; // full volume
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}
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if (channel < NAME_Auto || channel > NAME_SoundSlot7)
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{
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channel = NAME_Auto;
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}
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if (!looping)
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{
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S_Sound (self, channel - NAME_Auto, soundid, 1, attenuation);
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}
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else
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{
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if (!S_IsActorPlayingSomething (self, channel - NAME_Auto, soundid))
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{
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S_Sound (self, (channel - NAME_Auto) | CHAN_LOOP, soundid, 1, attenuation);
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}
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}
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}
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void A_StopSoundEx (AActor *self)
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{
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int index = CheckIndex (1);
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if (index < 0) return;
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ENamedName channel = ENamedName(StateParameters[index]);
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if (channel > NAME_Auto && channel <= NAME_SoundSlot7)
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{
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S_StopSound (self, channel - NAME_Auto);
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}
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}
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//==========================================================================
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//
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// Generic seeker missile function
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//
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//==========================================================================
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void A_SeekerMissile(AActor * self)
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{
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int index=CheckIndex(2);
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if (index<0) return;
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P_SeekerMissile(self,
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clamp<int>(EvalExpressionI (StateParameters[index], self), 0, 90) * ANGLE_1,
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clamp<int>(EvalExpressionI (StateParameters[index+1], self), 0, 90) * ANGLE_1);
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}
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//==========================================================================
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//
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// Hitscan attack with a customizable amount of bullets (specified in damage)
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//
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//==========================================================================
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void A_BulletAttack (AActor *self)
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{
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int i;
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int bangle;
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int slope;
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if (!self->target) return;
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A_FaceTarget (self);
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bangle = self->angle;
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slope = P_AimLineAttack (self, bangle, MISSILERANGE);
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S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
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for (i = self->GetMissileDamage (0, 1); i > 0; --i)
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{
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int angle = bangle + (pr_cabullet.Random2() << 20);
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int damage = ((pr_cabullet()%5)+1)*3;
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P_LineAttack(self, angle, MISSILERANGE, slope, damage,
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NAME_None, NAME_BulletPuff);
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}
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}
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//==========================================================================
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//
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// Resolves a label parameter
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//
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//==========================================================================
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FState *P_GetState(AActor *self, FState *CallingState, int offset)
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{
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if (offset == 0)
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{
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return NULL; // 0 means 'no state'
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}
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else if (offset>0)
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{
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if (CallingState == NULL) return NULL;
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return CallingState + offset;
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}
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else if (self != NULL)
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{
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offset = -offset;
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FName classname = JumpParameters[offset];
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const PClass *cls;
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cls = classname==NAME_None? RUNTIME_TYPE(self) : PClass::FindClass(classname);
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if (cls==NULL || cls->ActorInfo==NULL) return NULL; // shouldn't happen
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int numnames = (int)JumpParameters[offset+1];
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FState *jumpto = cls->ActorInfo->FindState(numnames, &JumpParameters[offset+2]);
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if (jumpto == NULL)
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{
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const char *dot="";
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Printf("Jump target '");
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if (classname != NAME_None) Printf("%s::", classname.GetChars());
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for (int i=0;i<numnames;i++)
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{
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Printf("%s%s", dot, JumpParameters[offset+2+i].GetChars());
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dot = ".";
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}
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Printf("' not found in %s\n", self->GetClass()->TypeName.GetChars());
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}
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return jumpto;
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}
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else return NULL;
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}
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//==========================================================================
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//
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// Do the state jump
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//
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//==========================================================================
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static void DoJump(AActor * self, FState * CallingState, int offset)
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{
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if (pStateCall != NULL && CallingState == pStateCall->State)
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{
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FState *jumpto = P_GetState(pStateCall->Item, CallingState, offset);
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if (jumpto == NULL) return;
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pStateCall->State = jumpto;
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}
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else if (self->player != NULL && CallingState == self->player->psprites[ps_weapon].state)
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{
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FState *jumpto = P_GetState(self->player->ReadyWeapon, CallingState, offset);
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if (jumpto == NULL) return;
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P_SetPsprite(self->player, ps_weapon, jumpto);
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}
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else if (self->player != NULL && CallingState == self->player->psprites[ps_flash].state)
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{
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FState *jumpto = P_GetState(self->player->ReadyWeapon, CallingState, offset);
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if (jumpto == NULL) return;
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P_SetPsprite(self->player, ps_flash, jumpto);
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}
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else
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{
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FState *jumpto = P_GetState(self, CallingState, offset);
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if (jumpto == NULL) return;
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self->SetState (jumpto);
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}
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}
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//==========================================================================
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//
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// State jump function
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//
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//==========================================================================
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void A_Jump(AActor * self)
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{
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FState * CallingState;
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int index = CheckIndex(3, &CallingState);
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int maxchance;
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if (index >= 0 &&
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StateParameters[index] >= 2 &&
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(maxchance = clamp<int>(EvalExpressionI (StateParameters[index + 1], self), 0, 256),
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maxchance == 256 || pr_cajump() < maxchance))
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{
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if (StateParameters[index] == 2)
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{
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DoJump(self, CallingState, StateParameters[index + 2]);
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}
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else
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{
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DoJump(self, CallingState, StateParameters[index + (pr_cajump() % (StateParameters[index] - 1)) + 2]);
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}
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}
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if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
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}
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//==========================================================================
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//
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// State jump function
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//
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//==========================================================================
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void A_JumpIfHealthLower(AActor * self)
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{
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FState * CallingState;
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int index=CheckIndex(2, &CallingState);
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if (index>=0 && self->health < EvalExpressionI (StateParameters[index], self))
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DoJump(self, CallingState, StateParameters[index+1]);
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if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
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}
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//==========================================================================
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//
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// State jump function
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//
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//==========================================================================
|
|
void A_JumpIfCloser(AActor * self)
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|
{
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FState * CallingState = NULL;
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int index = CheckIndex(2, &CallingState);
|
|
AActor * target;
|
|
|
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if (!self->player)
|
|
{
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target=self->target;
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}
|
|
else
|
|
{
|
|
// Does the player aim at something that can be shot?
|
|
P_BulletSlope(self, &target);
|
|
}
|
|
|
|
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
|
|
|
|
// No target - no jump
|
|
if (target==NULL) return;
|
|
|
|
fixed_t dist = fixed_t(EvalExpressionF (StateParameters[index], self) * FRACUNIT);
|
|
if (index > 0 && P_AproxDistance(self->x-target->x, self->y-target->y) < dist &&
|
|
( (self->z > target->z && self->z - (target->z + target->height) < dist) ||
|
|
(self->z <=target->z && target->z - (self->z + self->height) < dist)
|
|
)
|
|
)
|
|
DoJump(self, CallingState, StateParameters[index+1]);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// State jump function
|
|
//
|
|
//==========================================================================
|
|
void DoJumpIfInventory(AActor * self, AActor * owner)
|
|
{
|
|
FState * CallingState;
|
|
int index=CheckIndex(3, &CallingState);
|
|
if (index<0) return;
|
|
|
|
ENamedName ItemType=(ENamedName)StateParameters[index];
|
|
int ItemAmount = EvalExpressionI (StateParameters[index+1], self);
|
|
int JumpOffset = StateParameters[index+2];
|
|
const PClass * Type=PClass::FindClass(ItemType);
|
|
|
|
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
|
|
|
|
if (!Type || owner == NULL) return;
|
|
|
|
AInventory * Item=owner->FindInventory(Type);
|
|
|
|
if (Item)
|
|
{
|
|
if (ItemAmount>0 && Item->Amount>=ItemAmount) DoJump(self, CallingState, JumpOffset);
|
|
else if (Item->Amount>=Item->MaxAmount) DoJump(self, CallingState, JumpOffset);
|
|
}
|
|
}
|
|
|
|
void A_JumpIfInventory(AActor * self)
|
|
{
|
|
DoJumpIfInventory(self, self);
|
|
}
|
|
|
|
void A_JumpIfInTargetInventory(AActor * self)
|
|
{
|
|
DoJumpIfInventory(self, self->target);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Parameterized version of A_Explode
|
|
//
|
|
//==========================================================================
|
|
|
|
void A_ExplodeParms (AActor *self)
|
|
{
|
|
int damage;
|
|
int distance;
|
|
bool hurtSource;
|
|
bool alert;
|
|
|
|
int index=CheckIndex(4);
|
|
if (index>=0)
|
|
{
|
|
damage = EvalExpressionI (StateParameters[index], self);
|
|
distance = EvalExpressionI (StateParameters[index+1], self);
|
|
hurtSource = EvalExpressionN (StateParameters[index+2], self);
|
|
if (damage == 0) damage = 128;
|
|
if (distance == 0) distance = damage;
|
|
alert = !!EvalExpressionI (StateParameters[index+3], self);
|
|
}
|
|
else
|
|
{
|
|
damage = self->GetClass()->Meta.GetMetaInt (ACMETA_ExplosionDamage, 128);
|
|
distance = self->GetClass()->Meta.GetMetaInt (ACMETA_ExplosionRadius, damage);
|
|
hurtSource = !self->GetClass()->Meta.GetMetaInt (ACMETA_DontHurtShooter);
|
|
alert = false;
|
|
}
|
|
|
|
P_RadiusAttack (self, self->target, damage, distance, self->DamageType, hurtSource);
|
|
if (self->z <= self->floorz + (distance<<FRACBITS))
|
|
{
|
|
P_HitFloor (self);
|
|
}
|
|
if (alert && self->target != NULL && self->target->player != NULL)
|
|
{
|
|
validcount++;
|
|
P_RecursiveSound (self->Sector, self->target, false, 0);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// A_RadiusThrust
|
|
//
|
|
//==========================================================================
|
|
|
|
void A_RadiusThrust (AActor *self)
|
|
{
|
|
int force = 0;
|
|
int distance = 0;
|
|
bool affectSource = true;
|
|
|
|
int index=CheckIndex(3);
|
|
if (index>=0)
|
|
{
|
|
force = EvalExpressionI (StateParameters[index], self);
|
|
distance = EvalExpressionI (StateParameters[index+1], self);
|
|
affectSource = EvalExpressionN (StateParameters[index+2], self);
|
|
}
|
|
if (force == 0) force = 128;
|
|
if (distance == 0) distance = force;
|
|
|
|
P_RadiusAttack (self, self->target, force, distance, self->DamageType, affectSource, false);
|
|
if (self->z <= self->floorz + (distance<<FRACBITS))
|
|
{
|
|
P_HitFloor (self);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Execute a line special / script
|
|
//
|
|
//==========================================================================
|
|
void A_CallSpecial(AActor * self)
|
|
{
|
|
int index=CheckIndex(6);
|
|
if (index<0) return;
|
|
|
|
bool res = !!LineSpecials[StateParameters[index]](NULL, self, false,
|
|
EvalExpressionI (StateParameters[index+1], self),
|
|
EvalExpressionI (StateParameters[index+2], self),
|
|
EvalExpressionI (StateParameters[index+3], self),
|
|
EvalExpressionI (StateParameters[index+4], self),
|
|
EvalExpressionI (StateParameters[index+5], self));
|
|
|
|
if (pStateCall != NULL) pStateCall->Result = res;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Checks whether this actor is a missile
|
|
// Unfortunately this was buggy in older versions of the code and many
|
|
// released DECORATE monsters rely on this bug so it can only be fixed
|
|
// with an optional flag
|
|
//
|
|
//==========================================================================
|
|
inline static bool isMissile(AActor * self, bool precise=true)
|
|
{
|
|
return self->flags&MF_MISSILE || (precise && self->GetDefault()->flags&MF_MISSILE);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// The ultimate code pointer: Fully customizable missiles!
|
|
//
|
|
//==========================================================================
|
|
enum CM_Flags
|
|
{
|
|
CMF_AIMMODE = 3,
|
|
CMF_TRACKOWNER = 4,
|
|
CMF_CHECKTARGETDEAD = 8,
|
|
};
|
|
|
|
void A_CustomMissile(AActor * self)
|
|
{
|
|
int index=CheckIndex(6);
|
|
if (index<0) return;
|
|
|
|
ENamedName MissileName=(ENamedName)StateParameters[index];
|
|
fixed_t SpawnHeight=fixed_t(EvalExpressionF (StateParameters[index+1], self) * FRACUNIT);
|
|
int Spawnofs_XY=EvalExpressionI (StateParameters[index+2], self);
|
|
angle_t Angle=angle_t(EvalExpressionF (StateParameters[index+3], self) * ANGLE_1);
|
|
int flags=EvalExpressionI (StateParameters[index+4], self);
|
|
angle_t pitch=angle_t(EvalExpressionF (StateParameters[index+5], self) * ANGLE_1);
|
|
int aimmode = flags & CMF_AIMMODE;
|
|
|
|
AActor * targ;
|
|
AActor * missile;
|
|
|
|
if (self->target != NULL || aimmode==2)
|
|
{
|
|
const PClass * ti=PClass::FindClass(MissileName);
|
|
if (ti)
|
|
{
|
|
angle_t ang = (self->angle - ANGLE_90) >> ANGLETOFINESHIFT;
|
|
fixed_t x = Spawnofs_XY * finecosine[ang];
|
|
fixed_t y = Spawnofs_XY * finesine[ang];
|
|
fixed_t z = SpawnHeight - 32*FRACUNIT + (self->player? self->player->crouchoffset : 0);
|
|
|
|
switch (aimmode)
|
|
{
|
|
case 0:
|
|
default:
|
|
// same adjustment as above (in all 3 directions this time) - for better aiming!
|
|
self->x+=x;
|
|
self->y+=y;
|
|
self->z+=z;
|
|
missile = P_SpawnMissileXYZ(self->x, self->y, self->z + 32*FRACUNIT, self, self->target, ti, false);
|
|
self->x-=x;
|
|
self->y-=y;
|
|
self->z-=z;
|
|
break;
|
|
|
|
case 1:
|
|
missile = P_SpawnMissileXYZ(self->x+x, self->y+y, self->z+SpawnHeight, self, self->target, ti, false);
|
|
break;
|
|
|
|
case 2:
|
|
self->x+=x;
|
|
self->y+=y;
|
|
missile = P_SpawnMissileAngleZSpeed(self, self->z+SpawnHeight, ti, self->angle, 0, GetDefaultByType(ti)->Speed, self, false);
|
|
self->x-=x;
|
|
self->y-=y;
|
|
|
|
// It is not necessary to use the correct angle here.
|
|
// The only important thing is that the horizontal momentum is correct.
|
|
// Therefore use 0 as the missile's angle and simplify the calculations accordingly.
|
|
// The actual momentum vector is set below.
|
|
if (missile)
|
|
{
|
|
fixed_t vx = finecosine[pitch>>ANGLETOFINESHIFT];
|
|
fixed_t vz = finesine[pitch>>ANGLETOFINESHIFT];
|
|
|
|
missile->momx = FixedMul (vx, missile->Speed);
|
|
missile->momy = 0;
|
|
missile->momz = FixedMul (vz, missile->Speed);
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (missile)
|
|
{
|
|
// Use the actual momentum instead of the missile's Speed property
|
|
// so that this can handle missiles with a high vertical velocity
|
|
// component properly.
|
|
FVector3 velocity (missile->momx, missile->momy, 0);
|
|
|
|
fixed_t missilespeed = (fixed_t)velocity.Length();
|
|
|
|
missile->angle += Angle;
|
|
ang = missile->angle >> ANGLETOFINESHIFT;
|
|
missile->momx = FixedMul (missilespeed, finecosine[ang]);
|
|
missile->momy = FixedMul (missilespeed, finesine[ang]);
|
|
|
|
// handle projectile shooting projectiles - track the
|
|
// links back to a real owner
|
|
if (isMissile(self, !!(flags & CMF_TRACKOWNER)))
|
|
{
|
|
AActor * owner=self ;//->target;
|
|
while (isMissile(owner, !!(flags & CMF_TRACKOWNER)) && owner->target) owner=owner->target;
|
|
targ=owner;
|
|
missile->target=owner;
|
|
// automatic handling of seeker missiles
|
|
if (self->flags & missile->flags2 & MF2_SEEKERMISSILE)
|
|
{
|
|
missile->tracer=self->tracer;
|
|
}
|
|
}
|
|
else if (missile->flags2&MF2_SEEKERMISSILE)
|
|
{
|
|
// automatic handling of seeker missiles
|
|
missile->tracer=self->target;
|
|
}
|
|
// set the health value so that the missile works properly
|
|
if (missile->flags4&MF4_SPECTRAL)
|
|
{
|
|
missile->health=-2;
|
|
}
|
|
P_CheckMissileSpawn(missile);
|
|
}
|
|
}
|
|
}
|
|
else if (flags & CMF_CHECKTARGETDEAD)
|
|
{
|
|
// Target is dead and the attack shall be aborted.
|
|
if (self->SeeState != NULL) self->SetState(self->SeeState);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// An even more customizable hitscan attack
|
|
//
|
|
//==========================================================================
|
|
void A_CustomBulletAttack (AActor *self)
|
|
{
|
|
int index=CheckIndex(7);
|
|
if (index<0) return;
|
|
|
|
angle_t Spread_XY=angle_t(EvalExpressionF (StateParameters[index], self) * ANGLE_1);
|
|
angle_t Spread_Z=angle_t(EvalExpressionF (StateParameters[index+1], self) * ANGLE_1);
|
|
int NumBullets=EvalExpressionI (StateParameters[index+2], self);
|
|
int DamagePerBullet=EvalExpressionI (StateParameters[index+3], self);
|
|
ENamedName PuffType=(ENamedName)StateParameters[index+4];
|
|
fixed_t Range = fixed_t(EvalExpressionF (StateParameters[index+5], self) * FRACUNIT);
|
|
bool AimFacing = !!EvalExpressionI (StateParameters[index+6], self);
|
|
|
|
if(Range==0) Range=MISSILERANGE;
|
|
|
|
|
|
int i;
|
|
int bangle;
|
|
int bslope;
|
|
const PClass *pufftype;
|
|
|
|
if (self->target || AimFacing)
|
|
{
|
|
if (!AimFacing) A_FaceTarget (self);
|
|
bangle = self->angle;
|
|
|
|
pufftype = PClass::FindClass(PuffType);
|
|
if (!pufftype) pufftype = PClass::FindClass(NAME_BulletPuff);
|
|
|
|
bslope = P_AimLineAttack (self, bangle, MISSILERANGE);
|
|
|
|
S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
|
|
for (i=0 ; i<NumBullets ; i++)
|
|
{
|
|
int angle = bangle + pr_cabullet.Random2() * (Spread_XY / 255);
|
|
int slope = bslope + pr_cabullet.Random2() * (Spread_Z / 255);
|
|
int damage = ((pr_cabullet()%3)+1) * DamagePerBullet;
|
|
P_LineAttack(self, angle, Range, slope, damage, GetDefaultByType(pufftype)->DamageType, pufftype);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// A fully customizable melee attack
|
|
//
|
|
//==========================================================================
|
|
void A_CustomMeleeAttack (AActor *self)
|
|
{
|
|
int index=CheckIndex(5);
|
|
if (index<0) return;
|
|
|
|
int damage = EvalExpressionI (StateParameters[index], self);
|
|
int MeleeSound = StateParameters[index+1];
|
|
int MissSound = StateParameters[index+2];
|
|
ENamedName DamageType = (ENamedName)StateParameters[index+3];
|
|
bool bleed = EvalExpressionN (StateParameters[index+4], self);
|
|
|
|
if (DamageType==NAME_None) DamageType = NAME_Melee; // Melee is the default type
|
|
|
|
if (!self->target)
|
|
return;
|
|
|
|
A_FaceTarget (self);
|
|
if (self->CheckMeleeRange ())
|
|
{
|
|
if (MeleeSound) S_Sound (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
|
|
P_DamageMobj (self->target, self, self, damage, DamageType);
|
|
if (bleed) P_TraceBleed (damage, self->target, self);
|
|
}
|
|
else
|
|
{
|
|
if (MissSound) S_Sound (self, CHAN_WEAPON, MissSound, 1, ATTN_NORM);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// A fully customizable combo attack
|
|
//
|
|
//==========================================================================
|
|
void A_CustomComboAttack (AActor *self)
|
|
{
|
|
int index=CheckIndex(6);
|
|
if (index<0) return;
|
|
|
|
ENamedName MissileName=(ENamedName)StateParameters[index];
|
|
fixed_t SpawnHeight=fixed_t(EvalExpressionF (StateParameters[index+1], self) * FRACUNIT);
|
|
int damage = EvalExpressionI (StateParameters[index+2], self);
|
|
int MeleeSound = StateParameters[index+3];
|
|
ENamedName DamageType = (ENamedName)StateParameters[index+4];
|
|
bool bleed = EvalExpressionN (StateParameters[index+5], self);
|
|
|
|
|
|
if (!self->target)
|
|
return;
|
|
|
|
A_FaceTarget (self);
|
|
if (self->CheckMeleeRange ())
|
|
{
|
|
if (DamageType==NAME_None) DamageType = NAME_Melee; // Melee is the default type
|
|
if (MeleeSound) S_Sound (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
|
|
P_DamageMobj (self->target, self, self, damage, DamageType);
|
|
if (bleed) P_TraceBleed (damage, self->target, self);
|
|
}
|
|
else
|
|
{
|
|
const PClass * ti=PClass::FindClass(MissileName);
|
|
if (ti)
|
|
{
|
|
// This seemingly senseless code is needed for proper aiming.
|
|
self->z+=SpawnHeight-32*FRACUNIT;
|
|
AActor * missile = P_SpawnMissileXYZ (self->x, self->y, self->z + 32*FRACUNIT, self, self->target, ti, false);
|
|
self->z-=SpawnHeight-32*FRACUNIT;
|
|
|
|
if (missile)
|
|
{
|
|
// automatic handling of seeker missiles
|
|
if (missile->flags2&MF2_SEEKERMISSILE)
|
|
{
|
|
missile->tracer=self->target;
|
|
}
|
|
// set the health value so that the missile works properly
|
|
if (missile->flags4&MF4_SPECTRAL)
|
|
{
|
|
missile->health=-2;
|
|
}
|
|
P_CheckMissileSpawn(missile);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// State jump function
|
|
//
|
|
//==========================================================================
|
|
void A_JumpIfNoAmmo(AActor * self)
|
|
{
|
|
FState * CallingState = NULL;
|
|
int index=CheckIndex(1, &CallingState);
|
|
|
|
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
|
|
if (index<0 || !self->player || !self->player->ReadyWeapon || pStateCall != NULL) return; // only for weapons!
|
|
|
|
if (!self->player->ReadyWeapon->CheckAmmo(self->player->ReadyWeapon->bAltFire, false, true))
|
|
DoJump(self, CallingState, StateParameters[index]);
|
|
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// An even more customizable hitscan attack
|
|
//
|
|
//==========================================================================
|
|
void A_FireBullets (AActor *self)
|
|
{
|
|
int index=CheckIndex(7);
|
|
if (index<0 || !self->player) return;
|
|
|
|
angle_t Spread_XY=angle_t(EvalExpressionF (StateParameters[index], self) * ANGLE_1);
|
|
angle_t Spread_Z=angle_t(EvalExpressionF (StateParameters[index+1], self) * ANGLE_1);
|
|
int NumberOfBullets=EvalExpressionI (StateParameters[index+2], self);
|
|
int DamagePerBullet=EvalExpressionI (StateParameters[index+3], self);
|
|
ENamedName PuffTypeName=(ENamedName)StateParameters[index+4];
|
|
bool UseAmmo=EvalExpressionN (StateParameters[index+5], self);
|
|
fixed_t Range=fixed_t(EvalExpressionF (StateParameters[index+6], self) * FRACUNIT);
|
|
|
|
const PClass * PuffType;
|
|
|
|
player_t * player=self->player;
|
|
AWeapon * weapon=player->ReadyWeapon;
|
|
|
|
int i;
|
|
int bangle;
|
|
int bslope;
|
|
|
|
if (UseAmmo && weapon)
|
|
{
|
|
if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo
|
|
}
|
|
|
|
if (Range == 0) Range = PLAYERMISSILERANGE;
|
|
|
|
static_cast<APlayerPawn *>(self)->PlayAttacking2 ();
|
|
|
|
bslope = P_BulletSlope(self);
|
|
bangle = self->angle;
|
|
|
|
PuffType = PClass::FindClass(PuffTypeName);
|
|
if (!PuffType) PuffType = PClass::FindClass(NAME_BulletPuff);
|
|
|
|
S_Sound (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM);
|
|
|
|
if ((NumberOfBullets==1 && !player->refire) || NumberOfBullets==0)
|
|
{
|
|
int damage = ((pr_cwbullet()%3)+1)*DamagePerBullet;
|
|
P_LineAttack(self, bangle, Range, bslope, damage, GetDefaultByType(PuffType)->DamageType, PuffType);
|
|
}
|
|
else
|
|
{
|
|
if (NumberOfBullets == -1) NumberOfBullets = 1;
|
|
for (i=0 ; i<NumberOfBullets ; i++)
|
|
{
|
|
int angle = bangle + pr_cwbullet.Random2() * (Spread_XY / 255);
|
|
int slope = bslope + pr_cwbullet.Random2() * (Spread_Z / 255);
|
|
int damage = ((pr_cwbullet()%3)+1) * DamagePerBullet;
|
|
P_LineAttack(self, angle, Range, slope, damage, GetDefaultByType(PuffType)->DamageType, PuffType);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// A_FireProjectile
|
|
//
|
|
//==========================================================================
|
|
void A_FireCustomMissile (AActor * self)
|
|
{
|
|
int index=CheckIndex(6);
|
|
if (index<0 || !self->player) return;
|
|
|
|
ENamedName MissileName=(ENamedName)StateParameters[index];
|
|
angle_t Angle=angle_t(EvalExpressionF (StateParameters[index+1], self) * ANGLE_1);
|
|
bool UseAmmo=EvalExpressionN (StateParameters[index+2], self);
|
|
int SpawnOfs_XY=EvalExpressionI (StateParameters[index+3], self);
|
|
fixed_t SpawnHeight=fixed_t(EvalExpressionF (StateParameters[index+4], self) * FRACUNIT);
|
|
INTBOOL AimAtAngle=EvalExpressionI (StateParameters[index+5], self);
|
|
|
|
player_t *player=self->player;
|
|
AWeapon * weapon=player->ReadyWeapon;
|
|
AActor *linetarget;
|
|
|
|
if (UseAmmo && weapon)
|
|
{
|
|
if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo
|
|
}
|
|
|
|
const PClass * ti=PClass::FindClass(MissileName);
|
|
if (ti)
|
|
{
|
|
angle_t ang = (self->angle - ANGLE_90) >> ANGLETOFINESHIFT;
|
|
fixed_t x = SpawnOfs_XY * finecosine[ang];
|
|
fixed_t y = SpawnOfs_XY * finesine[ang];
|
|
fixed_t z = SpawnHeight;
|
|
fixed_t shootangle = self->angle;
|
|
|
|
if (AimAtAngle) shootangle+=Angle;
|
|
|
|
AActor * misl=P_SpawnPlayerMissile (self, x, y, z, ti, shootangle, &linetarget);
|
|
// automatic handling of seeker missiles
|
|
if (misl)
|
|
{
|
|
if (linetarget && misl->flags2&MF2_SEEKERMISSILE) misl->tracer=linetarget;
|
|
if (!AimAtAngle)
|
|
{
|
|
// This original implementation is to aim straight ahead and then offset
|
|
// the angle from the resulting direction.
|
|
FVector3 velocity(misl->momx, misl->momy, 0);
|
|
fixed_t missilespeed = (fixed_t)velocity.Length();
|
|
misl->angle += Angle;
|
|
angle_t an = misl->angle >> ANGLETOFINESHIFT;
|
|
misl->momx = FixedMul (missilespeed, finecosine[an]);
|
|
misl->momy = FixedMul (missilespeed, finesine[an]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// A_CustomPunch
|
|
//
|
|
// Berserk is not handled here. That can be done with A_CheckIfInventory
|
|
//
|
|
//==========================================================================
|
|
void A_CustomPunch (AActor *self)
|
|
{
|
|
int index=CheckIndex(5);
|
|
if (index<0 || !self->player) return;
|
|
|
|
int Damage=EvalExpressionI (StateParameters[index], self);
|
|
bool norandom=!!EvalExpressionI (StateParameters[index+1], self);
|
|
bool UseAmmo=EvalExpressionN (StateParameters[index+2], self);
|
|
ENamedName PuffTypeName=(ENamedName)StateParameters[index+3];
|
|
fixed_t Range=fixed_t(EvalExpressionF (StateParameters[index+4], self) * FRACUNIT);
|
|
|
|
const PClass * PuffType;
|
|
|
|
|
|
player_t *player=self->player;
|
|
AWeapon * weapon=player->ReadyWeapon;
|
|
|
|
|
|
angle_t angle;
|
|
int pitch;
|
|
AActor * linetarget;
|
|
|
|
if (!norandom) Damage *= (pr_cwpunch()%8+1);
|
|
|
|
angle = self->angle + (pr_cwpunch.Random2() << 18);
|
|
if (Range == 0) Range = MELEERANGE;
|
|
pitch = P_AimLineAttack (self, angle, Range, &linetarget);
|
|
|
|
// only use ammo when actually hitting something!
|
|
if (UseAmmo && linetarget && weapon)
|
|
{
|
|
if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo
|
|
}
|
|
|
|
PuffType = PClass::FindClass(PuffTypeName);
|
|
if (!PuffType) PuffType = PClass::FindClass(NAME_BulletPuff);
|
|
|
|
P_LineAttack (self, angle, Range, pitch, Damage, GetDefaultByType(PuffType)->DamageType, PuffType, true);
|
|
|
|
// turn to face target
|
|
if (linetarget)
|
|
{
|
|
S_Sound (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM);
|
|
|
|
self->angle = R_PointToAngle2 (self->x,
|
|
self->y,
|
|
linetarget->x,
|
|
linetarget->y);
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// customizable railgun attack function
|
|
//
|
|
//==========================================================================
|
|
void A_RailAttack (AActor * self)
|
|
{
|
|
int index=CheckIndex(7);
|
|
if (index<0 || !self->player) return;
|
|
|
|
int Damage=EvalExpressionI (StateParameters[index], self);
|
|
int Spawnofs_XY=EvalExpressionI (StateParameters[index+1], self);
|
|
bool UseAmmo=EvalExpressionN (StateParameters[index+2], self);
|
|
int Color1=StateParameters[index+3];
|
|
int Color2=StateParameters[index+4];
|
|
bool Silent=!!EvalExpressionI (StateParameters[index+5], self);
|
|
float MaxDiff=EvalExpressionF (StateParameters[index+6], self);
|
|
ENamedName PuffTypeName=(ENamedName)StateParameters[index+7];
|
|
|
|
AWeapon * weapon=self->player->ReadyWeapon;
|
|
|
|
// only use ammo when actually hitting something!
|
|
if (UseAmmo)
|
|
{
|
|
if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo
|
|
}
|
|
|
|
P_RailAttack (self, Damage, Spawnofs_XY, Color1, Color2, MaxDiff, Silent, PuffTypeName);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// also for monsters
|
|
//
|
|
//==========================================================================
|
|
|
|
void A_CustomRailgun (AActor *actor)
|
|
{
|
|
int index = CheckIndex(7);
|
|
if (index < 0) return;
|
|
|
|
int Damage = EvalExpressionI (StateParameters[index], actor);
|
|
int Spawnofs_XY = EvalExpressionI (StateParameters[index+1], actor);
|
|
int Color1 = StateParameters[index+2];
|
|
int Color2 = StateParameters[index+3];
|
|
bool Silent = !!EvalExpressionI (StateParameters[index+4], actor);
|
|
bool aim = !!EvalExpressionI (StateParameters[index+5], actor);
|
|
float MaxDiff = EvalExpressionF (StateParameters[index+6], actor);
|
|
ENamedName PuffTypeName = (ENamedName)StateParameters[index+7];
|
|
|
|
if (aim && actor->target == NULL)
|
|
{
|
|
return;
|
|
}
|
|
// [RH] Andy Baker's stealth monsters
|
|
if (actor->flags & MF_STEALTH)
|
|
{
|
|
actor->visdir = 1;
|
|
}
|
|
|
|
actor->flags &= ~MF_AMBUSH;
|
|
|
|
if (aim)
|
|
{
|
|
actor->angle = R_PointToAngle2 (actor->x,
|
|
actor->y,
|
|
actor->target->x,
|
|
actor->target->y);
|
|
}
|
|
|
|
actor->pitch = P_AimLineAttack (actor, actor->angle, MISSILERANGE);
|
|
|
|
// Let the aim trail behind the player
|
|
if (aim)
|
|
{
|
|
actor->angle = R_PointToAngle2 (actor->x,
|
|
actor->y,
|
|
actor->target->x - actor->target->momx * 3,
|
|
actor->target->y - actor->target->momy * 3);
|
|
|
|
if (actor->target->flags & MF_SHADOW)
|
|
{
|
|
actor->angle += pr_crailgun.Random2() << 21;
|
|
}
|
|
}
|
|
|
|
P_RailAttack (actor, Damage, Spawnofs_XY, Color1, Color2, MaxDiff, Silent, PuffTypeName);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// DoGiveInventory
|
|
//
|
|
//===========================================================================
|
|
|
|
static void DoGiveInventory(AActor * self, AActor * receiver)
|
|
{
|
|
int index=CheckIndex(2);
|
|
bool res=true;
|
|
if (index<0 || receiver == NULL) return;
|
|
|
|
ENamedName item =(ENamedName)StateParameters[index];
|
|
int amount=EvalExpressionI (StateParameters[index+1], self);
|
|
|
|
if (amount==0) amount=1;
|
|
const PClass * mi=PClass::FindClass(item);
|
|
if (mi)
|
|
{
|
|
AInventory *item = static_cast<AInventory *>(Spawn (mi, 0, 0, 0, NO_REPLACE));
|
|
if (item->IsKindOf(RUNTIME_CLASS(AHealth)))
|
|
{
|
|
item->Amount *= amount;
|
|
}
|
|
else
|
|
{
|
|
item->Amount = amount;
|
|
}
|
|
item->flags |= MF_DROPPED;
|
|
if (item->flags & MF_COUNTITEM)
|
|
{
|
|
item->flags&=~MF_COUNTITEM;
|
|
level.total_items--;
|
|
}
|
|
if (!item->TryPickup (receiver))
|
|
{
|
|
item->Destroy ();
|
|
res = false;
|
|
}
|
|
else res = true;
|
|
}
|
|
else res = false;
|
|
if (pStateCall != NULL) pStateCall->Result = res;
|
|
|
|
}
|
|
|
|
void A_GiveInventory(AActor * self)
|
|
{
|
|
DoGiveInventory(self, self);
|
|
}
|
|
|
|
void A_GiveToTarget(AActor * self)
|
|
{
|
|
DoGiveInventory(self, self->target);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_TakeInventory
|
|
//
|
|
//===========================================================================
|
|
|
|
void DoTakeInventory(AActor * self, AActor * receiver)
|
|
{
|
|
int index=CheckIndex(2);
|
|
if (index<0 || receiver == NULL) return;
|
|
|
|
ENamedName item =(ENamedName)StateParameters[index];
|
|
int amount=EvalExpressionI (StateParameters[index+1], self);
|
|
|
|
if (pStateCall != NULL) pStateCall->Result=false;
|
|
|
|
AInventory * inv = receiver->FindInventory(item);
|
|
|
|
if (inv && !inv->IsKindOf(RUNTIME_CLASS(AHexenArmor)))
|
|
{
|
|
if (inv->Amount > 0 && pStateCall != NULL) pStateCall->Result=true;
|
|
if (!amount || amount>=inv->Amount)
|
|
{
|
|
if (inv->ItemFlags&IF_KEEPDEPLETED) inv->Amount=0;
|
|
else inv->Destroy();
|
|
}
|
|
else inv->Amount-=amount;
|
|
}
|
|
}
|
|
|
|
void A_TakeInventory(AActor * self)
|
|
{
|
|
DoTakeInventory(self, self);
|
|
}
|
|
|
|
void A_TakeFromTarget(AActor * self)
|
|
{
|
|
DoTakeInventory(self, self->target);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Common code for A_SpawnItem and A_SpawnItemEx
|
|
//
|
|
//===========================================================================
|
|
enum SIX_Flags
|
|
{
|
|
SIXF_TRANSFERTRANSLATION=1,
|
|
SIXF_ABSOLUTEPOSITION=2,
|
|
SIXF_ABSOLUTEANGLE=4,
|
|
SIXF_ABSOLUTEMOMENTUM=8,
|
|
SIXF_SETMASTER=16,
|
|
SIXF_NOCHECKPOSITION=32,
|
|
SIXF_TELEFRAG=64,
|
|
// 128 is used by Skulltag!
|
|
SIXF_TRANSFERAMBUSHFLAG=256,
|
|
};
|
|
|
|
|
|
static void InitSpawnedItem(AActor *self, AActor *mo, int flags)
|
|
{
|
|
if (mo)
|
|
{
|
|
AActor * originator = self;
|
|
|
|
if ((flags & SIXF_TRANSFERTRANSLATION) && !(mo->flags2 & MF2_DONTTRANSLATE))
|
|
{
|
|
mo->Translation = self->Translation;
|
|
}
|
|
|
|
mo->angle=self->angle;
|
|
while (originator && isMissile(originator)) originator = originator->target;
|
|
|
|
if (flags & SIXF_TELEFRAG)
|
|
{
|
|
P_TeleportMove(mo, mo->x, mo->y, mo->z, true);
|
|
// This is needed to ensure consistent behavior.
|
|
// Otherwise it will only spawn if nothing gets telefragged
|
|
flags |= SIXF_NOCHECKPOSITION;
|
|
}
|
|
if (mo->flags3&MF3_ISMONSTER)
|
|
{
|
|
if (!(flags&SIXF_NOCHECKPOSITION) && !P_TestMobjLocation(mo))
|
|
{
|
|
// The monster is blocked so don't spawn it at all!
|
|
if (mo->CountsAsKill()) level.total_monsters--;
|
|
mo->Destroy();
|
|
if (pStateCall != NULL) pStateCall->Result=false; // for an inventory item's use state
|
|
return;
|
|
}
|
|
else if (originator)
|
|
{
|
|
if (originator->flags3&MF3_ISMONSTER)
|
|
{
|
|
// If this is a monster transfer all friendliness information
|
|
mo->CopyFriendliness(originator, true);
|
|
if (flags&SIXF_SETMASTER) mo->master = originator; // don't let it attack you (optional)!
|
|
}
|
|
else if (originator->player)
|
|
{
|
|
// A player always spawns a monster friendly to him
|
|
mo->flags|=MF_FRIENDLY;
|
|
mo->FriendPlayer = originator->player-players+1;
|
|
|
|
AActor * attacker=originator->player->attacker;
|
|
if (attacker)
|
|
{
|
|
if (!(attacker->flags&MF_FRIENDLY) ||
|
|
(deathmatch && attacker->FriendPlayer!=0 && attacker->FriendPlayer!=mo->FriendPlayer))
|
|
{
|
|
// Target the monster which last attacked the player
|
|
mo->LastHeard = mo->target = attacker;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// If this is a missile or something else set the target to the originator
|
|
mo->target=originator? originator : self;
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_SpawnItem
|
|
//
|
|
// Spawns an item in front of the caller like Heretic's time bomb
|
|
//
|
|
//===========================================================================
|
|
|
|
void A_SpawnItem(AActor * self)
|
|
{
|
|
FState * CallingState;
|
|
int index=CheckIndex(5, &CallingState);
|
|
if (index<0) return;
|
|
|
|
const PClass * missile= PClass::FindClass((ENamedName)StateParameters[index]);
|
|
fixed_t distance = fixed_t(EvalExpressionF (StateParameters[index+1], self) * FRACUNIT);
|
|
fixed_t zheight = fixed_t(EvalExpressionF (StateParameters[index+2], self) * FRACUNIT);
|
|
bool useammo = EvalExpressionN (StateParameters[index+3], self);
|
|
INTBOOL transfer_translation = EvalExpressionI (StateParameters[index+4], self);
|
|
|
|
if (!missile)
|
|
{
|
|
if (pStateCall != NULL) pStateCall->Result=false;
|
|
return;
|
|
}
|
|
|
|
// Don't spawn monsters if this actor has been massacred
|
|
if (self->DamageType == NAME_Massacre && GetDefaultByType(missile)->flags3&MF3_ISMONSTER) return;
|
|
|
|
if (distance==0)
|
|
{
|
|
// use the minimum distance that does not result in an overlap
|
|
distance=(self->radius+GetDefaultByType(missile)->radius)>>FRACBITS;
|
|
}
|
|
|
|
if (self->player && CallingState != self->state && (pStateCall==NULL || CallingState != pStateCall->State))
|
|
{
|
|
// Used from a weapon so use some ammo
|
|
AWeapon * weapon=self->player->ReadyWeapon;
|
|
|
|
if (!weapon) return;
|
|
if (useammo && !weapon->DepleteAmmo(weapon->bAltFire)) return;
|
|
}
|
|
|
|
AActor * mo = Spawn( missile,
|
|
self->x + FixedMul(distance, finecosine[self->angle>>ANGLETOFINESHIFT]),
|
|
self->y + FixedMul(distance, finesine[self->angle>>ANGLETOFINESHIFT]),
|
|
self->z - self->floorclip + zheight, ALLOW_REPLACE);
|
|
|
|
int flags = (transfer_translation? SIXF_TRANSFERTRANSLATION:0) + (useammo? SIXF_SETMASTER:0);
|
|
InitSpawnedItem(self, mo, flags);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_SpawnItemEx
|
|
//
|
|
// Enhanced spawning function
|
|
//
|
|
//===========================================================================
|
|
void A_SpawnItemEx(AActor * self)
|
|
{
|
|
FState * CallingState;
|
|
int index=CheckIndex(9, &CallingState);
|
|
if (index<0) return;
|
|
|
|
const PClass * missile= PClass::FindClass((ENamedName)StateParameters[index]);
|
|
fixed_t xofs = fixed_t(EvalExpressionF (StateParameters[index+1], self) * FRACUNIT);
|
|
fixed_t yofs = fixed_t(EvalExpressionF (StateParameters[index+2], self) * FRACUNIT);
|
|
fixed_t zofs = fixed_t(EvalExpressionF (StateParameters[index+3], self) * FRACUNIT);
|
|
fixed_t xmom = fixed_t(EvalExpressionF (StateParameters[index+4], self) * FRACUNIT);
|
|
fixed_t ymom = fixed_t(EvalExpressionF (StateParameters[index+5], self) * FRACUNIT);
|
|
fixed_t zmom = fixed_t(EvalExpressionF (StateParameters[index+6], self) * FRACUNIT);
|
|
angle_t Angle= angle_t(EvalExpressionF (StateParameters[index+7], self) * ANGLE_1);
|
|
int flags = EvalExpressionI (StateParameters[index+8], self);
|
|
int chance = EvalExpressionI (StateParameters[index+9], self);
|
|
|
|
if (!missile)
|
|
{
|
|
if (pStateCall != NULL) pStateCall->Result=false;
|
|
return;
|
|
}
|
|
|
|
if (chance > 0 && pr_spawnitemex()<chance) return;
|
|
|
|
// Don't spawn monsters if this actor has been massacred
|
|
if (self->DamageType == NAME_Massacre && GetDefaultByType(missile)->flags3&MF3_ISMONSTER) return;
|
|
|
|
fixed_t x,y;
|
|
|
|
if (!(flags & SIXF_ABSOLUTEANGLE))
|
|
{
|
|
Angle += self->angle;
|
|
}
|
|
|
|
angle_t ang = Angle >> ANGLETOFINESHIFT;
|
|
|
|
if (flags & SIXF_ABSOLUTEPOSITION)
|
|
{
|
|
x = self->x + xofs;
|
|
y = self->y + yofs;
|
|
}
|
|
else
|
|
{
|
|
// in relative mode negative y values mean 'left' and positive ones mean 'right'
|
|
// This is the inverse orientation of the absolute mode!
|
|
x = self->x + FixedMul(xofs, finecosine[ang]) + FixedMul(yofs, finesine[ang]);
|
|
y = self->y + FixedMul(xofs, finesine[ang]) - FixedMul(yofs, finecosine[ang]);
|
|
}
|
|
|
|
if (!(flags & SIXF_ABSOLUTEMOMENTUM))
|
|
{
|
|
// Same orientation issue here!
|
|
fixed_t newxmom = FixedMul(xmom, finecosine[ang]) + FixedMul(ymom, finesine[ang]);
|
|
ymom = FixedMul(xmom, finesine[ang]) - FixedMul(ymom, finecosine[ang]);
|
|
xmom = newxmom;
|
|
}
|
|
|
|
AActor * mo = Spawn( missile, x, y, self->z - self->floorclip + zofs, ALLOW_REPLACE);
|
|
InitSpawnedItem(self, mo, flags);
|
|
if (mo)
|
|
{
|
|
mo->momx=xmom;
|
|
mo->momy=ymom;
|
|
mo->momz=zmom;
|
|
mo->angle=Angle;
|
|
if (flags & SIXF_TRANSFERAMBUSHFLAG) mo->flags = (mo->flags&~MF_AMBUSH) | (self->flags & MF_AMBUSH);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_ThrowGrenade
|
|
//
|
|
// Throws a grenade (like Hexen's fighter flechette)
|
|
//
|
|
//===========================================================================
|
|
void A_ThrowGrenade(AActor * self)
|
|
{
|
|
FState * CallingState;
|
|
int index=CheckIndex(5, &CallingState);
|
|
if (index<0) return;
|
|
|
|
const PClass * missile= PClass::FindClass((ENamedName)StateParameters[index]);
|
|
fixed_t zheight = fixed_t(EvalExpressionF (StateParameters[index+1], self) * FRACUNIT);
|
|
fixed_t xymom = fixed_t(EvalExpressionF (StateParameters[index+2], self) * FRACUNIT);
|
|
fixed_t zmom = fixed_t(EvalExpressionF (StateParameters[index+3], self) * FRACUNIT);
|
|
bool useammo = EvalExpressionN (StateParameters[index+4], self);
|
|
|
|
if (self->player && CallingState != self->state && (pStateCall==NULL || CallingState != pStateCall->State))
|
|
{
|
|
// Used from a weapon so use some ammo
|
|
AWeapon * weapon=self->player->ReadyWeapon;
|
|
|
|
if (!weapon) return;
|
|
if (useammo && !weapon->DepleteAmmo(weapon->bAltFire)) return;
|
|
}
|
|
|
|
|
|
AActor * bo;
|
|
|
|
bo = Spawn(missile, self->x, self->y,
|
|
self->z - self->floorclip + zheight + 35*FRACUNIT + (self->player? self->player->crouchoffset : 0),
|
|
ALLOW_REPLACE);
|
|
if (bo)
|
|
{
|
|
int pitch = self->pitch;
|
|
|
|
P_PlaySpawnSound(bo, self);
|
|
if (xymom) bo->Speed=xymom;
|
|
bo->angle = self->angle+(((pr_grenade()&7)-4)<<24);
|
|
bo->momz = zmom + 2*finesine[pitch>>ANGLETOFINESHIFT];
|
|
bo->z += 2 * finesine[pitch>>ANGLETOFINESHIFT];
|
|
P_ThrustMobj(bo, bo->angle, bo->Speed);
|
|
bo->momx += self->momx>>1;
|
|
bo->momy += self->momy>>1;
|
|
bo->target= self;
|
|
if (bo->flags4&MF4_RANDOMIZE)
|
|
{
|
|
bo->tics -= pr_grenade()&3;
|
|
if (bo->tics<1) bo->tics=1;
|
|
}
|
|
P_CheckMissileSpawn (bo);
|
|
}
|
|
else if (pStateCall != NULL) pStateCall->Result=false;
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_Recoil
|
|
//
|
|
//===========================================================================
|
|
void A_Recoil(AActor * actor)
|
|
{
|
|
int index=CheckIndex(1, NULL);
|
|
if (index<0) return;
|
|
fixed_t xymom = fixed_t(EvalExpressionF (StateParameters[index], actor) * FRACUNIT);
|
|
|
|
angle_t angle = actor->angle + ANG180;
|
|
angle >>= ANGLETOFINESHIFT;
|
|
actor->momx += FixedMul (xymom, finecosine[angle]);
|
|
actor->momy += FixedMul (xymom, finesine[angle]);
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_SelectWeapon
|
|
//
|
|
//===========================================================================
|
|
void A_SelectWeapon(AActor * actor)
|
|
{
|
|
int index=CheckIndex(1, NULL);
|
|
if (index<0 || actor->player == NULL) return;
|
|
|
|
AWeapon * weaponitem = static_cast<AWeapon*>(actor->FindInventory((ENamedName)StateParameters[index]));
|
|
|
|
if (weaponitem != NULL && weaponitem->IsKindOf(RUNTIME_CLASS(AWeapon)))
|
|
{
|
|
if (actor->player->ReadyWeapon != weaponitem)
|
|
{
|
|
actor->player->PendingWeapon = weaponitem;
|
|
}
|
|
}
|
|
else if (pStateCall != NULL) pStateCall->Result=false;
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_Print
|
|
//
|
|
//===========================================================================
|
|
EXTERN_CVAR(Float, con_midtime)
|
|
|
|
void A_Print(AActor * actor)
|
|
{
|
|
int index=CheckIndex(3, NULL);
|
|
if (index<0) return;
|
|
|
|
if (actor->CheckLocalView (consoleplayer) ||
|
|
(actor->target!=NULL && actor->target->CheckLocalView (consoleplayer)))
|
|
{
|
|
float time = EvalExpressionF (StateParameters[index+1], actor);
|
|
FName fontname = (ENamedName)StateParameters[index+2];
|
|
FFont * oldfont = screen->Font;
|
|
float saved = con_midtime;
|
|
|
|
|
|
if (fontname != NAME_None)
|
|
{
|
|
FFont * font = V_GetFont(fontname);
|
|
if (font != NULL) screen->SetFont(font);
|
|
}
|
|
if (time > 0)
|
|
{
|
|
con_midtime = time;
|
|
}
|
|
|
|
C_MidPrint(FName((ENamedName)StateParameters[index]).GetChars());
|
|
screen->SetFont(oldfont);
|
|
con_midtime = saved;
|
|
}
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_SetTranslucent
|
|
//
|
|
//===========================================================================
|
|
void A_SetTranslucent(AActor * self)
|
|
{
|
|
int index=CheckIndex(2, NULL);
|
|
if (index<0) return;
|
|
|
|
fixed_t alpha = fixed_t(EvalExpressionF (StateParameters[index], self) * FRACUNIT);
|
|
int mode = EvalExpressionI (StateParameters[index+1], self);
|
|
mode = mode == 0 ? STYLE_Translucent : mode == 2 ? STYLE_Fuzzy : STYLE_Add;
|
|
|
|
self->RenderStyle.Flags &= ~STYLEF_Alpha1;
|
|
self->alpha = clamp<fixed_t>(alpha, 0, FRACUNIT);
|
|
self->RenderStyle = ERenderStyle(mode);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_FadeIn
|
|
//
|
|
// Fades the actor in
|
|
//
|
|
//===========================================================================
|
|
void A_FadeIn(AActor * self)
|
|
{
|
|
fixed_t reduce = 0;
|
|
|
|
int index=CheckIndex(1, NULL);
|
|
if (index>=0)
|
|
{
|
|
reduce = fixed_t(EvalExpressionF (StateParameters[index], self) * FRACUNIT);
|
|
}
|
|
|
|
if (reduce == 0) reduce = FRACUNIT/10;
|
|
|
|
self->RenderStyle.Flags &= ~STYLEF_Alpha1;
|
|
self->alpha += reduce;
|
|
//if (self->alpha<=0) self->Destroy();
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_FadeOut
|
|
//
|
|
// fades the actor out and destroys it when done
|
|
//
|
|
//===========================================================================
|
|
void A_FadeOut(AActor * self)
|
|
{
|
|
fixed_t reduce = 0;
|
|
|
|
int index=CheckIndex(1, NULL);
|
|
if (index>=0)
|
|
{
|
|
reduce = fixed_t(EvalExpressionF (StateParameters[index], self) * FRACUNIT);
|
|
}
|
|
|
|
if (reduce == 0) reduce = FRACUNIT/10;
|
|
|
|
self->RenderStyle.Flags &= ~STYLEF_Alpha1;
|
|
self->alpha -= reduce;
|
|
if (self->alpha<=0) self->Destroy();
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_SpawnDebris
|
|
//
|
|
//===========================================================================
|
|
void A_SpawnDebris(AActor * self)
|
|
{
|
|
int i;
|
|
AActor * mo;
|
|
const PClass * debris;
|
|
|
|
int index=CheckIndex(4, NULL);
|
|
if (index<0) return;
|
|
|
|
debris = PClass::FindClass((ENamedName)StateParameters[index]);
|
|
if (debris == NULL) return;
|
|
|
|
INTBOOL transfer_translation = EvalExpressionI (StateParameters[index+1], self);
|
|
fixed_t mult_h = fixed_t(EvalExpressionF (StateParameters[index+2], self) * FRACUNIT);
|
|
fixed_t mult_v = fixed_t(EvalExpressionF (StateParameters[index+3], self) * FRACUNIT);
|
|
|
|
// only positive values make sense here
|
|
if (mult_v<=0) mult_v=FRACUNIT;
|
|
if (mult_h<=0) mult_h=FRACUNIT;
|
|
|
|
for (i = 0; i < GetDefaultByType(debris)->health; i++)
|
|
{
|
|
mo = Spawn(debris, self->x+((pr_spawndebris()-128)<<12),
|
|
self->y+((pr_spawndebris()-128)<<12),
|
|
self->z+(pr_spawndebris()*self->height/256), ALLOW_REPLACE);
|
|
if (mo && transfer_translation)
|
|
{
|
|
mo->Translation = self->Translation;
|
|
}
|
|
if (mo && i < mo->GetClass()->ActorInfo->NumOwnedStates)
|
|
{
|
|
mo->SetState (mo->GetClass()->ActorInfo->OwnedStates + i);
|
|
mo->momz = FixedMul(mult_v, ((pr_spawndebris()&7)+5)*FRACUNIT);
|
|
mo->momx = FixedMul(mult_h, pr_spawndebris.Random2()<<(FRACBITS-6));
|
|
mo->momy = FixedMul(mult_h, pr_spawndebris.Random2()<<(FRACBITS-6));
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_CheckSight
|
|
// jumps if no player can see this actor
|
|
//
|
|
//===========================================================================
|
|
void A_CheckSight(AActor * self)
|
|
{
|
|
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
|
|
|
|
for (int i=0;i<MAXPLAYERS;i++)
|
|
{
|
|
if (playeringame[i] && P_CheckSight(players[i].camera,self,true)) return;
|
|
}
|
|
|
|
FState * CallingState;
|
|
int index=CheckIndex(1, &CallingState);
|
|
|
|
if (index>=0) DoJump(self, CallingState, StateParameters[index]);
|
|
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// Inventory drop
|
|
//
|
|
//===========================================================================
|
|
void A_DropInventory(AActor * self)
|
|
{
|
|
int index=CheckIndex(1, &CallingState);
|
|
if (index<0) return;
|
|
|
|
AInventory * inv = self->FindInventory((ENamedName)StateParameters[index]);
|
|
if (inv)
|
|
{
|
|
self->DropInventory(inv);
|
|
}
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_SetBlend
|
|
//
|
|
//===========================================================================
|
|
void A_SetBlend(AActor * self)
|
|
{
|
|
int index=CheckIndex(3);
|
|
if (index<0) return;
|
|
PalEntry color = StateParameters[index];
|
|
float alpha = clamp<float> (EvalExpressionF (StateParameters[index+1], self), 0, 1);
|
|
int tics = EvalExpressionI (StateParameters[index+2], self);
|
|
PalEntry color2 = StateParameters[index+3];
|
|
|
|
if (color == MAKEARGB(255,255,255,255)) color=0;
|
|
if (color2 == MAKEARGB(255,255,255,255)) color2=0;
|
|
if (!color2.a)
|
|
color2 = color;
|
|
|
|
new DFlashFader(color.r/255.0f, color.g/255.0f, color.b/255.0f, alpha,
|
|
color2.r/255.0f, color2.g/255.0f, color2.b/255.0f, 0,
|
|
(float)tics/TICRATE, self);
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_JumpIf
|
|
//
|
|
//===========================================================================
|
|
void A_JumpIf(AActor * self)
|
|
{
|
|
FState * CallingState;
|
|
int index=CheckIndex(2, &CallingState);
|
|
if (index<0) return;
|
|
INTBOOL expression = EvalExpressionI (StateParameters[index], self);
|
|
|
|
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
|
|
if (expression) DoJump(self, CallingState, StateParameters[index+1]);
|
|
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_KillMaster
|
|
//
|
|
//===========================================================================
|
|
void A_KillMaster(AActor * self)
|
|
{
|
|
if (self->master != NULL)
|
|
{
|
|
P_DamageMobj(self->master, self, self, self->master->health, NAME_None, DMG_NO_ARMOR);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_KillChildren
|
|
//
|
|
//===========================================================================
|
|
void A_KillChildren(AActor * self)
|
|
{
|
|
TThinkerIterator<AActor> it;
|
|
AActor * mo;
|
|
|
|
while ( (mo = it.Next()) )
|
|
{
|
|
if (mo->master == self)
|
|
{
|
|
P_DamageMobj(mo, self, self, mo->health, NAME_None, DMG_NO_ARMOR);
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_CountdownArg
|
|
//
|
|
//===========================================================================
|
|
void A_CountdownArg(AActor * self)
|
|
{
|
|
int index=CheckIndex(1);
|
|
if (index<0) return;
|
|
index = EvalExpressionI (StateParameters[index], self) - 1;
|
|
|
|
if (index<0 || index>=5) return;
|
|
if (!self->args[index]--)
|
|
{
|
|
if (self->flags&MF_MISSILE)
|
|
{
|
|
P_ExplodeMissile(self, NULL, NULL);
|
|
}
|
|
else if (self->flags&MF_SHOOTABLE)
|
|
{
|
|
P_DamageMobj (self, NULL, NULL, self->health, NAME_None);
|
|
}
|
|
else
|
|
{
|
|
self->SetState(self->FindState(NAME_Death));
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_Burst
|
|
//
|
|
//============================================================================
|
|
|
|
void A_Burst (AActor *actor)
|
|
{
|
|
int i, numChunks;
|
|
AActor * mo;
|
|
int index=CheckIndex(1, NULL);
|
|
if (index<0) return;
|
|
const PClass * chunk = PClass::FindClass((ENamedName)StateParameters[index]);
|
|
if (chunk == NULL) return;
|
|
|
|
actor->momx = actor->momy = actor->momz = 0;
|
|
actor->height = actor->GetDefault()->height;
|
|
|
|
// [RH] In Hexen, this creates a random number of shards (range [24,56])
|
|
// with no relation to the size of the actor shattering. I think it should
|
|
// base the number of shards on the size of the dead thing, so bigger
|
|
// things break up into more shards than smaller things.
|
|
// An actor with radius 20 and height 64 creates ~40 chunks.
|
|
numChunks = MAX<int> (4, (actor->radius>>FRACBITS)*(actor->height>>FRACBITS)/32);
|
|
i = (pr_burst.Random2()) % (numChunks/4);
|
|
for (i = MAX (24, numChunks + i); i >= 0; i--)
|
|
{
|
|
mo = Spawn(chunk,
|
|
actor->x + (((pr_burst()-128)*actor->radius)>>7),
|
|
actor->y + (((pr_burst()-128)*actor->radius)>>7),
|
|
actor->z + (pr_burst()*actor->height/255), ALLOW_REPLACE);
|
|
|
|
if (mo)
|
|
{
|
|
mo->momz = FixedDiv(mo->z-actor->z, actor->height)<<2;
|
|
mo->momx = pr_burst.Random2 () << (FRACBITS-7);
|
|
mo->momy = pr_burst.Random2 () << (FRACBITS-7);
|
|
mo->RenderStyle = actor->RenderStyle;
|
|
mo->alpha = actor->alpha;
|
|
mo->CopyFriendliness(actor, true);
|
|
}
|
|
}
|
|
|
|
// [RH] Do some stuff to make this more useful outside Hexen
|
|
if (actor->flags4 & MF4_BOSSDEATH)
|
|
{
|
|
A_BossDeath (actor);
|
|
}
|
|
A_NoBlocking (actor);
|
|
|
|
actor->Destroy ();
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_CheckFloor
|
|
// [GRB] Jumps if actor is standing on floor
|
|
//
|
|
//===========================================================================
|
|
void A_CheckFloor (AActor *self)
|
|
{
|
|
FState *CallingState = NULL;
|
|
int index = CheckIndex (1, &CallingState);
|
|
|
|
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
|
|
if (self->z <= self->floorz && index >= 0)
|
|
{
|
|
DoJump (self, CallingState, StateParameters[index]);
|
|
}
|
|
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_Stop
|
|
// resets all momentum of the actor to 0
|
|
//
|
|
//===========================================================================
|
|
void A_Stop (AActor *self)
|
|
{
|
|
self->momx = self->momy = self->momz = 0;
|
|
if (self->player && self->player->mo == self && !(self->player->cheats & CF_PREDICTING))
|
|
{
|
|
self->player->mo->PlayIdle ();
|
|
self->player->momx = self->player->momy = 0;
|
|
}
|
|
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_Respawn
|
|
//
|
|
//===========================================================================
|
|
void A_Respawn (AActor *actor)
|
|
{
|
|
fixed_t x = actor->SpawnPoint[0];
|
|
fixed_t y = actor->SpawnPoint[1];
|
|
sector_t *sec;
|
|
|
|
actor->flags |= MF_SOLID;
|
|
sec = P_PointInSector (x, y);
|
|
actor->SetOrigin (x, y, sec->floorplane.ZatPoint (x, y));
|
|
actor->height = actor->GetDefault()->height;
|
|
if (P_TestMobjLocation (actor))
|
|
{
|
|
AActor *defs = actor->GetDefault();
|
|
actor->health = defs->health;
|
|
|
|
actor->flags = (defs->flags & ~MF_FRIENDLY) | (actor->flags & MF_FRIENDLY);
|
|
actor->flags2 = defs->flags2;
|
|
actor->flags3 = (defs->flags3 & ~(MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS)) | (actor->flags3 & (MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS));
|
|
actor->flags4 = (defs->flags4 & ~MF4_NOHATEPLAYERS) | (actor->flags4 & MF4_NOHATEPLAYERS);
|
|
actor->flags5 = defs->flags5;
|
|
actor->SetState (actor->SpawnState);
|
|
actor->renderflags &= ~RF_INVISIBLE;
|
|
|
|
int index=CheckIndex(1, NULL);
|
|
if (index<0 || EvalExpressionN (StateParameters[index], actor))
|
|
{
|
|
Spawn<ATeleportFog> (x, y, actor->z + TELEFOGHEIGHT, ALLOW_REPLACE);
|
|
}
|
|
if (actor->CountsAsKill()) level.total_monsters++;
|
|
}
|
|
else
|
|
{
|
|
actor->flags &= ~MF_SOLID;
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// A_PlayerSkinCheck
|
|
//
|
|
//==========================================================================
|
|
|
|
void A_PlayerSkinCheck (AActor *actor)
|
|
{
|
|
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
|
|
if (actor->player != NULL &&
|
|
skins[actor->player->userinfo.skin].othergame)
|
|
{
|
|
int index = CheckIndex(1, &CallingState);
|
|
|
|
if (index >= 0)
|
|
{
|
|
DoJump(actor, CallingState, StateParameters[index]);
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_SetGravity
|
|
//
|
|
//===========================================================================
|
|
void A_SetGravity(AActor * self)
|
|
{
|
|
int index=CheckIndex(1);
|
|
if (index<0) return;
|
|
|
|
self->gravity = clamp<fixed_t> (fixed_t(EvalExpressionF (StateParameters[index], self)*FRACUNIT), 0, FRACUNIT);
|
|
}
|
|
|
|
|
|
// [KS] *** Start of my modifications ***
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_ClearTarget
|
|
//
|
|
//===========================================================================
|
|
|
|
void A_ClearTarget(AActor * self)
|
|
{
|
|
self->target = NULL;
|
|
self->LastHeard = NULL;
|
|
self->lastenemy = NULL;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// A_JumpIfTargetInLOS (state label, optional fixed fov, optional bool
|
|
// projectiletarget)
|
|
//
|
|
// Jumps if the actor can see its target, or if the player has a linetarget.
|
|
// ProjectileTarget affects how projectiles are treated. If set, it will use
|
|
// the target of the projectile for seekers, and ignore the target for
|
|
// normal projectiles. If not set, it will use the missile's owner instead
|
|
// (the default).
|
|
//
|
|
//==========================================================================
|
|
|
|
void A_JumpIfTargetInLOS(AActor * self)
|
|
{
|
|
FState * CallingState = NULL;
|
|
int index = CheckIndex(3, &CallingState);
|
|
angle_t an;
|
|
angle_t fov = angle_t(EvalExpressionF (StateParameters[index+1], self) * ANGLE_1);
|
|
INTBOOL projtarg = EvalExpressionI (StateParameters[index+2], self);
|
|
AActor *target;
|
|
|
|
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
|
|
|
|
if (!self->player)
|
|
{
|
|
if (self->flags & MF_MISSILE && projtarg)
|
|
{
|
|
if (self->flags2 & MF2_SEEKERMISSILE)
|
|
target = self->tracer;
|
|
else
|
|
target = NULL;
|
|
}
|
|
else
|
|
{
|
|
target = self->target;
|
|
}
|
|
|
|
if (!target) return; // [KS] Let's not call P_CheckSight unnecessarily in this case.
|
|
|
|
if (!P_CheckSight (self, target, 1))
|
|
return;
|
|
|
|
if (fov && (fov < ANGLE_MAX))
|
|
{
|
|
an = R_PointToAngle2 (self->x,
|
|
self->y,
|
|
target->x,
|
|
target->y)
|
|
- self->angle;
|
|
|
|
if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2)))
|
|
{
|
|
return; // [KS] Outside of FOV - return
|
|
}
|
|
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Does the player aim at something that can be shot?
|
|
P_BulletSlope(self, &target);
|
|
}
|
|
|
|
if (!target) return;
|
|
|
|
DoJump(self, CallingState, StateParameters[index]);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_DamageMaster (int amount)
|
|
// Damages the master of this child by the specified amount. Negative values heal.
|
|
//
|
|
//===========================================================================
|
|
void A_DamageMaster(AActor * self)
|
|
{
|
|
int index = CheckIndex(2);
|
|
if (index<0) return;
|
|
|
|
int amount = EvalExpressionI (StateParameters[index], self);
|
|
ENamedName DamageType = (ENamedName)StateParameters[index+1];
|
|
|
|
if (self->master != NULL)
|
|
{
|
|
if (amount > 0)
|
|
{
|
|
P_DamageMobj(self->master, self, self, amount, DamageType, DMG_NO_ARMOR);
|
|
}
|
|
else if (amount < 0)
|
|
{
|
|
amount = -amount;
|
|
P_GiveBody(self->master, amount);
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_DamageChildren (amount)
|
|
// Damages the children of this master by the specified amount. Negative values heal.
|
|
//
|
|
//===========================================================================
|
|
void A_DamageChildren(AActor * self)
|
|
{
|
|
TThinkerIterator<AActor> it;
|
|
AActor * mo;
|
|
|
|
int index = CheckIndex(2);
|
|
if (index<0) return;
|
|
|
|
int amount = EvalExpressionI (StateParameters[index], self);
|
|
ENamedName DamageType = (ENamedName)StateParameters[index+3];
|
|
|
|
while ( (mo = it.Next()) )
|
|
{
|
|
if (mo->master == self)
|
|
{
|
|
if (amount > 0)
|
|
{
|
|
P_DamageMobj(mo, self, self, amount, DamageType, DMG_NO_ARMOR);
|
|
}
|
|
else if (amount < 0)
|
|
{
|
|
amount = -amount;
|
|
P_GiveBody(mo, amount);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// [KS] *** End of my modifications ***
|
|
|
|
//===========================================================================
|
|
//
|
|
// Modified code pointer from Skulltag
|
|
//
|
|
//===========================================================================
|
|
|
|
void A_CheckForReload( AActor *self )
|
|
{
|
|
if ( self->player == NULL || self->player->ReadyWeapon == NULL )
|
|
return;
|
|
|
|
int index = CheckIndex(2);
|
|
if (index<0) return;
|
|
|
|
AWeapon *weapon = self->player->ReadyWeapon;
|
|
int count = EvalExpressionI (StateParameters[index], self);
|
|
|
|
weapon->ReloadCounter = (weapon->ReloadCounter+1) % count;
|
|
|
|
// If we have not made our last shot...
|
|
if (weapon->ReloadCounter != 0)
|
|
{
|
|
// Go back to the refire frames, instead of continuing on to the reload frames.
|
|
DoJump(self, CallingState, StateParameters[index + 1]);
|
|
}
|
|
else
|
|
{
|
|
// We need to reload. However, don't reload if we're out of ammo.
|
|
weapon->CheckAmmo( false, false );
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Resets the counter for the above function
|
|
//
|
|
//===========================================================================
|
|
|
|
void A_ResetReloadCounter(AActor *self)
|
|
{
|
|
if ( self->player == NULL || self->player->ReadyWeapon == NULL )
|
|
return;
|
|
|
|
AWeapon *weapon = self->player->ReadyWeapon;
|
|
weapon->ReloadCounter = 0;
|
|
}
|